encyclopedia_blocks_content_enc_glossary_amaterasu	The sun goddess.	True
encyclopedia_blocks_content_enc_glossary_arquebus	An early form of long arm that uses a matchlock firing mechanism to propel the charge; a precursor to the musket.	True
encyclopedia_blocks_content_enc_glossary_ashigaru	Conscripted peasant soldiers that were the mainstay of many [[url="encyclopedia/how_to_play/002b_enc_glossary.html#enc_glossary_clan"]]clan[[/url]] armies; far beneath samurai in rank, they eventually became a feudal class of their own: professional soldiers.	True
encyclopedia_blocks_content_enc_glossary_bajutsu	The art of horse skills and fighting on horseback.	True
encyclopedia_blocks_content_enc_glossary_bakuto	An inveterate gambler or someone immersed in the mizu shobai.	True
encyclopedia_blocks_content_enc_glossary_biwa	A Japanese instrument similar to a lute.	True
encyclopedia_blocks_content_enc_glossary_bokken	A wooden sword using for training, so a mistake wouldn't result in being cleaved in two.	True
encyclopedia_blocks_content_enc_glossary_buddhism	The official religion of Japan that follows the teachings of Buddha.	True
encyclopedia_blocks_content_enc_glossary_bune	A ship.	True
encyclopedia_blocks_content_enc_glossary_bunraku	Japanese puppet theatre.	True
encyclopedia_blocks_content_enc_glossary_burakumin	Those who practiced impure occupations, such as tanners, undertakers and executioners.	True
encyclopedia_blocks_content_enc_glossary_bushido	Literally "the way of the warrior"; the samurai code of honour, similar to the western concept of chivalry.	True
encyclopedia_blocks_content_enc_glossary_chinkasai	A festival celebrating the fire kami.	True
encyclopedia_blocks_content_enc_glossary_chonin	A “townsman”, a city-dwelling peasant, often a craftsman or salesman.	True
encyclopedia_blocks_content_enc_glossary_clan	A faction consisting of a noble family and its retainers, the powerbase of feudal Japan; equivalent to a faction in previous Total War titles.	True
encyclopedia_blocks_content_enc_glossary_commissioners	The daimyo's chief advisors; equivalent to ministers in previous Total War titles.	True
encyclopedia_blocks_content_enc_glossary_daimyo	The leader of the clan; the faction leader in previous Total War titles.	True
encyclopedia_blocks_content_enc_glossary_daisho	The two swords of the [[url="encyclopedia/how_to_play/002b_enc_glossary.html#enc_glossary_samurai"]]samurai[[/url]], katana and wakizashi, when worn together.	True
encyclopedia_blocks_content_enc_glossary_dojo	Literally the "place of the way", a building where military skills are taught.	True
encyclopedia_blocks_content_enc_glossary_fugu	A pufferfish that can kill its eater if not prepared correctly.	True
encyclopedia_blocks_content_enc_glossary_fujin	The wind god.	True
encyclopedia_blocks_content_enc_glossary_fujinsai	A festival of appeasement to the wind god.	True
encyclopedia_blocks_content_enc_glossary_gaijin	A foreigner; anyone who isn't Japanese.	True
encyclopedia_blocks_content_enc_glossary_geisha	A discreet, trusted hostess; a highly-skilled assassin in Total War: Shogun 2.	True
encyclopedia_blocks_content_enc_glossary_go	A Japanese strategy game.	True
encyclopedia_blocks_content_enc_glossary_hachiman	The god of warriors.	True
encyclopedia_blocks_content_enc_glossary_haiku	A form of poetry that must contain three phrases totalling no more than 17 moras (the stresses of a syllable).	True
encyclopedia_blocks_content_enc_glossary_hanafuda	Japanese playing cards used for games such as Karuta.	True
encyclopedia_blocks_content_enc_glossary_horo	A cloak worn on the battlefield.	True
encyclopedia_blocks_content_enc_glossary_horoku	A primitive fire bomb often swung on a chain or rope.	True
encyclopedia_blocks_content_enc_glossary_iaijutsu	The art of drawing the sword, literally "mental presence and immediate reaction".	True
encyclopedia_blocks_content_enc_glossary_jizamurai	The owner of a small rural domain.	True
encyclopedia_blocks_content_enc_glossary_joro	A seductive woman.	True
encyclopedia_blocks_content_enc_glossary_jujutsu	The art of fighting an armed opponent whilst unarmed.	True
encyclopedia_blocks_content_enc_glossary_kabuki	A drama in the form of dance.	True
encyclopedia_blocks_content_enc_glossary_kabukimono	A ronin or vagrant who claims to be a working [[url="encyclopedia/how_to_play/002b_enc_glossary.html#enc_glossary_samurai"]]samurai[[/url]].	True
encyclopedia_blocks_content_enc_glossary_kagutsuchi	The fire god.	True
encyclopedia_blocks_content_enc_glossary_kami	A spirit.	True
encyclopedia_blocks_content_enc_glossary_katana	The sword of the [[url="encyclopedia/how_to_play/002b_enc_glossary.html#enc_glossary_samurai"]]samurai[[/url]].	True
encyclopedia_blocks_content_enc_glossary_kenjutsu	The art of fighting with a sword.	True
encyclopedia_blocks_content_enc_glossary_kisho	Fighting or battle.	True
encyclopedia_blocks_content_enc_glossary_kitsune	A fox, often portrayed as a magical spirit.	True
encyclopedia_blocks_content_enc_glossary_kobudo	A martial art from the islands of Ryukyu involving such weapons as nunchaku, staffs and knuckledusters often used by [[url="encyclopedia/how_to_play/002b_enc_glossary.html#enc_glossary_ninja"]]ninja[[/url]].	True
encyclopedia_blocks_content_enc_glossary_kodachi	A short sword worn by a [[url="encyclopedia/how_to_play/002b_enc_glossary.html#enc_glossary_samurai"]]samurai[[/url]].	True
encyclopedia_blocks_content_enc_glossary_kodama	A spirit of the trees.	True
encyclopedia_blocks_content_enc_glossary_koku	A unit of currency: the amount of rice required to feed one person for one year.	True
encyclopedia_blocks_content_enc_glossary_kote	The sleeves in a suit of Japanese battle armour.	True
encyclopedia_blocks_content_enc_glossary_kumicho	The leader of a Yakuza family; a crime boss.	True
encyclopedia_blocks_content_enc_glossary_kyoto	The capital city of Japan, home to both the [[url="encyclopedia/how_to_play/002b_enc_glossary.html#enc_glossary_shogun"]]shogun[[/url]] and the emperor.	True
encyclopedia_blocks_content_enc_glossary_kyoto	The capital city of Japan, home to both the [[url="encyclopedia/how_to_play/002b_enc_glossary.html#enc_glossary_shogun"]]Shogun[[/url]] and the Emperor.	True
encyclopedia_blocks_content_enc_glossary_kyujutsu	The art of bowmanship and archery, also known as kyudo.	True
encyclopedia_blocks_content_enc_glossary_maiko	Literally “dancing girl”, an apprentice geisha.	True
encyclopedia_blocks_content_enc_glossary_mangonel	A type of catapult.	True
encyclopedia_blocks_content_enc_glossary_matchlock	Another name for the arquebus.	True
encyclopedia_blocks_content_enc_glossary_meijin	Literally “brilliant man”, the meijin is a Go champion.	True
encyclopedia_blocks_content_enc_glossary_menpo	The face mask in a suit of Japanese battle armour.	True
encyclopedia_blocks_content_enc_glossary_metsuke	A secret policeman, skilled in bribery and interrogation techniques; the guardian of loyalty and "correct" behaviour.	True
encyclopedia_blocks_content_enc_glossary_mizu_shobai	Literally the "water trade", referring to drinking and night-life generally.	True
encyclopedia_blocks_content_enc_glossary_mon	A [[url="encyclopedia/how_to_play/002b_enc_glossary.html#enc_glossary_clan"]]clan's[[/url]] symbol that appears on all their flags and banners.	True
encyclopedia_blocks_content_enc_glossary_monshu	Literally "gate keeper", the head monk at a [[url="encyclopedia/how_to_play/002b_enc_glossary.html#enc_glossary_buddhism"]]Buddhist[[/url]] monastery.	True
encyclopedia_blocks_content_enc_glossary_moon_people	Those who dwell upon the glowing orb. Approach with caution.	True
encyclopedia_blocks_content_enc_glossary_naginata	A pole-arm: a blade mounted on a pole.	True
encyclopedia_blocks_content_enc_glossary_naginatajutsu	The art of fighting with a naginata.	True
encyclopedia_blocks_content_enc_glossary_nanban	Southern barbarian, the Japanese name for European visitors.	True
encyclopedia_blocks_content_enc_glossary_netsuke	A small, sculpted box hung from robes instead of a pocket, used to store money, tobacco and other personal items.	True
encyclopedia_blocks_content_enc_glossary_nihon_maru	The [[url="encyclopedia/how_to_play/002b_enc_glossary.html#enc_glossary_shogun"]]shogun's[[/url]] flagship.	True
encyclopedia_blocks_content_enc_glossary_nihon_maru	The [[url="encyclopedia/how_to_play/002b_enc_glossary.html#enc_glossary_shogun"]]Shogun's[[/url]] flagship.	True
encyclopedia_blocks_content_enc_glossary_ninja	An expert in ninjutsu, used to carry out covert subterfuge missions; also known as shinobi in feudal Japan.	True
encyclopedia_blocks_content_enc_glossary_ninjato	The short, straight sword of a ninja.	True
encyclopedia_blocks_content_enc_glossary_ninjutsu	The art of unconventional warfare, subterfuge and espionage, as practiced by ninja and developed in the [[url="encyclopedia/how_to_play/002b_enc_glossary.html#enc_glossary_province"]]province[[/url]] of Iga.	True
encyclopedia_blocks_content_enc_glossary_niten_ichi-ryu	The art of fighting with two swords at the same time.	True
encyclopedia_blocks_content_enc_glossary_no-dachi	A two-handed sword.	True
encyclopedia_blocks_content_enc_glossary_onna_bugeisha	A female [[url="encyclopedia/how_to_play/002b_enc_glossary.html#enc_glossary_samurai"]]samurai[[/url]], exclusively a noble woman.	True
encyclopedia_blocks_content_enc_glossary_onsen	Literally “hot springs”, often meaning bathhouses nearby.	True
encyclopedia_blocks_content_enc_glossary_o-shuko	A waitress at an inn.	True
encyclopedia_blocks_content_enc_glossary_owatatsumi	The great water god.	True
encyclopedia_blocks_content_enc_glossary_oyabun	See Kumicho.	True
encyclopedia_blocks_content_enc_glossary_oyamatsumi	The goddess of the sea, mountains, and war.	True
encyclopedia_blocks_content_enc_glossary_o-yoroi	Elaborate Japanese battle armour.	True
encyclopedia_blocks_content_enc_glossary_province	An area of [[url="encyclopedia/how_to_play/002b_enc_glossary.html#enc_glossary_clan"]]clan[[/url]] territory equivalent to a region in previous Total War titles.	True
encyclopedia_blocks_content_enc_glossary_rikishi	A professional sumo wrestler.	True
encyclopedia_blocks_content_enc_glossary_ronin	Masterless [[url="encyclopedia/how_to_play/002b_enc_glossary.html#enc_glossary_samurai"]]samurai[[/url]] - the remnants of [[url="encyclopedia/how_to_play/002b_enc_glossary.html#enc_glossary_clan"]]clans[[/url]] that have been defeated and destroyed.	True
encyclopedia_blocks_content_enc_glossary_sakoku	Literally "locked country"; the policy of not allowing foreigners into Japan or any citizens to leave that was enacted during the Edo period, following the [[url="encyclopedia/how_to_play/002b_enc_glossary.html#enc_glossary_sengoku_jidai"]]Sengoku Jidai[[/url]].	True
encyclopedia_blocks_content_enc_glossary_samurai	Samurai – literally “he who serves”; noble warriors, essentially the equivalent of European knights.	True
encyclopedia_blocks_content_enc_glossary_sekitori	A high-ranking sumo wrestler.	True
encyclopedia_blocks_content_enc_glossary_sengoku_jidai	Literally "the age of the country at war"; essentially the second half of the 16th century, the time period in which Total War: Shogun 2 is set.	True
encyclopedia_blocks_content_enc_glossary_seppuku	Ritual suicide by disembowelment, literally "cutting the belly"; either voluntarily due to defeat or a slight or shame to an individual or his master's honour, or by order as a form of punishment for [[url="encyclopedia/how_to_play/002b_enc_glossary.html#enc_glossary_samurai"]]samurai[[/url]] who had committed a serious infraction that had caused shame and compromised their honour; also known as hara-kiri.	True
encyclopedia_blocks_content_enc_glossary_shinobigatana	Another name for the ninjato sword used by [[url="encyclopedia/how_to_play/002b_enc_glossary.html#enc_glossary_ninja"]]ninja[[/url]].	True
encyclopedia_blocks_content_enc_glossary_shinto	The indigenous spiritualism of Japan, literally meaning "way of the gods". Pre-dating [[url="encyclopedia/how_to_play/002b_enc_glossary.html#enc_glossary_buddhism"]]Buddhism[[/url]], it is the worship of natural forces: the Kami, or spirits.	True
encyclopedia_blocks_content_enc_glossary_shiomatsuri	A festival celebrating the tides.	True
encyclopedia_blocks_content_enc_glossary_shogi	A Japanese board game very similar to Chess.	True
encyclopedia_blocks_content_enc_glossary_shogun	The military dictator of Japan, a man effectively more powerful than the emperor.	True
encyclopedia_blocks_content_enc_glossary_shogunate	The military government, consisting mainly of members of the shogun's [[url="encyclopedia/how_to_play/002b_enc_glossary.html#enc_glossary_clan"]]clan[[/url]].	True
encyclopedia_blocks_content_enc_glossary_shogun	The military dictator of Japan, a man effectively more powerful than the Emperor.	True
encyclopedia_blocks_content_enc_glossary_shogunate	The military government, consisting mainly of members of the Shogun's [[url="encyclopedia/how_to_play/002b_enc_glossary.html#enc_glossary_clan"]]clan[[/url]].	True
encyclopedia_blocks_content_enc_glossary_shuriken	Literally the “hidden sword", otherwise known as a throwing star; used in [[url="encyclopedia/how_to_play/002b_enc_glossary.html#enc_glossary_ninjutsu"]]ninjutsu[[/url]].	True
encyclopedia_blocks_content_enc_glossary_sohei	A [[url="encyclopedia/how_to_play/002b_enc_glossary.html#enc_glossary_buddhism"]]Buddhist[[/url]] warrior monk.	True
encyclopedia_blocks_content_enc_glossary_sojutsu	The art of fighting with a spear.	True
encyclopedia_blocks_content_enc_glossary_suburi	The cutting exercises used in sword training, usually with a bokken.	True
encyclopedia_blocks_content_enc_glossary_sumo	The art of wrestling, a popular Japanese sport.	True
encyclopedia_blocks_content_enc_glossary_suneate	The greaves or shin-guards in a suit of Japanese battle armour.	True
encyclopedia_blocks_content_enc_glossary_sushi	Raw fish served with rice, rolled together.	True
encyclopedia_blocks_content_enc_glossary_taiko	A drum.	True
encyclopedia_blocks_content_enc_glossary_taisho	Another name for general, generic modern Japanese term for any kind of leader.	True
encyclopedia_blocks_content_enc_glossary_tanto	A short dagger, often used to commit seppuku.	True
encyclopedia_blocks_content_enc_glossary_tenshu	The keep of a castle. The object of a siege battle is to capture the tenshu.	True
encyclopedia_blocks_content_enc_glossary_teppo	A gun, specifically the matchlocks and arquebuses used during the [[url="encyclopedia/how_to_play/002b_enc_glossary.html#enc_glossary_sengoku_jidai"]]Sengoku Jidai[[/url]].	True
encyclopedia_blocks_content_enc_glossary_torii	The gate at the entrance to a [[url="encyclopedia/how_to_play/002b_enc_glossary.html#enc_glossary_shinto"]]Shinto[[/url]] shrine.	True
encyclopedia_blocks_content_enc_glossary_wakizashi	A short sword worn by [[url="encyclopedia/how_to_play/002b_enc_glossary.html#enc_glossary_samurai"]]samurai[[/url]], part of the set known as [[url="encyclopedia/how_to_play/002b_enc_glossary.html#enc_glossary_daisho"]]daisho[[/url]].	True
encyclopedia_blocks_content_enc_glossary_wako	A seaborne pirate.	True
encyclopedia_blocks_content_enc_glossary_yabusame	The art of mounted archery.	True
encyclopedia_blocks_content_enc_glossary_yari	A spear.	True
encyclopedia_blocks_content_enc_glossary_yatagarasu	The "eight-span crow", a great bird whose presence is viewed as indicative of the will of the gods.	True
encyclopedia_blocks_content_enc_glossary_yokozuna	The highest possible rank in sumo wrestling.	True
encyclopedia_blocks_content_enc_manual_skills	As a general fights battles; as a [[url="encyclopedia/how_to_play/002b_enc_glossary.html#enc_glossary_ninja"]]ninja[[/url]] carries out espionage; as a monk converts other characters - all these things give a character experience points. These can be used to purchase useful skills, allowing you to shape your character's career path. The skill tree can be accessed through the button in the top right of any [[url="encyclopedia/how_to_play/045b_enc_manual_ui_character.html"]]character details panel[[/url]]. Simply double-click on a character or right-click on their portrait to go to their details panel. 	True
encyclopedia_blocks_content_enc_text_advisor_help_advisor	Used to explain important game features to the player, the advisor will periodically appear in the top left-hand corner of the screen to give warnings and suggestions, their portrait flashing when a new message is triggered. Although his/her default state is to play audio only, there is an option to show both text and audio together via the tooltipped buttons at the very top of the screen, where you can also isolate one or the other. There is also an option to hide the advisor graphics for the piece of advice currently being displayed. Left-clicking on the advisor portrait will repeat the audio for the advice that is currently on display.	True
encyclopedia_blocks_content_enc_text_advisor_help_advisor_back	If you wish to hear or read a piece of advice again after it has played or been dismissed you can do so by clicking on the back button. Each click cycles back one piece of advice in reverse order - the latest piece first.	True
encyclopedia_blocks_content_enc_text_enc_help_hyperlinks	Words that are highlighted and underlined are hyperlinks to pages containing further details about that particular topic.	True
encyclopedia_blocks_content_enc_text_enc_help_navigate	You can navigate the encyclopaedia by use of the [[url="encyclopedia/how_to_play.html"]]manual index[[/url]] that can be accessed from any encyclopaedia page. It is also possible to move between similar pages alphabetically via the next and previous buttons on each page, and through hyperlinks embedded in the text itself (see below).	True
encyclopedia_blocks_content_enc_text_enc_help_open	This encyclopaedia can be accessed through the dedicated button on the [[url="encyclopedia/how_to_play/003_enc_ui_frontend.html"]]main menu[[/url]], in the top left-corner of the campaign map and battlefield, and through the question mark buttons in the top right-hand corner of many UI panels.	True
encyclopedia_blocks_content_enc_text_hist_battles_anegawa	In 1570, during Oda Nobunaga’s campaign to become shogun, he chose to besiege Odani Castle, home of his new enemy Asai Nagamasa. Asai had recently broken his alliance with Oda, presenting a danger to the flanks of the Oda forces stationed in the region. When Oda and his ally Tokugawa Ieyasu moved against the castle Asai and his allies sallied out to meet the attackers. What followed was a bloody struggle in the flowing waters of the River Anegawa. Although the Asai fought well and seemed on the verge of defeating Oda, the budding warlord managed to hold them in place (by excellent tactical use of his 500 matchlock ashigaru) until Tokugawa, having dispensed with Asai’s allies, could wheel around and attack the Asai right flank. At this point the Oda general Inaba Ittetsu, who had been hitherto held in reserve, brought his force to bear on the Asai left flank. Eventually realising that the day had gone against him, Asai retreated and withdrew back inside the castle, leaving Oda and his allies depleted and weary of battle. Oda didn’t attack Odani Castle again for three years, during which time the Asai managed to inflict a retaliatory defeat upon him which resulted in the death of Oda Nobuharu, Nobunaga’s younger brother.	True
encyclopedia_blocks_content_enc_text_hist_battles_aizu	The domain of Aizu provided constant resistance to the Imperialists during the Boshin war, so following the fall of Edo represented the keystone of the northern resistance. The Imperial forces resolved to break the back of this opposition, marching to war with Aizu in the Autumn of 1868. Through the Bonari Pass and into Aizu itself the invaders met with stout resistance but eventually forced the capitulation of Matsudaira Katamori, the daimyo of Aizu, in November of that year. The campaign is famous for the tenacious defence mounted by the citizens of Aizu, and in particular the White Tigers, the youngest of the enlisted Aizu soldiers. Mistakenly believing their home town lost, all but one committed seppuku on a hillside overlooking the castle. Following the battle, the traditional values espoused by their story resonated strongly through a Japan struggling to come to terms with its rapid modernisation.	True
encyclopedia_blocks_content_enc_text_hist_battles_anegawa	In 1570, during Oda Nobunaga’s campaign to become Shogun, he chose to besiege Odani Castle, home of his new enemy Asai Nagamasa. Asai had recently broken his alliance with Oda, presenting a danger to the flanks of the Oda forces stationed in the region. When Oda and his ally Tokugawa Ieyasu moved against the castle Asai and his allies sallied out to meet the attackers. What followed was a bloody struggle in the flowing waters of the River Anegawa. Although the Asai fought well and seemed on the verge of defeating Oda, the budding warlord managed to hold them in place (by excellent tactical use of his 500 matchlock ashigaru) until Tokugawa, having dispensed with Asai’s allies, could wheel around and attack the Asai right flank. At this point the Oda general Inaba Ittetsu, who had been hitherto held in reserve, brought his force to bear on the Asai left flank. Eventually realising that the day had gone against him, Asai retreated and withdrew back inside the castle, leaving Oda and his allies depleted and weary of battle. Oda didn’t attack Odani Castle again for three years, during which time the Asai managed to inflict a retaliatory defeat upon him which resulted in the death of Oda Nobuharu, Nobunaga’s younger brother.	True
encyclopedia_blocks_content_enc_text_hist_battles_hakodate	In October 1868, towards the end of the Boshin War, the remaining forces of the Shogunate attempted to consolidate under the banner of the Ezo Republic. Around 3000 rebels retreated to the northern island of Hokkaido and occupied a massive star-fort known as Goryokaku. Built in the European style to counter potential threats from foreign aggressors, Goryokaku was thought to be virtually impregnable to assault. Even so, the rebels, and their French military advisors, lost no time in fortifying the surrounding countryside against the inevitable Imperial attack. Following the naval Battle of Miyako, Imperial forces landed on 9th April 1869. What followed was a period of intense fighting, as the Emperor’s men systematically defeated the entrenched rebel troops before besieging and capturing Goryokaku itself. Following the loss of around half its troop strength and the unexpected and hurried departure of its French military advisors, the Ezo Republic surrendered on 17th May 1869.	True
encyclopedia_blocks_content_enc_text_hist_battles_intro	Once you have selected historical battles from the main menu, mouse over the title of each battle for a short description, then click on a crossed swords symbol to play that battle. The following battles are included:	True
encyclopedia_blocks_content_enc_text_hist_battles_kawagoe	By the late 16th century, the Hojo [[url="encyclopedia/how_to_play/002b_enc_glossary.html#enc_glossary_clan"]]clan[[/url]] had expanded into the Kanto region; territory previously ruled by their rivals the Uesugi. In 1545, seeking to reclaim the lost land, the two remaining branches of the Uesugi clan - the Yamanouchi and the Ogigayatsu – joined forces alongside Ashikaga Haruuji, a treacherous former Hojo ally. The Uesugi besieged Kawagoe castle with 85,000 men, capture of which would give them control of the valuable Hojo northern defences. Leading the garrison of 3,000 was Hojo Tsunanari, who managed to get word of the siege to his brother, Hojo Ujiyasu, in command of another 8,000 troops. Still massively outnumbered, the Hojo brothers’ only chance was a surprise night attack on the overconfident Uesugi. This daring assault resulted in disarray and utter defeat for the Uesugi and their allies. Ogigayatsu Tomosada was killed during the battle, bringing his line to an end. The Uesugi were also brought dangerously close to extinction.  	True
encyclopedia_blocks_content_enc_text_hist_battles_kawanakajima	The rivalry began when Takeda Shingen’s conquests resulted in the expulsion of Uesugi allies Murakami Yoshiharu and Ogasawara Nagatoki from their fiefs and the Takeda began to threaten Uesugi Kenshin’s borders. Following a number of indecisive skirmishes, Kenshin decided to launch a massive assault to finally rid himself of Shingen. Kenshin’s army of 18,000 was positioned on the mountain of Saijoyama, looking down upon Shingen’s castle, and were unaware that they had caught him by surprise with only a small garrison present. Shingen, absent at the time, received word of Kenshin’s move and travelled to fortify the castle with 20,000 warriors, keeping the river between his force and Kenshin’s as protection. Once back inside the walls, Shingen attempted to trap Kenshin in a pincer movement, but the move was anticipated and Kenshin’s army broke through the Takeda defensive lines. Legend has it that Kenshin and Shingen personally met in battle and, caught off-guard in his command tent, Shingen fought defensively until a retainer could spear Kenshin’s horse and drive him away. Neither side was able to claim outright victory as, despite the eventual rout of the Uesugi army following a flanking action to their rear, the Takeda also lost many important generals in the battle. The 4th Battle of Kawanakajima resulted in the greatest number of casualties of any battle during the [[url="encyclopedia/how_to_play/002b_enc_glossary.html#enc_glossary_sengoku_jidai"]]Sengoku Jidai[[/url]].	True
encyclopedia_blocks_content_enc_text_hist_battles_kizugawaguchi	The Ikko-Ikki proved to be a great thorn in the side of Oda Nobunaga. They were fanatically dedicated, unafraid to die for their beliefs and had many powerful allies – who also happened to be enemies and rivals of Oda. Their main fortress was the Ishiyama Hongan-Ji, at the mouth of the Yodo River, and they were supported by the Mori, a [[url="encyclopedia/how_to_play/002b_enc_glossary.html#enc_glossary_clan"]]clan[[/url]] with formidable naval power. Oda Nobunaga had begun besieging the Hongan-Ji in 1576, but was met with great opposition. Seeking to weaken them, he set about isolating the monks from outside aid by breaking the Mori naval supply lines. Despite using Kuki Yoshitaka as his naval commander, who had served him so well at Nagashima, Oda’s fleet was outclassed by the superior Mori armada. For his second attempt, he discarded traditional fleet composition and instead replaced it with six giant, specially commissioned, iron-plated warships. These were called “o-adake bunes" and were larger than the adake bunes, which in themselves were massive vessels. However, the battle revealed a flaw in the ships: when one was boarded, the crew rushed to meet the threat and the sudden shift in weight capsized it! However, the o adake bunes still proved their worth, beating the Mori and cutting off the Ikko-Ikki’s supplies. With no aid or allies to help them, the Ikko-Ikki soon used up all their resources and were forced to capitulate in 1580, granting Oda Nobunaga his long sought victory.	True
encyclopedia_blocks_content_enc_text_hist_battles_kizugawaguchi	The Ikko-Ikki proved to be a great thorn in the side of Oda Nobunaga. They were fanatically dedicated, unafraid to die for their beliefs and had many powerful allies – who also happened to be enemies and rivals of Oda. Their main fortress was the Ishiyama Hongan-Ji, at the mouth of the Yodo River, and they were supported by the Mori, a [[url="encyclopedia/how_to_play/002b_enc_glossary.html#enc_glossary_clan"]]clan[[/url]] with formidable naval power. Oda Nobunaga had begun besieging the Hongan-Ji in 1576, but was met with great opposition. Seeking to weaken them, he set about isolating the monks from outside aid by breaking the Mori naval supply lines. Despite using Kuki Yoshitaka as his naval commander, who had served him so well at Nagashima, Oda’s fleet was outclassed by the superior Mori armada. For his second attempt, he discarded traditional fleet composition and instead replaced it with six giant, specially commissioned, iron-plated warships. These were called “o-ataka bunes" and were larger than the ataka bunes, which in themselves were massive vessels. However, the battle revealed a flaw in the ships: when one was boarded, the crew rushed to meet the threat and the sudden shift in weight capsized it! However, the o adake bunes still proved their worth, beating the Mori and cutting off the Ikko-Ikki’s supplies. With no aid or allies to help them, the Ikko-Ikki soon used up all their resources and were forced to capitulate in 1580, granting Oda Nobunaga his long sought victory.	True
encyclopedia_blocks_content_enc_text_hist_battles_miyako_bay	On 6th May 1869, the Imperial Navy reached the northern island of Hokkaido and the rebel forces of the so-called “Ezo Republic”. However, the former Shogunate forces were ready for them, and launched several ships to head off the Imperial ships. Unfortunately, two of the Ezo ships had engine trouble. The Banryu got left behind and returned to port while the Takao couldn’t join the battle by the time Kaiten, the Ezo flagship, attacked and boarded its opposite number, the iron-clad Kotetsu. To make matters worse, the height difference between the Kaiten and the Kotetsu meant that the rebel samurai were unable to board en masse. Once the Kotetsu’s Gatling gun opened up the boarders were easily mown down. Somehow, the Kaiten managed to disengage and escape Miyako Bay, but the Takao, still crippled by engine failure, was beached and scuttled close by. The daring attempt to capture the Imperial flagship ended in failure, allowing the Imperial Army to land and proceed to Hakodate for the final battle of the war.	True
encyclopedia_blocks_content_enc_text_hist_battles_nagashima	Oda Nobunaga considered the rebellious Ikko-Ikki a very real threat, and one he would have to overcome if he was to rule Japan. The Ikko-Ikki was a religious fundamentalist sect made up of priests, peasants and farmers who fought for independent rule and rallied against the [[url="encyclopedia/how_to_play/002b_enc_glossary.html#enc_glossary_samurai"]]samurai[[/url]] warlords who were ravaging their land. In 1571, Nobunaga launched a campaign against them by attacking their Nagashima complex. However, his men were hindered by the poor, muddy terrain which left them vulnerable, forcing a retreat. A second attempt was made in 1573, but this time a heavy downpour drenched the Oda army’s matchlocks, and a swift counter-attack by the Ikko-Ikki once again forced him to withdraw. In 1574 Oda took a different approach, this time bolstering his land forces with a naval fleet commanded by Kuki Yoshitaka. Kuki’s ships bombarded the Ikko-Ikki defences with fire arrows, whilst also cutting them off from any supplies or reinforcements.  Meanwhile, Oda’s land forces captured their forts until he had gained control of the west side of the island. Having established this foothold, the Ikko-Ikki back were forced back until they were cornered in a small area of the island. Cut off from supplies and any chance of relief, the Ikko-Ikki starved whilst a tall palisade was built around them. Oda set fire to the palisade, burning alive everyone inside.	True
encyclopedia_blocks_content_enc_text_hist_battles_nagashino	In 1575, a combined Oda and Tokugawa force of 38,000 was sent to alleviate Nagashino Castle, then besieged by Takeda Katsuyori. Though the Takeda army of 15,000 was vastly outnumbered, his cavalry was incredibly powerful and were dreaded by the allies, who had previously suffered defeat at their hands on the field at Mikatagahara. Oda Nobunaga himself possessed 3,000 matchlock troops, believing that a solid wall of arquebusiers could stop the Takeda cavalry charge in its tracks. The allied forces were positioned in front of the Rengogawa River and Oda Nobunaga built a wooden stockade to protect his men from the brunt of the enemy charge. Takeda Katsuyori sent his cavalry to attack, believing that the heavy rain would render most of the guns useless and that those that did work could not be reloaded quickly enough for a second barrage. However, Nobunaga’s matchlocks remained dry and unleashed their fire upon the Takeda cavalry as they slowed down to negotiate the steep banks of the river, resulting in the routing of the Takeda army and the lifting of the siege at Nagashino.	True
