The Tool Desk
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Feral Interactive’s Total War: SHOGUN 2 manual gives first-time players this advice: “If you have never played a Total War game before, the best place to start is with the game tutorial.” After the tutorial, use the in-game Encyclopaedia whenever a term, building, agent, or battle option is unfamiliar; contextual information panels link directly to the relevant entries.
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What you are managing in SHOGUN 2
SHOGUN 2 has two connected layers. On the turn-based campaign map you manage provinces, settlements, armies, agents, diplomacy, research, taxes, construction, and recruitment. Battles then play out in real time. The campaign economy pays for soldiers, buildings, movement, and expansion; battles determine whether those investments survive.
A profitable province is not useful if an army cannot defend it. Conversely, a strong army that sits idle while its upkeep consumes the treasury cannot keep taking territory. Every recommendation in this guide follows that connection: improve income to fund a practical army, use that army to secure profitable provinces, and avoid commitments that create more costs than your current economy can carry.
#1 Best Overall
- Choose from 9 different clans and compete online and offline for the undisputed supremacy of Medieval Japan
- Play through the Main Campaign in single player or invite a friend online to play competitively or cooperatively in Campaign Multiplayer mode
- Developed according to Sun Tzu's principles in the Art of War, the Artificial Intelligence constantly analyzes its situation
- Build and govern cities, recruit and train troops, conduct diplomacy and manage your agents
- Improved land and naval battle gameplay, now with the ability to combine forces and attacks
Start with the tutorial and the Encyclopaedia
Play the Chosokabe Campaign Tutorial first
The manual recommends beginning with the Chosokabe Campaign Tutorial. It introduces campaign decisions as well as land and naval battles, so you learn the game’s two layers without having to infer the basic controls during a high-stakes campaign. Treat the tutorial as orientation rather than a complete strategy course: it teaches where systems are, not a guaranteed build order for every difficulty or clan.
Use the in-game reference instead of guessing
Open the Encyclopaedia when you encounter an unfamiliar term or mechanic. The manual identifies it as the first place to seek help, and the contextual information panels in the interface link to the relevant entries. This is especially useful for agent actions, settlement buildings, technology effects, unit roles, and public-order details, where a single misunderstood rule can turn a profitable province into a revolt.
Which clan is easiest for a beginner?
The Total War Wiki lists both Chosokabe and Shimazu as having an Easy initial challenge. “Easy” describes the opening pressure, not a promise that the campaign will remain simple. Each clan has nearby conflicts and expansion decisions, and the Realm Divide phase later changes the diplomatic situation for everyone.
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|---|---|---|
| Listed initial challenge | Easy, according to the Total War Wiki faction reference | Easy, according to the Total War Wiki faction reference |
| Economic strength | Increased farm income | No equivalent farm-income bonus is stated in the cited faction description |
| Recruitment and upkeep | Strong, cheaper bow units | Reduced recruitment and upkeep costs for katana samurai |
| Opening position | Offers a relatively approachable start, but still presents neighboring conflicts and expansion choices | Satsuma is described as secure, while nearby conflicts and tempting expansion targets remain |
| Good fit for | Players who want an income advantage from farms and prefer archery-led armies | Players who want economical katana samurai and a secure home province while learning melee warfare |
Choose Chosokabe for farms and bows
Chosokabe is a strong first choice if you want your early economy and army to reinforce each other. The faction’s increased farm income helps provinces that are developed around agriculture, while its bow units are strong and cheaper to field. That combination lets a new player learn positioning and ranged damage without paying the same recruitment and upkeep burden as a comparable force built around more expensive units.
Do not interpret the bonus as permission to neglect defense or public order. A farm-rich province still needs a settlement that can remain stable, and a bow-focused army still needs enough melee protection to survive a battle that reaches its line.
Choose Shimazu for economical katana samurai
Shimazu suits players who prefer to solve battles with disciplined melee troops. Its faction description gives katana samurai reduced recruitment and upkeep costs, and describes Satsuma as secure. That security is a useful learning environment, but the clan is not isolated from strategic choices: neighboring conflicts and attractive expansion targets can pull you into wars before your economy is ready.
Both descriptions are older reference material rather than a current balance-patch analysis. Use the traits as starting pressures and strengths, then read your campaign’s own forecasts and battlefield results.
