Age of Shoguns Strategy Guide
           
This page gives you general strategy advice for Age of Shoguns, as well as specific tips and tricks. It is a useful tool for Civilization newcomers or anyone who is becoming frustrated about not winning. Veteran civ players may find it more challenging to avoid reading this section until they have played a few games and have the opportunity to discover these tricks on their own.
  • When moving ships, always leave one movement point free so you can fortify the ship at the end of the turn. This gives you a big advantage if you are attacked on your off turn. The AI makes frequent use of this tactic.
     
  • Look for opportunities to build cities in places where they can give you the "Panama Canal Effect", allowing your ships to traverse two bodies of water via the city. This can save a lot of ship movement time. There are some excellent places in the Tournament scenario to built these types of cities.
     
  • Make frequent use of the "e" key to tell a unit to explore on its own. If you use a Horseman to explore, be aware of a small problem that can occur. Horses can go into mountains, jungles, or swamps. If your Horseman is on auto-explore, and passes a goody hut located on impassable terrain, the Horseman will continue to circle the goody hut until you intervene.
     
  • When building improvements, look for bargains. Some improvements have no long-term maintenance costs. Also, be sure to note the cultural value of an improvement before you build it. The role of culture has been expanded in this mod pack.
     
  • Ninja and Ronin, available to Political clans, are units that have Hidden Nationality. You can use them to attack enemy units and pillage terrain improvements without causing a war. However, Ninja and Ronin cannot attack cities without a declaration of war. Be aware that Hidden Nationality units will be aggressively hunted down by all clans. You can protect yourself from this by stacking them with a normal unit. Stacking a normal unit with a Hidden Nationality unit is a particularly nasty trick when you have a right-of-passage agreement with another clan and you use it to trash their infrastructure.
     
  • If you have colonized a small island, consider placing units on every land square. This will prevent any serious invasion of that island. However, you still need to keep a few units inside the city to ward off amphibious Raider attacks.
     
  • One nasty trick is to make a right-of-passage agreement with a civ and then blockade their ports.
     
  • The Farming and Political Ambition techs are specific to agricultural and political civilizations. Other clans that want to learn these will have to make an enormous research investment. However, keep in mind that the Great Library in AOS yields 2 free techs upon completion, and the first clan to achieve Philosophy gets 1 free tech. Because you choose the free tech you receive, this is an excellent opportunity to expand your clan's capabilities on the cheap. Once you have these special technologies, you can build the related improvements, but you will still not be able to build the special units.
     
  • When doing map trading, always trade with the weakest civ first and work your way up to the powerful civs. As you build up your map, a trade will look more attractive to the powerful civs.
     
  • When in the hands of a human player, the Tokugawa can be dangerous in the early game. The Tokugawa start the game with Sword-Smithing, so they can make immediate use of iron to build relatively powerful units. Also, the Tokugawa can build a Dojo at the start of the game and immediately upgrade their Shogun-1 to a Shogun-2. The AI will never move a Shogun out of a city, but the human player could use an early Shogun-2 to create havoc, even killing weaker enemy Shoguns. The Tokugawa also start the game with a Horseman, something no one else will have until later in the first Era of the game. This Horseman is very dangerous when used in concert with a Shogun-2.
 

 

 

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