encyclopedia_blocks_content_enc_text_hist_battles_okehazama	In 1560, Imagawa Yoshimoto, a great warlord, marched an army of approximately 25,000 towards Kyoto. He had spread word that his army had far greater numbers in order to strike fear into the hearts of potential challengers, and his army had already taken the Oda [[url="encyclopedia/how_to_play/002b_enc_glossary.html#enc_glossary_clan"]]clan's[[/url]] border fortresses of Washizu and Marune. Oda Nobunaga was the ruler of the Oda province, but his rise to power had been controversial and he was still unproven. He sent out scouts, who reported back that the army was celebrating their recent victories with dance and drink at a forest gorge called Dengaku-hazama. Although his army was vastly outnumbered, Oda rightly suspected that the reports of Imagawa’s numbers had been greatly exaggerated and realised that, while they were camped at Dengaku-hazama, there was a chance they could be taken by surprise. Ignoring the pleas of his advisors to surrender, he set up a small army in front of the gorge that carried many banners to give the appearance that his main force had arrived. Then, Oda’s main force of 3000 sneaked through the forest to the rear of Imagawa’s camp. At this point a large storm erupted, enabling them to get close without detection. Once it cleared, Oda’s army rushed into the camp. The Imagawa army was indeed still celebrating, was caught by surprise and were so shocked that they fled in all directions - their discipline and training entirely forgotten. This left Imagawa Yoshimoto unprotected in his tent and still unaware that anything was wrong. He had been inspecting the heads he had collected as trophies from the last battle and, upon hearing the commotion, simply thought the drunken revelry had gotten out of control. As he left the tent, he mistook one of Nobunaga’s men as his own and ordered him back to his post. He realised his error in time to dodge the samurai’s spear, but was quickly beheaded by another. By the time the battle was over, only two of the Imagawa officers remained and, knowing they were beaten, they joined Oda Nobunaga’s force along with their surviving troops. One of these men was Tokugawa Ieyasu, who remained a lifelong ally of Oda Nobunaga as he began his own brilliant career trajectory.	True
encyclopedia_blocks_content_enc_text_hist_battles_sekigahara	Before his death, Toyotomi Hideyoshi, unifier of Japan, established the Council of Five Elders to rule as regents until his heir Hideyori, came of age. However, one of the elders, Tokugawa Ieyasu, was unable to accept Toyotomi Hideyori as [[url="encyclopedia/how_to_play/002b_enc_glossary.html#enc_glossary_shogun"]]shogun[[/url]], as the Toyotomi were originally of peasant stock. Wanting power for himself, Tokugawa pitted himself against the loyalist council members, including Ishida Mitsunari. Soon there were two camps; Ieyasu’s eastern side and Mitsunari’s western side. Both sides tried to enlist the aid of Kobayakawa Hideaki and other more moderate daimyos. At the Battle of Sekigahara, Ieyasu and Mitsunari’s armies clashed, each awaiting Hideaki to join their side in the battle. As his position overlooked them, Hideaki could either surround Ieyasu or bolster his army. Realising that his involvement was crucial to the outcome, Hideaki ignored Ishida Mistunari‘s signal to join him, but did not rush to help the Tokugawa either. To coax him into action, Tokugawa Ieyasu ordered his troops to fire upon Hideaki’s, a gamble which paid off when he promptly chose to join Ieyasu! The subsequent assault on eastern positions caused four generals to immediately switch sides, severely weakening the eastern forces, which soon fell apart. In the aftermath of the battle several eastern generals committed suicide, their leader Ishida Mitsunari was executed and many others lost control of their fiefdoms in favour of those who supported the Tokugawa. Ieyasu himself went on to become Shogun, bringing the [[url="encyclopedia/how_to_play/002b_enc_glossary.html#enc_glossary_sengoku_jidai"]]Sengoku Jidai[[/url]] to a close. The Tokugawa clan ruled Japan until the Meiji Restoration in 1867.	True
encyclopedia_blocks_content_enc_text_hist_battles_osaka_castle	Unexpected defeat at the hands of Satsuma and Choshu armies left the Shogunate reeling. To make matters worse, Tokugawa Yoshinobu promised to command his forces during the next phase, but then he fled Osaka Castle upon seeing the Imperial banner, shaken by the Emperor’s apparent endorsement of his enemies. Nevertheless, as the Imperial army approached Osaka, intending to burn the symbol of an outmoded Shogunate to the ground, Yoshinobu’s remaining troops deployed to defend their castle to the last man…	True
encyclopedia_blocks_content_enc_text_hist_battles_sekigahara	Before his death, Toyotomi Hideyoshi, unifier of Japan, established the Council of Five Elders to rule as regents until his heir Hideyori, came of age. However, one of the elders, Tokugawa Ieyasu, was unable to accept Toyotomi Hideyori as [[url="encyclopedia/how_to_play/002b_enc_glossary.html#enc_glossary_shogun"]]Shogun[[/url]], as the Toyotomi were originally of peasant stock. Wanting power for himself, Tokugawa pitted himself against the loyalist council members, including Ishida Mitsunari. Soon there were two camps; Ieyasu’s eastern side and Mitsunari’s western side. Both sides tried to enlist the aid of Kobayakawa Hideaki and other more moderate daimyos. At the Battle of Sekigahara, Ieyasu and Mitsunari’s armies clashed, each awaiting Hideaki to join their side in the battle. As his position overlooked them, Hideaki could either surround Ieyasu or bolster his army. Realising that his involvement was crucial to the outcome, Hideaki ignored Ishida Mitsunari's signal to join him, but did not rush to help the Tokugawa either. To coax him into action, Tokugawa Ieyasu ordered his troops to fire upon Hideaki’s, a gamble which paid off when he promptly chose to join Ieyasu! The subsequent assault on eastern positions caused four generals to immediately switch sides, severely weakening the eastern forces, which soon fell apart. In the aftermath of the battle several eastern generals committed suicide, their leader Ishida Mitsunari was executed and many others lost control of their fiefdoms in favour of those who supported the Tokugawa. Ieyasu himself went on to become Shogun, bringing the [[url="encyclopedia/how_to_play/002b_enc_glossary.html#enc_glossary_sengoku_jidai"]]Sengoku Jidai[[/url]] to a close. The Tokugawa clan ruled Japan until the Meiji Restoration in 1867.	True
encyclopedia_blocks_content_enc_text_hist_battles_toba_fushimi	Following the anti-Shogunate political intrigues set in motion by the Satsuma and Choshu domains, Tokugawa Yoshinobu, the Shogun, sent his army to report his suspicions to the Emperor. At least, that was the pretext. There had recently been much provocation of Shogunate forces in the capital city, Kyoto, and it is thought that Tokugawa intended to remove the radical elements from the Imperial Court. As his army approached Kyoto they found a Satsuma force blocking the route. Armed with new Western artillery, the Satsuma and their allies, the Choshu, had no intention of allowing the Shogun’s army into Kyoto. They raised the banner of the Emperor against the army of the Shogun. War became inevitable. After two bloody days of fighting the Shogun’s army were in retreat to his base at the mighty Osaka Castle.	True
encyclopedia_blocks_content_enc_text_hist_battles_ueno	Following his surrender of the capital and his resignation, Tokugawa Yoshinobu, the former Shogun, retired to his family’s Kan’ei-ji Temple at Ueno. However, the Shogitai, the forces loyal to his office, refused to give up the fight so easily. They continued to harass the Imperial army as it occupied Edo. Eventually, and despite a disparity of numbers, the Imperial forces, chiefly the Satsuma, attacked Kan’ei-ji. Despite heavy casualties, the Satsuma managed to pin down the entrenched Shogitai until the Choshu, the Satsuma’s allies, charged the defenders’ rear. Although outnumbered, the Imperial army’s use of the most modern available guns tipped the balance in their favour. Most of the Shogitai leaders escaped by sea, including the abbot of the temple, Prince Yoshihisa, who was actually a member of the Imperial family and a candidate for the Imperial throne if the Shogunate won.	True
encyclopedia_blocks_content_enc_text_manual_actions_campaign	The campaign map is a turn-based environment, so actions can be completed in any order, and you are entirely free in what you choose to do - [[url="encyclopedia/how_to_play/018e_enc_manual_actions_campaign_construction.html"]]construction[[/url]], [[url="encyclopedia/how_to_play/018a_enc_manual_actions_campaign_recruitment.html"]]recruitment[[/url]], [[url="encyclopedia/how_to_play/015_enc_manual_hud_diplomacy.html"]]diplomacy[[/url]], [[url="encyclopedia/how_to_play/012c_enc_manual_hud_events_missions.html"]]missions[[/url]], [[url="encyclopedia/how_to_play/016_enc_manual_hud_management.html"]]clan management[[/url]], [[url="encyclopedia/how_to_play/044_enc_manual_agents_subterfuge.html"]]subterfuge[[/url]], [[url="encyclopedia/how_to_play/032_enc_manual_ui_battle.html"]]battles[[/url]] - sometimes even choosing to do nothing if you want your [[url="encyclopedia/how_to_play/011_enc_manual_hud_treasury.html"]]treasury[[/url]] to accumulate funds! When you are ready to proceed, press the [[url="encyclopedia/how_to_play/017_enc_manual_hud_end_turn.html"]]end turn[[/url]] button. The AI-controlled clans will then perform their own turns; their mons will scroll across the screen, and you can observe the movement of their campaign pieces. Whilst this is happening the user interface will become inactive. Control will be returned to you when the process is complete. You may then take your next turn.	True
encyclopedia_blocks_content_enc_text_manual_actions_campaign_construction	The majority of buildings are clustered around the [[url="encyclopedia/how_to_play/002b_enc_glossary.html#enc_glossary_daimyo"]]daimyo's[[/url]] castle - the whole settlement being known as a "castle town". When you select a castle town or a building elsewhere in a [[url="encyclopedia/how_to_play/002b_enc_glossary.html#enc_glossary_province"]]province[[/url]] (such as a port or farm), the construction tab will appear. Left-click on a building to add it to the construction queue, and again to remove it. The cost of construction is displayed in the bottom left and the time required is shown in the bottom right of the picture. Buildings facilitate unit production, can increase income and improve governmental control within a province. The number of slots available to build on inside a castle town depends on the level of the castle - so the larger the castle, the greater the number of possible surrounding buildings. Any chain of buildings can be constructed in any of these slots, although some buildings require the presence of certain resources or the mastery of certain arts before they can be constructed. Right-click on a building's picture to view its description and statistics. 	True
encyclopedia_blocks_content_enc_text_manual_actions_campaign_construction_castle	The castle is the hub of activity in a province. It is the place where the majority of a province's buildings and population are concentrated - forming a "castle town". As such, castles consume the lion's share of [[url="encyclopedia/how_to_play/019b_enc_manual_food_shortages.html"]]food[[/url]] produced, so if [[url="encyclopedia/how_to_play/018e_enc_manual_actions_campaign_construction.html#enc_text_manual_actions_campaign_construction_infrastructure_farms"]]farms[[/url]] are not maintained and upgraded there will always be food shortages, which in turn will eventually lead to [[url="encyclopedia/how_to_play/020_enc_manual_public_order.html#enc_text_manual_public_order_riots"]]unrest[[/url]].	True
encyclopedia_blocks_content_enc_text_manual_actions_campaign_construction_demolish	Buildings can be demolished if you want to construct something else in their place (or leave nothing of value to an invader if you are about to lose a [[url="encyclopedia/how_to_play/002b_enc_glossary.html#enc_glossary_province"]]province[[/url]] to them) by use of the demolish button that appears in the bottom left-hand corner of the screen when a castle town or outside settlement is selected. Castles, [[url="encyclopedia/how_to_play/018e_enc_manual_actions_campaign_construction.html#enc_text_manual_actions_campaign_construction_infrastructure_ports"]]ports[[/url]], [[url="encyclopedia/how_to_play/018e_enc_manual_actions_campaign_construction.html#enc_text_manual_actions_campaign_construction_infrastructure"]]roads[[/url]] and [[url="encyclopedia/how_to_play/018e_enc_manual_actions_campaign_construction.html#enc_text_manual_actions_campaign_construction_speciality"]]province speciality buildings[[/url]] cannot be demolished at their base levels.	True
encyclopedia_blocks_content_enc_text_manual_actions_campaign_construction_infrastructure	The roads, post (rest) stations and watchtowers increase unit replenishment, increase the distance you can see into neighbouring provinces, improve army and agent movement capacity, and increase trade income. They can be upgraded in the same way as buildings via the [[url="encyclopedia/how_to_play/018e_enc_manual_actions_campaign_construction.html"]]construction[[/url]] tab that appears in the bottom left-hand corner of the campaign map when a castle town or other settlement is selected.	True
encyclopedia_blocks_content_enc_text_manual_actions_campaign_construction_infrastructure_farms	Farms are positioned in the fields in rural areas away from castle towns. They provide an income and are an essential source of food, so not upgrading them will eventually lead to [[url="encyclopedia/how_to_play/019b_enc_manual_food_shortages.html"]]food[[/url]] shortages.	True
encyclopedia_blocks_content_enc_text_manual_actions_campaign_construction	The majority of buildings are clustered around the [[url="encyclopedia/how_to_play/002b_enc_glossary.html#enc_glossary_daimyo"]]daimyo's[[/url]] castle - the whole settlement being known as a "castle town" (or "settlement" in Fall of the Samurai). When you select a castle or a building elsewhere in a [[url="encyclopedia/how_to_play/002b_enc_glossary.html#enc_glossary_province"]]province[[/url]] (such as a port or farm), the construction tab will appear. Left-click on a building to add it to the construction queue, and again to remove it. The cost of construction is displayed in the bottom left and the time required is shown in the bottom right of the picture. Buildings facilitate unit production, can increase income and improve governmental control within a province. The number of slots available for building inside a castle town or settlement depends on the level of the castle - so the larger the castle, the greater the number of possible surrounding buildings. Any chain of buildings can be constructed in any of these slots, although some buildings require the presence of certain resources or the mastery of certain arts before they can be constructed. Right-click on a building's picture to view its description and statistics.<p><p>Click [[url="encyclopedia/video/s2_bosh_tut_camp_essentials_economy.html#s2_bosh_tut_camp_essentials_21"]]here[[/url]] to view a video tutorial about this subject.	True
encyclopedia_blocks_content_enc_text_manual_actions_campaign_construction_boshin_coastal_defences	In Fall of the Samurai coastal defences are gun batteries positioned next to a port to prevent enemy fleets from landing in a province. As port buildings are developed, the quality and quantity of coastal defences improves in tandem - [[url="encyclopedia/buildings/bos_port_3_military_port.html"]]military ports[[/url]] having the best quality defences attached to them. The firing range of the defences is graphically represented on the [[url="encyclopedia/how_to_play/018_enc_manual_actions_campaign.html"]]map[[/url]], and an enemy fleet ending turn within it will suffer [[url="encyclopedia/how_to_play/030_enc_manual_army_attrition.html"]]attrition[[/url]]. In order to land in a province a fleet must come within firing range of its defences and attack the port. Alternatively, the port can be [[url="encyclopedia/how_to_play/044a_enc_manual_agent_actions_subterfuge.html#enc_text_manual_agent_actions_subterfuge_sabotage"]]sabotaged[[/url]] to neutralise its defences. During a [[url="encyclopedia/how_to_play/028_enc_manual_army_attack.html#enc_text_manual_army_attack_port_battle"]]port battle[[/url]] gun batteries automatically aid the defending fleet.<p><p>Click [[url="encyclopedia/video/s2_bosh_tut_camp_advanced_navies.html#s2_bosh_tut_campaign_advanced_07"]]here[[/url]] to view a video tutorial about this subject.	True
encyclopedia_blocks_content_enc_text_manual_actions_campaign_construction_boshin_towers	In Fall of the Samurai it is possible to increase the defensive capabilities of a castle by upgrading its tower defences. In battle, towers fire automatically and do not require the presence of a [[url="encyclopedia/how_to_play/057_enc_manual_battle_conflict_sieges.html#enc_text_manual_battle_conflict_sieges_units_boshin"]]garrison[[/url]], but can also be selected and controlled as if they were a unit. They can also be captured and turned against their owners or destroyed to render them useless to either side. Each [[url="encyclopedia/how_to_play/057_enc_manual_battle_conflict_sieges.html#enc_text_manual_battle_conflict_towers"]]tower upgrade[[/url]] improves the [[url="encyclopedia/how_to_play/bosh_enc_ammo_types.html"]]ordnance[[/url]] used; each [[url="encyclopedia/buildings/bos_castle_3_fortress.html"]]castle upgrade[[/url]] improves the tower structure itself.<p><p>Click [[url="encyclopedia/video/s2_bosh_tut_siege_assault.html#s2_bosh_tut_battle_siege_11"]]here[[/url]] to view a video tutorial about this subject.	True
encyclopedia_blocks_content_enc_text_manual_actions_campaign_construction_castle	The castle is the hub of activity in a province. It is the place where the majority of a province's buildings and population are concentrated - forming a "castle town" in Shogun 2 and Rise of the Samurai, and a "settlement" in Fall of the Samurai. As such, castles consume the lion's share of [[url="encyclopedia/how_to_play/019b_enc_manual_food_shortages.html"]]food[[/url]] produced, so if [[url="encyclopedia/how_to_play/018e_enc_manual_actions_campaign_construction.html#enc_text_manual_actions_campaign_construction_infrastructure_farms"]]farms[[/url]] are not maintained and upgraded there will always be food shortages, which in turn will eventually lead to [[url="encyclopedia/how_to_play/020_enc_manual_public_order.html#enc_text_manual_public_order_riots"]]unrest[[/url]].	True
encyclopedia_blocks_content_enc_text_manual_actions_campaign_construction_demolish	Buildings can be demolished if you want to construct something else in their place (or leave nothing of value to an invader if you are about to lose a [[url="encyclopedia/how_to_play/002b_enc_glossary.html#enc_glossary_province"]]province[[/url]] to them) by use of the demolish button that appears in the bottom left-hand corner of the screen when a castle town or settlement (in Fall of the Samurai) is selected. Castles, [[url="encyclopedia/how_to_play/018e_enc_manual_actions_campaign_construction.html#enc_text_manual_actions_campaign_construction_infrastructure_ports"]]ports[[/url]], [[url="encyclopedia/how_to_play/018e_enc_manual_actions_campaign_construction.html#enc_text_manual_actions_campaign_construction_infrastructure"]]roads[[/url]] and [[url="encyclopedia/how_to_play/018e_enc_manual_actions_campaign_construction.html#enc_text_manual_actions_campaign_construction_speciality"]]province speciality buildings[[/url]] cannot be demolished at their base levels.	True
encyclopedia_blocks_content_enc_text_manual_actions_campaign_construction_infrastructure	The roads, post (rest) stations and watchtowers increase unit replenishment, increase the distance you can see into neighbouring provinces, improve army and agent movement capacity, and increase trade income. They can be upgraded in the same way as buildings via the [[url="encyclopedia/how_to_play/018e_enc_manual_actions_campaign_construction.html"]]construction[[/url]] tab that appears in the bottom left-hand corner of the campaign map when a castle town or settlement (in Fall of the Samurai) is selected.	True
encyclopedia_blocks_content_enc_text_manual_actions_campaign_construction_infrastructure_farms	Farms are positioned in the fields in rural areas away from castle towns or settlements (in Fall of the Samurai). They provide an income and are an essential source of food, so not upgrading them will eventually lead to [[url="encyclopedia/how_to_play/019b_enc_manual_food_shortages.html"]]food[[/url]] shortages.	True
encyclopedia_blocks_content_enc_text_manual_actions_campaign_construction_infrastructure_ports	Ports enable the construction of ships for both war and trade, and as such are positioned on the coast. They also provide income and enable Christian [[url="encyclopedia/how_to_play/002b_enc_glossary.html#enc_glossary_clan"]]clans[[/url]] to engage in [[url="encyclopedia/how_to_play/019_enc_manual_trade.html"]]trade[[/url]] with their European partners.	True
encyclopedia_blocks_content_enc_text_manual_actions_campaign_construction_legendary	When your [[url="encyclopedia/how_to_play/002b_enc_glossary.html#enc_glossary_clan"]]clan[[/url]] reaches the top of a castle town-based building chain it may then be possible to construct a legendary building. You can only construct a particular legendary building once. If you are the first to construct one your clan will be awarded a permanent [[url="encyclopedia/how_to_play/022_enc_manual_clan_traits.html"]]clan trait[[/url]] and its associated effects, as well as the opportunity to recruit heroes. Guard your legendary buildings well, they will quickly become a target for your enemies. Legendary buildings produce heroes. Heroes fight in exactly the same way as other units, but are led by an exceptional exponent of his chosen weapon. There is a hero-type for each of the different weapon disciplines; which one can be recruited depends on the type of legendary building you have constructed. Each hero is joined on the field by an entourage of loyal pupils, much like a general and his bodyguard. He can also [[url="encyclopedia/how_to_play/060m_enc_manual_battle_conflict_abilities_inspire_land.html"]]inspire[[/url]] units close to him by his presence, in the same way as a general.	True
encyclopedia_blocks_content_enc_text_manual_actions_campaign_construction_repair	Buildings damaged during [[url="encyclopedia/how_to_play/028_enc_manual_army_attack.html#enc_text_manual_army_attack_siege"]]sieges[[/url]] or through [[url="encyclopedia/how_to_play/044a_enc_manual_agent_actions_subterfuge.html#enc_text_manual_agent_actions_subterfuge_sabotage"]]sabotage[[/url]] can be repaired by use of the dedicated button that appears in the bottom left-hand corner of the screen when a castle town or [[url="encyclopedia/how_to_play/018e_enc_manual_actions_campaign_construction.html#enc_text_manual_actions_campaign_construction_infrastructure_farms"]]outside settlement[[/url]] is selected. If simply left, damaged buildings will be automatically repaired very slowly over time at no cost.	True
encyclopedia_blocks_content_enc_text_manual_actions_campaign_construction_speciality	Some provinces contain natural resources or cultural specialities that enable the [[url="encyclopedia/how_to_play/018e_enc_manual_actions_campaign_construction.html"]]construction[[/url]] of special buildings, the type of which depends on the speciality of the [[url="encyclopedia/how_to_play/002b_enc_glossary.html#enc_glossary_province"]]province[[/url]]. Like ports or farms, province specialities are positioned out in the province, away from the castle town. Each type of speciality has three levels of building available to construct. Province specialities are constructed in exactly the same way as any other building, and confer special bonuses or provide key resources. See the [[url="encyclopedia/buildings.html"]]buildings index[[/url]] to see details of all types of province speciality.	True
encyclopedia_blocks_content_enc_text_manual_actions_campaign_construction_legendary	When your [[url="encyclopedia/how_to_play/002b_enc_glossary.html#enc_glossary_clan"]]clan[[/url]] reaches the top of a building chain it may then be possible to construct a legendary building. You can only construct a particular legendary building once. If you are the first to construct one your clan will be awarded a permanent [[url="encyclopedia/how_to_play/022_enc_manual_clan_traits.html"]]clan trait[[/url]] and its associated effects, as well as the opportunity to recruit heroes. Guard your legendary buildings well, they will quickly become a target for your enemies. Legendary buildings produce heroes. Heroes fight in exactly the same way as other units, but are led by an exceptional exponent of his chosen weapon. There is a hero-type for each of the different weapon disciplines; which one can be recruited depends on the type of legendary building you have constructed. Each hero is joined on the field by an entourage of loyal pupils, much like a general and his bodyguard. He can also [[url="encyclopedia/how_to_play/060m_enc_manual_battle_conflict_abilities_inspire_land.html"]]inspire[[/url]] units close to him by his presence, in the same way as a general.	True
encyclopedia_blocks_content_enc_text_manual_actions_campaign_construction_repair	Buildings damaged during [[url="encyclopedia/how_to_play/028_enc_manual_army_attack.html#enc_text_manual_army_attack_siege"]]sieges[[/url]] or through [[url="encyclopedia/how_to_play/044a_enc_manual_agent_actions_subterfuge.html#enc_text_manual_agent_actions_subterfuge_sabotage"]]sabotage[[/url]] can be repaired by use of the dedicated button that appears in the bottom left-hand corner of the screen when a castle town, settlement (in Fall of the Samurai) or [[url="encyclopedia/how_to_play/018e_enc_manual_actions_campaign_construction.html#enc_text_manual_actions_campaign_construction_infrastructure_farms"]]outside settlement[[/url]] is selected. If simply left, damaged buildings will be automatically repaired very slowly over time at no cost.	True
encyclopedia_blocks_content_enc_text_manual_actions_campaign_construction_speciality	Some provinces contain natural resources or cultural specialities that enable the [[url="encyclopedia/how_to_play/018e_enc_manual_actions_campaign_construction.html"]]construction[[/url]] of special buildings, the type of which depends on the speciality of the [[url="encyclopedia/how_to_play/002b_enc_glossary.html#enc_glossary_province"]]province[[/url]]. Like ports or farms, province specialities are positioned out in the province, away from the castle town or settlement (in Fall of the Samurai). Each type of speciality has three levels of building available to construct. Province specialities are constructed in exactly the same way as any other building, and confer special bonuses or provide key resources. See the [[url="encyclopedia/buildings.html"]]buildings index[[/url]] to see details of all types of province speciality.	True
encyclopedia_blocks_content_enc_text_manual_actions_campaign_quick_save_load	You can save your game at any point by pressing Ctrl + S on your keyboard. Saves will be labelled as “Quick Save”. To instantly load the last save simply press Ctrl + L on your keyboard.	True
encyclopedia_blocks_content_enc_text_manual_actions_campaign_recruitment	When you select a castle town or a port, a recruitment tab will appear. Select it to see all units available for recruitment or ships that can be constructed there. Right-click on the unit or ship picture to view its description and statistics. Left-click on it to add it to the queue, and again to remove it. The cost of recruitment is displayed in the bottom left, the time required is shown in the bottom right of the picture. Ships and their crew are always recruited directly from a port building. Generals cannot be recruited in the same way as other units, instead they are periodically offered for recruitment through [[url="encyclopedia/how_to_play/012_enc_manual_hud_events.html"]]events[[/url]].	True
encyclopedia_blocks_content_enc_text_manual_actions_campaign_recruitment	When you select a castle town, settlement (in Fall of the Samurai) or port a recruitment tab will appear. Select it to see all units available for recruitment or ships that can be constructed there. Right-click on the unit or ship picture to view its description and statistics. Left-click on it to add it to the queue, and again to remove it. The cost of recruitment is displayed in the bottom left, the time required is shown in the bottom right of the picture. Ships and their crew are always recruited directly from a port building. Generals cannot be recruited in the same way as other units, instead they are periodically offered for recruitment through [[url="encyclopedia/how_to_play/012_enc_manual_hud_events.html"]]events[[/url]].	True
encyclopedia_blocks_content_enc_text_manual_actions_campaign_recruitment_field	Units can be recruited directly by a general in the field, although only those troop types available in the province he is currently standing in are displayed - it is not possible to draw in recruits from other [[url="encyclopedia/how_to_play/002b_enc_glossary.html#enc_glossary_province"]]provinces[[/url]]. Select the general and then the recruitment tab that appears next to his portrait, then left-click on a unit to add it to the queue and once again to remove it. When ready, units will walk to the appropriate general and merge with his army. Note that units can only walk directly to the general, they are not able to cross the sea to join him. 	True
encyclopedia_blocks_content_enc_text_manual_actions_campaign_recruitment_ronin	When a [[url="encyclopedia/how_to_play/002b_enc_glossary.html#enc_glossary_clan"]]clan[[/url]] is destroyed there may be a chance to hire master-less [[url="encyclopedia/how_to_play/002b_enc_glossary.html#enc_glossary_samurai"]]samurai[[/url]], known as ronin. They will fight for any clan who will pay for their services. If ronin are available a [[url="encyclopedia/how_to_play/012a_enc_manual_hud_events_dilemmas.html"]]dilemma[[/url]] will appear that will require a decision from you. 	True
encyclopedia_blocks_content_enc_text_manual_actions_campaign_recruitment_upkeep	Following [[url="encyclopedia/how_to_play/018a_enc_manual_actions_campaign_recruitment.html"]]recruitment[[/url]] of a unit or construction of a ship, funds are deducted from your [[url="encyclopedia/how_to_play/011_enc_manual_hud_treasury.html"]]treasury[[/url]] at the beginning of each turn to pay for the supplies and wages of the troops and crew. This is known as upkeep. Notice that your seasonal upkeep costs are detailed on the [[url="encyclopedia/how_to_play/013_enc_manual_hud_finances.html"]]finance panel[[/url]] and the [[url="encyclopedia/how_to_play/013_enc_manual_hud_finances.html#enc_text_manual_hud_finance_management"]]financial summary[[/url]] on the [[url="encyclopedia/how_to_play/012_enc_manual_hud_events.html"]]events[[/url]].	True
encyclopedia_blocks_content_enc_text_manual_agent_actions_religious_calm	When inside a castle town belonging to their [[url="encyclopedia/how_to_play/002b_enc_glossary.html#enc_glossary_clan"]]clan[[/url]] where 50% of the population or more follow the clan’s official religion, a [[url="encyclopedia/how_to_play/045_enc_manual_agents_religious.html#enc_text_manual_agents_religious_monks"]]monk[[/url]] or [[url="encyclopedia/how_to_play/045_enc_manual_agents_religious.html#enc_text_manual_agents_religious_missionaries"]]missionary[[/url]] will decrease unrest and the chances that the garrison will be [[url="encyclopedia/how_to_play/044a_enc_manual_agent_actions_subterfuge.html#enc_text_manual_agent_actions_subterfuge_bribery"]]bribed[[/url]]. A sense of spiritual calm will be spread throughout the population simply by their presence. The inspiration effect will last as long as the agent is inside the castle town in question.	True