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Rank #2
- Brand New in box. The product ships with all relevant accessories
Your first-turn checklist
Before ending the first turn, establish a baseline you can compare against later. The following sequence is a practical recommendation, not an official scripted order.
- Read the treasury and projected income. Note your current cash, expected next-turn income, army upkeep, and any immediate construction or recruitment costs.
- Inspect every province’s public-order forecast. Check whether taxes, movement, recruitment, or a newly occupied settlement will create unrest. Do this before changing the tax level.
- Review the settlement and its available buildings. Prefer an improvement that supports the province’s role and pays for itself on a timescale you can afford, rather than queuing upgrades everywhere.
- Recruit only a sustainable force. Add units that address a real defensive or offensive need, and verify the new upkeep against projected income.
- Set a single immediate expansion or defense goal. Decide whether the next turns are about securing your home, taking a nearby province, or preparing a diplomatic move. Avoid opening several fronts at once.
- Open the Encyclopaedia for anything unclear. A few seconds reading an ability or building entry is cheaper than losing an army because you misunderstood it.
How to make money in SHOGUN 2
Think of the economy as a sequence of cash-flow decisions, not a race to fill every construction slot. Land development and administration provide the money that funds conquests, but buildings have a payback period and armies create recurring expenses. A building that eventually produces more income can still be the wrong first purchase if it delays the troops needed to hold your next province.
Use a treasury-and-forecast routine
- Check projected income after every recruitment, construction order, diplomatic payment, or tax change.
- Keep enough cash for at least one unexpected expense: emergency recruitment, a damaged army, a garrison requirement, or a settlement that changes hands.
- Compare the cost of a building with the income it is expected to add and the number of turns before that return matters.
- Remember that each additional army adds upkeep every turn, even when it is not fighting.
This routine is more reliable than copying a fixed number of units or buildings. Difficulty, campaign length, province quality, technology, and the direction of your wars all change the correct answer.
Develop provinces selectively
Start with improvements that support the province’s actual role. A food- or farm-oriented province can justify agricultural development, while a province intended to recruit a particular army may need the facilities that make that army practical. Do not upgrade every settlement simply because a slot is open. If an upgrade does not improve the next military or economic decision you expect to make, save the money or invest elsewhere.
The community economic analysis by u/MrSmartDonkey recommends early recruitment and expansion, followed by selective use of markets, farms, gold mines, trade agreements, trade nodes, and metsuke agents. Those priorities are a player’s strategy interpretation, not an official formula. Their value changes with province count, administrative costs, difficulty, campaign stage, and your preferred pace.
Trade and agents
Trade agreements and trade nodes can add income, but they also create diplomatic and geographic commitments. Evaluate whether the agreement supports your current front and whether a trade node can be defended before treating it as guaranteed money.
Metsuke can be part of a tax-focused plan. The same community guide reports that a level 3 metsuke may increase tax in a town. That report is not verified by the official documentation reviewed here, so treat it as a tactic to test in your own campaign rather than a universal income value. The agent’s cost, location, skill path, and opportunity to perform other actions all matter.
Rank #3
- Choose from 9 different clans and compete on and offline for the undisputed supremacy of Medieval Japan. Gain experience to level up your own character-warlord as well as your generals and agents.
- Play through the Main Campaign in single player or invite a friend online to play competitively or cooperatively in Campaign Multiplayer mode.
- Developed according to Sun Tzu's principles in the Art of War, the Artificial Intelligence constantly analyzes its situation and reacts to your every move with greater precision and variety.
- A streamlined User Interface makes management of your kingdom much easier. Build and govern cities, recruit and train troops, conduct diplomacy and manage your agents - each feature is now introduced with comprehensive tutorials
Taxes: use the forecast, not a slogan
Temporary tax increases can create a cash spike, but taxes also affect growth and public order. Before raising them, read the game’s own public-order and income projections. If the forecast shows a revolt or a damaging loss of stability, the extra cash is not a profit.
The alternating-tax proposal
u/MrSmartDonkey’s community guide, posted in 2019 and edited in 2020, proposes alternating very-high-tax turns with normal-tax turns. The idea is to take a short-term income increase, then return to normal taxes before continuous revolt pressure becomes unmanageable. It is a specific player-authored approach, not an official rule or guaranteed optimum.
