Age of Shoguns Civilopedia
         
 
Units
 
Arquebusier Army

A group of primarily Samurai Arquebusiers that move and fight together.

Arquebusier Armies are built like regular units once the technology becomes available. They consume 7 population points from the city in which they are built. Cannot be built by minor tribes. All armies include some mounted units and wheeled wagons, as well as a large civilian support group.
 
An army can "see" up to two squares away, due to its intrinsic scouts. An army has a +1 movement, but cannot move through jungles, marshes, mountains, or volcanoes without a road. Cannot be transported by small vessels. An army can attack once for every point of movement (armies have a movement of 2). Armies may cause collateral damage to terrain improvements and city structures. An army exerts a zone of control. Armies have defensive initiative (a minor first strike when under attack). Victory triggers a Golden Age.

Requires: Hojutsu (plus Saltpeter and Iron)
Upgrades to: none
Cost: 900
Attack: 9
Defense: 9
Movement: 2
Bombard: 19
Range: 1
Rate of Fire: 1
Transport: n/a
Population: 7

 

Ashigaru

The standard "barbarian" unit. A warrior from the lower classes.

Requires: none
Upgrades to: none
Cost: 10
Attack: 1
Defense: 1
Movement: 1
Bombard: n/a
Range: n/a
Rate of Fire: n/a
Transport: n/a
Population: n/a

 

Bushi

The Bushi is the first effective unit of the Pre-Sengoku period.

Requires: Sword-Smithing (plus Iron)
Upgrades to: Samurai Warrior
Cost: 30
Attack: 3
Defense: 2
Movement: 1
Bombard: n/a
Range: n/a
Rate of Fire: n/a
Transport: n/a
Population: n/a

 

Bushi Army

A group of primarily Bushi units that move and fight together.

Bushi Armies are built like regular units once the technology becomes available. They consume 5 population points from the city in which they are built. Cannot be built by minor tribes.  All armies include some mounted units and wheeled wagons, as well as a large civilian support group.
 
An army can "see" up to two squares away, due to its intrinsic scouts. An army has a +1 movement, but cannot move through jungles, marshes, mountains, or volcanoes without a road. Cannot be transported by small vessels. An army can attack once for every point of movement (armies have a movement of 2). Armies may cause collateral damage to terrain improvements and city structures. An army exerts a zone of control. Armies have defensive initiative (a minor first strike when under attack). Victory triggers a golden age.

Requires: Sojutsu (plus Iron)
Upgrades to: none
Cost: 285
Attack: 4
Defense: 3
Movement: 2
Bombard: 6 (collateral damage)
Range: n/a
Rate of Fire: n/a
Transport: n/a
Population: 5

 

Caravel

The only unit that can transport wheeled units and armies.

The Caravel is a sea-going vessel that may safely traverse all water squares.

Requires: Suieijutsu
Upgrades to: none
Cost: 50
Attack: 2
Defense: 2
Movement: 6
Bombard: n/a
Range: n/a
Rate of Fire: n/a
Transport: 4
Population: n/a

 

Catapult

Pre-Sengoku-Era artillery. They are used to bombard defenses to soften the attack for accompanying soldiers. Catapults have no attack or defense power, so they should be protected by an escort. Finally, they are wheeled so they may not enter mountains or jungles unless following a road.

Requires: The Wheel
Upgrades to: Siege Crossbow
Cost: 20
Attack: 0
Defense: 0
Movement: 1
Bombard: 9
Range: 1
Rate of Fire: 1
Transport: n/a
Population: n/a

 

Curragh

Can only transport foot units (no wheeled units or armies).

The Curragh is an early naval unit available only to the Mori, Oda, and Chosokabe.
 
These tiny, primitive boats must end each turn in a coastal square until Mapmaking (sea squares) or Suieijutsu (ocean squares) is achieved. Unlike a galley, a curragh has no offensive weaponry with which to initiate an attack, although it can defend itself if attacked.

Requires: none
Upgrades to: none
Cost: 15
Attack: 0
Defense: 1
Movement: 4
Bombard: n/a
Range: n/a
Rate of Fire: n/a
Transport: 1
Population: n/a

 

Elite Caravel

An improved version of the caravel (+1 HP, +1 trans. capacity) available only to the Mori and Oda.