encyclopedia_blocks_content_enc_text_manual_actions_campaign_recruitment_upkeep	Following [[url="encyclopedia/how_to_play/018a_enc_manual_actions_campaign_recruitment.html"]]recruitment[[/url]] of a unit or construction of a ship, funds are deducted from your [[url="encyclopedia/how_to_play/011_enc_manual_hud_treasury.html"]]treasury[[/url]] at the beginning of each turn to pay for the supplies and wages of the troops and crew. This is known as upkeep. Notice that your regular upkeep costs are detailed on the [[url="encyclopedia/how_to_play/013_enc_manual_hud_finances.html"]]finance panel[[/url]] and the [[url="encyclopedia/how_to_play/013_enc_manual_hud_finances.html#enc_text_manual_hud_finance_management"]]financial summary[[/url]] on the [[url="encyclopedia/how_to_play/012_enc_manual_hud_events.html"]]events[[/url]].	True
encyclopedia_blocks_content_enc_text_manual_agent_actions_friendly_administration	In Fall of the Samurai a [[url="encyclopedia/how_to_play/044_enc_manual_agents_subterfuge.html#enc_text_manual_agents_subterfuge_boshin_foreign_veteran"]]foreign veteran[[/url]] placed anywhere on friendly territory (NB: on the landscape itself, not when embedded in an army or settlement) will reduce local recruitment costs by his presence alone.	True
encyclopedia_blocks_content_enc_text_manual_agent_actions_friendly_instil_discipline	In Fall of the Samurai a [[url="encyclopedia/how_to_play/044_enc_manual_agents_subterfuge.html#enc_text_manual_agents_subterfuge_boshin_ shinsengumi"]]shinsengumi[[/url]] can instil discipline amongst the ranks of the army he is embedded in, improving their melee defence capabilities. The level of improvement is linked to the experience of the shinsengumi in question.	True
encyclopedia_blocks_content_enc_text_manual_agent_actions_friendly_instil_fervour	In Fall of the Samurai an ishin shishi can instil fervour amongst the ranks of the army he is embedded in, improving the quality of their charge. The level of improvement is linked to the experience of the ishin shishi in question.	True
encyclopedia_blocks_content_enc_text_manual_agent_actions_friendly_perform	In Fall of the Samurai a [[url="encyclopedia/how_to_play/044_enc_manual_agents_subterfuge.html#enc_text_manual_agents_subterfuge_boshin_geisha"]]geisha[[/url]] will perform whilst standing anywhere on friendly territory (NB: on the landscape itself, not when embedded in an army or settlement). She will boost economic growth simply by her presence.	True
encyclopedia_blocks_content_enc_text_manual_agent_actions_friendly_rally_populace	In Fall of the Samurai [[url="encyclopedia/how_to_play/044_enc_manual_agents_subterfuge.html#enc_text_manual_agents_subterfuge_boshin_ishin_shishi"]]ishin shishi[[/url]] are able to rally uncertain elements of the population to the imperial cause by increasing happiness in a town. As allegiance to the Emperor increases, the happiness effect will also increase. Simply select an ishin shishi and right-click on a town to begin rallying the population.	True
encyclopedia_blocks_content_enc_text_manual_agent_actions_friendly_supervise_train	A [[url="encyclopedia/how_to_play/044_enc_manual_agents_subterfuge.html#enc_text_manual_agents_subterfuge_boshin_foreign_veteran"]]foreign veteran[[/url]] can be placed inside a city to supervise troop recruitment, which reduces costs. Veterans can also train troops, either in a city or in the field. Training increases their experience levels. The savings and experience imparted are directly linked to the rank of the veteran in question. 	True
encyclopedia_blocks_content_enc_text_manual_agent_actions_religious_calm	When inside a castle town (in Shogun 2) belonging to their [[url="encyclopedia/how_to_play/002b_enc_glossary.html#enc_glossary_clan"]]clan[[/url]] where 50% of the population or more follow the clan’s official religion, a [[url="encyclopedia/how_to_play/045_enc_manual_agents_religious.html#enc_text_manual_agents_religious_monks"]]monk[[/url]] or [[url="encyclopedia/how_to_play/045_enc_manual_agents_religious.html#enc_text_manual_agents_religious_missionaries"]]missionary[[/url]] will decrease unrest and the chances that the garrison will be [[url="encyclopedia/how_to_play/044a_enc_manual_agent_actions_subterfuge.html#enc_text_manual_agent_actions_subterfuge_bribery"]]bribed[[/url]]. A sense of spiritual calm will be spread throughout the population simply by their presence. The inspiration effect will last as long as the agent is inside the castle town in question.	True
encyclopedia_blocks_content_enc_text_manual_agent_actions_religious_conversion_character	A [[url="encyclopedia/how_to_play/045_enc_manual_agents_religious.html#enc_text_manual_agents_religious_monks"]]monk[[/url]] or [[url="encyclopedia/how_to_play/045_enc_manual_agents_religious.html#enc_text_manual_agents_religious_missionaries"]]missionary[[/url]] can convert an equivalent enemy agent, causing him to leave his position for a life of religious contemplation. In most case the agent will enter a monastery for a number of turns before returning to his clan capital; in extreme cases he will remain in the monastery indefinitely. Simply select your monk or missionary, right-click on your target agent and select character conversion from the options presented to you.	True
encyclopedia_blocks_content_enc_text_manual_agent_actions_religious_conversion_population	Conversion of a population to one religion or the other occurs passively, meaning that the presence of an agent in a [[url="encyclopedia/how_to_play/002b_enc_glossary.html#enc_glossary_province"]]province[[/url]] of the opposite religion is enough to slowly bring the population over to his point of view.	True
encyclopedia_blocks_content_enc_text_manual_agent_actions_religious_demoralisation	A [[url="encyclopedia/how_to_play/045_enc_manual_agents_religious.html#enc_text_manual_agents_religious_monks"]]monk[[/url]] or [[url="encyclopedia/how_to_play/045_enc_manual_agents_religious.html#enc_text_manual_agents_religious_missionaries"]]missionary[[/url]] can demoralise an enemy army, significantly lowering its [[url="encyclopedia/how_to_play/052_enc_manual_battle_conflict_morale.html"]]morale[[/url]] and will to fight through his fiery rhetoric. Simply select your monk or missionary, right-click on your target army and select demoralisation from the options presented to you. The demoralisation effect will last from the successful completion of the action through to the beginning of the enemy’s turn, allowing you a small window of time within which to attack their demoralised army.	True
encyclopedia_blocks_content_enc_text_manual_agent_actions_religious_incitement	[[url="encyclopedia/how_to_play/045_enc_manual_agents_religious.html#enc_text_manual_agents_religious_monks"]]Monks[[/url]] and [[url="encyclopedia/how_to_play/045_enc_manual_agents_religious.html#enc_text_manual_agents_religious_missionaries"]]missionaries[[/url]] can incite a population to revolt through their powerful rhetoric. This is always extremely difficult to do in a province where a high percentage of the population follow the same religion as the agent. The subsequent insurrection will always be a peasant [[url="encyclopedia/how_to_play/020_enc_manual_public_order.html#enc_text_manual_public_order_rebellions"]]revolt[[/url]], but if the monk incites the peasants they will be joined by [[url="encyclopedia/units/inf_heavy_naginata_warrior_monks.html"]]Buddhist warrior monks[[/url]]. To incite, simply select your monk or missionary, right-click on your chosen target and select incite from the options presented to you. Remember, there is always a risk that trying to incite revolt will lead to the capture and execution of your agent.	True
encyclopedia_blocks_content_enc_text_manual_agent_actions_religious_incitement	[[url="encyclopedia/how_to_play/045_enc_manual_agents_religious.html#enc_text_manual_agents_religious_monks"]]Monks[[/url]] and [[url="encyclopedia/how_to_play/045_enc_manual_agents_religious.html#enc_text_manual_agents_religious_missionaries"]]missionaries[[/url]] in Shogun 2 can incite a population to revolt through their powerful rhetoric. This is always extremely difficult to do in a province where a high percentage of the population follow the same religion as the agent. The subsequent insurrection will always be a peasant [[url="encyclopedia/how_to_play/020_enc_manual_public_order.html#enc_text_manual_public_order_rebellions"]]revolt[[/url]], but if the monk incites the peasants they will be joined by [[url="encyclopedia/units/inf_heavy_naginata_warrior_monks.html"]]Buddhist warrior monks[[/url]]. To incite, simply select your monk or missionary, right-click on your chosen target and select incite from the options presented to you. Remember, there is always a risk that trying to incite revolt will lead to the capture and execution of your agent.	True
encyclopedia_blocks_content_enc_text_manual_agent_actions_religious_inspire	When inside an army belonging to their [[url="encyclopedia/how_to_play/002b_enc_glossary.html#enc_glossary_clan"]]clan[[/url]], a [[url="encyclopedia/how_to_play/045_enc_manual_agents_religious.html#enc_text_manual_agents_religious_monks"]]monk[[/url]] or [[url="encyclopedia/how_to_play/045_enc_manual_agents_religious.html#enc_text_manual_agents_religious_missionaries"]]missionary[[/url]] will inspire loyalty in them, reducing the chances that the garrison will be [[url="encyclopedia/how_to_play/044a_enc_manual_agent_actions_subterfuge.html#enc_text_manual_agent_actions_subterfuge_bribery"]]bribed[[/url]]. The inspiration effect will last as long as the agent is inside the army in question.	True
encyclopedia_blocks_content_enc_text_manual_agent_actions_subterfuge_assassination	[[url="encyclopedia/how_to_play/044_enc_manual_agents_subterfuge.html#enc_text_manual_agents_subterfuge_ninja"]]Ninja[[/url]] and [[url="encyclopedia/how_to_play/044_enc_manual_agents_subterfuge.html#enc_text_manual_agents_subterfuge_geisha"]]geisha[[/url]] are able to assassinate generals and rival agents. Simply select your agent and right-click on your chosen target. If using a ninja, select assassination from the options presented to you. A panel will appear stating the chances of success. If you decide to go ahead with the mission your agent will pursue the target and attempt to kill them. However, bear in mind that there is a chance of detection, capture or execution - as is the case in all espionage situations.	True
encyclopedia_blocks_content_enc_text_manual_agent_actions_subterfuge_bribery	[[url="encyclopedia/how_to_play/044_enc_manual_agents_subterfuge.html#enc_text_manual_agents_subterfuge_metsuke"]]Metsuke[[/url]] are able to bribe rival generals, their armies and the garrisons of castle towns to switch allegiances to support your own [[url="encyclopedia/how_to_play/002b_enc_glossary.html#enc_glossary_clan"]]clan[[/url]]. Simply select your metsuke, right-click on the target army or garrison and select bribery from the options presented to you. A panel will appear stating the chances of success. If you decide to go ahead with the mission your metsuke will pursue the target and attempt to bribe them. A general who has been successfully bribed will form a new army with those troops who have decided to follow him (which may not be all of them) and begin moving towards your territory. He will also lose [[url="encyclopedia/how_to_play/025_enc_manual_clan_loyalty.html"]]loyalty[[/url]], as befits one who will betray his own so easily. If one of your generals is bribed, his family will be expelled from your clan and will disappear from the [[url="encyclopedia/how_to_play/016_enc_manual_hud_management.html#enc_text_manual_hud_management_family"]]family tree[[/url]]. Bribery of a garrison has to be completely successful for its province to change allegiance, otherwise the bribed units will leave the castle town and begin moving towards your territory in the same way as units from an army bribed in the field. Where a castle town does not have a garrison, a successful bribe will cause the entire province to change allegiance to your clan. To bribe, simply select your metsuke, right-click on your chosen target and select bribe from the options presented to you.	True
encyclopedia_blocks_content_enc_text_manual_agent_actions_subterfuge_detection	Just having [[url="encyclopedia/how_to_play/044_enc_manual_agents_subterfuge.html#enc_text_manual_agents_subterfuge_metsuke"]]metsuke[[/url]] present somewhere in your territory will increase the chances that enemy [[url="encyclopedia/how_to_play/044_enc_manual_agents_subterfuge.html#enc_text_manual_agents_subterfuge_ninja"]]ninja[[/url]] will be detected.	True
encyclopedia_blocks_content_enc_text_manual_agent_actions_subterfuge_distraction	[[url="encyclopedia/how_to_play/044_enc_manual_agents_subterfuge.html#enc_text_manual_agents_subterfuge_gempei_dancer"]]Shirabyoshi[[/url]] are able to distract rival armies, stopping them in their tracks. Simply select your shirabyoshi, right-click on an army and select distract from the options presented to you. A panel will appear stating the chances of success. If you decide to go ahead with the mission your shirabyoshi will pursue the target and attempt to hinder their movements. However, bear in mind that there is a chance of capture and execution.	True
encyclopedia_blocks_content_enc_text_manual_agent_actions_subterfuge_entertainment	[[url="encyclopedia/how_to_play/044_enc_manual_agents_subterfuge.html#enc_text_manual_agents_subterfuge_shirabyoshi"]]Shirabyoshi[[/url]] can increase the loyalty of your generals and town growth in your provinces by entertaining them. To entertain, simply select your shirabyoshi, right-click on your target general or [[url="encyclopedia/how_to_play/018e_enc_manual_actions_campaign_construction.html#enc_text_manual_actions_campaign_construction_castle"]]castle town[[/url]] and select entertain from the options presented to you.	True
encyclopedia_blocks_content_enc_text_manual_agent_actions_subterfuge_indoctrination	A [[url="encyclopedia/how_to_play/045_enc_manual_agents_religious.html#enc_text_manual_agents_religious_sou"]]sou[[/url]] can indoctrinate a rival agent, but not a general , causing him to retire from his position for a life of religious contemplation. In most cases the agent will enter a monastery for a number of turns before returning to his lord’s capital; in extreme cases he will remain in the monastery indefinitely. Simply select your sou, right-click on your target agent and select indoctrination from the options presented to you. However, bear in mind that there is a chance that your agent may be caught and executed should he fail.	True
encyclopedia_blocks_content_enc_text_manual_agent_actions_subterfuge_overseeing	The presence of [[url="encyclopedia/how_to_play/044_enc_manual_agents_subterfuge.html#enc_text_manual_agents_subterfuge_metsuke"]]metsuke[[/url]] within an army or castle town will increase the chances of detecting enemy [[url="encyclopedia/how_to_play/044_enc_manual_agents_subterfuge.html#enc_text_manual_agents_subterfuge_ninja"]]ninja[[/url]] and reduce the chances that they will succeed in their dishonourable tasks. Metsuke also increase [[url="encyclopedia/how_to_play/020_enc_manual_public_order.html#enc_text_manual_public_order_repression"]]repression[[/url]] and tax income when in castle towns, and [[url="encyclopedia/how_to_play/025_enc_manual_clan_loyalty.html"]]loyalty[[/url]] when inside armies.	True
encyclopedia_blocks_content_enc_text_manual_agent_actions_subterfuge_payoff	[[url="encyclopedia/how_to_play/044_enc_manual_agents_subterfuge.html#enc_text_manual_agents_subterfuge_junsatsushi"]]Junsatsushi[[/url]] can detect and pay off rival agents. In effect a personal bribe not to take any further part in the war, success will lead to their removal from the game. However, bear in mind that there is a chance that your agent may be caught and executed should he fail.	True
encyclopedia_blocks_content_enc_text_manual_agent_actions_subterfuge_request_allegiance	A [[url="encyclopedia/how_to_play/044_enc_manual_agents_subterfuge.html#enc_text_manual_agents_subterfuge_junsatsushi"]]junsatsushi[[/url]] is able to convince the population of a castle town aligned to another family, and its garrison, to pledge their allegiance to the family of his lord. It is not possible to request allegiance in a province where your family’s [[url="encyclopedia/how_to_play/012b_enc_manual_hud_events_victory.html#enc_text_manual_hud_events_victory_gempei_influence"]]influence[[/url]] is less than 50%. To request allegiance, simply select your junsatsushi, right-click on your target agent and select request allegiance from the options presented to you. However, bear in mind that there is a chance that your agent may be caught and executed should he fail. Your junsatsushi will also passively spread his family’s influence in a province by his presence alone, thereby making it more likely that a subsequent request for allegiance will be successful.	True
encyclopedia_blocks_content_enc_text_manual_agent_actions_subterfuge_sabotage	[[url="encyclopedia/how_to_play/044_enc_manual_agents_subterfuge.html#enc_text_manual_agents_subterfuge_ninja"]]Ninja[[/url]] are able to damage enemy buildings through acts of sabotage. Simply select your ninja, right-click on a settlement and select sabotage from the options presented to you. If your target is a castle town, a panel will appear showing a list of buildings and the chances of success. If you decide to go ahead with the mission select a building - your ninja will then move there and attempt to damage it upon his arrival. However, bear in mind that there is a chance of detection, capture or execution - as is the case in all espionage situations.	True
encyclopedia_blocks_content_enc_text_manual_agent_actions_subterfuge_sabotage_army	[[url="encyclopedia/how_to_play/044_enc_manual_agents_subterfuge.html#enc_text_manual_agents_subterfuge_ninja"]]Ninja[[/url]] are able to sabotage rival armies, affecting their ability to move during a turn and causing casualties as he subtly poisons their food and water supply. Simply select your ninja, right-click on an army and select army sabotage from the options presented to you. A panel will appear stating the chances of success. If you decide to go ahead with the mission your ninja will pursue the target and attempt to undermine their movements. However, bear in mind that there is a chance of detection, capture or execution - as is the case in all espionage situations.	True
encyclopedia_blocks_content_enc_text_manual_agent_actions_subterfuge_scouting	A [[url="encyclopedia/how_to_play/044_enc_manual_agents_subterfuge.html#enc_text_manual_agents_subterfuge_ninja"]]ninja[[/url]] placed inside a friendly army can increase their movement ability and prevent enemy [[url="encyclopedia/how_to_play/045_enc_manual_agents_religious.html#enc_text_manual_agents_religious_monks"]]monks[[/url]] or [[url="encyclopedia/how_to_play/045_enc_manual_agents_religious.html#enc_text_manual_agents_religious_missionaries"]]missionaries[[/url]] from demoralising them.	True
encyclopedia_blocks_content_enc_text_manual_agent_actions_subterfuge_seduction	A [[url="encyclopedia/how_to_play/044_enc_manual_agents_subterfuge.html#enc_text_manual_agents_subterfuge_shirabyoshi"]]shirabyoshi[[/url]] is able to convince a rival agent (except another shirabyoshi) or general with wavering loyalty to join the family of her own lord. To seduce, simply select your shirabyoshi, right-click on your target agent and select seduction from the options presented to you. However, bear in mind that there is a chance that your agent may be caught and executed should she fail.	True
encyclopedia_blocks_content_enc_text_manual_agent_actions_subterfuge_spy_network_monomi	The placement of a [[url="encyclopedia/how_to_play/044_enc_manual_agents_subterfuge.html#enc_text_manual_agents_subterfuge_monomi"]]monomi[[/url]] inside one of your castle towns will enable him to set up a spy network there. This not only increases line of sight from the province, it also makes it easier to detect hidden agents and armies, and decreases the chance that [[url="encyclopedia/how_to_play/045_enc_manual_agents_religious.html#enc_text_manual_agents_religious_sou"]]sou[[/url]] will be successful when encouraging a revolt.	True
encyclopedia_blocks_content_enc_text_manual_agent_actions_subterfuge_spy_network_ninja	The placement of a [[url="encyclopedia/how_to_play/044_enc_manual_agents_subterfuge.html#enc_text_manual_agents_subterfuge_ninja"]]ninja[[/url]] inside one of your castle towns will enable him to set up a spy network there. This not only increases line of sight from the province, it also makes it easier to detect hidden agents and armies, and decreases the chance that [[url="encyclopedia/how_to_play/045_enc_manual_agents_religious.html#enc_text_manual_agents_religious_monks"]]monks[[/url]] or [[url="encyclopedia/how_to_play/045_enc_manual_agents_religious.html#enc_text_manual_agents_religious_missionaries"]]missionaries[[/url]] will be successful when encouraging a revolt.	True
encyclopedia_blocks_content_enc_text_manual_agent_actions_religious_inspire_geisha	[[url="encyclopedia/how_to_play/044_enc_manual_agents_subterfuge.html#enc_text_manual_agents_subterfuge_boshin_geisha"]]Geisha[[/url]] in Fall of the Samurai can inspire your troops and raise their [[url="encyclopedia/how_to_play/052_enc_manual_battle_conflict_morale.html"]]morale[[/url]], a useful skill if they will be fighting a battle during the same turn. To inspire, simply select your geisha, right-click on a target army and select inspire from the options presented to you.	True
encyclopedia_blocks_content_enc_text_manual_agent_actions_sabotage_coerce_troops	In Fall of the Samurai shinsengumi can coerce a general or the garrison of a settlement to switch allegiance to your cause. If successful, there is a chance that one or more of his units will follow him, also changing sides. Coercing a neutral army anywhere is tantamount to a declaration of war against their clan. Following successful coercion, an army on neutral or friendly territory will retreat to your territory unless we have a diplomatic agreement for military access in place. Simply select our shinsengumi and right-click on a target army to attempt coercion.	True
encyclopedia_blocks_content_enc_text_manual_agent_actions_sabotage_gates	In readiness for a siege assault, a ninja in Shogun 2, a monomi in Rise of the Samurai or a [[url="encyclopedia/how_to_play/044_enc_manual_agents_subterfuge.html#enc_text_manual_agents_subterfuge_boshin_shinobi"]]shinobi[[/url]] in Fall of the Samurai can infiltrate an enemy castle and sabotage the gates. If he is successful the gates will be open when you reach the battlefield.	True
encyclopedia_blocks_content_enc_text_manual_agent_actions_sabotage_subdue_dissidents	In Fall of the Samurai shinsengumi are able to subdue dissident elements of the population by increasing repression in a town. As allegiance to the Shogunate increases, there is less need for repression and therefore the effect will gradually diminish. Simply select a shinsengumi and right-click on a town to begin subduing the dissident population.	True
encyclopedia_blocks_content_enc_text_manual_agent_actions_subterfuge_assassination	[[url="encyclopedia/how_to_play/044_enc_manual_agents_subterfuge.html#enc_text_manual_agents_subterfuge_ninja"]]Ninja[[/url]] and [[url="encyclopedia/how_to_play/044_enc_manual_agents_subterfuge.html#enc_text_manual_agents_subterfuge_geisha"]]geisha[[/url]] in Shogun 2, monomi in Rise of the Samurai and [[url="encyclopedia/how_to_play/044_enc_manual_agents_subterfuge.html#enc_text_manual_agents_subterfuge_boshin_shinobi"]]shinobi[[/url]], [[url="encyclopedia/how_to_play/044_enc_manual_agents_subterfuge.html#enc_text_manual_agents_subterfuge_boshin_ shinsengumi "]]shinsengumi[[/url]] and [[url="encyclopedia/how_to_play/044_enc_manual_agents_subterfuge.html#enc_text_manual_agents_subterfuge_boshin_ishin_shishi"]]ishin shishi[[/url]] in Fall of the Samurai are able to [[url="encyclopedia/how_to_play/044a_enc_manual_agent_actions_subterfuge.html#enc_text_manual_agent_actions_subterfuge_assassination"]]assassinate[[/url]] generals and rival agents. Simply select your agent and right-click on your chosen target. If using a ninja, select assassination from the options presented to you. A panel will appear stating the chances of success. If you decide to go ahead with the mission your agent will pursue the target and attempt to kill them. However, bear in mind that there is a chance of capture or execution - as is the case in all espionage situations.	True
encyclopedia_blocks_content_enc_text_manual_agent_actions_subterfuge_boshin_allegiance	The Boshin War, featured in Fall of the Samurai, was a time for clans to decide where their loyalties lay &#8211; to the [[url="encyclopedia/how_to_play/002b_enc_glossary.html#enc_glossary_shogunate"]]Shogunate[[/url]] or to the Emperor: to the status quo or to the future. As such, clans in the game can either be pro-Shogunate or pro-Imperial. Every clan begins the campaign already aligned, and you must spread your influence to get their support. [[url="encyclopedia/how_to_play/044_enc_manual_agents_subterfuge.html#enc_text_manual_agents_subterfuge_boshin_ shinsengumi "]]Shinsengumi[[/url]] or [[url="encyclopedia/how_to_play/044_enc_manual_agents_subterfuge.html#enc_text_manual_agents_subterfuge_boshin_ishin_shishi"]]ishin shishi[[/url]] can spread a clan’s influence simply by their presence in a province. Leaving them in place will eventually lead to a declaration of allegiance. Once a clan declares their allegiance they must fight for the cause they have chosen.<p><p>Click [[url="encyclopedia/video/s2_bosh_tut_camp_advanced_family.html#s2_bosh_tut_campaign_advanced_13"]]here[[/url]] to view a video tutorial about this subject.	True
encyclopedia_blocks_content_enc_text_manual_agent_actions_subterfuge_bribery	[[url="encyclopedia/how_to_play/044_enc_manual_agents_subterfuge.html#enc_text_manual_agents_subterfuge_metsuke"]]Metsuke[[/url]] in Shogun 2 or junsatushi in Rise of the Samurai are able to bribe rival generals, their armies and the garrisons of castle towns to switch allegiances to support your own [[url="encyclopedia/how_to_play/002b_enc_glossary.html#enc_glossary_clan"]]clan[[/url]]. Simply select your metsuke, right-click on the target army or garrison and select bribery from the options presented to you. A panel will appear stating the chances of success. If you decide to go ahead with the mission your metsuke will pursue the target and attempt to bribe them. A general who has been successfully bribed will form a new army with those troops who have decided to follow him (which may not be all of them) and begin moving towards your territory. He will also lose [[url="encyclopedia/how_to_play/025_enc_manual_clan_loyalty.html"]]loyalty[[/url]], as befits one who will betray his own so easily. If one of your generals is bribed, his family will be expelled from your clan and will disappear from the [[url="encyclopedia/how_to_play/016_enc_manual_hud_management.html#enc_text_manual_hud_management_family"]]family tree[[/url]]. Bribery of a garrison has to be completely successful for its province to change allegiance, otherwise the bribed units will leave the castle town and begin moving towards your territory in the same way as units from an army bribed in the field. Where a castle town does not have a garrison, a successful bribe will cause the entire province to change allegiance to your clan. To bribe, simply select your metsuke, right-click on your chosen target and select bribe from the options presented to you.	True
encyclopedia_blocks_content_enc_text_manual_agent_actions_subterfuge_detection	In Shogun 2 just having [[url="encyclopedia/how_to_play/044_enc_manual_agents_subterfuge.html#enc_text_manual_agents_subterfuge_metsuke"]]metsuke[[/url]] present somewhere in your territory will increase the chances that enemy [[url="encyclopedia/how_to_play/044_enc_manual_agents_subterfuge.html#enc_text_manual_agents_subterfuge_ninja"]]ninja[[/url]] will be detected.	True
encyclopedia_blocks_content_enc_text_manual_agent_actions_subterfuge_distraction	[[url="encyclopedia/how_to_play/044_enc_manual_agents_subterfuge.html#enc_text_manual_agents_subterfuge_gempei_dancer"]]Shirabyoshi[[/url]] in Rise of the Samurai or [[url="encyclopedia/how_to_play/044_enc_manual_agents_subterfuge.html#enc_text_manual_agents_subterfuge_boshin_geisha"]]geisha[[/url]] in Fall of the Samurai are able to distract rival armies, stopping them in their tracks. Simply select your shirabyoshi, right-click on an army and select distract from the options presented to you. A panel will appear stating the chances of success. If you decide to go ahead with the mission your shirabyoshi will pursue the target and attempt to hinder their movements. However, bear in mind that there is a chance of capture and execution.	True
encyclopedia_blocks_content_enc_text_manual_agent_actions_subterfuge_enchant	In Fall of the Samurai a [[url="encyclopedia/how_to_play/044_enc_manual_agents_subterfuge.html#enc_text_manual_agents_subterfuge_boshin_geisha"]]geisha[[/url]] is able to use her beauty and guile to convince a rival agent (except another geisha) or general with wavering loyalty to join your cause. To enchant, simply select your geisha, right-click on a target agent and select enchant from the options presented to you. However, bear in mind that there is a chance that your agent may be caught and executed should she fail.	True
encyclopedia_blocks_content_enc_text_manual_agent_actions_subterfuge_entertainment	[[url="encyclopedia/how_to_play/044_enc_manual_agents_subterfuge.html#enc_text_manual_agents_subterfuge_shirabyoshi"]]Shirabyoshi[[/url]] in Rise of the Samurai and [[url="encyclopedia/how_to_play/044_enc_manual_agents_subterfuge.html#enc_text_manual_agents_subterfuge_boshin_geisha"]]geisha[[/url]] in Fall of the Samurai can increase the loyalty of your generals and [[url="encyclopedia/how_to_play/019a_enc_manual_province_wealth.html"]]town growth[[/url]] in your provinces by entertaining them. To entertain, simply select your shirabyoshi, right-click on your target general or [[url="encyclopedia/how_to_play/018e_enc_manual_actions_campaign_construction.html#enc_text_manual_actions_campaign_construction_castle"]]castle town[[/url]] and select entertain from the options presented to you.	True
encyclopedia_blocks_content_enc_text_manual_agent_actions_subterfuge_harass	In Fall of the Samurai, harassment reduces an enemy army’s morale and causes attrition. To harass an enemy force, simply select your [[url="encyclopedia/how_to_play/044_enc_manual_agents_subterfuge.html#enc_text_manual_agents_subterfuge_boshin_foreign_veteran"]]foreign veteran[[/url]], right-click on a target army and select harass from the options presented to you.	True
encyclopedia_blocks_content_enc_text_manual_agent_actions_subterfuge_incite_revolt	In Fall of the Samurai both shinsengumi and ishin shishi can incite revolts. Successful incitement of a population causes a rebellion to occur in the target province. The greater the support for the Shogunate or the Emperor, the more likely it is that incitement will be successful. Decide if the chance of success is worth the risk before confirming the order, as failure may mean capture and execution.	True
encyclopedia_blocks_content_enc_text_manual_agent_actions_subterfuge_indoctrination	In the Rise of the Samurai campaign a [[url="encyclopedia/how_to_play/045_enc_manual_agents_religious.html#enc_text_manual_agents_religious_sou"]]sou[[/url]] can indoctrinate a rival agent, but not a general , causing him to retire from his position for a life of religious contemplation. In most cases the agent will enter a monastery for a number of turns before returning to his lord’s capital; in extreme cases he will remain in the monastery indefinitely. Simply select your sou, right-click on your target agent and select indoctrination from the options presented to you. However, bear in mind that there is a chance that your agent may be caught and executed should he fail.	True