The guide illustrates the idea with a hypothetical town containing 2,000 wealth and 20 growth. In u/MrSmartDonkey’s model, normal taxes would take 78 turns to catch up with the comparison based on very-high taxes, while minimum tax would take 200 turns. Those figures are the author’s illustrative calculations for that example, not published game-wide statistics. They should not be applied as a promise about your settlement’s actual growth or income.
A safer beginner application
- Record the current income, growth, and public-order forecast.
- Raise taxes only when the settlement can remain stable through the planned turn.
- Use the additional cash for a defined purpose, such as a necessary unit or a time-sensitive construction order.
- Return to a safer tax level before unrest compounds, and recheck the forecast after every change.
- Compare the cash gained with the growth or stability you gave up.
If a tax increase forces you to station troops permanently, suppress a revolt, or abandon an expansion window, its apparent income can be less valuable than normal taxes. Conversely, when order is comfortably positive and a short-term expense matters, a temporary increase can be reasonable.
Build an army the economy can keep
Recruit for the next job, not for an abstract ideal army. A force defending a recently conquered province has different needs from an army preparing to cross a border. Chosokabe’s cheaper, strong bows can make a ranged core economical, but they still need units that can prevent an enemy from reaching them. Shimazu’s cheaper katana samurai can support a melee-centered plan, but cheaper recruitment does not eliminate upkeep.
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One free scan finds every outdated or missing driver and matches the right update for your exact hardware.Free scan · exact hardware match- Defensive force: prioritize enough dependable units to deter or defeat the immediate neighboring threat, then stop recruiting until income catches up.
- Expansion force: add units that can win the next settlement and remain healthy afterward; an exhausted army may be unable to hold what it captures.
- Garrison support: account for the troops needed to keep public order in a newly occupied province rather than counting every unit as available for the next attack.
After each battle, compare the cost of replenishment and replacement with the value of continuing the offensive. Winning one fight can still leave an army economically stranded if the next move requires more troops than the treasury can provide.
Expand without creating a second crisis
Secure a manageable front
Early expansion should simplify your map, not scatter your forces. Take a nearby target when you can defend the new border and maintain the army that won it. Avoid declaring or accepting wars on several sides simply because a province is available. Every new border adds movement demands, garrison costs, diplomatic risk, and the possibility that a profitable building plan must be delayed.
Rank #4
Reassess after every conquest
When a settlement changes hands, pause before queuing another attack. Check its public order, tax forecast, available buildings, damaged units, and neighboring diplomacy. Decide whether it should be a recruiting base, an economic province, a defensive buffer, or a stepping stone. This short pause prevents the common beginner mistake of treating captured territory as immediately productive.
Use diplomacy as an economic tool
Diplomacy can protect a border and make trade possible, but agreements are not permanent insurance. Watch the balance of power around you and avoid relying on a neighbor that is likely to become your next target. A temporary diplomatic arrangement can be worthwhile if it lets you concentrate your army and finish a campaign objective, but leave enough flexibility to respond when alliances change.
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The exact best sequence depends on clan, difficulty, campaign length, and the province you own. A practical decision rule is to ask three questions before starting a project:
- Does it solve a problem I will face in the next several turns?
- Can my treasury support it without delaying necessary recruitment?
- Will the province remain safe and productive long enough to reach its payback point?
Choose economic buildings when the province is secure and the return can fund your next objective. Choose military infrastructure when an upcoming war requires it and you have a plan to use the resulting units. If neither answer is clear, saving money is a valid action; cash reserves preserve options when an enemy moves unexpectedly.
Independent reader supportYour contribution helps us test, update, and keep practical guides available for everyone.How to win the campaign
Know the stated objective
The official manual describes the single-player objective as becoming shogun by overthrowing the shogunate based in Kyoto and conquering provinces. The Total War Wiki’s getting-started reference says Kyoto must be captured and held for four seasons. Your campaign’s displayed victory conditions remain authoritative for its chosen campaign length and faction, so check them rather than assuming every setting uses identical requirements.
Prepare for Realm Divide
The Total War Wiki describes Realm Divide as the stage in which other clans may turn against you after you become too powerful or enter a war with the shogun. Treat it as a major escalation in diplomacy and military pressure, not as an automatic reason to stop expanding.