Requires: Suieijutsu
Upgrades to: none
Cost: 50
Attack: 2
Defense: 2
Movement: 6
Bombard: n/a
Range: n/a
Rate of Fire: n/a
Transport: 5
Population: n/a

 

Elite Galley

An improved version of the galley (+1 HP, +1 trans. capacity) available only to the Mori and Oda. They are in danger of sinking if they end their turn in an ocean square (until Suieijutsu is achieved).

Requires: Mapmaking
Upgrades to: Elite Caravel
Cost: 30
Attack: 1
Defense: 1
Movement: 5
Bombard: n/a
Range: n/a
Rate of Fire: n/a
Transport: 3
Population: n/a

 

Elite Samurai

An improved Samurai available only to the Tokugawa. Elite Samurai are dedicated un-mounted warriors armed with excellent weapons.

Elite Samurai have +2 HP and +1 attack.

Requires: Bushido (plus Iron)
Upgrades to: none
Cost: 50
Attack: 7
Defense: 4
Movement: 1
Bombard: n/a
Range: n/a
Rate of Fire: n/a
Transport: n/a
Population: n/a

 

Elite Samurai Army

An improved Samurai Army available only to the Tokugawa. Elite Samurai Armies have 3 HPs more than a standard Samurai Army and +1 attack.

A group of primarily Elite Samurai units that move and fight together. Armies are built like regular units once the technology becomes available. They consume 6 population points from the city in which they are built. Cannot be built by minor tribes.
 
All armies include some mounted units and wheeled wagons, as well as a large civilian support group. An army can "see" up to two squares away, due to its intrinsic scouts. An army has a +1 movement, but cannot move through jungles, marshes, mountains, or volcanoes without a road. Cannot be transported by small vessels. An army can attack once for every point of movement (armies have a movement of 2). Armies may cause collateral damage to terrain improvements and city structures.
An army exerts a zone of control. Armies have defensive initiative (a minor first strike when under attack). Victory triggers Golden Age.

Requires: Bajutsu (plus Iron)
Upgrades to: none
Cost: 475
Attack: 8
Defense: 5
Movement: 2
Bombard: 13 (collateral damage)
Range: n/a
Rate of Fire: n/a
Transport: n/a
Population: 6

 

Fire Canon

The Fire Cannon is a more advanced artillery unit, capable of bombarding nearby targets to reduce them before
other units attack outright. Fire Cannons have no attack or defense value, so they should be protected by an escort.

Fire Canons are wheeled units, so they cannot enter mountains or jungles unless following a road.

Requires: Hojutsu (plus Iron and Saltpeter)
Upgrades to: none
Cost: 90
Attack: 0
Defense: 0
Movement: 1
Bombard: 18
Range: 2
Rate of Fire: 2
Transport: n/a
Population: n/a

 

Galley

Can only transport foot units (no wheeled units or armies).

The galley is the first naval unit that can be built by non-seafaring civilizations. They are in danger of sinking if they end their turn in an ocean square (until Suieijutsu is achieved).

Requires: Mapmaking
Upgrades to: Caravel
Cost: 30
Attack: 1
Defense: 1
Movement: 5
Bombard: n/a
Range: n/a
Rate of Fire: n/a
Transport: 2
Population: n/a

 

    Horseman

The first mounted unit you can build. Horsemen move fast and may withdraw from combat if losing (unless
fighting another fast unit).

Requires: Horseback Riding (plus Horses)
Upgrades to: Mounted Samurai
Cost: 40
Attack: 3
Defense: 2
Movement: 2
Bombard: n/a
Range: n/a
Rate of Fire: n/a
Transport: n/a
Population: n/a

 

    Mounted Samurai

Mounted Samurai Warriors are dedicated mounted warriors armed with excellent weapons. They have the Blitz unit ability.

Requires: Bajutsu (plus Iron and Horses)
Upgrades to: none
Cost: 75
Attack: 6
Defense: 4
Movement: 2
Bombard: n/a
Range: n/a
Rate of Fire: n/a
Transport: n/a
Population: n/a

 

    Ninja

Ninja are dedicated un-mounted warriors armed with excellent weapons and little armor.