encyclopedia_blocks_content_enc_text_manual_agent_actions_subterfuge_overseeing	In Shogun 2 the presence of [[url="encyclopedia/how_to_play/044_enc_manual_agents_subterfuge.html#enc_text_manual_agents_subterfuge_metsuke"]]metsuke[[/url]] within an army or castle town will increase the chances of detecting enemy [[url="encyclopedia/how_to_play/044_enc_manual_agents_subterfuge.html#enc_text_manual_agents_subterfuge_ninja"]]ninja[[/url]] and reduce the chances that they will succeed in their dishonourable tasks. Metsuke also increase [[url="encyclopedia/how_to_play/020_enc_manual_public_order.html#enc_text_manual_public_order_repression"]]repression[[/url]] and tax income when in castle towns, and [[url="encyclopedia/how_to_play/025_enc_manual_clan_loyalty.html"]]loyalty[[/url]] when inside armies.	True
encyclopedia_blocks_content_enc_text_manual_agent_actions_subterfuge_passive_spying	Every army, fleet or agent can reveal information about rival armies, navies and cities in their immediate proximity or within their line of sight. The level of detail available depends on the type of character who is spying, so, for instance, [[url="encyclopedia/how_to_play/044_enc_manual_agents_subterfuge.html#enc_text_manual_agents_subterfuge_boshin_shinobi"]]shinobi[[/url]] are able to reveal more than [[url="encyclopedia/how_to_play/044_enc_manual_agents_subterfuge.html#enc_text_manual_agents_subterfuge_boshin_foreign_veteran"]]foreign veterans[[/url]].	True
encyclopedia_blocks_content_enc_text_manual_agent_actions_subterfuge_payoff	In Rise of the Samurai [[url="encyclopedia/how_to_play/044_enc_manual_agents_subterfuge.html#enc_text_manual_agents_subterfuge_junsatsushi"]]junsatsushi[[/url]] can detect and pay off rival agents. In effect a personal bribe not to take any further part in the war, success will lead to their removal from the game. However, bear in mind that there is a chance that your agent may be caught and executed should he fail.	True
encyclopedia_blocks_content_enc_text_manual_agent_actions_subterfuge_persuade	In Fall of the Samurai ishin shishi can persuade a general or the garrison of a settlement to switch allegiance to our cause. If successful, there is a chance that one or more of his units will follow him, also changing sides. Persuading a neutral army anywhere is tantamount to a declaration of war against their clan. Following successful persuasion, an army on neutral or friendly territory will retreat to your territory unless you have a diplomatic agreement for military access in place. Simply select our ishin shishi and right-click on a target army to attempt persuasion.	True
encyclopedia_blocks_content_enc_text_manual_agent_actions_subterfuge_request_allegiance	[[url="encyclopedia/how_to_play/044_enc_manual_agents_subterfuge.html#enc_text_manual_agents_subterfuge_junsatsushi"]]Junsatsushi[[/url]] (Rise of the Samurai), shinsengumi or ishin shishi (in Fall of the Samurai) are able to convince a differently-aligned population, and garrison, to pledge their allegiance to their cause. It is not possible to request allegiance in a province where your [[url="encyclopedia/how_to_play/012b_enc_manual_hud_events_victory.html#enc_text_manual_hud_events_victory_gempei_influence"]]influence[[/url]] is less than 50%. To request allegiance, simply select your junsatsushi, shinsengumi or ishin shishi, right-click on your target agent and select request allegiance from the options presented to you. However, bear in mind that there is a chance that your agent may be caught and executed should he fail. These agents will also passively spread influence in a province by their presence alone, thereby making it more likely that a subsequent request for allegiance will be successful.	True
encyclopedia_blocks_content_enc_text_manual_agent_actions_subterfuge_sabotage	[[url="encyclopedia/how_to_play/044_enc_manual_agents_subterfuge.html#enc_text_manual_agents_subterfuge_ninja"]]Ninja[[/url]] in Shogun 2, monomi in Rise of the Samurai or [[url="encyclopedia/how_to_play/044_enc_manual_agents_subterfuge.html#enc_text_manual_agents_subterfuge_boshin_shinobi"]]shinobi[[/url]] in Fall of the Samurai are able to damage enemy buildings through acts of sabotage. Simply select your agent, right-click on a settlement and select sabotage from the options presented to you. If your target is a castle town, a panel will appear showing a list of buildings and the chances of success. If you decide to go ahead with the mission select a building - your ninja will then move there and attempt to damage it upon his arrival. However, bear in mind that there is a chance of detection, capture or execution - as is the case in all espionage situations.	True
encyclopedia_blocks_content_enc_text_manual_agent_actions_subterfuge_sabotage_army	[[url="encyclopedia/how_to_play/044_enc_manual_agents_subterfuge.html#enc_text_manual_agents_subterfuge_ninja"]]Ninja[[/url]] in Shogun 2, monomi in Rise of the Samurai or [[url="encyclopedia/how_to_play/044_enc_manual_agents_subterfuge.html#enc_text_manual_agents_subterfuge_boshin_shinobi"]]shinobi[[/url]] in Fall of the Samurai are able to sabotage rival armies, affecting their ability to move during a turn and causing casualties as he subtly poisons their food and water supply. Simply select your agent, right-click on an army and select army sabotage from the options presented to you. A panel will appear stating the chances of success. If you decide to go ahead with the mission your ninja will pursue the target and attempt to undermine their movements. However, bear in mind that there is a chance of detection, capture or execution - as is the case in all espionage situations.	True
encyclopedia_blocks_content_enc_text_manual_agent_actions_subterfuge_scouting	[[url="encyclopedia/how_to_play/044_enc_manual_agents_subterfuge.html#enc_text_manual_agents_subterfuge_ninja"]]Ninja[[/url]] in Shogun 2, [[url="encyclopedia/how_to_play/044_enc_manual_agents_subterfuge.html#enc_text_manual_agents_subterfuge_gempei_spy"]]monomi[[/url]] in Rise of the Samurai or [[url="encyclopedia/how_to_play/044_enc_manual_agents_subterfuge.html#enc_text_manual_agents_subterfuge_boshin_shinobi"]]shinobi[[/url]] in Fall of the Samurai can be placed inside friendly armies to increase their action points and prevent enemy agents from demoralising them.	True
encyclopedia_blocks_content_enc_text_manual_agent_actions_subterfuge_seduction	[[url="encyclopedia/how_to_play/044_enc_manual_agents_subterfuge.html#enc_text_manual_agents_subterfuge_shirabyoshi"]]Shirabyoshi[[/url]] in Rise of the Samurai or [[url="encyclopedia/how_to_play/044_enc_manual_agents_subterfuge.html#enc_text_manual_agents_subterfuge_boshin_geisha"]]geisha[[/url]] in Fall of the Samurai are able to convince rival agents (except other shirabyoshi or geisha) or general with wavering loyalty to join their family or clan. To seduce, simply select your shirabyoshi, right-click on your target agent and select seduction from the options presented to you. However, bear in mind that there is a chance that your agent may be caught and executed should she fail.	True
encyclopedia_blocks_content_enc_text_manual_agent_actions_subterfuge_single_combat	In Fall of the Samurai a [[url="encyclopedia/how_to_play/044_enc_manual_agents_subterfuge.html#enc_text_manual_agents_subterfuge_boshin_foreign_veteran"]]foreign veteran[[/url]] can challenge any agent apart from a [[url="encyclopedia/how_to_play/044_enc_manual_agents_subterfuge.html#enc_text_manual_agents_subterfuge_boshin_geisha"]]geisha[[/url]] to single combat. Simply select a veteran, right-click on a target agent and select single combat from the options presented to you. A duel will ensue, resulting in the wounding or death of the loser. Be warned, failing to kill an opponent you have challenged will result in diplomatic penalties against the clan.	True
encyclopedia_blocks_content_enc_text_manual_agent_actions_subterfuge_spy_network_ninja	Placing a [[url="encyclopedia/how_to_play/044_enc_manual_agents_subterfuge.html#enc_text_manual_agents_subterfuge_ninja"]]ninja[[/url]] in Shogun 2, a [[url="encyclopedia/how_to_play/044_enc_manual_agents_subterfuge.html#enc_text_manual_agents_subterfuge_monomi"]]monomi[[/url]] in Rise of the Samurai or a [[url="encyclopedia/how_to_play/044_enc_manual_agents_subterfuge.html#enc_text_manual_agents_subterfuge_boshin_shinobi"]]shinobi[[/url]] in Fall of the Samurai inside one of your castle towns or settlements (in Fall of the Samurai) will enable him to set up a spy network there. This not only increases line of sight from the province, it also makes it easier to detect hidden agents and armies, and decreases the chance that [[url="encyclopedia/how_to_play/045_enc_manual_agents_religious.html#enc_text_manual_agents_religious_monks"]]monks[[/url]] or [[url="encyclopedia/how_to_play/045_enc_manual_agents_religious.html#enc_text_manual_agents_religious_missionaries"]]missionaries[[/url]] will be successful when encouraging a revolt.	True
encyclopedia_blocks_content_enc_text_manual_agent_actions_subterfuge_spying	Every army, fleet, or agent can reveal information about rival armies, fleets and settlements in their immediate proximity or within their line of sight. The level of detail revealed depends on the type of character who is spying, so, for instance, [[url="encyclopedia/how_to_play/044_enc_manual_agents_subterfuge.html#enc_text_manual_agents_subterfuge_ninja"]]ninja[[/url]] are able to reveal far more information than [[url="encyclopedia/how_to_play/045_enc_manual_agents_religious.html#enc_text_manual_agents_religious_monks"]]monks[[/url]] or [[url="encyclopedia/how_to_play/045_enc_manual_agents_religious.html#enc_text_manual_agents_religious_missionaries"]]missionaries[[/url]].	True
encyclopedia_blocks_content_enc_text_manual_agent_actions_subterfuge_trial	[[url="encyclopedia/how_to_play/044_enc_manual_agents_subterfuge.html#enc_text_manual_agents_subterfuge_metsuke"]]Metsuke[[/url]] can be ordered to hunt down and apprehend enemy agents. Although there is a chance the perpetrator will be executed, it is more likely they will be imprisoned and then returned to their clan capital at a later time. [[url="encyclopedia/how_to_play/045_enc_manual_agents_religious.html#enc_text_manual_agents_religious_monks"]]Monks[[/url]], [[url="encyclopedia/how_to_play/045_enc_manual_agents_religious.html#enc_text_manual_agents_religious_missionaries"]]missionaries[[/url]] and indeed other metsuke are much harder to apprehend than other agents. To apprehend a character simply select your metsuke, right-click on your target agent and select "apprehend" from the options presented to you.	True
encyclopedia_blocks_content_enc_text_manual_agents_religious	This game deals with the main religions of Japan during the [[url="encyclopedia/how_to_play/002b_enc_glossary.html#enc_glossary_sengoku_jidai"]]Sengoku Jidai[[/url]]: [[url="encyclopedia/how_to_play/002b_enc_glossary.html#enc_glossary_shinto"]]Shinto[[/url]]-Buddhism, Christianity and radical Jodo Shinshu Buddhism - as practiced by the Ikko Ikki extremists. Japan has long felt the influence of Buddhism from the mainland; but now, with the arrival of European traders, the "new" religion of Christianity is slowly gaining a foothold, clan by clan, as ships arrive bringing goods from the west. Whereas [[url="encyclopedia/how_to_play/002b_enc_glossary.html#enc_glossary_buddhism"]]Buddhist[[/url]] clans use [[url="encyclopedia/how_to_play/045_enc_manual_agents_religious.html#enc_text_manual_agents_religious_monks"]]monks[[/url]] to propagate enlightened thought, those clans that have converted to Christianity field [[url="encyclopedia/how_to_play/045_enc_manual_agents_religious.html#enc_text_manual_agents_religious_missionaries"]]missionaries[[/url]] instead to spread the word of God throughout the country. Both agents are able to convert both populations and individual characters to their religions. An agent’s rank &#8211; represented by the stars at the top of his [[url="encyclopedia/how_to_play/045b_enc_manual_ui_character.html"]]character details panel[[/url]] - in combination with other bonuses inferred by skills, retainers or traits, enhance his ability to carry out the various [[url="encyclopedia/how_to_play/045a_enc_manual_agent_actions_religious.html"]]actions[[/url]] he is capable of and withstand the hostile actions of enemy agents. When there are monks or missionaries embedded inside castle towns the effects provided by their presence gradually diminish - so a second agent provides a further 50% of the effects of the first, and a third provides a further 25%. The maximum number of agents that can be embedded is three.	True
encyclopedia_blocks_content_enc_text_manual_agents_religious_gempei_monk	Sou can inspire a friendly army or pacify an angry populace with their enlightened rhetoric, and, by the same token, demoralise an enemy force, reduce the chances of successful [[url="encyclopedia/how_to_play/044a_enc_manual_agent_actions_subterfuge.html#enc_text_manual_agent_actions_subterfuge_bribery"]]bribery[[/url]], [[url="encyclopedia/how_to_play/045a_enc_manual_agent_actions_religious.html#enc_text_manual_agent_actions_subterfuge_indoctrination"]]indoctrinate[[/url]] enemy agents and cause them to retire, or [[url="encyclopedia/how_to_play/045a_enc_manual_agent_actions_religious.html#enc_text_manual_agent_actions_religious_incitement"]]incite[[/url]] an enemy population to revolt. Sou are recruited via the Buddhist chain of buildings. The trusting nature of this man makes him highly susceptible to [[url="encyclopedia/how_to_play/044a_enc_manual_agent_actions_subterfuge.html#enc_text_manual_agent_actions_subterfuge_assassination"]]assassination[[/url]] by [[url="encyclopedia/how_to_play/044_enc_manual_agents_subterfuge.html#enc_text_manual_agents_subterfuge_monomi"]]monomi[[/url]], [[url="encyclopedia/how_to_play/044a_enc_manual_agent_actions_subterfuge.html#enc_text_manual_agent_actions_subterfuge_payoff"]]payoffs[[/url]] from [[url="encyclopedia/how_to_play/044_enc_manual_agents_subterfuge.html#enc_text_manual_agents_subterfuge_junsatsushi"]]junsatsushi[[/url]] or [[url="encyclopedia/how_to_play/044a_enc_manual_agent_actions_subterfuge.html#enc_text_manual_agent_actions_subterfuge_seduction"]]seduction[[/url]] by [[url="encyclopedia/how_to_play/044_enc_manual_agents_subterfuge.html#enc_text_manual_agents_subterfuge_shirabyoshi"]]shirabyoshi[[/url]].	True
encyclopedia_blocks_content_enc_text_manual_agent_actions_subterfuge_trial	In Shogun 2 [[url="encyclopedia/how_to_play/044_enc_manual_agents_subterfuge.html#enc_text_manual_agents_subterfuge_metsuke"]]metsuke[[/url]] can be ordered to hunt down and apprehend enemy agents. Although there is a chance the perpetrator will be executed, it is more likely they will be imprisoned and then returned to their clan capital at a later time. [[url="encyclopedia/how_to_play/045_enc_manual_agents_religious.html#enc_text_manual_agents_religious_monks"]]Monks[[/url]], [[url="encyclopedia/how_to_play/045_enc_manual_agents_religious.html#enc_text_manual_agents_religious_missionaries"]]missionaries[[/url]] and indeed other metsuke are much harder to apprehend than other agents. To apprehend a character simply select your metsuke, right-click on your target agent and select "apprehend" from the options presented to you.	True
encyclopedia_blocks_content_enc_text_manual_agents_religious	Shogun 2 deals with the important religions in Japan during the [[url="encyclopedia/how_to_play/002b_enc_glossary.html#enc_glossary_sengoku_jidai"]]Sengoku Jidai[[/url]]: [[url="encyclopedia/how_to_play/002b_enc_glossary.html#enc_glossary_shinto"]]Shinto[[/url]]-Buddhism, Christianity and radical Jodo Shinshu Buddhism - as practiced by the Ikko Ikki extremists. Japan has long felt the influence of Buddhism from the mainland; but now, with the arrival of European traders, the "new" religion of Christianity is slowly gaining a foothold, clan by clan, as ships arrive bringing goods from the west. Whereas [[url="encyclopedia/how_to_play/002b_enc_glossary.html#enc_glossary_buddhism"]]Buddhist[[/url]] clans use [[url="encyclopedia/how_to_play/045_enc_manual_agents_religious.html#enc_text_manual_agents_religious_monks"]]monks[[/url]] to propagate enlightened thought, those clans that have converted to Christianity field [[url="encyclopedia/how_to_play/045_enc_manual_agents_religious.html#enc_text_manual_agents_religious_missionaries"]]missionaries[[/url]] instead to spread the word of God throughout the country. Both agents are able to convert both populations and individual characters to their religions. An agent’s rank &#8211; represented by the stars at the top of his [[url="encyclopedia/how_to_play/045b_enc_manual_ui_character.html"]]character details panel[[/url]] - in combination with other bonuses inferred by skills, retainers or traits, enhance his ability to carry out the various [[url="encyclopedia/how_to_play/045a_enc_manual_agent_actions_religious.html"]]actions[[/url]] he is capable of and withstand the hostile actions of enemy agents. When there are monks or missionaries embedded inside castle towns the effects provided by their presence gradually diminish - so a second agent provides a further 50% of the effects of the first, and a third provides a further 25%. The maximum number of agents that can be embedded is three.	True
encyclopedia_blocks_content_enc_text_manual_agents_religious_gempei_monk	In the Rise of the Samurai campaign Sou can inspire a friendly army or pacify an angry populace with their enlightened rhetoric, and, by the same token, demoralise an enemy force, reduce the chances of successful [[url="encyclopedia/how_to_play/044a_enc_manual_agent_actions_subterfuge.html#enc_text_manual_agent_actions_subterfuge_bribery"]]bribery[[/url]], [[url="encyclopedia/how_to_play/045a_enc_manual_agent_actions_religious.html#enc_text_manual_agent_actions_subterfuge_indoctrination"]]indoctrinate[[/url]] enemy agents and cause them to retire, or [[url="encyclopedia/how_to_play/045a_enc_manual_agent_actions_religious.html#enc_text_manual_agent_actions_religious_incitement"]]incite[[/url]] an enemy population to revolt. Sou are recruited via the Buddhist chain of buildings. The trusting nature of this man makes him highly susceptible to [[url="encyclopedia/how_to_play/044a_enc_manual_agent_actions_subterfuge.html#enc_text_manual_agent_actions_subterfuge_assassination"]]assassination[[/url]] by [[url="encyclopedia/how_to_play/044_enc_manual_agents_subterfuge.html#enc_text_manual_agents_subterfuge_monomi"]]monomi[[/url]], [[url="encyclopedia/how_to_play/044a_enc_manual_agent_actions_subterfuge.html#enc_text_manual_agent_actions_subterfuge_payoff"]]payoffs[[/url]] from [[url="encyclopedia/how_to_play/044_enc_manual_agents_subterfuge.html#enc_text_manual_agents_subterfuge_junsatsushi"]]junsatsushi[[/url]] or [[url="encyclopedia/how_to_play/044a_enc_manual_agent_actions_subterfuge.html#enc_text_manual_agent_actions_subterfuge_seduction"]]seduction[[/url]] by [[url="encyclopedia/how_to_play/044_enc_manual_agents_subterfuge.html#enc_text_manual_agents_subterfuge_shirabyoshi"]]shirabyoshi[[/url]].	True
encyclopedia_blocks_content_enc_text_manual_agents_religious_ikko_monks	Ikko monks can convert others to their radical Jodo Shinshu Buddhism, [[url="encyclopedia/how_to_play/045a_enc_manual_agent_actions_religious.html#enc_text_manual_agent_actions_religious_inspire"]]inspire[[/url]] a friendly army with their rhetoric and by the same token [[url="encyclopedia/how_to_play/045a_enc_manual_agent_actions_religious.html#enc_text_manual_agent_actions_religious_demoralisation"]]demoralise[[/url]] an enemy force, reduce the chances of successful [[url="encyclopedia/how_to_play/044a_enc_manual_agent_actions_subterfuge.html#enc_text_manual_agent_actions_subterfuge_bribery"]]bribery[[/url]], calm and [[url="encyclopedia/how_to_play/045a_enc_manual_agent_actions_religious.html#enc_text_manual_agent_actions_religious_calm"]]inspire[[/url]] an angry populace or [[url="encyclopedia/how_to_play/045a_enc_manual_agent_actions_religious.html#enc_text_manual_agent_actions_religious_incitement"]]incite revolt[[/url]] in an oppressed one. Ikko monks are recruited via [[url="encyclopedia/buildings/sho_ikko_temple_1_jodo_shinshu_temple.html"]]Jodo Shinshu buildings[[/url]]. They can convert both provinces and other agents to their religion - although it is difficult for an Ikko monk to convert a [[url="encyclopedia/how_to_play/045_enc_manual_agents_religious.html#enc_text_manual_agents_religious_missionaries"]]missionary[[/url]] and vice versa. Conversion of a population to the Ikko Ikki cause takes place simply via the Ikko monk's presence in a [[url="encyclopedia/how_to_play/002b_enc_glossary.html#enc_glossary_province"]]province[[/url]]. This man is highly susceptible to [[url="encyclopedia/how_to_play/044a_enc_manual_agent_actions_subterfuge.html#enc_text_manual_agent_actions_subterfuge_assassination"]]assassination[[/url]] by ninja or geisha.	True
encyclopedia_blocks_content_enc_text_manual_agents_religious_missionaries	Missionaries can convert others to Christianity, [[url="encyclopedia/how_to_play/045a_enc_manual_agent_actions_religious.html#enc_text_manual_agent_actions_religious_inspire"]]inspire[[/url]] a friendly army with their enlightened rhetoric and by the same token [[url="encyclopedia/how_to_play/045a_enc_manual_agent_actions_religious.html#enc_text_manual_agent_actions_religious_demoralisation"]]demoralise[[/url]] an enemy force, reduce the chances of successful [[url="encyclopedia/how_to_play/044a_enc_manual_agent_actions_subterfuge.html#enc_text_manual_agent_actions_subterfuge_bribery"]]bribery[[/url]], calm and [[url="encyclopedia/how_to_play/045a_enc_manual_agent_actions_religious.html#enc_text_manual_agent_actions_religious_calm"]]inspire[[/url]] an angry populace or [[url="encyclopedia/how_to_play/045a_enc_manual_agent_actions_religious.html#enc_text_manual_agent_actions_religious_incitement"]]incite revolt[[/url]] in an oppressed one. Missionaries are recruited via [[url="encyclopedia/buildings/sho_christian_1_chapel.html"]]Christian buildings[[/url]]. They can convert both [[url="encyclopedia/how_to_play/002b_enc_glossary.html#enc_glossary_province"]]provinces[[/url]] and other agents to their religion - although it is difficult for a missionary to convert a [[url="encyclopedia/how_to_play/045_enc_manual_agents_religious.html#enc_text_manual_agents_religious_monks"]]monk[[/url]] and vice versa. Conversion of a population to Christianity takes place simply via the missionary's presence in a province. The trusting nature of this man makes him highly susceptible to [[url="encyclopedia/how_to_play/044a_enc_manual_agent_actions_subterfuge.html#enc_text_manual_agent_actions_subterfuge_assassination"]]assassination[[/url]] by ninja or geisha.	True
encyclopedia_blocks_content_enc_text_manual_agents_religious_monks	Monks can convert others to [[url="encyclopedia/how_to_play/002b_enc_glossary.html#enc_glossary_buddhism"]]Buddhism[[/url]], [[url="encyclopedia/how_to_play/045a_enc_manual_agent_actions_religious.html#enc_text_manual_agent_actions_religious_inspire"]]inspire[[/url]] a friendly army with their enlightened rhetoric and by the same token [[url="encyclopedia/how_to_play/045a_enc_manual_agent_actions_religious.html#enc_text_manual_agent_actions_religious_demoralisation"]]demoralise[[/url]] an enemy force, reduce the chances of successful [[url="encyclopedia/how_to_play/044a_enc_manual_agent_actions_subterfuge.html#enc_text_manual_agent_actions_subterfuge_bribery"]]bribery[[/url]], calm and [[url="encyclopedia/how_to_play/045a_enc_manual_agent_actions_religious.html#enc_text_manual_agent_actions_religious_calm"]]inspire[[/url]] an angry populace or [[url="encyclopedia/how_to_play/045a_enc_manual_agent_actions_religious.html#enc_text_manual_agent_actions_religious_incitement"]]incite revolt[[/url]] in an oppressed one. Monks are recruited via [[url="encyclopedia/buildings/sho_buddhist_1_temple.html"]]Buddhist buildings[[/url]]. They can convert both provinces and other agents to their religion - although it is difficult for a monk to convert a [[url="encyclopedia/how_to_play/045_enc_manual_agents_religious.html#enc_text_manual_agents_religious_missionaries"]]missionary[[/url]] and vice versa. Conversion of a population to Buddhism takes place simply via the monk's presence in a [[url="encyclopedia/how_to_play/002b_enc_glossary.html#enc_glossary_province"]]province[[/url]]. The trusting nature of this man makes him highly susceptible to [[url="encyclopedia/how_to_play/044a_enc_manual_agent_actions_subterfuge.html#enc_text_manual_agent_actions_subterfuge_assassination"]]assassination[[/url]] by ninja or geisha.	True
encyclopedia_blocks_content_enc_text_manual_agents_subterfuge	Subterfuge agents are single characters who are used to commit acts of espionage on the campaign map. They are able to act upon enemy armies or buildings but cannot go inside them, so always remain visible and easy to locate. It is possible for your own agents to enter your armies and castle towns up to a maximum of three agents per army or castle town. When there are agents embedded inside castle towns the effects provided by their presence gradually diminish - so a second agent provides a further 50% of the effects of the first, and a third provides a further 25%. Before carrying out an ordered action a prompt will appear, requiring confirmation. Every agent action has a monetary cost associated with it, which is stated on the prompt. An agent’s rank &#8211; represented by the stars at the top of his [[url="encyclopedia/how_to_play/045b_enc_manual_ui_character.html"]]character details panel[[/url]] - in combination with other bonuses inferred by skills, retainers or traits, enhance his ability to carry out the various [[url="encyclopedia/how_to_play/044a_enc_manual_agent_actions_subterfuge.html"]]actions[[/url]] he is capable of and withstand the hostile actions of enemy agents.	True
encyclopedia_blocks_content_enc_text_manual_agents_subterfuge_geisha	Like [[url="encyclopedia/how_to_play/002b_enc_glossary.html#enc_glossary_ninja"]]ninja[[/url]], [[url="encyclopedia/how_to_play/002b_enc_glossary.html#enc_glossary_geisha"]]geisha[[/url]] are assassins, but, unlike their male counterparts, they automatically start with the highest level of subterfuge skill and can only [[url="encyclopedia/how_to_play/044a_enc_manual_agent_actions_subterfuge.html#enc_text_manual_agent_actions_subterfuge_assassination"]]assassinate[[/url]] or [[url="encyclopedia/how_to_play/044a_enc_manual_agent_actions_subterfuge.html#enc_text_manual_agent_actions_subterfuge_spying"]]spy passively[[/url]]. Geisha are always visible to the enemy, making them susceptible to capture by metsuke.	True
encyclopedia_blocks_content_enc_text_manual_agents_subterfuge_gempei_dancer	The shirabyoshi is a traditional dancer who performs for nobles on formal occasions. Dressed as a man in formal Shinto clothes and white powdered make-up, the slow, rhythmic dances she performs in veneration of the gods, also involve poetry, singing and musicianship. The shirabyoshi’s main skill is [[url="encyclopedia/how_to_play/044a_enc_manual_agent_actions_subterfuge.html#enc_text_manual_agent_actions_subterfuge_seduction"]]seduction[[/url]], which convinces her target to join her lord’s cause. Shirabyoshi are able to entertain the nobles of friendly [[url="encyclopedia/how_to_play/018e_enc_manual_actions_campaign_construction.html#enc_text_manual_actions_campaign_construction_castle"]]castle towns[[/url]] in order to boost their growth and entertain friendly generals in the field, which increases their [[url="encyclopedia/how_to_play/025_enc_manual_clan_loyalty.html"]]loyalty[[/url]] to the family and counteracts the efforts of enemy agents to [[url="encyclopedia/how_to_play/044a_enc_manual_agent_actions_subterfuge.html#enc_text_manual_agent_actions_subterfuge_bribery"]]bribe[[/url]] or seduce them into changing sides. She can also [[url="encyclopedia/how_to_play/044a_enc_manual_agent_actions_subterfuge.html#enc_text_manual_agent_actions_subterfuge_distraction"]]distract[[/url]] enemy armies with her alluring performances. Shirabyoshi can be recruited via the clan chain of buildings.	True
encyclopedia_blocks_content_enc_text_manual_agents_subterfuge_gempei_inspector	The junsatsushi are your secret policemen, recruited through the barter building chain. Junsatsushi ensure loyalty and obedience from friendly generals, increase income by preventing corruption, keep your castle towns and armies safe from enemy subterfuge when positioned inside them, and can [[url="encyclopedia/how_to_play/044a_enc_manual_agent_actions_subterfuge.html#enc_text_manual_agent_actions_subterfuge_request_allegiance"]]request the allegiance[[/url]] of neutral and enemy castle towns, along with any forces garrisoned there. Junsatsushi can also pay off rival agents. They are vulnerable to [[url="encyclopedia/how_to_play/045a_enc_manual_agent_actions_religious.html#enc_text_manual_agent_actions_subterfuge_indoctrination"]]indoctrination[[/url]] by enemy [[url="encyclopedia/how_to_play/045_enc_manual_agents_religious.html#enc_text_manual_agents_religious_sou"]]sou[[/url]] and are exceptionally dangerous to [[url="encyclopedia/how_to_play/044_enc_manual_agents_subterfuge.html#enc_text_manual_agents_subterfuge_gempei_spy"]]monomi[[/url]].	True
encyclopedia_blocks_content_enc_text_manual_agents_subterfuge_gempei_spy	The monomi acts as an assassin, spy, saboteur and scout, and is recruited from province speciality buildings. In addition to their subterfuge skills, monomi also increase the movement and line of sight of our armies when placed inside them. They can also establish [[url="encyclopedia/how_to_play/044a_enc_manual_agent_actions_subterfuge.html#enc_text_manual_agent_actions_subterfuge_spy_network_monomi"]]spy networks[[/url]] within our castle towns, which increase the chances of discovering any rival agents and armies that may be hiding within a province. Monomi are invisible to the enemy until detected. They are vulnerable to detection by [[url="encyclopedia/how_to_play/044_enc_manual_agents_subterfuge.html#enc_text_manual_agents_subterfuge_gempei_inspector"]]junsatsushi[[/url]] and exceptionally dangerous to [[url="encyclopedia/how_to_play/045_enc_manual_agents_religious.html#enc_text_manual_agents_religious_sou"]]sou[[/url]].	True
encyclopedia_blocks_content_enc_text_manual_agents_subterfuge_metsuke	The metsuke are your [[url="encyclopedia/how_to_play/002b_enc_glossary.html#enc_glossary_daimyo"]]daimyo's[[/url]] secret policemen, recruited through the [[url="encyclopedia/buildings/sho_crafts_1_market.html"]]market building chain[[/url]]. Metsuke ensure loyalty and obedience from friendly generals and keep your settlements and armies safe from enemy subterfuge when positioned inside them. Metsuke can also [[url="encyclopedia/how_to_play/044a_enc_manual_agent_actions_subterfuge.html#enc_text_manual_agent_actions_subterfuge_bribery"]]bribe[[/url]] enemy garrisons, generals and armies, and [[url="encyclopedia/how_to_play/044a_enc_manual_agent_actions_subterfuge.html#enc_text_manual_agent_actions_subterfuge_detection"]]detect[[/url]] and [[url="encyclopedia/how_to_play/044a_enc_manual_agent_actions_subterfuge.html#enc_text_manual_agent_actions_subterfuge_trial"]]apprehend[[/url]] enemy agents. They are especially vulnerable to removal from the game through [[url="encyclopedia/how_to_play/045a_enc_manual_agent_actions_religious.html#enc_text_manual_agent_actions_religious_conversion_character"]]conversion[[/url]] by enemy [[url="encyclopedia/how_to_play/045_enc_manual_agents_religious.html#enc_text_manual_agents_religious_monks"]]monks[[/url]] or [[url="encyclopedia/how_to_play/045_enc_manual_agents_religious.html#enc_text_manual_agents_religious_missionaries"]]missionaries[[/url]].	True