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Before the endgame push, build a cushion:
- Maintain enough recurring income to pay several armies without depending on a single trade route.
- Keep cash available for emergency recruitment and replenishment.
- Secure vulnerable provinces and identify which borders can be defended with fewer troops.
- Finish or pause construction projects that would otherwise compete with the Kyoto campaign for funds.
- Position armies so that capturing Kyoto does not leave your heartland exposed.
Do not march on Kyoto merely because you can reach it. Confirm that you can hold it for the required four seasons while responding to the diplomatic and military consequences of your rise.
Best Value
- The American, British and French nations played an important part in the story of the Boshin war and your relations with these foreign powers will be integral to unit recruitment and to advancing your technology trees.
- Thirty nine new land units, including modern ranged units - such as the Gatling gun and Armstrong gun - controllable in a new third-person mode.
- New port siege battle type, this new battle type triggers when attempting a naval assault on an occupied enemy port. The attacking fleet must sail into the harbour and capture the port, running the gauntlet of coastal gun defences.
- New land and sea unit interactions, during a land battle, armies can call in offshore artillery support barrages.
- Campaign map bombardments: offshore naval units can bombard armies and cities in adjacent coastal areas on the campaign map itself.
A practical first-campaign route
Opening turns: learn and stabilize
Complete the tutorial if you are new to Total War, then begin a main campaign with Chosokabe or Shimazu. Establish the treasury and public-order baseline, recruit only what your next defensive or offensive task requires, and choose one nearby objective. Use the Encyclopaedia for every unfamiliar interface element instead of spending a turn discovering a mechanic through failure.
Early expansion: convert strength into income
Once your first army can win and hold a target, take a province that improves your position rather than one that merely increases your map color. Reassess its order, economy, and border immediately. Develop the strongest economic opportunities selectively, and let your income forecast determine whether another unit or another building is the better purchase.
Midgame: consolidate before reaching too far
As your province count grows, account for administrative costs and the upkeep of additional armies. This is where a copied build order often fails: an investment that worked in a small realm may no longer pay back quickly enough. Keep fronts limited, use diplomacy to reduce exposure, and make sure each army has a clear role.
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Endgame: create the Kyoto reserve
When you are approaching the shogunate’s territory, stop treating every available coin as expansion money. Preserve a reserve for Realm Divide, place defenders where a sudden declaration of war can hurt you most, and confirm the campaign’s displayed victory conditions. Capture Kyoto only when the economy and armies behind the attack can hold it for the required period.
Common beginner problems and fixes
“My income is positive, but I still run out of money.”
Positive projected income does not mean you can afford every immediate purchase. Count recruitment, construction, replenishment, diplomatic payments, and agent actions before spending. Delay a low-priority building or a second army until the treasury can absorb its recurring cost.
“A province revolts after I raise taxes.”
Return to a stable tax level, inspect the public-order forecast, and determine whether the problem comes from taxes, occupation, damaged defenses, or another local effect. The alternating-tax idea is optional; never follow it when the forecast shows that the next turn will produce an uprising you cannot contain.
“I captured land but cannot defend it.”
Stop the offensive, repair the army, and decide whether the new settlement should receive a garrison or become a temporary defensive line. Opening another front before the province is stable usually compounds the problem.
“My army wins battles but loses the campaign.”
Winning tactical fights does not replace campaign planning. Check whether upkeep, public order, diplomacy, and replenishment are consuming the gains from each victory. A smaller force that can be paid and moved consistently is more useful than a large force that bankrupts the realm.
“Everyone declares war after I become strong.”
This is the pressure associated with Realm Divide. Keep a financial and military cushion before the endgame, avoid exposing every province, and plan for several fronts rather than assuming earlier diplomatic relationships will continue unchanged.
What to remember
Use the Chosokabe tutorial and Encyclopaedia to learn the interface, choose Chosokabe for farm income and economical bows or Shimazu for economical katana samurai and a secure Satsuma, and let your own forecasts govern taxes and construction. Recruit for a defined task, expand one manageable front at a time, and reserve enough money and troops to survive Realm Divide. Kyoto is the objective, but the campaign is won by building an economy that can hold what the army takes.
Quick Recap
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