Can only be built by the Hojo (a Political civilization). Note: The Mori build Sea Ninjas.

Ninja warriors have Hidden Nationality, Stealth Attack, Invisibility, and detect other invisible units (in a 2 space radius).

To counter the invisibility and stealth of Ninja units, utilize the Yamabushi, who acts as the only detection unit that can reveal the Ninja (besides high-ranking Shoguns).

Ninjas can't use their stealth attack on naval units, Yamabushi, other Ninja units, or Shogun units with stealth attack. Ninja can't attack units inside a city without a declaration of war.

Requires: Ninjutsu (plus Jade)
Upgrades to: none
Cost: 80
Attack: 6
Defense: 3
Movement: 2
Bombard: n/a
Range: n/a
Rate of Fire: n/a
Transport: n/a
Population: n/a

 

    Peasant Worker

A city that builds a peasant worker loses one citizen from its population.

Peasant workers can improve the countryside to make it more productive. The efficiency of a worker (how quickly it works) depends upon its government type.

A peasant worker may also be used to increase the population of an existing city; when the worker is active on a city, click the "Join City" button. The worker disappears and the city's population gains one citizen.

Note that peasant workers may be captured and used by rival civilizations.

Requires: none
Upgrades to: none
Cost: 10
Attack: 0
Defense: 0
Movement: 1
Bombard: n/a
Range: n/a
Rate of Fire: n/a
Transport: n/a
Population: 1

 

    Raider

The Raider is only amphibious assault unit available to all civilizations.

They cannot be built, but they appear at harbors every 50 turns.

Raiders do not require support.

Requires: none
Upgrades to: none
Cost: 40
Attack: 3
Defense: 2
Movement: 1
Bombard: n/a
Range: n/a
Rate of Fire: n/a
Transport: n/a
Population: n/a

 

    Rocket Cart

The Rocket Cart is a more advanced artillery unit, capable of bombarding nearby targets. Rocket Carts have no attack or defense value, so they should be protected by an escort.

Rocket Carts are wheeled units, so they cannot enter mountains or jungles unless following a road.

Requires: Gunpowder (plus Saltpeter)
Upgrades to: none
Cost: 40
Attack: 0
Defense: 0
Movement: 1
Bombard: 14
Range: 3
Rate of Fire: 1
Transport: n/a
Population: n/a

 

    Ronin

Ronin are dedicated un-mounted mercenaries.

Ronin can only be built by the Mori and Hojo (the Political civilizations).

These rogue-warriors enjoy the benefit of Hidden Nationality. Ronin can't attack units inside a city without a declaration of war.

Requires: Contact: Ronin (plus Jade)
Upgrades to: none
Cost: 50
Attack: 4
Defense: 3
Movement: 1
Bombard: n/a
Range: n/a
Rate of Fire: n/a
Transport: n/a
Population: n/a

 

    Samurai Archer

Samurai Archers are dedicated un-mounted archers armed with excellent ranged weapons.

Requires: Kyujutsu
Upgrades to: Samurai Horse Archer
Cost: 40
Attack: 5
Defense: 3
Movement: 1
Bombard: 4
Range: 1
Rate of Fire: 2
Transport: n/a
Population: n/a

 

    Samurai Army

A group of primarily Samurai units that move and fight together.

Samurai Armies are built like regular units once the technology becomes available. They consume 6 population points from the city in which they are built. Cannot be built by minor tribes.
 
All armies include some mounted units and wheeled wagons, as well as a large civilian support group. An army can "see" up to two squares away, due to its intrinsic scouts. An army has a +1 movement, but cannot move through jungles, marshes, mountains, or volcanoes without a road. Cannot be transported by small vessels. An army can attack once for every point of movement (armies have a movement of 2). Armies may cause collateral damage to terrain improvements and city structures.
An army exerts a zone of control. Armies have defensive initiative (a minor first strike when under attack). Victory triggers Golden Age.