encyclopedia_blocks_content_enc_text_manual_agents_subterfuge	Subterfuge agents are single characters who are used to commit acts of espionage on the campaign map. They are able to act upon enemy armies or buildings but cannot go inside them, so always remain visible and easy to locate. It is possible for your own agents to enter your armies and castle towns or settlements (in Fall of the Samurai) up to a maximum of three agents per army or castle town. When there are agents embedded inside castle towns or settlements the effects provided by their presence gradually diminish - so a second agent provides a further 50% of the effects of the first, and a third provides a further 25%. Before carrying out an ordered action a prompt will appear, requiring confirmation. Every agent action has a monetary cost associated with it, which is stated on the prompt. An agent’s rank &#8211; represented by the stars at the top of his [[url="encyclopedia/how_to_play/045b_enc_manual_ui_character.html"]]character details panel[[/url]] - in combination with other bonuses inferred by skills, retainers or traits, enhance his ability to carry out the various [[url="encyclopedia/how_to_play/044a_enc_manual_agent_actions_subterfuge.html"]]actions[[/url]] he is capable of and withstand the hostile actions of enemy agents.<p><p>Click [[url="encyclopedia/video/s2_bosh_tut_camp_advanced_agents.html#s2_bosh_tut_campaign_advanced_15"]]here[[/url]] to view a video tutorial about this subject.	True
encyclopedia_blocks_content_enc_text_manual_agents_subterfuge_boshin_foreign_veteran	In Fall of the Samurai foreign veterans are British, American or French nationals who have entered the country in order to [[url="encyclopedia/how_to_play/bosh_enc_agents_friendly_actions.html#enc_text_manual_agent_actions_friendly_supervise_train"]]supervise troop recruitment[[/url]], train, and equip the armies of the Emperor or the Shogunate. Generally apolitical, veterans are only interested in the money that the escalating conflict can bring them, and will work for either side if the price is right, even carrying out [[url="encyclopedia/how_to_play/044a_enc_manual_agent_actions_subterfuge.html#enc_text_manual_agent_actions_subterfuge_sabotage"]]sabotage[[/url]] missions if paid to do so. Foreign veterans can be recruited via the [[url="encyclopedia/buildings/bos_port_4_british_trading_district.html"]]foreign quarters[[/url]] of the port building chain. If placed in a friendly town foreign veterans reduce recruitment costs simply by their presence. In addition, they are also able to [[url="encyclopedia/how_to_play/044a_enc_manual_agent_actions_subterfuge.html#enc_text_manual_agent_actions_subterfuge_harass"]]harass[[/url]] enemy armies, reducing their [[url="encyclopedia/how_to_play/052_enc_manual_battle_conflict_morale.html"]]morale[[/url]] and causing [[url="encyclopedia/how_to_play/030_enc_manual_army_attrition.html"]]attrition[[/url]], and can challenge other agents to [[url="encyclopedia/how_to_play/044a_enc_manual_agent_actions_subterfuge.html#enc_text_manual_agent_actions_subterfuge_single_combat"]]single combat[[/url]], which will result in the death or dishonour of the losing party. Foreign veterans are both vulnerable to geisha and unable to act against them.	True
encyclopedia_blocks_content_enc_text_manual_agents_subterfuge_boshin_geisha	In Fall of the Samurai the geisha is a traditional entertainer who uses her skills to [[url="encyclopedia/how_to_play/044a_enc_manual_agent_actions_subterfuge.html#enc_text_manual_agent_actions_subterfuge_enchant"]]enchant[[/url]], [[url="encyclopedia/how_to_play/bosh_enc_agents_friendly_actions.html#enc_text_manual_agent_actions_religious_inspire_geisha"]]inspire[[/url]], [[url="encyclopedia/how_to_play/bosh_enc_agents_friendly_actions.html#enc_text_manual_agent_actions_subterfuge_entertainment"]]entertain[[/url]] and [[url="encyclopedia/how_to_play/044a_enc_manual_agent_actions_subterfuge.html#enc_text_manual_agent_actions_subterfuge_distraction"]]distract[[/url]]. Geisha can use their enchantment skills to convince her target to join your cause. They are able to entertain the nobles of friendly towns in order to boost their growth and inspire friendly generals in the field, which increases their loyalty and counteracts the efforts of enemy geisha to enchant them to change sides. If placed in a friendly town geisha improve [[url="encyclopedia/how_to_play/019a_enc_manual_province_wealth.html"]]town growth[[/url]] simply by their presence. They can be recruited via the [[url="encyclopedia/buildings/bos_criminal_1_inn.html"]]business chain[[/url]] of buildings. Geisha are vulnerable to shinobi and exceptionally dangerous to foreign veterans. Shingsengumi and ishin shishi are too loyal to their causes, and as such are immune to the geisha’s charms.	True
encyclopedia_blocks_content_enc_text_manual_agents_subterfuge_boshin_ishin_shishi	In Fall of the Samurai ishin shishi are Imperialist activists whose mission is to wrestle power from the Shogunate and restore it to the Emperor. They are expert propagandists who can [[url="encyclopedia/how_to_play/bosh_enc_agents_friendly_actions.html#enc_text_manual_agent_actions_friendly_rally_populace"]]rally[[/url]] a population or [[url="encyclopedia/how_to_play/044a_enc_manual_agent_actions_subterfuge.html#enc_text_manual_agent_actions_subterfuge_persuade"]]persuade[[/url]] an enemy army to support the emperor, uncover enemy agents on friendly territory, [[url="encyclopedia/how_to_play/bosh_enc_agents_friendly_actions.html#enc_text_manual_agent_actions_friendly_instil_fervour"]]instil Imperial fervour[[/url]] in friendly armies, [[url="encyclopedia/how_to_play/044a_enc_manual_agent_actions_subterfuge.html#enc_text_manual_agent_actions_subterfuge_incite_revolt"]]incite revolt[[/url]] in an enemy province or [[url="encyclopedia/how_to_play/044a_enc_manual_agent_actions_subterfuge.html#enc_text_manual_agent_actions_subterfuge_assassination"]]assassinate[[/url]] a general or another agent. If placed in a friendly settlement ishin shishi improve pro-Imperial [[url="encyclopedia/how_to_play/bosh_enc_allegiance.html"]]allegiance[[/url]] and the effectiveness of counter-spying simply by their presence. They are recruited via the [[url="encyclopedia/buildings/bos_propaganda_1_constabulary.html"]]propaganda building chain[[/url]]. Ishin shishi are especially effective against [[url="encyclopedia/how_to_play/044_enc_manual_agents_subterfuge.html#enc_text_manual_agents_subterfuge_boshin_shinobi"]]shinobi[[/url]] and [[url="encyclopedia/how_to_play/044_enc_manual_agents_subterfuge.html#enc_text_manual_agents_subterfuge_boshin_foreign_veteran"]]foreign veterans[[/url]].	True
encyclopedia_blocks_content_enc_text_manual_agents_subterfuge_boshin_shinobi	In Fall of the Samurai the shinobi acts as an [[url="encyclopedia/how_to_play/044a_enc_manual_agent_actions_subterfuge.html#enc_text_manual_agent_actions_subterfuge_assassination"]]assassin[[/url]], [[url="encyclopedia/how_to_play/044a_enc_manual_agent_actions_subterfuge.html#enc_text_manual_agent_actions_subterfuge_passive_spying"]]spy[[/url]], [[url="encyclopedia/how_to_play/044a_enc_manual_agent_actions_subterfuge.html#enc_text_manual_agent_actions_subterfuge_sabotage"]]saboteur[[/url]] and [[url="encyclopedia/how_to_play/bosh_enc_agents_friendly_actions.html#enc_text_manual_agent_actions_subterfuge_scouting"]]scout[[/url]], and is recruited via the [[url="encyclopedia/buildings/bos_traditional_1_traditional_dojo.html"]]traditional military building chain[[/url]]. In addition to their subterfuge skills, shinobi also increase the action points and line of sight of your armies when placed inside them. They can also establish [[url="encyclopedia/how_to_play/044a_enc_manual_agent_actions_subterfuge.html#enc_text_manual_agent_actions_subterfuge_spy_network_ninja"]]spy networks[[/url]] within your cities, which in turn increase a province's line of sight. Shinobi are invisible to the enemy until detected. They are vulnerable to detection by shinsengumi and ishin shishi, and are exceptionally dangerous to geisha.	True
encyclopedia_blocks_content_enc_text_manual_agents_subterfuge_boshin_shinsengumi	In Fall of the Samurai shinsengumi are the investigators used to weed out corruption and anti-Shogunate sentiment across Japan. They are expert propagandists who can [[url="encyclopedia/how_to_play/044a_enc_manual_agent_actions_subterfuge.html#enc_text_manual_agent_actions_sabotage_coerce_troops"]]coerce[[/url]] an enemy army to support the Shogunate, uncover enemy agents on friendly territory, [[url="encyclopedia/how_to_play/bosh_enc_agents_friendly_actions.html#enc_text_manual_agent_actions_friendly_instil_discipline"]]instil discipline[[/url]] in friendly armies, [[url="encyclopedia/how_to_play/044a_enc_manual_agent_actions_subterfuge.html#enc_text_manual_agent_actions_sabotage_subdue_dissidents"]]subdue[[/url]] pro-imperial dissidents, [[url="encyclopedia/how_to_play/044a_enc_manual_agent_actions_subterfuge.html#enc_text_manual_agent_actions_subterfuge_incite_revolt"]]incite revolt[[/url]] in an enemy province, or [[url="encyclopedia/how_to_play/044a_enc_manual_agent_actions_subterfuge.html#enc_text_manual_agent_actions_subterfuge_assassination"]]assassinate[[/url]] a general or another agent. If placed in a friendly town shinsengumi improve pro-Shogunate [[url="encyclopedia/how_to_play/bosh_enc_allegiance.html"]]allegiance[[/url]] and the effectiveness of counter-spying simply by their presence. They are recruited via the [[url="encyclopedia/buildings/bos_propaganda_1_constabulary.html"]]propaganda building chain[[/url]]. Shinsengumi are especially effective against shinobi or their opposite number, the imperialist ishin shishi.	True
encyclopedia_blocks_content_enc_text_manual_agents_subterfuge_geisha	Like [[url="encyclopedia/how_to_play/002b_enc_glossary.html#enc_glossary_ninja"]]ninja[[/url]], [[url="encyclopedia/how_to_play/002b_enc_glossary.html#enc_glossary_geisha"]]geisha[[/url]] in Shogun 2 are assassins, but, unlike their male counterparts, they automatically start with the highest level of subterfuge skill and can only [[url="encyclopedia/how_to_play/044a_enc_manual_agent_actions_subterfuge.html#enc_text_manual_agent_actions_subterfuge_assassination"]]assassinate[[/url]] or [[url="encyclopedia/how_to_play/044a_enc_manual_agent_actions_subterfuge.html#enc_text_manual_agent_actions_subterfuge_spying"]]spy passively[[/url]]. Geisha are always visible to the enemy, making them susceptible to capture by metsuke.	True
encyclopedia_blocks_content_enc_text_manual_agents_subterfuge_gempei_dancer	In Rise of the Samurai the shirabyoshi is a traditional dancer who performs for nobles on formal occasions. Dressed as a man in formal Shinto clothes and white powdered make-up, the slow, rhythmic dances she performs in veneration of the gods, also involve poetry, singing and musicianship. The shirabyoshi’s main skill is [[url="encyclopedia/how_to_play/044a_enc_manual_agent_actions_subterfuge.html#enc_text_manual_agent_actions_subterfuge_seduction"]]seduction[[/url]], which convinces her target to join her lord’s cause. Shirabyoshi are able to entertain the nobles of friendly [[url="encyclopedia/how_to_play/018e_enc_manual_actions_campaign_construction.html#enc_text_manual_actions_campaign_construction_castle"]]castle towns[[/url]] in order to boost their growth and entertain friendly generals in the field, which increases their [[url="encyclopedia/how_to_play/025_enc_manual_clan_loyalty.html"]]loyalty[[/url]] to the family and counteracts the efforts of enemy agents to [[url="encyclopedia/how_to_play/044a_enc_manual_agent_actions_subterfuge.html#enc_text_manual_agent_actions_subterfuge_bribery"]]bribe[[/url]] or seduce them into changing sides. She can also [[url="encyclopedia/how_to_play/044a_enc_manual_agent_actions_subterfuge.html#enc_text_manual_agent_actions_subterfuge_distraction"]]distract[[/url]] enemy armies with her alluring performances. Shirabyoshi can be recruited via the clan chain of buildings.	True
encyclopedia_blocks_content_enc_text_manual_agents_subterfuge_gempei_inspector	In Rise of the Samurai junsatsushi are your secret policemen, recruited through the barter building chain. Junsatsushi ensure loyalty and obedience from friendly generals, increase income by preventing corruption, keep your castle towns and armies safe from enemy subterfuge when positioned inside them, and can [[url="encyclopedia/how_to_play/044a_enc_manual_agent_actions_subterfuge.html#enc_text_manual_agent_actions_subterfuge_request_allegiance"]]request the allegiance[[/url]] of neutral and enemy castle towns, along with any forces garrisoned there. Junsatsushi can also pay off rival agents. They are vulnerable to [[url="encyclopedia/how_to_play/045a_enc_manual_agent_actions_religious.html#enc_text_manual_agent_actions_subterfuge_indoctrination"]]indoctrination[[/url]] by enemy [[url="encyclopedia/how_to_play/045_enc_manual_agents_religious.html#enc_text_manual_agents_religious_sou"]]sou[[/url]] and are exceptionally dangerous to [[url="encyclopedia/how_to_play/044_enc_manual_agents_subterfuge.html#enc_text_manual_agents_subterfuge_gempei_spy"]]monomi[[/url]].	True
encyclopedia_blocks_content_enc_text_manual_agents_subterfuge_gempei_spy	In Rise of the Samurai the monomi acts as an assassin, spy, saboteur and scout, and is recruited from province speciality buildings. In addition to their subterfuge skills, monomi also increase the movement and line of sight of our armies when placed inside them. They can also establish [[url="encyclopedia/how_to_play/044a_enc_manual_agent_actions_subterfuge.html#enc_text_manual_agent_actions_subterfuge_spy_network_monomi"]]spy networks[[/url]] within our castle towns, which increase the chances of discovering any rival agents and armies that may be hiding within a province. Monomi are invisible to the enemy until detected. They are vulnerable to detection by [[url="encyclopedia/how_to_play/044_enc_manual_agents_subterfuge.html#enc_text_manual_agents_subterfuge_gempei_inspector"]]junsatsushi[[/url]] and exceptionally dangerous to [[url="encyclopedia/how_to_play/045_enc_manual_agents_religious.html#enc_text_manual_agents_religious_sou"]]sou[[/url]].	True
encyclopedia_blocks_content_enc_text_manual_agents_subterfuge_metsuke	In Shogun 2 the metsuke are your [[url="encyclopedia/how_to_play/002b_enc_glossary.html#enc_glossary_daimyo"]]daimyo's[[/url]] secret policemen, recruited through the [[url="encyclopedia/buildings/sho_crafts_1_market.html"]]market building chain[[/url]]. Metsuke ensure loyalty and obedience from friendly generals and keep your settlements and armies safe from enemy subterfuge when positioned inside them. Metsuke can also [[url="encyclopedia/how_to_play/044a_enc_manual_agent_actions_subterfuge.html#enc_text_manual_agent_actions_subterfuge_bribery"]]bribe[[/url]] enemy garrisons, generals and armies, and [[url="encyclopedia/how_to_play/044a_enc_manual_agent_actions_subterfuge.html#enc_text_manual_agent_actions_subterfuge_detection"]]detect[[/url]] and [[url="encyclopedia/how_to_play/044a_enc_manual_agent_actions_subterfuge.html#enc_text_manual_agent_actions_subterfuge_trial"]]apprehend[[/url]] enemy agents. They are especially vulnerable to removal from the game through [[url="encyclopedia/how_to_play/045a_enc_manual_agent_actions_religious.html#enc_text_manual_agent_actions_religious_conversion_character"]]conversion[[/url]] by enemy [[url="encyclopedia/how_to_play/045_enc_manual_agents_religious.html#enc_text_manual_agents_religious_monks"]]monks[[/url]] or [[url="encyclopedia/how_to_play/045_enc_manual_agents_religious.html#enc_text_manual_agents_religious_missionaries"]]missionaries[[/url]].	True
encyclopedia_blocks_content_enc_text_manual_agents_subterfuge_ninja	The [[url="encyclopedia/how_to_play/002b_enc_glossary.html#enc_glossary_ninja"]]ninja[[/url]] acts as an assassin, [[url="encyclopedia/how_to_play/044a_enc_manual_agent_actions_subterfuge.html"]]spy[[/url]], [[url="encyclopedia/how_to_play/044a_enc_manual_agent_actions_subterfuge.html#enc_text_manual_agent_actions_subterfuge_sabotage"]]saboteur[[/url]] and [[url="encyclopedia/how_to_play/044a_enc_manual_agent_actions_subterfuge.html#enc_text_manual_agent_actions_subterfuge_scouting"]]scout[[/url]] and is recruited via [[url="encyclopedia/buildings/sho_stealth_1_sake_den.html"]]stealth buildings[[/url]]. In addition to their subterfuge skills, ninja also increase the movement of and prevent the demoralisation of your armies when placed inside them. They can also establish spy networks within your own castle towns that increase the distance you can see into a neighbouring province and decrease the likelihood of rebellion. Ninja are invisible to the enemy unless detected.	True
encyclopedia_blocks_content_enc_text_manual_army_attack	An army can attack another army, a castle town or any building on the map. Buildings will be raided and damaged, but cannot be occupied or garrisoned. An attack on a castle town will result in a [[url="encyclopedia/how_to_play/028_enc_manual_army_attack.html#enc_text_manual_army_attack_siege"]]siege[[/url]] taking place. If the target is further away than your army's movement extent will allow, it will take more than one turn to reach it and launch an attack. Once an army has reached its target the [[url="encyclopedia/how_to_play/032_enc_manual_ui_battle.html"]]battle panel[[/url]] will be displayed, prompting you to fight on the battlefield, [[url="encyclopedia/how_to_play/032_enc_manual_ui_battle.html# enc_text_manual_ui_battle_auto"]]resolve the battle automatically[[/url]], withdraw or lay siege (when appropriate).	True
encyclopedia_blocks_content_enc_text_manual_army_attack	An army can attack another army, a castle town (or settlement in Fall of the Samurai), or any building on the map. Buildings will be raided and damaged, but cannot be occupied or garrisoned. An attack on a castle town will result in a [[url="encyclopedia/how_to_play/028_enc_manual_army_attack.html#enc_text_manual_army_attack_siege"]]siege[[/url]] taking place. If the target is further away than your army's movement extent will allow, it will take more than one turn to reach it and launch an attack. Once an army has reached its target the [[url="encyclopedia/how_to_play/032_enc_manual_ui_battle.html"]]battle panel[[/url]] will be displayed, prompting you to fight on the battlefield, [[url="encyclopedia/how_to_play/032_enc_manual_ui_battle.html# enc_text_manual_ui_battle_auto"]]resolve the battle automatically[[/url]], withdraw or lay siege (when appropriate).<p><p>Click [[url="encyclopedia/video/s2_bosh_tut_camp_essentials_conflict.html#s2_bosh_tut_camp_essentials_08"]]here[[/url]] to view a video tutorial about this subject.	True
encyclopedia_blocks_content_enc_text_manual_army_attack_ambush	An army positioned in a forest can sometimes launch an ambush against a passing enemy. If you choose to attack, your forces can be split between each side of the road and the enemy force will be deployed in marching, rather than battle, order. The enemy army will not have the opportunity to move their units in any way until the battle starts, so deploy carefully to cause maximum confusion and disorder. If you decide not to launch an ambush, the army will pass without being alerted to your presence. NB - If you are playing battles on hard or very hard difficulty and are ambushed it will not be possible to issue orders when the battle is paused.	True
encyclopedia_blocks_content_enc_text_manual_army_attack_port_battle	In Fall of the Samurai if you attack a port whilst there is a fleet moored this will result in a port battle. This is effectively a siege, where the docked fleet is the defender, bolstered by coastal defences.	True
encyclopedia_blocks_content_enc_text_manual_army_attack_reinforcements	If it is possible for one army to reinforce another this is indicated by a yellow line that connects them when you mouse over either army. If a red line appears between two armies it means they are enemies within each other’s zone of control.<p><p>Click [[url="encyclopedia/video/s2_bosh_tut_camp_essentials_army.html#s2_bosh_tut_camp_essentials_03"]]here[[/url]] to view a video tutorial about this subject.	True
encyclopedia_blocks_content_enc_text_manual_army_attack_resistance	Following the conquest of a province there will continue to be a degree of unrest in response to the change of ruler. This is called “resistance to occupation”. It declines gradually over time, but never totally disappears, so it is wisdom to leave adequate garrisons behind and manage taxation carefully.	True
encyclopedia_blocks_content_enc_text_manual_army_attack_siege	In order to gain control of a garrisoned and fortified castle town it is often necessary to lay siege. During a siege your troops surround the castle town and can either attempt to starve the defenders into capitulation or launch a direct assault. The besieged force may also choose to sally out to meet you on the battlefield, but be aware that defeating them will not automatically result in the surrender of the castle to you. Victory in a siege turns ownership of the province over to your clan. You then have the option to occupy peacefully or loot the castle town. Looting provides a cash lump sum but carries a greater penalty to [[url="encyclopedia/how_to_play/020_enc_manual_public_order.html"]]public order[[/url]] than occupation alone. There will also be public order issues if the new owners of a [[url="encyclopedia/how_to_play/002b_enc_glossary.html#enc_glossary_province"]]province[[/url]] are of a different religion to that of the populace. Click [[url="encyclopedia/how_to_play/057_enc_manual_battle_conflict_sieges.html"]]here[[/url]] to learn about sieges on the battlefield.	True
encyclopedia_blocks_content_enc_text_manual_army_attack_siege	In order to gain control of a garrisoned and fortified castle town (or settlement in Fall of the Samurai) it is often necessary to lay siege. During a siege your troops surround the castle and can either attempt to starve the defenders into capitulation or launch a direct assault. The besieged force may also choose to sally out to meet you on the battlefield, but be aware that defeating them will not automatically result in the surrender of the castle to you. Victory in a siege turns ownership of the province over to your clan. You then have the option to occupy peacefully or loot the castle. Looting provides a cash lump sum but carries a greater penalty to [[url="encyclopedia/how_to_play/020_enc_manual_public_order.html"]]public order[[/url]] (and indeed your daimyo's honour) than occupation alone. There will also be public order issues if the new owners of a [[url="encyclopedia/how_to_play/002b_enc_glossary.html#enc_glossary_province"]]province[[/url]] are of a different religion to that of the populace. Click [[url="encyclopedia/how_to_play/057_enc_manual_battle_conflict_sieges.html"]]here[[/url]] to learn about sieges on the battlefield.<p><p>Click [[url="encyclopedia/video/s2_bosh_tut_camp_essentials_siege.html#s2_bosh_tut_camp_essentials_13"]]here[[/url]] to view a video tutorial about this subject.	True
encyclopedia_blocks_content_enc_text_manual_army_attrition	Attrition is the loss of men due to desertion, disease, etc. A unit will suffer attrition if it ends turn in enemy territory during the winter months. Ships are not designed as ocean-going vessels, so ship crews and armies transported by sea will suffer attrition if kept away from the coastline for any length of time. A force that has been affected by attrition will have a flashing skull graphic on its banner and can be replenished when in friendly territory or merged with another depleted army or fleet. 	True
encyclopedia_blocks_content_enc_text_manual_army_command_stars	On the campaign map a general’s rank - represented by the stars at the top of his [[url="encyclopedia/how_to_play/045b_enc_manual_ui_character.html"]]character details panel[[/url]] - in combination with other command bonuses inferred by skills, retainers or traits, enhance his ability to withstand hostile agent actions and his command ability when auto-resolving battles. If the general is also a [[url="encyclopedia/how_to_play/016_enc_manual_hud_management.html#enc_text_manual_hud_management_commissioners"]]commissioner[[/url]] the effects of his commission increase in line with his command ability. On the battlefield the general uses his rank to further boost the [[url="encyclopedia/how_to_play/052_enc_manual_battle_conflict_morale.html"]]morale[[/url]] of his men, so the more stars the general has, the higher the morale of his army.	True
encyclopedia_blocks_content_enc_text_manual_army_experience	As a unit fights and survives battles, it gains experience points that improve its ability to deal with future combat situations. Their first experience level is gained by taking 25% casualties, regardless of the number of kills made. Amongst other things, experience increases [[url="encyclopedia/how_to_play/052_enc_manual_battle_conflict_morale.html"]]morale[[/url]], so an experienced unit is then less likely to break and run from battle when under stress and [[url="encyclopedia/how_to_play/053_enc_manual_battle_conflict_fatigue.html"]]fatigue[[/url]]. Generals also gain experience points upon successful conclusion of a battle that can be used to choose useful military [[url="encyclopedia/how_to_play/042_enc_manual_skills.html"]]skills[[/url]] for them.	True
encyclopedia_blocks_content_enc_text_manual_army_experience_sea	Experience for ship crews works in the same way as it does for units, except that when a ship is unable to continue fighting - either due to surrender, routing or its destruction - all remaining experience points that its crew might have earned are instead split between the ships it was in combat against.	True
encyclopedia_blocks_content_enc_text_manual_army_experience_sea_stats_1	Achieving level 1 ship experience improves the following statistics:<p>+1 to melee defence<p>+5 to missile reload skill<p>+2 to missile accuracy<p>+1 to morale	True
encyclopedia_blocks_content_enc_text_manual_army_experience_sea_stats_2	Achieving level 2 ship experience improves the following statistics:<p>+2 to melee defence<p>+10 to missile reload skill<p>+4 to missile accuracy<p>+1 to morale	True
encyclopedia_blocks_content_enc_text_manual_army_experience_sea_stats_3	Achieving level 3 ship experience improves the following statistics:<p>+3 to melee defence<p>+10 to missile reload skill<p>+6 to missile accuracy<p>+2 to morale	True
encyclopedia_blocks_content_enc_text_manual_army_experience_sea_stats_4	Achieving level 4 ship experience improves the following statistics:<p>+4 to melee defence<p>+15 to missile reload skill<p>+8 to missile accuracy<p>+2 to morale	True
encyclopedia_blocks_content_enc_text_manual_army_experience_sea_stats_5	Achieving level 5 ship experience improves the following statistics:<p>+5 to melee defence<p>+15 to missile reload skill<p>+10 to missile accuracy<p>+3 to morale	True
encyclopedia_blocks_content_enc_text_manual_army_experience_sea_stats_6	Achieving level 6 ship experience improves the following statistics:<p>+6 to melee defence<p>+20 to missile reload skill<p>+12 to missile accuracy<p>+3 to morale	True
encyclopedia_blocks_content_enc_text_manual_army_experience_sea_stats_7	Achieving level 7 ship experience improves the following statistics:<p>+7 to melee defence<p>+20 to missile reload skill<p>+14 to missile accuracy<p>+4 to morale	True
encyclopedia_blocks_content_enc_text_manual_army_experience_sea_stats_8	Achieving level 8 ship experience improves the following statistics:<p>+8 to melee defence<p>+25 to missile reload skill<p>+16 to missile accuracy<p>+4 to morale	True
encyclopedia_blocks_content_enc_text_manual_army_experience_sea_stats_9	Achieving level 9 ship experience improves the following statistics:<p>+9 to melee defence<p>+25 to missile reload skill<p>+18 to missile accuracy<p>+5 to morale	True
encyclopedia_blocks_content_enc_text_manual_army_experience_sea_stats_9	Achieving level 9 ship experience improves the following statistics:<p>+9 to melee defence<p>+25 to missile reload skill<p>+18 to missile accuracy<p>+5 to morale<p><p>Click [[url="encyclopedia/video/s2_bosh_tut_camp_essentials_conflict.html#s2_bosh_tut_camp_essentials_11"]]here[[/url]] to view a video tutorial about this subject.	True
encyclopedia_blocks_content_enc_text_manual_army_experience_stats_1	Achieving level 1 unit experience improves the following statistics:<p>+1 to melee attack<p>+1 to melee defence<p>+2 to missile reload skill<p>+1 to morale<p>+2 to missile accuracy	True
encyclopedia_blocks_content_enc_text_manual_army_experience_stats_2	Achieving level 2 unit experience improves the following statistics:<p>+2 to melee attack<p>+2 to melee defence<p>+4 to missile reload skill<p>+1 to morale<p>+4 to missile accuracy	True
encyclopedia_blocks_content_enc_text_manual_army_experience_stats_3	Achieving level 3 unit experience improves the following statistics:<p>+3 to melee attack<p>+2 to melee defence<p>+6 to missile reload skill<p>+2 to morale<p>+6 to missile accuracy	True
encyclopedia_blocks_content_enc_text_manual_army_experience_stats_4	Achieving level 4 unit experience improves the following statistics:<p>+4 to melee attack<p>+3 to melee defence<p>+8 to missile reload skill<p>+3 to morale<p>+8 to missile accuracy	True
encyclopedia_blocks_content_enc_text_manual_army_experience_stats_5	Achieving level 5 unit experience improves the following statistics:<p>+4 to melee attack<p>+5 to melee defence<p>+10 to missile reload skill<p>+3 to morale<p>+10 to missile accuracy<p>-1 to fatigue	True
encyclopedia_blocks_content_enc_text_manual_army_experience_stats_6	Achieving level 6 unit experience improves the following statistics:<p>+5 to melee attack<p>+5 to melee defence<p>+12 to missile reload skill<p>+4 to morale<p>+12 to missile accuracy<p>-1 to fatigue	True
encyclopedia_blocks_content_enc_text_manual_army_experience_stats_7	Achieving level 7 unit experience improves the following statistics:<p>+6 to melee attack<p>+6 to melee defence<p>+14 to missile reload skill<p>+4 to morale<p>+14 to missile accuracy<p>-2 to fatigue	True
encyclopedia_blocks_content_enc_text_manual_army_experience_stats_8	Achieving level 8 Unit Experience improves the following statistics:<p>+6 to melee attack<p>+7 to melee defence<p>+16 to missile reload skill<p>+5 to morale<p>+16 to missile accuracy<p>-2 to fatigue	True
encyclopedia_blocks_content_enc_text_manual_army_experience_stats_9	Achieving level 9 unit experience improves the following statistics:<p>+7 to melee attack<p>+7 to melee defence<p>+18 to missile reload skill<p>+6 to morale<p>+18 to missile accuracy<p>-3 to fatigue	True
encyclopedia_blocks_content_enc_text_manual_army_fragments_merge	It is possible to merge two friendly armies together when neither is at full strength (a full strength army is twenty units in size). Merge by left-clicking on your first army and then right-clicking on the second. The first army will then walk over to the second and the two will merge together. If there are twenty units or more in either army the merge scroll will appear, so you can choose which units to merge into a single force and which to leave behind.	True
encyclopedia_blocks_content_enc_text_manual_army_fragments_replenish	An army that has suffered casualties or [[url="encyclopedia/how_to_play/030_enc_manual_army_attrition.html"]]attrition[[/url]] requires fresh recruits to replenish troop numbers. If an army contains a general and is on friendly territory, unit replenishment will occur automatically. Without a general, an army can only replenish within a castle town belonging to its own clan. The closer an army is to a province with fresh recruits in it, the faster the rate of replenishment will be. If no replenishment occurs it may be because the army is in an enemy province or an area of attrition. The rate of replenishment can be improved by [[url="encyclopedia/how_to_play/016_enc_manual_hud_management.html#enc_text_manual_hud_management_commissions"]]making[[/url]] one of your generals “Commissioner for Supply”, as can the  acquisition of certain [[url="encyclopedia/how_to_play/043_enc_manual_traits.html#enc_text_manual_retainers"]]retainers[[/url]].	True
encyclopedia_blocks_content_enc_text_manual_army_fragments_replenish	An army that has suffered casualties or [[url="encyclopedia/how_to_play/030_enc_manual_army_attrition.html"]]attrition[[/url]] requires fresh recruits to replenish troop numbers. If an army contains a general and is on friendly territory, unit replenishment will occur automatically. Without a general, an army can only replenish within a castle town or settlement (in Fall of the Samurai) belonging to its own clan. The closer an army is to a province with fresh recruits in it, the faster the rate of replenishment will be. If no replenishment occurs it may be because the army is in an enemy province or an area of attrition. The rate of replenishment can be improved by [[url="encyclopedia/how_to_play/016_enc_manual_hud_management.html#enc_text_manual_hud_management_commissions"]]making[[/url]] one of your generals “Commissioner for Supply”, as can the  acquisition of certain [[url="encyclopedia/how_to_play/043_enc_manual_traits.html#enc_text_manual_retainers"]]retainers[[/url]].	True
encyclopedia_blocks_content_enc_text_manual_army_generals	Generals are used to command armies and fleets in battle. Their command rating influences the effectiveness with which their army or fleet fights. When a force does not have a general one of the other units is assigned as the command unit. The command unit does not become a general’s bodyguard, its unit type stays the same. In these cases the army fights with a severe disadvantage, as there is no-one to [[url="encyclopedia/how_to_play/049_enc_manual_battle_conflict_controls.html#enc_text_manual_battle_conflict_modes_rallying"]]rally[[/url]] or [[url="encyclopedia/how_to_play/060m_enc_manual_battle_conflict_abilities_inspire_land.html"]]inspire[[/url]] the troops, although the command unit does provide a small morale bonus. A successful battle fought without a general may result in the commander being offered for promotion to general. A general’s loyalty to his [[url="encyclopedia/how_to_play/002b_enc_glossary.html#enc_glossary_daimyo"]]daimyo[[/url]], if low, can lead him to defect to an enemy [[url="encyclopedia/how_to_play/002b_enc_glossary.html#enc_glossary_clan"]]clan[[/url]]. The daimyo is also a general, although in his case personal [[url="encyclopedia/how_to_play/026_enc_manual_clan_honour.html"]]honour[[/url]] replaces [[url="encyclopedia/how_to_play/025_enc_manual_clan_loyalty.html"]]loyalty[[/url]]. The daimyo’s sons all become generals when they come of age. Generals can be assigned useful [[url="encyclopedia/how_to_play/042_enc_manual_skills.html"]]skills[[/url]] and [[url="encyclopedia/how_to_play/043_enc_manual_traits.html#enc_text_manual_retainers"]]retainers[[/url]] as they gain [[url="encyclopedia/how_to_play/031_enc_manual_army_experience.html"]]experience[[/url]] in battle and increase in rank. They can also be assigned [[url="encyclopedia/how_to_play/016_enc_manual_hud_management.html#enc_text_manual_hud_management_commissioners"]]commissions[[/url]] to convey additional bonuses.	True
encyclopedia_blocks_content_enc_text_manual_army_moves	Left-click to select an army and then right-click to move it to any part of the highlighted area - this is the extent of its movement capability during a single turn.	True
encyclopedia_blocks_content_enc_text_manual_army_moves	Left-click to select an army and then right-click to move it to any part of the highlighted area - this is the extent of its movement capability during a single turn.<p><p>Click [[url="encyclopedia/video/s2_bosh_tut_camp_essentials_army.html#s2_bosh_tut_camp_essentials_04"]]here[[/url]] to view a video tutorial about this subject.	True
encyclopedia_blocks_content_enc_text_manual_army_moves_blocked	Positioning an army in front of a bridge, in a narrow mountain pass - anywhere that movement is restricted - enables that army to block other armies or [[url="encyclopedia/how_to_play/044_enc_manual_agents_subterfuge.html"]]agents[[/url]] from using that route.	True
encyclopedia_blocks_content_enc_text_manual_battle_conflict	The conflict phase is the period after deployment when the actual fighting of the battle occurs. At this point it is possible to select your units or ships and give them orders, either by clicking on the appropriate unit card on the battle review panel or the unit or ship itself.	True
encyclopedia_blocks_content_enc_text_manual_battle_conflict_abilities	There are a number of helpful abilities that can only be utilised by a unit or ship during a battle. Some are enabled by the presence of an [[url="encyclopedia/how_to_play/060z8_enc_manual_battle_conflict_attributes.html"]]attribute[[/url]]. When a unit or ship is selected, the abilities available to it appear in the bottom left-hand corner of the screen. You can mouse over each button to see what it does. Simply click on the appropriate button to activate it. 	True
encyclopedia_blocks_content_enc_text_manual_battle_boshin_multiple_armies	In Fall of the Samurai it is possible for a clan to field two armies of twenty units for a battle. Entering the battlefield in the same way as [[url="encyclopedia/how_to_play/032_enc_manual_ui_battle.html#enc_text_manual_ui_battle_3d_reinforcements"]]reinforcements[[/url]], the second army cannot be moved during the [[url="encyclopedia/how_to_play/046_enc_manual_battle_deployment.html#enc_text_manual_battle_deployment_phase"]]deployment phase[[/url]]. When more than twenty units are on the field a second row of units will appear on the [[url="encyclopedia/how_to_play/047_enc_manual_battle_conflict.html#enc_text_manual_battle_conflict_review"]]battle review panel[[/url]]. Any reinforcements above the forty unit limit will have to wait for existing units to be destroyed or [[url="encyclopedia/how_to_play/052_enc_manual_battle_conflict_morale.html#enc_text_manual_battle_conflict_modes_routing"]]leave the battlefield[[/url]] before they can enter.	True
encyclopedia_blocks_content_enc_text_manual_battle_conflict	The conflict phase is the period after deployment when the actual fighting of the battle occurs. At this point it is possible to select your units or ships and give them orders, either by clicking on the appropriate unit card on the battle review panel or the unit or ship itself.<p><p>Click [[url="encyclopedia/video/s2_bosh_tut_land_movement.html#s2_bosh_tut_battle_land_06"]]here[[/url]] to view a video tutorial about this subject.	True
encyclopedia_blocks_content_enc_text_manual_battle_conflict_abilities	There are a number of helpful abilities that can only be utilised by a unit or ship during a battle. Some are enabled by the presence of an [[url="encyclopedia/how_to_play/060z8_enc_manual_battle_conflict_attributes.html"]]attribute[[/url]]. When a unit or ship is selected, the abilities available to it appear in the bottom left-hand corner of the screen. You can mouse over each button to see what it does. Simply click on the appropriate button to activate it. It is not possible to trigger an ability when another is already active.<p><p>Click [[url="encyclopedia/video/s2_bosh_tut_land_units_abilities.html#s2_bosh_tut_battle_land_14"]]here[[/url]] to view a video tutorial about this subject.	True
encyclopedia_blocks_content_enc_text_manual_battle_conflict_abilities_arrow_land	All bow units, including those attached to ships, are able to use fire arrows. All flammable objects targeted within the archers' firing arc - including men - catch fire when struck by them, and the damage caused to buildings is accordingly much greater than that caused by regular arrows. Once activated, only a single volley of fire arrows is allowed before the ability burns out. It is then unavailable for a fixed period, thereby limiting its exploitability. They cannot be used in [[url="encyclopedia/how_to_play/046_enc_manual_battle_deployment.html#enc_text_manual_battle_deployment_weather"]]wet weather[[/url]] for obvious reasons. 	True
encyclopedia_blocks_content_enc_text_manual_battle_conflict_abilities_arrows_sea	Fire arrows can also be used by bow ships to fire on a specifically-targeted enemy vessel. When available, a dedicated button will appear. Once activated, only a single volley of fire arrows is allowed before the ability burns out. It is then unavailable for a fixed period, thereby limiting its exploitability. Fire arrows do more damage than regular arrows and any flammable objects will catch fire if hit. They cannot be used in [[url="encyclopedia/how_to_play/046_enc_manual_battle_deployment.html#enc_text_manual_battle_deployment_weather"]]wet weather[[/url]] for obvious reasons.	True
encyclopedia_blocks_content_enc_text_manual_battle_conflict_abilities_arrows_sea	In the Rise of the Samurai campaign fire arrows can also be used by bow ships to fire on a specifically-targeted enemy vessel. When available, a dedicated button will appear. Once activated, only a single volley of fire arrows is allowed before the ability burns out. It is then unavailable for a fixed period, thereby limiting its exploitability. Fire arrows do more damage than regular arrows and any flammable objects will catch fire if hit. They cannot be used in [[url="encyclopedia/how_to_play/046_enc_manual_battle_deployment.html#enc_text_manual_battle_deployment_weather"]]wet weather[[/url]] for obvious reasons.	True
encyclopedia_blocks_content_enc_text_manual_battle_conflict_abilities_arrows_whistling	The ability to fire whistling arrows is used by [[url="encyclopedia/units/inf_missile_bow_warrior_monks.html"]]bow warrior monks[[/url]] and [[url="encyclopedia/units/inf_missile_bow_hero.html"]]bow heroes[[/url]]. Once activated, a target unit is selected and a volley of arrows is fired at them. The sound of whistling arrows has a detrimental effect on the [[url="encyclopedia/how_to_play/052_enc_manual_battle_conflict_morale.html"]]morale[[/url]], melee attack and reload rate of anyone the arrows fly over - including friendly units. After the volley has been fired the ability burns out, at which point it is unavailable for a fixed period of time, thereby limiting its exploitability.	True
encyclopedia_blocks_content_enc_text_manual_battle_conflict_abilities_arrows_whistling_sea	The ability to fire whistling arrows can be used by every ship carrying a samurai crew. Once activated, a target ship is selected and a volley of arrows is fired at them. The sound of whistling arrows has a detrimental effect on the [[url="encyclopedia/how_to_play/052_enc_manual_battle_conflict_morale.html"]]morale[[/url]], melee attack and reload rate of anyone the arrows fly over - including friendly ships. After the volley has been fired the ability burns out, at which point it is unavailable for a fixed period of time, thereby limiting its exploitability.	True
encyclopedia_blocks_content_enc_text_manual_battle_conflict_abilities_arrows_whistling_sea	In the Rise of the Samurai campaign the ability to fire whistling arrows can be used by every ship carrying a samurai crew. Once activated, a target ship is selected and a volley of arrows is fired at them. The sound of whistling arrows has a detrimental effect on the [[url="encyclopedia/how_to_play/052_enc_manual_battle_conflict_morale.html"]]morale[[/url]], melee attack and reload rate of anyone the arrows fly over - including friendly ships. After the volley has been fired the ability burns out, at which point it is unavailable for a fixed period of time, thereby limiting its exploitability.	True
encyclopedia_blocks_content_enc_text_manual_battle_conflict_abilities_assassination	This ability is used by [[url="encyclopedia/units/inf_special_kisho_ninjas.html"]]kisho ninja[[/url]] to get very close to their chosen targets without being spotted, enabling them to run whilst hidden and deliver a more violent charge and melee attack, regardless of whether they are seen. Once activated, there is only a short time available to strike before the ability burns out. It is then unavailable for a fixed period, thereby limiting its exploitability.	True
encyclopedia_blocks_content_enc_text_manual_battle_conflict_abilities_bamboo	A bamboo wall can be erected during the deployment phase, providing vital protection for gunners against cavalry charges. Although they cannot be traversed by units, bamboo walls allow gunners to fire through, by the same token failing to stop any matchlock balls fired at them. It is not possible to string sections of bamboo wall together.	True
encyclopedia_blocks_content_enc_text_manual_battle_conflict_abilities_banzai	"Banzai!" is a battle cry used by [[url="encyclopedia/units/inf_sword_nodachi_samurai.html"]]no-dachi samurai[[/url]] that increases the speed and violence of their charge and melee attack, whilst active. Banzai also freezes the attacking unit's [[url="encyclopedia/how_to_play/052_enc_manual_battle_conflict_morale.html"]]morale[[/url]] for the duration of the effect. Once banzai is activated, there is only a short time available to strike before the ability burns out. It is then unavailable for a fixed period, thereby limiting its exploitability. Literally meaning "ten thousand years", a more accurate translation is "long life" - a sincere and respectful wish that the emperor remains healthy and lives for a long time.	True
encyclopedia_blocks_content_enc_text_manual_battle_conflict_abilities_banzai_sea	"Banzai!" is a battle cry used by ship crews that increases their morale, melee attack and defence, whilst active. Once banzai is activated, there is only a short time available to strike before the ability burns out. It is then unavailable for a fixed period, thereby limiting its exploitability. Literally meaning "ten thousand years", a more accurate translation is "long life" - a sincere and respectful wish that the emperor remains healthy and lives for a long time.	True
encyclopedia_blocks_content_enc_text_manual_battle_conflict_abilities_banzai	"Banzai!" is a battle cry used by [[url="encyclopedia/units/inf_sword_nodachi_samurai.html"]]no-dachi samurai[[/url]] that increases the speed and violence of their charge and melee attack, whilst active. Banzai also freezes the attacking unit's [[url="encyclopedia/how_to_play/052_enc_manual_battle_conflict_morale.html"]]morale[[/url]] for the duration of the effect. Once banzai is activated, there is only a short time available to strike before the ability burns out. It is then unavailable for a fixed period, thereby limiting its exploitability. Literally meaning "ten thousand years", a more accurate translation is "long life" - a sincere and respectful wish that the Emperor remains healthy and lives for a long time.	True
encyclopedia_blocks_content_enc_text_manual_battle_conflict_abilities_banzai_sea	In the Rise of the Samurai campaign "Banzai!" is a battle cry used by ship crews that increases their morale, melee attack and defence, whilst active. Once banzai is activated, there is only a short time available to strike before the ability burns out. It is then unavailable for a fixed period, thereby limiting its exploitability. Literally meaning "ten thousand years", a more accurate translation is "long life" - a sincere and respectful wish that the Emperor remains healthy and lives for a long time.	True
encyclopedia_blocks_content_enc_text_manual_battle_conflict_abilities_burn	All units automatically use this ability when walls and [[url="encyclopedia/how_to_play/054_enc_manual_battle_conflict_buildings.html"]]buildings[[/url]] on the battlefield are targeted; moving to and setting fire to them with flaming torches.	True
encyclopedia_blocks_content_enc_text_manual_battle_conflict_abilities_crane	"Swooping Crane" is a skirmishing tactic used by [[url="encyclopedia/units/cav_missile_bow_cavalry.html"]]horse archer units[[/url]] to harass their targets with a constant barrage of arrows; it is essentially the same as the "Cantabrian Circle" used in Europe and the middle east. If the attacking unit is positioned within range of more than one unit the ability will result in a firing arc of 360 degrees. Swooping Crane can be used in conjunction with [[url="encyclopedia/how_to_play/049_enc_manual_battle_conflict_controls.html#enc_text_manual_battle_conflict_modes_skirmish"]]skirmish mode[[/url]] to keep horse archers away from melee situations. The downside of this ability is a drain on their stamina due to the constant movement involved.	True
encyclopedia_blocks_content_enc_text_manual_battle_conflict_abilities_fast_reload	The ability to reload faster is useful for ships engaged in ranged combat and [[url="encyclopedia/how_to_play/057_enc_manual_battle_conflict_sieges.html#enc_text_manual_battle_conflict_towers"]]upgradable tower defences[[/url]] during a [[url="encyclopedia/how_to_play/057_enc_manual_battle_conflict_sieges.html"]]siege[[/url]] on land, but requires a period of cooling down to limit its exploitability.	True
encyclopedia_blocks_content_enc_text_manual_battle_conflict_abilities_firing_speed	This ability is used by [[url="encyclopedia/how_to_play/057_enc_manual_battle_conflict_sieges.html#enc_text_manual_battle_conflict_towers"]]upgradable tower defences[[/url]] to increase their rate of fire through faster turning of the crank handles by gun crews. Once activated, increased firing speed works for a short time only before burning out. The guns will then not work at all as the gunners recover from [[url="encyclopedia/how_to_play/053_enc_manual_battle_conflict_fatigue.html"]]fatigue[[/url]], thereby limiting exploitability of the feature.	True
encyclopedia_blocks_content_enc_text_manual_battle_conflict_abilities_firm	The ability to hold firm is used by [[url="encyclopedia/how_to_play/018e_enc_manual_actions_campaign_construction.html#enc_text_manual_actions_campaign_construction_legendary_heroes"]]heroes[[/url]] to freeze [[url="encyclopedia/how_to_play/052_enc_manual_battle_conflict_morale.html"]]morale[[/url]] and greatly increase defensive capabilities, not only for themselves but also the three units closest to them. Once activated, this ability works for a short time only before burning out. It is then unavailable for a fixed period, thereby limiting its exploitability.	True
encyclopedia_blocks_content_enc_text_manual_battle_conflict_abilities_ganbatte	Ganbatte, or “increased effort”, is the ability to increase the radius of the [[url="encyclopedia/how_to_play/027_enc_manual_army_moves.html"]]general’s[[/url]] influence, thereby improving the [[url="encyclopedia/how_to_play/052_enc_manual_battle_conflict_morale.html"]]morale[[/url]], melee capability, and missile accuracy/reload time of all units positioned within it. Ganbatte can be used whilst the general’s unit is moving, but has a cooling down time between activations to limit its exploitability.	True
encyclopedia_blocks_content_enc_text_manual_battle_conflict_abilities_grenades	Blinding grenades are used by [[url="encyclopedia/units/inf_special_kisho_ninjas.html"]]kisho ninja[[/url]] to cause disorientation that affects the enemy's movement speed, missile accuracy and ability to fight in melee. Once activated, there is only a short time available to strike before the ability burns out. It is then unavailable for a fixed period, thereby limiting its exploitability.	True
encyclopedia_blocks_content_enc_text_manual_battle_conflict_abilities_inspire_land	Generals can inspire a single unit to increase the violence of their melee attack, improve missile accuracy and ensure that the unit's [[url="encyclopedia/how_to_play/052_enc_manual_battle_conflict_morale.html"]]morale[[/url]] increases for the duration of the effect. Select your general and then right-click on a unit. If the unit is not standing within the radius of his influence, your general will move closer until it is. Once targeted, the unit will be inspired for a short time before the ability burns out. Inspire can only be used a few times before becoming unavailable for a fixed period, thereby limiting its exploitability. As a general gains experience in the field, the ability to inspire improves and the cooling down time required between activations is reduced.	True
encyclopedia_blocks_content_enc_text_manual_battle_conflict_abilities_inspire_sea	This ability can only be used by the [[url="encyclopedia/units/heavy_ship_o_ataka_bune.html"]]o ataka bune[[/url]] and the flagship named [[url="encyclopedia/units/heavy_ship_nihon_maru.html"]]“Nihon Maru"[[/url]]. These command ships can encourage the crews of friendly ships within a certain range to increase the violence of their melee attack and defence, improve their reload skill and accuracy. Once used, the ships will be encouraged for a short time before the ability burns out. It is then unavailable for a fixed period, thereby limiting exploitability.	True
encyclopedia_blocks_content_enc_text_manual_battle_conflict_abilities_kill_zone	The kill zone is used by [[url="encyclopedia/units/boshin_art_armstrong_guns.html"]]artillery units[[/url]] to concentrate their fire over a smaller area with greater accuracy. It is not possible to move the artillery piece in question whilst this ability is activated. After the kill zone expires there is a cooling down time before the next activation in order to limit its exploitability.	True
encyclopedia_blocks_content_enc_text_manual_battle_conflict_abilities_kisho	All [[url="encyclopedia/units/Inf_Special_Kisho_Ninjas.html"]]kisho ninja[[/url]] units have the ability to deploy outside their army's [[url="encyclopedia/how_to_play/046_enc_manual_battle_deployment.html#enc_text_manual_battle_deployment_zones"]]deployment zone[[/url]], in fact, almost anywhere on the battlefield except inside the enemy deployment zone or directly in front of the enemy general. Most units belonging to the Hattori clan have this attribute and can also hide their positions from the enemy - including when moving through forests and scrub - until they open fire, when they instantly become visible.	True
encyclopedia_blocks_content_enc_text_manual_battle_conflict_abilities_kneel_fire	Kneel fire is an ability whereby the front rank of a stationary [[url="encyclopedia/units/boshin_inf_line_infantry.html"]]infantry unit[[/url]] kneels and then the first two ranks fire simultaneously. It can be toggled on and off with the dedicated button on the [[url="encyclopedia/how_to_play/047_enc_manual_battle_conflict.html#enc_text_manual_battle_conflict_review"]]battle review panel[[/url]].	True
encyclopedia_blocks_content_enc_text_manual_battle_conflict_abilities_mines	The primitive but effective naval mines used at this time consist of a bomb strapped to a wooden board. They will explode when a ship hits them. Mines can be positioned and primed during the [[url="encyclopedia/how_to_play/046_enc_manual_battle_deployment.html"]]deployment phase[[/url]] (remaining in place once the battle starts) or be dropped during the battle. They will only become visible to the enemy at close range when it may already be too late to do anything about them. Since it is not possible to adjust the position of mines after the [[url="encyclopedia/how_to_play/046_enc_manual_battle_deployment.html"]]deployment phase[[/url]], it is vital that care is taken in their placement - mines will destroy friendly ships too!	True
encyclopedia_blocks_content_enc_text_manual_battle_conflict_abilities_rally	Generals can use their regroup position ability to place a flag on the battlefield for troops &#8211; except those who are completely shattered &#8211; to rally to following a rout.  Once the ability is activated, the cursor can be placed anywhere within the radius of the selected general's influence by left-clicking on the terrain. Rallied units will then gather close to that position. Any reinforcements due to arrive will move to and assemble at the regrouping position.	True
encyclopedia_blocks_content_enc_text_manual_battle_conflict_abilities_overheat_engine	Your ships can boost their speed for a short period of time to escape [[url="encyclopedia/how_to_play/bosh_enc_ammo_types.html#enc_text_manual_battle_conflict_torpedoes"]]torpedo[[/url]] fire, but at the risk of overheating their engines. After this burst of speed the ship will only be able to move slowly for a time whilst its engines cool. Remember that there is a risk of blowing up your engines when powering them so hard - so the more this ability is used, the greater the danger to the ship in question. The cooling down period between activations limits the ability’s exploitability.	True
encyclopedia_blocks_content_enc_text_manual_battle_conflict_abilities_rally	Generals can use their regroup position ability to place a flag on the battlefield for troops - except those who are completely shattered - to rally to following a rout.  Once the ability is activated, the cursor can be placed anywhere within the radius of the selected general's influence by left-clicking on the terrain. Rallied units will then gather close to that position. Any reinforcements due to arrive will move to and assemble at the regrouping position.	True
encyclopedia_blocks_content_enc_text_manual_battle_conflict_abilities_ramming	If manoeuvred carefully, [[url="encyclopedia/units/boshin_ironclad_hms_warrior.html"]]ironclad ships[[/url]] can ram enemy vessels during battle. In order to successfully ram, you must manually find the optimum angle before giving the order. At this point the ship’s speed will increase dramatically to achieve maximum impact.	True
encyclopedia_blocks_content_enc_text_manual_battle_conflict_abilities_range	Increased range is used by [[url="encyclopedia/units/inf_missile_matchlock_warrior_monks.html"]]matchlock warrior monks[[/url]], enabling them to increase the range and accuracy of their weapons for a limited time, after which the ability burns out. It is then unavailable for a fixed period, thereby limiting its exploitability. 	True
encyclopedia_blocks_content_enc_text_manual_battle_conflict_abilities_ranked	Ranked fire is used by all units armed with guns. As the first row of gunners kneels to reload their weapons, the second row stands and fires, and vice versa. This ability can be toggled on and off in the same way as other abilities.	True
encyclopedia_blocks_content_enc_text_manual_battle_conflict_abilities_rowing	When faster rowing is used, the crews of [[url="encyclopedia/units/cannon_ship_cannon_bune.html"]]cannon bune[[/url]] are able to row faster in order to facilitate the hit and run tactics they employ. A dedicated button will appear when faster rowing is available. Once activated, there is only a short time to use it before the ability burns out. It is then unavailable for a fixed period, thereby limiting its exploitability. When faster rowing is activated the crew will row faster than [[url="encyclopedia/how_to_play/060d_enc_manual_battle_conflict_abilities_speed.html"]]battle speed[[/url]].	True
encyclopedia_blocks_content_enc_text_manual_battle_conflict_abilities_screens	Screens are large wooden shields that, if you are the defender, are erected during the [[url="encyclopedia/how_to_play/046_enc_manual_battle_deployment.html"]]deployment phase[[/url]] and used to protect archers in between volleys. They cannot be traversed by units and will stop any missiles fired directly at them - although arrows will tend to arch over the top of them due to their angle of fire. It is not possible to string screens together into a continuous wall.  	True
encyclopedia_blocks_content_enc_text_manual_battle_conflict_abilities_shrapnel_shot	Shrapnel shot is a type of shell that explodes mid-air, showering a targeted enemy unit with deadly metal fragments. It works as an ability and, once activated, is then unavailable for a fixed period, thereby limiting its exploitability. Shrapnel shot can be used by [[url="encyclopedia/units/boshin_art_armstrong_guns.html"]]Armstrong guns[[/url]] and [[url="encyclopedia/units/boshin_art_parrot_guns.html"]]Parrott guns[[/url]].	True
encyclopedia_blocks_content_enc_text_manual_battle_conflict_abilities_speed	Battle speed is an ability that can be used by all ships to give them a burst of speed for a short time during a battle. It is not as powerful as [[url="encyclopedia/how_to_play/060h_enc_manual_battle_conflict_abilities_rowing.html"]]faster rowing[[/url]].	True
encyclopedia_blocks_content_enc_text_manual_battle_conflict_abilities_sprint	The rapid advance ability is used by [[url="encyclopedia/units/inf_spear_yari_samurai.html"]]yari samurai[[/url]], enabling a burst of speed and increasing the violence of their charge, along with immunity to [[url="encyclopedia/how_to_play/053_enc_manual_battle_conflict_fatigue.html"]]fatigue[[/url]] whilst the effect lasts. Once activated, the unit will be able to advance rapidly for a short time only before the ability burns out. It is then unavailable for a fixed period, thereby limiting its exploitability. 	True
encyclopedia_blocks_content_enc_text_manual_battle_conflict_abilities_square	The yari square is an ability used by yari [[url="encyclopedia/how_to_play/018e_enc_manual_actions_campaign_construction.html#enc_text_manual_actions_campaign_construction_legendary_heroes"]]heroes[[/url]] to deflect attacks by cavalry units. Once activated, the unit forms a tight, immobile square formation with their spears presented - like a human porcupine. Although the [[url="encyclopedia/how_to_play/052_enc_manual_battle_conflict_morale.html"]]morale[[/url]] of such a tightly-packed unit is very high, they are extremely vulnerable to missile attacks.	True
encyclopedia_blocks_content_enc_text_manual_battle_conflict_abilities_stand	This ability is available to experienced generals, giving them an increased radius of influence that improves the melee attack and rate of fire of any of his own units caught within it. Allied troops do not benefit from the effects. The general sets up a command post with his bodyguard clustered around him, indicating that he will not consider retreat or surrender. This takes a while to set up and take down again, so instant toggling on or off is not possible. The general cannot use any other abilities whilst stand & fight is activated.	True
encyclopedia_blocks_content_enc_text_manual_battle_conflict_abilities_suppression_fire	Suppression fire is a technique whereby an infantry unit lays down a curtain of fire as fast as they can, increasing the rate of fire but reducing accuracy. Enemy units caught by suppression fire have their movement speed reduced and [[url="encyclopedia/how_to_play/052_enc_manual_battle_conflict_morale.html"]]morale[[/url]] lowered. After the ability expires there is a cooling down time before the next activation in order to limit its exploitability.	True
encyclopedia_blocks_content_enc_text_manual_battle_conflict_abilities_volley	The rapid volley ability is used by [[url="encyclopedia/units/inf_missile_matchlock_samurai.html"]]matchlock-armed samurai[[/url]], enabling them to greatly increase their rate of missile fire against a single target. Once activated, there is only a short time available to strike before the ability burns out. It is then unavailable for a fixed period, thereby limiting its exploitability. Rapid volleys are not available at the very start of a battle.	True
encyclopedia_blocks_content_enc_text_manual_battle_conflict_abilities_wall	The yari wall is a technique employed by [[url="encyclopedia/units/inf_spear_yari_ashigaru.html"]]yari ashigaru[[/url]], enabling them to lock together and present their weapons in a single direction. Whilst the ability is active the unit moves and turns slower. Attacks made to the front of a yari wall are far less effective; cavalry charges made against them are practically useless. Attacks made to the rear or flanks of a unit are far more damaging whilst the yari wall is presented, so the ability is best used when several units are close together and protected by cavalry.	True