Requires: Bajutsu (plus Iron)
Upgrades to: none
Cost: 475
Attack: 7
Defense: 5
Movement: 2
Bombard: 12 (collateral damage)
Range: n/a
Rate of Fire: n/a
Transport: n/a
Population: 6

 

    Samurai Arquebusier

A gunpowder-unit. Arquebusiers are powerful defenders, and equally lethal attackers. The emergence of gunpowder and firearms via the Portuguese, heralded the beginning of the end for traditional samurai warriors. In addition to their standard attack Arquebusiers may bombard nearby enemy units, although for less damage than a standard attack.

Requires: Hojutsu (plus Saltpeter and Iron)
Upgrades to: none
Cost: 100
Attack: 8
Defense: 8
Movement: 1
Bombard: 7
Range: 1
Rate of Fire: 1
Transport: n/a
Population: n/a

 

    Samurai Horse Archer

Samurai Horse Archers are mounted warriors armed with excellent ranged weapons. Additionally, they have the Blitz unit ability.

Exerts a Zone-of-Control.

Requires: Bajutsu (plus Horses)
Upgrades to: none
Cost: 70
Attack: 5
Defense: 3
Movement: 3
Bombard: 4
Range: 1
Rate of Fire: 2
Transport: n/a
Population: n/a

 

    Samurai Spearman

Samurai Spearmen are the first new defensive units of the Sengoku period.

Requires: Naginatajutsu (plus Iron)
Upgrades to: none
Cost: 40
Attack: 3
Defense: 5
Movement: 1
Bombard: n/a
Range: n/a
Rate of Fire: n/a
Transport: n/a
Population: n/a

 

    Samurai Warrior

Samurai Warriors are dedicated un-mounted warriors armed with excellent weapons.

Samurai have +1 HP.

Can't be built by the Mori (they build Sea Samurai).

Requires: Bushido (plus Iron)
Upgrades to: none
Cost: 50
Attack: 6
Defense: 4
Movement: 1
Bombard: n/a
Range: n/a
Rate of Fire: n/a
Transport: n/a
Population: n/a

 

    Sea Ninja

A Ninja with amphibious assault capability. Available only to the Mori.

Ninja warriors have Hidden Nationality, Stealth Attack, Invisibility, detect other invisible units (in a 2 space radius), and are Amphibious.

To counter the invisibility and stealth of Ninja units, utilize the Yamabushi, who acts as a detection unit that can reveal the Ninja.

Sea Ninjas can't use their stealth attack on Yamabushi, other ninja units, or Shogun units with stealth attack. Sea Ninja can't attack units inside a city without a declaration of war.

Requires: Ninjutsu (plus Jade)
Upgrades to: none
Cost: 100
Attack: 6
Defense: 3
Movement: 2
Bombard: n/a
Range: n/a
Rate of Fire: n/a
Transport: n/a
Population: n/a

 

    Sea Samurai

A Samurai Warrior with amphibious assault capability and one less HP.

Available only to the Mori and Oda.

Requires: Bushido (plus Iron)
Upgrades to: none
Cost: 75
Attack: 6
Defense: 4
Movement: 1
Bombard: n/a
Range: n/a
Rate of Fire: n/a
Transport: n/a
Population: n/a

 

    Settler

A city that builds a settler loses two citizens from its population.

Settlers are used primarily to found new cities. Move the settler to the desired city site, and, when the settler is active in that square, press B.

A settler may also be used to increase the population of an existing city; when the settler is active on a city, click the "Join City" button. The settler disappears and the city's population gains two citizens.

Requires: none
Upgrades to: none
Cost: 30
Attack: 0
Defense: 0
Movement: 1
Bombard: n/a
Range: n/a
Rate of Fire: n/a
Transport: n/a
Population: 2

 

    Shinto Master

Available only to the Oda.

Shinto Masters are capable of converting enemy units to their cause. Converted units become Yamabushi.

Shinto Masters are holy men and will not pillage.

Shinto Masters Detect Invisibility (in a 2 space radius) and can alert you to Ninjas.

Requires: Shinto Precepts
Upgrades to: none
Cost: 30
Attack: 2
Defense: 3
Movement: 1
Bombard: n/a
Range: n/a
Rate of Fire: n/a
Transport: n/a
Population: n/a

 

    Shogun 1-11

Your Daimyo (or King) unit can be upgraded to more powerful shoguns as you advance up the technology tree. At the beginning, your Daimyo is classified as a "Shogun-1" with an attack of 3, a defense of 3 and a movement of 2. Once you research Sword-Smithing, you can "upgrade" your Daimyo to a "Shogun-2" with even greater powers. Below is a list of each Shogun upgrade, its attack and defense values, cost, its special abilities, and where it becomes available on the technology tree.