encyclopedia_blocks_content_enc_text_manual_battle_conflict_abilities_warcry_land	The war cry is used by all [[url="encyclopedia/units/inf_heavy_naginata_warrior_monks.html"]]warrior monk units[[/url]] and [[url="encyclopedia/units/inf_heavy_naginata_warrior_monk_hero.html"]]heroes[[/url]] to strike fear into the hearts of their enemies. When activated, the war cry greatly lowers the [[url="encyclopedia/how_to_play/052_enc_manual_battle_conflict_morale.html"]]morale[[/url]], movement speed and defensive capabilities of nearby enemy units - even [[url="encyclopedia/units/inf_special_kisho_ninjas.html"]]kisho ninja[[/url]], who may be hidden due to their use of the [[url="encyclopedia/how_to_play/060a_enc_manual_battle_conflict_abilities_assassination.html"]]stealth[[/url]] ability. The war cry ability works for a short time only before burning out, at which point it is unavailable for a fixed period to limit its exploitability.	True
encyclopedia_blocks_content_enc_text_manual_battle_conflict_abilities_warcry_sea	The crews of [[url="encyclopedia/units/medium_ship_medium_bune.html"]]medium[[/url]] and [[url="encyclopedia/units/heavy_ship_heavy_bune.html"]]heavy[[/url]] ships can utter a war cry to strike fear into the hearts of their enemies. When activated, the war cry lowers [[url="encyclopedia/how_to_play/052_enc_manual_battle_conflict_morale.html"]]morale[[/url]] and reduces both the attack and the defence ability of the ship they are about to board. The war cry ability works for a short time only before burning out, at which point it is unavailable for a fixed period to limit its exploitability.	True
encyclopedia_blocks_content_enc_text_manual_battle_conflict_abilities_wind	The second wind ability is used by [[url="encyclopedia/units/cav_spear_great_guard.html"]]great guard cavalry[[/url]] units, also affecting the three friendly units nearest to them. A second wind inspires them to put every last effort into the battle, restoring a degree of stamina when the unit is already very tired from combat. Once activated, the ability works for a limited time only before burning out. It is then unavailable for a fixed period, thereby limiting its exploitability.	True
encyclopedia_blocks_content_enc_text_manual_battle_conflict_abilities_wind	The second wind ability is used by [[url="encyclopedia/units/cav_spear_great_guard.html"]]great guard cavalry[[/url]], [[url="encyclopedia/units/genpei_inf_heavy_onna_bushi.html"]]onna bushi[[/url]], [[url="encyclopedia/units/genpei_cav_missile_samurai_hero.html"]]mounted samurai hero[[/url]], [[url="encyclopedia/units/inf_spear_yari_hero.html"]]yari hero[[/url]] and [[url="encyclopedia/units/up1_inf_heavy_marathon_monks_uesugi.html"]]marathon monk[[/url]] units, also affecting the three friendly units nearest to them. A second wind inspires them to put every last effort into the battle, restoring a degree of stamina when the unit is already very tired from combat. Once activated, the ability works for a limited time only before burning out. It is then unavailable for a fixed period, thereby limiting its exploitability.	True
encyclopedia_blocks_content_enc_text_manual_battle_conflict_attributes	Attributes are the innate, "passive" abilities that units can use. As such, they do not generally have to be activated, although they may bestow an [[url="encyclopedia/how_to_play/060_enc_manual_battle_conflict_abilities.html"]]ability[[/url]] that can be activated:	True
encyclopedia_blocks_content_enc_text_manual_battle_conflict_attributes_attrition	Units with this attribute will not suffer from [[url="encyclopedia/how_to_play/030_enc_manual_army_attrition.html"]]attrition[[/url]] on the campaign map. This tends to be reserved for highly-disciplined elite units.	True
encyclopedia_blocks_content_enc_text_manual_battle_conflict_attributes_climb	Units that have this attribute can use climbing claws to scale walls quickly.	True
encyclopedia_blocks_content_enc_text_manual_battle_conflict_attributes_disciplined	A disciplined unit has high [[url="encyclopedia/how_to_play/052_enc_manual_battle_conflict_morale.html"]]morale[[/url]] that cannot easily be shaken.	True
encyclopedia_blocks_content_enc_text_manual_battle_conflict_attributes_dismount	Some cavalry units can dismount and remount during battle. If their horses subsequently take casualties they will all run from the field.	True
encyclopedia_blocks_content_enc_text_manual_battle_conflict_attributes_fatigue	A unit that is resistant to [[url="encyclopedia/how_to_play/053_enc_manual_battle_conflict_fatigue.html"]]fatigue[[/url]] will take longer to tire battle.	True
encyclopedia_blocks_content_enc_text_manual_battle_conflict_attributes_grass	Some units can hide in long grass only.	True
encyclopedia_blocks_content_enc_text_manual_battle_conflict_attributes_inspire	Some units can boost the [[url="encyclopedia/how_to_play/052_enc_manual_battle_conflict_morale.html"]]morale[[/url]] of other units positioned close to them.	True
encyclopedia_blocks_content_enc_text_manual_battle_conflict_attributes_scrub	Units that have the hide (scrub) attribute can hide in scrubland and deep vegetation.	True
encyclopedia_blocks_content_enc_text_manual_battle_conflict_attributes_snipe	Units that have the snipe attribute can fire whilst hidden.	True
encyclopedia_blocks_content_enc_text_manual_battle_conflict_attributes_stalk	Units that have the stalk attribute can walk whilst hidden on any terrain.	True
encyclopedia_blocks_content_enc_text_manual_battle_conflict_attributes_woods	Units that have the hide (woodland) attribute can hide in woods and forests.	True
encyclopedia_blocks_content_enc_text_manual_battle_conflict_banners	Banners are used on the battlefield to identify a unit as belonging to a clan's army. When a unit is selected its banner bobs up and down and its corresponding unit or ship card turns white. You can select a unit by clicking on its banner. Banners are in clan colours and contain their mon, or clan symbol.	True
encyclopedia_blocks_content_enc_text_manual_battle_conflict_buildings_key	Key buildings give you a tactical advantage over your enemy on the battlefield when in [[url="encyclopedia/how_to_play/061_enc_manual_multiplayer.html"]]multiplayer[[/url]] mode. Once captured, an army can use a key building to replenish ammunition, improve a units [[url="encyclopedia/how_to_play/052_enc_manual_battle_conflict_morale.html"]]morale[[/url]] or [[url="encyclopedia/how_to_play/popup_armor_sets.html"]]armour[[/url]]. As such, a key building can be the focus of combat as both sides vie for control. Each one has an icon floating above it that changes colour according to its state: yellow when your army has captured it, blue when an ally has captured it, grey if no one has captured it, and red if the enemy is in control.	True
encyclopedia_blocks_content_enc_text_manual_battle_conflict_buildings_key_types	<TABLE><TR><TH>Building</TH><TH>Global Effect</TH><TH>Local Effect</TH><TR><TD>Archery Dojo</TD><TD>Increases reload rate of all missile units</TD><TD>Restores ammunition supplies to nearby missile units</TD><TR><TD>Shrine</TD><TD>Increases the morale of all units</TD><TD>N/A</TD><TR><TD>Farmhouse</TD><TD>Increases the stamina and movement speed of all units</TD><TD>N/A</TD><TR><TD>Workshop</TD><TD>Increases the armour and melee defence of all units</TD><TD>N/A</TD><TR><TD>Sword Dojo</TD><TD>Increases the melee attack and charge of all units</TD><TD>N/A</TD></TABLE>	True
encyclopedia_blocks_content_enc_text_manual_battle_conflict_buildings_key	Key buildings give you a tactical advantage over your enemy on the battlefield when in [[url="encyclopedia/how_to_play/061_enc_manual_multiplayer.html"]]multiplayer[[/url]] mode. Once captured, an army can use a key building to replenish ammunition, improve a units [[url="encyclopedia/how_to_play/052_enc_manual_battle_conflict_morale.html"]]morale[[/url]] or [[url="encyclopedia/how_to_play/popup_armor_sets.html"]]armour[[/url]]. As such, a key building can be the focus of combat as both sides vie for control. Each one has an icon floating above it that changes colour according to its state: yellow when your army has captured it, blue when an ally has captured it, grey if no one has captured it, and red if the enemy is in control.<p><p>During the setup of [[url="encyclopedia/how_to_play/solo_setup.html"]]match-made[[/url]] and [[url="encyclopedia/how_to_play/custom_battle_script.html"]]battle list[[/url]] battles when playing Fall of the Samurai, key buildings are randomly selected from a host of different options. This means there will be variations of key building type on your favourite maps, offering further variety of gameplay.	True
encyclopedia_blocks_content_enc_text_manual_battle_conflict_buildings_key_types	<TABLE><TR><TH>Building</TH><TH>Global Effect</TH><TH>Local Effect</TH><TR><TD>Archery Dojo</TD><TD>Increases reload rate of all missile units</TD><TD>Restores ammunition supplies to nearby missile units</TD><TR><TD>Shrine</TD><TD>Increases the morale of all units</TD><TD>N/A</TD><TR><TD>Farmhouse</TD><TD>Increases the stamina and movement speed of all units</TD><TD>N/A</TD><TR><TD>Workshop</TD><TD>Increases the armour and melee defence of all units</TD><TD>N/A</TD><TR><TD>Sword Dojo</TD><TD>Increases the melee attack and charge of all units</TD><TD>N/A</TD><TR><TD>Coastal Battery [Fall of the Samurai only]</TD><TD>Automatically fires on the enemy</TD><TD>N/A</TD></TABLE>	True
encyclopedia_blocks_content_enc_text_manual_battle_conflict_capture	Following victory in a battle, and dependent on having an empty space for a unit in your army, there is a chance that the vanquished enemy's [[url="encyclopedia/units/art_fire_projecting_mangonels.html"]]siege weapons[[/url]] will be captured by your men. If this occurs they will appear on the [[url="encyclopedia/how_to_play/032_enc_manual_ui_battle.html#enc_text_manual_ui_battle_post"]]post-battle statistics panel[[/url]]. The crew will be replaced by your own men.	True
encyclopedia_blocks_content_enc_text_manual_battle_conflict_controls_balance	During a battle the balance of power bar tracks the relative strength of your force against the enemy's. Mouse over it to see the units remaining on each side.	True
encyclopedia_blocks_content_enc_text_manual_battle_conflict_controls_compass	The manoeuvre compass is used for fine-tuning orders on the battlefield. The three arrows within its top half can be used to direct a unit or group straight ahead, or turn left or right. The button in the centre of the lower half causes the selected unit to step backwards. Holding down this button will make them turn and walk backwards. Clicking and holding down the rank and file buttons on either side change the depth of a unit's formation by increasing or decreasing the number of rows the troops stand in.	True
encyclopedia_blocks_content_enc_text_manual_battle_conflict_controls_radar	The radar map allows an aerial view of the battle detailing the position of your units or ships and those enemies that are visible, and also topography to assist in planning an attack. Use the plus and minus buttons to zoom in or out and the button in the corner to minimise or maximise the map. Remember to keep checking the map for enemy reinforcements.	True
encyclopedia_blocks_content_enc_text_manual_battle_conflict_controls_speed	The game speed controls are used to adjust the speed of the battle. You can pause the game or put it into slow motion by clicking on buttons to the left or return it to normal by clicking on the central button again. The two positions further right are for double and quadruple speed respectively. Remember that you can use these controls instead of tiring your troops out by running to engage the enemy.	True
encyclopedia_blocks_content_enc_text_manual_battle_conflict_controls_timer	The battle timer shows how much time is left before a battle ends. The attacker must [[url="encyclopedia/how_to_play/049_enc_manual_battle_conflict_controls.html#enc_text_manual_battle_conflict_modes_routing"]]rout[[/url]] or destroy the defender within the time limit or lose the battle. To claim victory the defender has only to keep the attacker at bay. It is possible to turn off the battle timer in the game settings of the game menu, accessed either by pressing Esc or clicking on the game menu button from the campaign map or battlefield, or through the [[url="encyclopedia/how_to_play/003a_enc_ui_frontend_grand_clan.html"]]clan selection screen[[/url]].	True
encyclopedia_blocks_content_enc_text_manual_battle_conflict_controls_timer	The battle timer shows how much time is left before a battle ends. The attacker must [[url="encyclopedia/how_to_play/052_enc_manual_battle_conflict_morale.html#enc_text_manual_battle_conflict_modes_routing"]]rout[[/url]] or destroy the defender within the time limit or lose the battle. To claim victory the defender has only to keep the attacker at bay. It is possible to turn off the battle timer in the game settings of the game menu, accessed either by pressing Esc or clicking on the game menu button from the campaign map or battlefield, or through the [[url="encyclopedia/how_to_play/003a_enc_ui_frontend_grand_clan.html"]]clan selection screen[[/url]].	True
encyclopedia_blocks_content_enc_text_manual_battle_conflict_crossings_attack	When attacking across a river, try to soften up the enemy on the far bank by bombarding them with missiles first. Once they are weakened, your assault has a better chance of succeeding.	True
encyclopedia_blocks_content_enc_text_manual_battle_conflict_crossings_bridges	If there is a bridge or ford crossing a river on the campaign map, and an army is standing on it when they are attacked, the resulting battle will occur at the crossing, so the battlefield will feature the river and at least one bridge or ford. Remember if you are the defender that you may have to defend two crossings, or the second one could be used to your advantage.	True
encyclopedia_blocks_content_enc_text_manual_battle_conflict_crossings_defence	When defending a river crossing it may be best to stand back in order to stay out of range of enemy missile troops. When their main force starts to cross, rush a couple of units up to stop them. Also be wary of multiple crossings.	True
encyclopedia_blocks_content_enc_text_manual_battle_conflict_fatigue	As a battle progresses, the units involved gradually become exhausted due to the high level of physical effort required to run and fight for such a protracted length of time. Once a unit becomes exhausted, even moving slowly becomes a great effort, leaving them particularly vulnerable to cavalry charges. In order to combat fatigue, do not run everywhere and ensure that your troops are adequately reinforced before they become exhausted.	True
encyclopedia_blocks_content_enc_text_manual_battle_conflict_forests	Be careful when fighting in woods or forests, cavalry will be far less effective due to the restrictions on movement provided by tree cover. Similarly, [[url="encyclopedia/units/art_fire_projecting_mangonels.html"]]siege weapons[[/url]] can be fired when deployed in a wood or forest, but their effectiveness will be greatly reduced due to the proximity of the trees.	True
encyclopedia_blocks_content_enc_text_manual_battle_conflict_formations_land	The following are group formations that an army or group of units can be set into:	True
encyclopedia_blocks_content_enc_text_manual_battle_conflict_formations_land_bark	This is a cavalry-heavy army attack formation, ideally consisting of a short double row of [[url="encyclopedia/units/inf_missile_matchlock_ashigaru.html"]]matchlocks[[/url]] and [[url="encyclopedia/units/inf_missile_bow_ashigaru.html"]]archers[[/url]], a short double row of [[url="encyclopedia/units/inf_heavy_naginata_samurai.html"]]naginata[[/url]] and [[url="encyclopedia/units/inf_sword_katana_samurai.html"]]katana[[/url]] units, and the general behind them with a katana unit behind him, all flanked by [[url="encyclopedia/units/cav_spear_yari_cavalry.html"]]cavalry[[/url]].	True
encyclopedia_blocks_content_enc_text_manual_battle_conflict_formations_land_bird	This is a missile-heavy army defence formation, ideally consisting of a row of [[url="encyclopedia/units/inf_missile_matchlock_ashigaru.html"]]matchlocks[[/url]], a short row of [[url="encyclopedia/units/inf_heavy_naginata_samurai.html"]]naginata troops[[/url]] behind them, a row of [[url="encyclopedia/units/inf_missile_bow_samurai.html"]]archers[[/url]], a row of [[url="encyclopedia/units/inf_sword_katana_samurai.html"]]katana[[/url]] troops, doubled in the centre and flanked by naginata units, and [[url="encyclopedia/units/cav_spear_yari_cavalry.html"]]cavalry[[/url]] and the general behind them.	True
encyclopedia_blocks_content_enc_text_manual_battle_conflict_formations_land_boshin	The following are group formations that an army or group of units can be set into:	True
encyclopedia_blocks_content_enc_text_manual_battle_conflict_formations_land_boshin_artillery	This is a formation for an [[url="encyclopedia/units/boshin_art_armstrong_guns.html"]]artillery[[/url]]-heavy army. [[url="encyclopedia/units/boshin_inf_line_infantry.html"]]Line infantry[[/url]] are placed in the centre with [[url="encyclopedia/units/boshin_inf_light_yugekitai.html"]]light infantry[[/url]] on their flanks in support. Artillery is placed on the extreme flanks to provide a crossfire, and cavalry provide support to them. The general is at the back of the formation in the centre.	True
encyclopedia_blocks_content_enc_text_manual_battle_conflict_formations_land_boshin_double	This is a balanced army formation, placing [[url="encyclopedia/units/boshin_inf_line_infantry.html"]]line infantry[[/url]] in the centre of the line and [[url="encyclopedia/units/boshin_art_armstrong_guns.html"]]artillery[[/url]] in support. [[url="encyclopedia/units/boshin_inf_light_yugekitai.html"]]Light infantry[[/url]] and [[url="encyclopedia/units/boshin_cav_missile_bow_ki.html"]]cavalry[[/url]] are placed on the flanks. A second line of infantry in the centre helps provide depth and the general is behind this line.	True
encyclopedia_blocks_content_enc_text_manual_battle_conflict_formations_land_boshin_grand	This is a defensive [[url="encyclopedia/units/boshin_art_armstrong_guns.html"]]artillery[[/url]]-heavy formation which places all artillery centre front. [[url="encyclopedia/units/boshin_inf_light_yugekitai.html"]]Light infantry[[/url]] are placed on the flanks of the artillery, and a line of infantry behind the artillery and light infantry. [[url="encyclopedia/units/boshin_cav_missile_bow_ki.html"]]Cavalry[[/url]] are placed behind both lines on the flanks, and the general is behind both lines in the centre.	True
encyclopedia_blocks_content_enc_text_manual_battle_conflict_formations_land_boshin_left	This is a [[url="encyclopedia/units/boshin_cav_missile_bow_ki.html"]]cavalry[[/url]]-heavy formation designed to overload one side of the enemy’s formation. The centre is [[url="encyclopedia/units/boshin_inf_line_infantry.html"]]line infantry[[/url]] with [[url="encyclopedia/units/boshin_art_armstrong_guns.html"]]artillery[[/url]] on the flanks as support. The cavalry is then placed on the extreme left flank and [[url="encyclopedia/units/boshin_inf_light_yugekitai.html"]]light infantry[[/url]] on the extreme right flank. The general brings up the rear of the army.	True
encyclopedia_blocks_content_enc_text_manual_battle_conflict_formations_land_boshin_melee	This is an infantry-heavy formation for use with lots of [[url="encyclopedia/units/boshin_inf_spear_yari_kachi.html"]]melee units[[/url]]. They are placed in the front and are backed up by [[url="encyclopedia/units/boshin_inf_line_infantry.html"]]line infantry[[/url]]. [[url="encyclopedia/units/boshin_art_armstrong_guns.html"]]Artillery[[/url]] are put on the flanks of the melee units and [[url="encyclopedia/units/boshin_inf_light_yugekitai.html"]]light infantry[[/url]] on the extreme flanks of the formation. [[url="encyclopedia/units/boshin_cav_missile_bow_ki.html"]]Cavalry[[/url]] are placed behind the light infantry. The general is at the back of the formation in the centre.	True
encyclopedia_blocks_content_enc_text_manual_battle_conflict_formations_land_boshin_right	This is a [[url="encyclopedia/units/boshin_cav_missile_bow_ki.html"]]cavalry[[/url]]-heavy formation designed to overload one side of the enemy’s formation. The centre is [[url="encyclopedia/units/boshin_inf_line_infantry.html"]]line infantry[[/url]] with [[url="encyclopedia/units/boshin_art_armstrong_guns.html"]]artillery[[/url]] on the flanks as support. The cavalry is then placed on the extreme right flank and [[url="encyclopedia/units/boshin_inf_light_yugekitai.html"]]light infantry[[/url]] on the extreme left flank. The general brings up the rear of the army.	True
encyclopedia_blocks_content_enc_text_manual_battle_conflict_formations_land_cloud	This is a missile-heavy army attack formation, ideally consisting of a row of [[url="encyclopedia/units/inf_missile_matchlock_ashigaru.html"]]matchlocks[[/url]], a row of [[url="encyclopedia/units/inf_missile_bow_ashigaru.html"]]archers[[/url]] with a [[url="encyclopedia/units/inf_sword_katana_samurai.html"]]katana[[/url]] unit in the centre, a row of katana troops, a row of [[url="encyclopedia/units/inf_heavy_naginata_samurai.html"]]naginata[[/url]] troops, and [[url="encyclopedia/units/cav_spear_yari_cavalry.html"]]cavalry[[/url]] and the general behind them.	True
encyclopedia_blocks_content_enc_text_manual_battle_conflict_formations_land_crane	This is a balanced army defence formation, ideally consisting of a front row of [[url="encyclopedia/units/inf_missile_bow_ashigaru.html"]]archers[[/url]] and [[url="encyclopedia/units/inf_missile_matchlock_ashigaru.html"]]matchlock troops[[/url]], a row of [[url="encyclopedia/units/inf_heavy_naginata_samurai.html"]]naginata[[/url]] units with a unit of [[url="encyclopedia/units/inf_sword_katana_samurai.html"]]katana[[/url]] troops reinforcing their centre, katana units behind them flanking the general, and [[url="encyclopedia/units/cav_spear_yari_cavalry.html"]]cavalry[[/url]] behind them.	True
encyclopedia_blocks_content_enc_text_manual_battle_conflict_formations_land_dragon	This is a melee infantry-heavy army attack formation, ideally consisting of a short double row of [[url="encyclopedia/units/inf_missile_matchlock_ashigaru.html"]]matchlocks[[/url]] and [[url="encyclopedia/units/inf_missile_bow_ashigaru.html"]]archers[[/url]], a row of [[url="encyclopedia/units/inf_sword_katana_samurai.html"]]katana[[/url]] units, a row of [[url="encyclopedia/units/inf_heavy_naginata_samurai.html"]]naginata[[/url]] units flanked by a short double row of [[url="encyclopedia/units/inf_sword_katana_samurai.html"]]katana[[/url]] units and naginata troops, and [[url="encyclopedia/units/cav_spear_yari_cavalry.html"]]cavalry[[/url]] and the general behind them.	True
encyclopedia_blocks_content_enc_text_manual_battle_conflict_formations_land_geese	This is a cavalry-heavy army defence formation, ideally consisting of a short double row of [[url="encyclopedia/units/inf_missile_matchlock_ashigaru.html"]]matchlocks[[/url]] and [[url="encyclopedia/units/inf_missile_bow_ashigaru.html"]]archers[[/url]], a row of [[url="encyclopedia/units/inf_sword_katana_samurai.html"]]katana[[/url]] and [[url="encyclopedia/units/inf_heavy_naginata_samurai.html"]]naginata[[/url]] units flanked by cavalry, and [[url="encyclopedia/units/cav_spear_yari_cavalry.html"]]cavalry[[/url]] and the general behind them.	True
encyclopedia_blocks_content_enc_text_manual_battle_conflict_formations_land_spear	This is a balanced army attack formation, ideally consisting of a front row of [[url="encyclopedia/units/inf_missile_bow_ashigaru.html"]]archers[[/url]] and [[url="encyclopedia/units/inf_missile_matchlock_ashigaru.html"]]matchlock troops[[/url]], a row of [[url="encyclopedia/units/inf_sword_katana_samurai.html"]]katana-armed units[[/url]] - doubled in the centre and flanked by [[url="encyclopedia/units/inf_heavy_naginata_samurai.html"]]naginata[[/url]] troops, a row of naginata units, and [[url="encyclopedia/units/cav_spear_yari_cavalry.html"]]cavalry[[/url]] and the general behind them.	True
encyclopedia_blocks_content_enc_text_manual_battle_conflict_formations_land_tiger	This is a melee infantry-heavy army defence formation, ideally consisting of a short row of [[url="encyclopedia/units/inf_missile_matchlock_ashigaru.html"]]matchlocks[[/url]] at the front, a row of [[url="encyclopedia/units/inf_heavy_naginata_samurai.html"]]naginata[[/url]] troops, a row of [[url="encyclopedia/units/inf_sword_katana_samurai.html"]]katana[[/url]] units doubled at the centre, [[url="encyclopedia/units/inf_missile_bow_samurai.html"]]archers[[/url]] behind them flanking the doubled units, and [[url="encyclopedia/units/cav_spear_yari_cavalry.html"]]cavalry[[/url]] and the general behind them.	True
encyclopedia_blocks_content_enc_text_manual_battle_conflict_formations_naval	The following are group formations that a fleet or group of ships can be set into:	True
encyclopedia_blocks_content_enc_text_manual_battle_conflict_formations_naval_boshin	The following are group formations that a fleet or group of ships can be set into:	True
encyclopedia_blocks_content_enc_text_manual_battle_conflict_formations_naval_boshin_abreast	The line abreast formation arranges your grouped ships into a single line, abreast of each other &#8211; hence the name. It will still work with ships that fire broadsides, but you must manually move them into position to fire. Line abreast particularly suits ships with guns mounted in their noses, such as the Kotetsu.	True
encyclopedia_blocks_content_enc_text_manual_battle_conflict_formations_naval_boshin_astern	The line astern formation arranges your grouped ships one behind the other. As the ships move past the enemy they will fire off a broadside one by one. This formation particularly suits ships with large numbers of guns on their broadsides.	True
encyclopedia_blocks_content_enc_text_manual_battle_conflict_formations_naval_cloud	This is a medium ship formation, ideally consisting of two [[url="encyclopedia/units/heavy_ship_heavy_bune.html"]]heavy bunes[[/url]], six [[url="encyclopedia/units/medium_ship_medium_bune.html"]]medium bunes[[/url]] and two bow ships.	True
encyclopedia_blocks_content_enc_text_manual_battle_conflict_formations_naval_moon	This is a light ship formation, ideally consisting of two [[url="encyclopedia/units/heavy_ship_heavy_bune.html"]]heavy bunes[[/url]], two [[url="encyclopedia/units/medium_ship_medium_bune.html"]]medium bunes[[/url]] and six bow ships.	True
encyclopedia_blocks_content_enc_text_manual_battle_conflict_formations_naval_snake	This is a balanced formation for heavy, medium and light ships, ideally consisting of two [[url="encyclopedia/units/heavy_ship_heavy_bune.html"]]heavy bunes[[/url]], three [[url="encyclopedia/units/medium_ship_medium_bune.html"]]medium bunes[[/url]] and five bow ships.	True
encyclopedia_blocks_content_enc_text_manual_battle_conflict_formations_naval_sword	This is a heavy ship formation, ideally consisting of four [[url="encyclopedia/units/heavy_ship_heavy_bune.html"]]heavy bunes[[/url]], four [[url="encyclopedia/units/medium_ship_medium_bune.html"]]medium bunes[[/url]] and two bow ships.	True
encyclopedia_blocks_content_enc_text_manual_battle_conflict_fukkan	The fukkan is the general's aide during a battle. His function is to inform the general of the important events that are occurring, such as units wavering or [[url="encyclopedia/how_to_play/049_enc_manual_battle_conflict_controls.html#enc_text_manual_battle_conflict_modes_routing"]]routing[[/url]], flank attacks, the capture of strategic buildings or positions, archers running low on arrows, boarding actions, ships sinking and attacks on the general's unit itself.	True
encyclopedia_blocks_content_enc_text_manual_battle_conflict_fukkan	The fukkan is the general's aide during a battle. His function is to inform the general of the important events that are occurring, such as units wavering or [[url="encyclopedia/how_to_play/052_enc_manual_battle_conflict_morale.html#enc_text_manual_battle_conflict_modes_routing"]]routing[[/url]], flank attacks, the capture of strategic buildings or positions, archers running low on arrows, boarding actions, ships sinking and attacks on the general's unit itself.	True
encyclopedia_blocks_content_enc_text_manual_battle_conflict_gatling_guns	The Gatling gun is an early type of machine gun that works by the cranking of a handle that rotates multiple barrels, loads and then fires in the same moment. It was the first ever reliable continuous fire weapon, and devastatingly effective. It can be [[url="encyclopedia/how_to_play/018a_enc_manual_actions_campaign_recruitment.html"]]acquired[[/url]] (and its crew recruited) and fired in the same way as other artillery pieces, but can also be controlled by you directly from a first person point of view &#8211; at the cost of your control of other units of course! Gatling guns have a very high rate of fire, are highly accurate, can cause great damage. Its crew have a high [[url="encyclopedia/how_to_play/052_enc_manual_battle_conflict_morale.html"]]morale[[/url]] but will be slaughtered if forced into melee.	True
encyclopedia_blocks_content_enc_text_manual_battle_conflict_gatling_guns_3rd	You can go in to third person mode at any time by pressing the H key. This allows you to control any artillery piece, including the Gatling gun and tower defences, with greater accuracy. This does come at the cost of controlling the rest of your army, so unless used carefully you can as easily lose a battle as win it.	True
encyclopedia_blocks_content_enc_text_manual_battle_conflict_group_formations	[[url="encyclopedia/how_to_play/050a_enc_manual_battle_conflict_formations_land.html"]]Units[[/url]] or [[url="encyclopedia/how_to_play/050b_enc_manual_battle_conflict_formations_naval.html"]]ships[[/url]] that have been formed into groups can be set into fixed formations designed to enable certain types of strategy. Notice the group formation options slide out from the side of the screen when a group is selected.	True
encyclopedia_blocks_content_enc_text_manual_battle_conflict_groups	Groups are useful for giving identical orders with a single command. Two or more units can be grouped together by selecting them and clicking on the group button. Their unit cards will be ordered together under a numbered tab. Select the tab to give identical orders to every unit in the group. Dissolve a group by selecting it and pressing the group button again. 	True
encyclopedia_blocks_content_enc_text_manual_battle_conflict_groups_selection	A selection group is an easy way to select a unit or group of units by pressing a single key on your keyboard. Create up to four selection groups by clicking on the unit or group in question and pressing Ctrl + either F1, F2, F3 or F4. After this, simply press the F key you used to create the selection group and your unit or group will be selected. This is useful for keeping all units of a specific type under control.	True
encyclopedia_blocks_content_enc_text_manual_battle_conflict_groups	Groups are useful for giving identical orders with a single command. Two or more units can be grouped together by selecting them and clicking on the group button. Their unit cards will be ordered together under a numbered tab. Select the tab to give identical orders to every unit in the group. Dissolve a group by selecting it and pressing the group button again.<p><p>Click [[url="encyclopedia/video/s2_bosh_tut_land_groups.html#s2_bosh_tut_battle_land_15"]]here[[/url]] to view a video tutorial about this subject.	True
encyclopedia_blocks_content_enc_text_manual_battle_conflict_groups_controlled	After grouping units you have the opportunity to give that group over to AI control. In this case they are given a set of basic instructions:<p><p>A) Attack this enemy: Click on the enemy army you want the AI-controlled group to attack.<p>B) Defend this position: AI-controlled group will defend the position it is standing on.<p><p>The AI-controlled group will carry out its instructions until completed or you give it another, conflicting order.<p><p>NB: If the AI-controlled group destroys its target it will defend its current position until given further orders.<p><p>This functionality is accessed through the user interface that slides out of the right-hand side of the screen.	True