UNIT       ATTACK    DEFENSE   COST        SPECIAL ABILITY      TECH REQUIREMENT
Shogun–1   att:  2   def:  2   cost:   0   +1 HP                none
Shogun–2   att:  3   def:  3   cost:  20   Zone-of-control      Sword-Smithing
   Tokugawa can immediately upgrade to Shogun-2 (when they build a dojo) because they start with Sword-Smithing.
Shogun–3   att:  4   def:  4   cost:  40                        Invention
Shogun–4   att:  5   def:  5   cost:  60   Blitz                Sojutsu
Shogun–5   att:  6   def:  6   cost: 100   Amphibious Assault   Bujutsu
Shogun–6   att:  7   def:  7   cost: 120   All Terrain as Roads Kenjutsu
Shogun–7   att:  8   def:  8   cost: 140   Assassin             Bushido
Shogun–8   att:  9   def:  9   cost: 160                        Bajutsu
Shogun–9   att: 10   def: 10   cost: 180   Convert (to Bushi)   Gunpowder
Shogun–10  att: 11   def: 11   cost: 200   Detect Invisible     Hojutsu
Shogun-11  att: 12   def: 12   cost: 220   +1 HP                Hojutsu
 
Shogun-11 only available to the Tokugawa.

It's important to note that all special abilities are cumulative. For example a "Shogun-4" not only has the ability to Blitz, but also has the Zone-of-Control of a "Shogun-2."

Shoguns who have the "assassin" capability, or stealth attack, can only use it against lower ranking Shoguns.

A Shogun AND all his heirs must be killed before regicide occurs.

UPGRADING YOUR DAIMYO: Upgrading your Daimyo works the same way as updating any foot unit. If you have reached a technology advance that allows an upgrade and wish to upgrade your Daimyo, move your Daimyo into a city with a Dojo, then select the Upgrade button appearing at the bottom center of the screen. You'll receive a dialog telling you how much the upgrade will cost; now complete the process. Your Daimyo immediately upgrades to a more powerful Shogun.

 

    Siege Crossbow

Sengoku-Era artillery. They are used to bombard city defenses to soften the attack for accompanying soldiers. Siege Crossbows have no attack or defense power, so they should be protected by an escort.

Siege Crossbows are wheeled so they may not enter mountains or jungles unless following a road.

Requires: Heihojutsu
Upgrades to: Fire Canon
Cost: 50
Attack: 0
Defense: 0
Movement: 1
Bombard: 12
Range: 1
Rate of Fire: 1
Transport: n/a
Population: n/a

 

    Spearman

Spearmen are the first and best defensive units of the Pre-Sengoku era.

Requires: Sword-Smithing (plus Iron)
Upgrades to: Samurai Spearman
Cost: 20
Attack: 1
Defense: 3
Movement: 1
Bombard: n/a
Range: n/a
Rate of Fire: n/a
Transport: n/a
Population: n/a

 

    Stone Crossbow

Stone Crossbow soldiers were armed with crossbows which launched rocks instead of arrows unlike their European counterparts.

Requires: Invention
Upgrades to: Samurai Archer
Cost: 20
Attack: 3
Defense: 1
Movement: 1
Bombard: 2
Range: 1
Rate of Fire: 1
Transport: n/a
Population: n/a

 

    Yamabushi

Yamabushi are dedicated un-mounted warriors armed with excellent weapons. They are honorable and will not pillage.

To counter the invisibility and stealth of Ninja units, use the Yamabushi, who act as a detection unit that can reveal the Ninja (in a 2 space radius).

Yamabushi treat all terrain as roads.

Requires: Bojutsu
Upgrades to: none
Cost: 60
Attack: 3
Defense: 3
Movement: 1
Bombard: n/a
Range: n/a
Rate of Fire: n/a
Transport: n/a
Population: n/a

 

     

 

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