encyclopedia_blocks_content_enc_text_manual_battle_conflict_groups_selection	A selection group is an easy way to select a unit or group of units by pressing a single key on your keyboard. Create up to ten selection groups by clicking on the unit or group of units in question and pressing G. However, when grouped units will not behave as a group until you have selected and locked their formation. You can do this by clicking on the group formation toggle buttons that appear on the left-hand side of the screen. A group that is locked will then manoeuvre whilst maintaining its formation. This is useful for keeping all units of a specific type under control. Selecting a different unit group moves your camera view to that group.	True
encyclopedia_blocks_content_enc_text_manual_battle_conflict_modes_fire	Fire-at-will is a mode that allows your missile troops to pick their own targets rather than only firing when specifically ordered to do so. It can be toggled on and off with the button in the bottom left-hand corner of the screen. Keeping it toggled off helps preserve ammunition, but if you take your eye off them they may be forced into melee.	True
encyclopedia_blocks_content_enc_text_manual_battle_conflict_modes_guard	Guard mode ensures that [[url="encyclopedia/units/inf_spear_yari_samurai.html"]]yari[[/url]] or [[url="encyclopedia/units/inf_heavy_naginata_samurai.html"]]naginata[[/url]] infantry fight defensively, try to maintain their formation when attacked and don't pursue the enemy if they run away. It can be toggled on and off by clicking on the guard mode button that appears in the bottom left-hand corner of the screen when the correct unit type is selected.	True
encyclopedia_blocks_content_enc_text_manual_battle_conflict_modes_halt	Pressing this button cancels orders and makes selected units or ships stop where they are. This is a quicker alternative to giving them a different order.	True
encyclopedia_blocks_content_enc_text_manual_battle_conflict_modes_loose	Although available to all units, loose formation is best used to increase the target area of missile units, make them more difficult for enemy missile troops to target (as they not standing closely packed together), and by cavalry to more easily ride down routers. Loose formation is not suitable for charges of any kind, as a closely-packed mass of men is crucial to the impact required to smash through a line. It can be toggled on and off by clicking on the loose formation button that appears in the bottom left-hand corner of the screen when a unit is selected.	True
encyclopedia_blocks_content_enc_text_manual_battle_conflict_modes_melee	Pressing the melee mode button locks the selected melee-capable units into melee mode, so all attack orders will result in a hand-to-hand attack until you click on the melee button again.	True
encyclopedia_blocks_content_enc_text_manual_battle_conflict_modes_naval_fire_support	In Fall of the Samurai if it is possible for your army to call in fire support from a nearby fleet, there will be a naval fire support button on the battle UI to issue a bombardment order. After clicking on it, simply left-click on the area of the battlefield you wish to attack. Once issued, the command to launch fire support can be rescinded by right-clicking anywhere on the land or sea away from the user interface. Fire support is a naturally inaccurate business, so may result in your own units coming under friendly fire and taking casualties.	True
encyclopedia_blocks_content_enc_text_manual_battle_conflict_modes_rallying	There is a chance that a routing unit can be persuaded to stay on the battlefield via the general's rally [[url="encyclopedia/how_to_play/060_enc_manual_battle_conflict_abilities.html"]]ability[[/url]]. To rally, click on the rally ability button with the general selected. The routers must be within the general's radius of influence for the rally to take effect. Units whose [[url="encyclopedia/how_to_play/052_enc_manual_battle_conflict_morale.html"]]morale[[/url]] is shattered will not respond to the command to rally. Commanders that are not generals cannot rally their men.	True
encyclopedia_blocks_content_enc_text_manual_battle_conflict_modes_rallying_sea	There is a chance that a routing ship can be persuaded to stay in the battle via the rally [[url="encyclopedia/how_to_play/060_enc_manual_battle_conflict_abilities.html"]]ability[[/url]] that some heavy and medium ships have. To rally, click on the rally ability button with the ship selected. The routers must be within the ship’s radius of influence for the rally to take effect. Ship crews whose [[url="encyclopedia/how_to_play/052_enc_manual_battle_conflict_morale.html"]]morale[[/url]] is shattered will not respond to the command to rally.	True
encyclopedia_blocks_content_enc_text_manual_battle_conflict_modes_rallying_sea	In the Rise of the Samurai campaign there is a chance that a routing ship can be persuaded to stay in the battle via the rally [[url="encyclopedia/how_to_play/060_enc_manual_battle_conflict_abilities.html"]]ability[[/url]] that some heavy and medium ships have. To rally, click on the rally ability button with the ship selected. The routers must be within the ship’s radius of influence for the rally to take effect. Ship crews whose [[url="encyclopedia/how_to_play/052_enc_manual_battle_conflict_morale.html"]]morale[[/url]] is shattered will not respond to the command to rally.	True
encyclopedia_blocks_content_enc_text_manual_battle_conflict_modes_routing	A unit or ship crew whose [[url="encyclopedia/how_to_play/052_enc_manual_battle_conflict_morale.html"]]morale[[/url]] is broken due to casualties, [[url="encyclopedia/how_to_play/053_enc_manual_battle_conflict_fatigue.html"]]fatigue[[/url]] or having to face overwhelming numbers of opponents will rout - break from combat and begin to leave the battlefield. There is a possibility that routers can be rallied, either by his presence or by use of the general's rally ability.	True
encyclopedia_blocks_content_enc_text_manual_battle_conflict_modes_run	The run button is used to toggle selected units between running and walking. Running is useful for going somewhere in a hurry, but doing it too much will [[url="encyclopedia/how_to_play/053_enc_manual_battle_conflict_fatigue.html"]]tire[[/url]] the men out.	True
encyclopedia_blocks_content_enc_text_manual_battle_conflict_modes_skirmish	When in skirmish mode missile troops avoid getting into melee by keeping their distance from the enemy. When a unit of missile troops is selected the skirmish mode button will appear in the bottom left-hand corner of the screen, where it can be toggled on and off. A missile unit in skirmish mode and with fire-at-will toggled on can be a deadly combination.	True
encyclopedia_blocks_content_enc_text_manual_battle_conflict_modes_wedge	Wedge formation is available to cavalry units whose general has the “Cavalry Commander” skill, its “arrow head” shape increasing the violence of their charge and enabling them to more easily break through a defending unit’s ranks. It can be toggled on and off by clicking on the wedge formation button that appears in the bottom left-hand corner of the screen when a cavalry unit is selected.	True
encyclopedia_blocks_content_enc_text_manual_battle_conflict_modes_withdraw	The withdraw button causes a unit or ship to leave the battle by travelling toward the edge of the field by the shortest route. It can be called back at any stage before it leaves by issuing a move or attack order.	True
encyclopedia_blocks_content_enc_text_manual_battle_conflict_morale	Morale is a measure of a unit's confidence and spirit during a battle. During a lengthy, protracted melee, the morale of the men is severely tested, and they will break and [[url="encyclopedia/how_to_play/049_enc_manual_battle_conflict_controls.html#enc_text_manual_battle_conflict_modes_routing"]]rout[[/url]] if it gets too low. This is indicated by the coloured bar at the top of each unit’s banner; when it is green morale is healthy, when it turns yellow a morale penalty is in place, when it turns red the unit is wavering and about to break and rout. The presence of the general alone can improve morale and highly-trained, elite units have much higher morale from the outset. Heroes also improve morale of those around them by their presence. Generals can also rally their men more effectively by use of their special [[url="encyclopedia/how_to_play/060s_enc_manual_battle_conflict_abilities_rally.html"]]regroup position[[/url]], [[url="encyclopedia/how_to_play/060m_enc_manual_battle_conflict_abilities_inspire_land.html"]]inspire[[/url]] and [[url="encyclopedia/how_to_play/060n_enc_manual_battle_conflict_abilities_inspire_sea.html"]]encourage[[/url]] abilities.	True
encyclopedia_blocks_content_enc_text_manual_battle_conflict_morale	Morale is a measure of a unit's confidence and spirit during a battle. During a lengthy, protracted melee, the morale of the men is severely tested, and they will break and rout if it gets too low. This is indicated by the coloured bar at the top of each unit’s banner; when it is green morale is healthy, when it turns yellow a morale penalty is in place, when it turns red the unit is wavering and about to break and rout. The presence of the general alone can improve morale and highly-trained, elite units have much higher morale from the outset. Heroes also improve morale of those around them by their presence. Generals can also rally their men more effectively by use of their special [[url="encyclopedia/how_to_play/060s_enc_manual_battle_conflict_abilities_rally.html"]]regroup position[[/url]], [[url="encyclopedia/how_to_play/060m_enc_manual_battle_conflict_abilities_inspire_land.html"]]inspire[[/url]] and [[url="encyclopedia/how_to_play/060n_enc_manual_battle_conflict_abilities_inspire_sea.html"]]encourage[[/url]] abilities.<p><p>Click [[url="encyclopedia/video/s2_bosh_tut_land_units_abilities.html#s2_bosh_tut_battle_land_12"]]here[[/url]] to view a video tutorial about this subject.	True
encyclopedia_blocks_content_enc_text_manual_battle_conflict_naval_battles	Naval battles work in exactly the same way as land battles: the battlefield is a seascape, individual ships replace units, and combat is controlled using essentially the same user interface as when fighting on land. During the period of history covered by Total War: Shogun 2 and the Rise of the Samurai campaign, fighting at sea consisted of firing arrows and then getting in close to [[url="encyclopedia/how_to_play/059_enc_manual_battle_naval_boarding.html"]]board[[/url]] and melee. During the Boshin War, featured in the Fall of the Samurai campaign, [[url="encyclopedia/units/boshin_art_armstrong_guns.html"]]artillery[[/url]] took centre stage, [[url="encyclopedia/how_to_play/bosh_enc_ammo_types.html#enc_text_manual_battle_conflict_torpedoes"]]torpedoes[[/url]] had been developed and [[url="encyclopedia/how_to_play/bosh_enc_abilities_ramming.html"]]ramming[[/url]] (with the advent of [[url="encyclopedia/units/boshin_ironclad_hms_warrior.html"]]ironclad[[/url]] hulls) was a viable battle tactic.<p><p>Click [[url="encyclopedia/video/s2_bosh_tut_naval_introduction.html#s2_bosh_tut_battle_naval_01"]]here[[/url]] to view a video tutorial about this subject.	True
encyclopedia_blocks_content_enc_text_manual_battle_conflict_naval_broadsides	When a ship fires all the cannons mounted on one side at another vessel this is known as a ‘broadside’. In order to do this it is necessary to carefully position your ship to ensure that the enemy takes the full brunt of your firepower. Clicking on the relevant broadside button (port or starboard) on the [[url="encyclopedia/how_to_play/047_enc_manual_battle_conflict.html#enc_text_manual_battle_conflict_review"]]battle review panel[[/url]] once fixes the guns on their target and focuses their arc of fire. The second click simultaneously fires them. Between broadsides it is of course necessary to reload the cannons, represented by a cooling down period. This also limits exploitability.<p><p>Click [[url="encyclopedia/video/s2_bosh_tut_naval_broadsides.html#s2_bosh_tut_battle_naval_11"]]here[[/url]] to view a video tutorial about this subject.	True
encyclopedia_blocks_content_enc_text_manual_battle_conflict_port_battles	In Fall of the Samurai, if a port is attacked whilst ships are docked there, a siege battle must be fought for control of it. To achieve victory when attacking you must completely destroy the defending fleet or pound the port until it is reduced to rubble. If there are coastal defences in place the defending force will be bolstered by fire from gun batteries, which will act as fixed artillery whilst the battle is occurring. They will automatically select targets when set to fire-at-will, but you can also select and target the guns yourself if you wish.	True
encyclopedia_blocks_content_enc_text_manual_battle_conflict_review	The battle review panel is the bar that appears across the bottom of the screen during battle. It contains the unit or ship cards representing your force, from which you can check their status and casualties. Clicking on a card selects a unit or ship, double-clicking on it zooms the camera directly to it. Pausing the game then right-clicking on a card opens an information panel. Ctrl + left-click on multiple cards enables you to easily select several units at once for grouping together.	True
encyclopedia_blocks_content_enc_text_manual_battle_conflict_sieges	During siege battles the combat revolves around control of the castle and its central keep. The [[url="encyclopedia/how_to_play/046_enc_manual_battle_deployment.html#enc_text_manual_battle_deployment_zones"]]deployment zone[[/url]] of the attacker will be outside the walls, the defender's will be around the keep. The object is to reach the keep and stay there and/or [[url="encyclopedia/how_to_play/052_enc_manual_battle_conflict_morale.html#enc_text_manual_battle_conflict_modes_routing"]]rout[[/url]] or destroy the enemy army. Once the attacker gets to the keep a countdown begins, during which they must retain control of the area. Of course, if the attacking forces manage to entirely rout them before that time they automatically win the battle.	True
encyclopedia_blocks_content_enc_text_manual_battle_conflict_sieges_attack	When fighting a siege battle as the attacker remember that the goal is to capture the castle's [[url="encyclopedia/how_to_play/002b_enc_glossary.html#enc_glossary_tenshu"]]keep[[/url]], not destroy it! To achieve victory, either kill or rout the entire army, or capture the central keep. Before you begin, ensure that any siege weapons are positioned close enough to target the enemy and their defences.	True
encyclopedia_blocks_content_enc_text_manual_battle_conflict_shells	There are five types of shot that can be used by [[url="encyclopedia/units/boshin_frigate_kaiyo_maru.html"]]ships[[/url]], [[url="encyclopedia/how_to_play/bosh_enc_coastal_defences.html"]]coastal defences[[/url]] and [[url="encyclopedia/units/boshin_art_armstrong_guns.html"]]field artillery pieces[[/url]]. On the battlefield you can vary the shot type used with the buttons that appear alongside [[url="encyclopedia/how_to_play/060_enc_manual_battle_conflict_abilities.html"]]abilities[[/url]] above the [[url="encyclopedia/how_to_play/047_enc_manual_battle_conflict.html#enc_text_manual_battle_conflict_review"]]battle review panel[[/url]]. The four shot types are:<p><p>Solid Shot Shell &#8211; This is the default projectile for ships. It has a cast iron shell that doesn’t contain explosives, but still has the power to penetrate [[url="encyclopedia/units/boshin_corvette_kasuga.html"]]wooden hulls[[/url]], although with only average accuracy.<p>Explosive Shell &#8211; This is a high explosive shell that is extremely good for penetrating the hulls of wooden ships or already-depleted crews. Although it is a low accuracy weapon with a small area of effect, it is still the perfect shell for firing at densely-packed clusters of ships.<p>Armour-piercing Shell &#8211; This is a high velocity armour-piercing shell that can easily penetrate the hulls of [[url="encyclopedia/units/boshin_corvette_kasuga_iron_plated.html"]]iron-plated ships[[/url]]. It is less powerful than an explosive shell but more accurate.<p>Advanced Armour-piercing Shell &#8211; This is a high velocity armour-piercing shell that is also highly explosive. It is effective when fired at all hull types, even [[url="encyclopedia/units/boshin_ironclad_hms_warrior.html"]]ironclads[[/url]].<p><p>Click [[url="encyclopedia/video/s2_bosh_tut_naval_shells.html#s2_bosh_tut_battle_naval_13"]]here[[/url]] to view a video tutorial about this subject.	True
encyclopedia_blocks_content_enc_text_manual_battle_conflict_sieges	During siege battles the combat revolves around control of the castle and its central keep. The [[url="encyclopedia/how_to_play/046_enc_manual_battle_deployment.html#enc_text_manual_battle_deployment_zones"]]deployment zone[[/url]] of the attacker will be outside the walls, the defender's will be around the keep. The object is to reach the keep and stay there and/or [[url="encyclopedia/how_to_play/052_enc_manual_battle_conflict_morale.html#enc_text_manual_battle_conflict_modes_routing"]]rout[[/url]] or destroy the enemy army. Once the attacker gets to the keep a countdown begins, during which they must retain control of the area. Of course, if the attacking forces manage to entirely rout them before that time they automatically win the battle.<p><p>Click [[url="encyclopedia/video/s2_bosh_tut_siege_introduction.html#s2_bosh_tut_battle_siege_01"]]here[[/url]] to view a video tutorial about this subject.	True
encyclopedia_blocks_content_enc_text_manual_battle_conflict_sieges_defence	When fighting a siege battle as the defender remember that the enemy will try to either sneak past your defences or rush them by force of arms. Use archers to kill approaching units and melee troops to kill those that get inside the castle compound! The enemy will try to wipe out all defenders, and if your men [[url="encyclopedia/how_to_play/052_enc_manual_battle_conflict_morale.html#enc_text_manual_battle_conflict_modes_routing"]]rout[[/url]] en masse from the castle the battle is over.	True
encyclopedia_blocks_content_enc_text_manual_battle_conflict_sieges_units	When besieged by the enemy an existing garrison will be bolstered by specially spawned defence units, representing the retainers of the clan, which will automatically disappear again after the battle. Although defence units do not retain any experience they gain during a siege, they are fully replenished the next time they are called to fight. The number of units provided depends on the level of the castle. The types and number of units are as follows:<p><p>Fort: 1 unit of [[url="encyclopedia/units/inf_sword_samurai_retainers.html"]]samurai retainers[[/url]]<p>Stronghold: 1 unit of samurai retainers; 1 unit of [[url="encyclopedia/units/inf_spear_yari_ashigaru_citizenry.html"]]yari ashigaru garrison[[/url]]<p>Fortress: 1 unit of samurai retainers; 2 units of yari ashigaru garrison; 1 unit of [[url="encyclopedia/units/inf_missile_bow_ashigaru_citizenry.html"]]bow ashigaru garrison[[/url]]<p>Castle: 2 units of samurai retainers; 2 units of yari ashigaru garrison; 2 units of bow ashigaru garrison; 1 unit of [[url="encyclopedia/units/inf_heavy_onna_bushi.html"]]onna bushi[[/url]]<p>Citadel: 3 units of samurai retainers; 3 units of yari ashigaru garrison; 4 units of bow ashigaru garrison; 1 unit of onna bushi<p><p>These numbers are modified by the presence of certain legendary buildings and the number of units already present in a  garrison when a siege begins (up to a maximum of 20), so if you are entitled to 12 defence units, but have an existing garrison of 10 units, 10 defence units are provided. When a legendary building is present it provides one additional defence unit (which takes the place of the weakest one provided by the castle if the size of the defence force is limited by the size of the existing garrison). The types and number of units are as follows:<p><p>Legendary bajutsu school: 1 unit of [[url="encyclopedia/units/cav_spear_yari_cavalry.html"]]yari cavalry[[/url]]<p>Legendary kyudo school: 1 unit of [[url="encyclopedia/units/inf_missile_bow_samurai.html"]]bow samurai[[/url]]<p>Legendary sojutsu school: 1 unit of [[url="encyclopedia/units/inf_spear_yari_samurai.html"]]yari samurai[[/url]]<p>Legendary kenjutsu school: 1 unit of [[url="encyclopedia/units/inf_sword_katana_samurai.html"]]katana samurai[[/url]]<p><p>In addition, there are slightly different rules for the Ikko Ikki, whose buildings provide naginata warrior monks as defence units, who will automatically replace the weakest defence unit(s) provided by the castle. The types and numbers of units are as follows:<p><p>Jodo shinshu temple: 1 unit of [[url="encyclopedia/units/inf_heavy_naginata_warrior_monks_citizenry.html"]]Ikko Ikki naginata warrior monks garrison[[/url]]<p>Jodo shinshu monastery: 2 units of Ikko Ikki naginata warrior monk garrison<p>Jodo shinshu sanctuary: 3 units of Ikko Ikki naginata warrior monk garrison<p>Honganji: 4 units of Ikko Ikki naginata warrior monk garrison	True
encyclopedia_blocks_content_enc_text_manual_battle_conflict_sieges_units_boshin	In the Fall of the Samurai campaign the types and number of units are as follows:<p><p>Town: 1 unit of [[url="encyclopedia/units/boshin_inf_spear_levy_garrison.html"]]spear levy garrison[[/url]]<p>Large town: 1 unit of levy garrison infantry; 1 unit of spear levy garrison<p>City: 2 units of spear levy garrison<p>Municipality: 2 units of spear levy garrison<p>Prefecture: 3 units of spear levy garrison<p><p>These numbers are modified by the presence of certain other buildings as follows:<p><p>Stronghold: 1 unit of [[url="encyclopedia/units/boshin_inf_militia_levy_infantry_garrison.html"]]levy garrison infantry[[/url]]<p>Fortress: 2 units of levy garrison infantry<p>Castle: 2 units of levy garrison infantry<p>Citadel: 3 units of levy garrison infantry<p>Star fort: 4 units of levy garrison infantry<p>Cadet school: 1 unit of [[url="encyclopedia/units/boshin_inf_garrison_infantry.html"]]garrison infantry[[/url]]<p>Barracks: 2 units of garrison infantry<p>Military academy: 3 units of garrison infantry<p>Army war college: 4 units of garrison infantry<p>Traditional dojo: 1 unit of levy garrison infantry<p>Samurai dojo: 1 unit of levy garrison infantry; 1 unit of spear levy garrison<p>Master dojo: 2 units of levy garrison infantry; 1 unit of spear levy garrison<p>Legendary dojo: 2 units of levy garrison infantry; 2 units of spear levy garrison<p><p>Click [[url="encyclopedia/video/s2_bosh_tut_camp_essentials_occupation.html#s2_bosh_tut_camp_essentials_18"]]here[[/url]] to view a video tutorial about this subject.	True
encyclopedia_blocks_content_enc_text_manual_battle_conflict_sieges_units_gempei	In the Rise of the Samurai campaign the types and number of units are as follows:<p><p>Town: 1 unit of [[url="encyclopedia/units/genpei_inf_missile_bow_levy_garrison.html"]]bow levy garrison[[/url]]<p>Stronghold: 1 unit of bow levy garrison<p>Fort: 1 unit of bow levy garrison<p>Castle: 1 unit of bow levy garrison; 1 unit of [[url="encyclopedia/units/genpei_inf_heavy_naginata_levy_garrison.html"]]naginata levy garrison[[/url]]<p><p>These numbers are modified by the presence of certain other buildings as follows:<p><p>Tadokoro: 2 units of naginata levy garrison<p>Muster field: 2 units of naginata levy garrison<p>Barracks: 2 units of naginata levy garrison<p>Arsenal: 2 units of naginata levy garrison<p>Town watch: 3 units of naginata levy garrison; 1 unit of bow levy garrison<p>Militia hall: 3 units of bow levy garrison; 6 units of naginata levy garrison<p>Kondeidokoro: 5 units of bow levy garrison; 8 units of naginata levy garrison<p>Koryu dojo: 1 unit of onna bushi<p>Bushi dojo: 1 unit of [[url="encyclopedia/units/genpei_inf_missile_samurai_infantry_garrison.html"]]foot samurai garrison[[/url]]<p>Legendary koryu dojo: 1 unit of onna bushi<p>Legendary bushi dojo: 1 unit of foot samurai garrison	True
encyclopedia_blocks_content_enc_text_manual_battle_conflict_torpedoes	Torpedoes are shells launched from tubes mounted on the deck of [[url="encyclopedia/units/boshin_ironclad_hms_warrior.html"]]ironclad ships[[/url]]. They are a medium-sized projectile that, when fired, will head in the direction the ship is facing and then explode on contact.	True
encyclopedia_blocks_content_enc_text_manual_battle_conflict_towers	In Fall of the Samurai it is possible to increase the defensive capabilities of a castle by upgrading its tower defences. In battle, towers fire automatically and do not require the presence of a [[url="encyclopedia/how_to_play/057_enc_manual_battle_conflict_sieges.html#enc_text_manual_battle_conflict_sieges_units_boshin"]]garrison[[/url]], but can also be selected and controlled as if they were a unit. They can also be captured and turned against their owners or destroyed to render them useless to either side. Each [[url="encyclopedia/how_to_play/057_enc_manual_battle_conflict_sieges.html#enc_text_manual_battle_conflict_towers"]]tower upgrade[[/url]] improves the [[url="encyclopedia/how_to_play/bosh_enc_ammo_types.html"]]ordnance[[/url]] used; each [[url="encyclopedia/buildings/bos_castle_3_fortress.html"]]castle upgrade[[/url]] improves the tower structure itself. The possible towers are as follows:<p><p>Archer Towers<p><p>Archer towers come as the default tower defences with all levels of castle, acting as an in-built defence against a besieging enemy. Occupied by archers, they automatically shoot arrows at any nearby foe. However, as the commander you can select them and order attacks on specific targets. In addition, archer towers have the [[url="encyclopedia/how_to_play/060i_enc_manual_battle_conflict_abilities_arrow_land.html#enc_text_manual_battle_conflict_abilities_arrow_land"]]fire arrow ability[[/url]], triggered via the dedicated button on the [[url="encyclopedia/how_to_play/047_enc_manual_battle_conflict.html#enc_text_manual_battle_conflict_review"]]battle review panel[[/url]].<p><p>Matchlock Towers<p><p>Matchlock towers act as an in-built defence against a besieging enemy. Occupied by matchlock-armed troops, they automatically fire bullets at any nearby foe. However, as the commander you can select them and order attacks on specific targets. In addition, matchlock towers have the [[url="encyclopedia/how_to_play/060u_enc_manual_battle_conflict_abilities_volley.html"]]rapid volley ability[[/url]], triggered via the dedicated button on the battle review panel.<p><p>Gatling Gun Towers<p><p>Gatling gun towers act as an in-built defence against a besieging enemy. Occupied by Gatling gun crews, they automatically fire bullets at high speed at any nearby foe. However, as the commander you can select them and order attacks on specific targets. In addition, Gatling gun towers have the [[url="encyclopedia/how_to_play/bosh_enc_abilities_firing_speed.html"]]increased firing speed ability[[/url]], triggered via the dedicated button on the battle review panel.<p><p>Battery Towers<p><p>Battery towers act as an in-built defence against a besieging enemy. Occupied by gun-armed troops, they are unique in that they can switch between two firing methods. The former being Gatling guns (firing bullets at high speed) or, alternatively, gun batteries (which fire cannon balls at any nearby foe). As the commander, you can select them and order attacks on specific targets. In addition, battery towers have the [[url="encyclopedia/how_to_play/bosh_enc_abilities_fast_reload.html#enc_text_manual_battle_conflict_abilities_fast_reload"]]fast reload ability[[/url]], triggered via the dedicated button on the battle review panel.<p><p>Click [[url="encyclopedia/video/s2_bosh_tut_siege_assault.html#s2_bosh_tut_battle_siege_11"]]here[[/url]] to view a video tutorial about this subject.	True
encyclopedia_blocks_content_enc_text_manual_battle_conflict_towers_3rd	You can go in to third person mode at any time by pressing the H key. This allows you to control any artillery piece, including the Gatling gun and tower defences, with greater accuracy. This does come at the cost of controlling the rest of your army, so unless used carefully you can as easily lose a battle as win it.	True
encyclopedia_blocks_content_enc_text_manual_battle_deployment_abilities	There are a number of helpful [[url="encyclopedia/how_to_play/060_enc_manual_battle_conflict_abilities.html"]]abilities[[/url]] that can only be utilised during the deployment phase of a battle, specifically: the construction of [[url="encyclopedia/how_to_play/060b_enc_manual_battle_conflict_abilities_bamboo.html"]]bamboo walls[[/url]], the setting up of [[url="encyclopedia/how_to_play/060v_enc_manual_battle_conflict_abilities_screens.html"]]screens[[/url]] to protect archers and the laying of [[url="encyclopedia/how_to_play/060q_enc_manual_battle_conflict_abilities_mines.html"]]mines[[/url]] prior to a naval battle. All other unit abilities are activated during battle.	True
encyclopedia_blocks_content_enc_text_manual_battle_deployment_phase	The deployment phase is the period of time between arriving on a battlefield or seascape and the start of the battle itself, where you can arrange your units into the formation of your choice. When complete, press the gong button to begin fighting.	True
encyclopedia_blocks_content_enc_text_manual_battle_deployment_speeches	The general will give a rousing speech to his troops during the deployment phase before a battle. The contents are designed to prepare the men for combat with the particular foe they are about to face, and also reflect the general's [[url="encyclopedia/how_to_play/031_enc_manual_army_experience.html"]]experience[[/url]], [[url="encyclopedia/how_to_play/042_enc_manual_skills.html"]]skills[[/url]] and [[url="encyclopedia/how_to_play/043_enc_manual_traits.html"]]character traits[[/url]].	True
encyclopedia_blocks_content_enc_text_manual_battle_deployment_weather	Weather conditions should be considered when fighting a battle. They are displayed on the battlefield at the point of deployment along with a summary of their effects, so you can make an informed choice about fighting in certain conditions before joining battle. Wet conditions will affect the usefulness of gunpowder and other missile weapons only when playing in single player mode. This means that [[url="encyclopedia/how_to_play/060i_enc_manual_battle_conflict_abilities_arrow_land.html"]]fire arrows[[/url]] will not work (and therefore cannot be used by either side) and any units that use [[url="encyclopedia/units/inf_missile_matchlock_ashigaru.html"]]gunpowder weapons[[/url]] will have increased loading times. [[url="encyclopedia/how_to_play/053_enc_manual_battle_conflict_fatigue.html"]]Fatigued[[/url]] units also recover more slowly in the wet or snow. It is also much more difficult to set a building or ship alight in the rain, and by the same token anything on fire will be extinguished more quickly due to the downpour. Those [[url="encyclopedia/units/medium_ship_sengoku_bune.html"]]ships with sails[[/url]] can be blown-off course if the prevailing winds are strong. Naturally, this does not affect the majority of available vessels as they are powered by oars. Mists and fog may occur close to ground level or the surface of water, affecting the range and accuracy of missiles. Enemy units (not ships) will be concealed if they are 600 metres away or further.	True
encyclopedia_blocks_content_enc_text_manual_battle_deployment_zones	During deployment you can secretly arrange your units or ships inside your deployment zone before battle commences. The enemy general will deploy his men within the opposite area. The attacker always deploys first. When you are ready to fight click on the gong button in the centre of the screen.	True
encyclopedia_blocks_content_enc_text_manual_battle_deployment_zones	During deployment you can secretly arrange your units or ships inside your deployment zone before battle commences. The enemy general will deploy his men within the opposite area. The attacker always deploys first. When you are ready to fight click on the gong button in the centre of the screen.<p><p>Click [[url="encyclopedia/video/s2_bosh_tut_land_controls.html#s2_bosh_tut_battle_land_03"]]here[[/url]] to view a video tutorial about this subject.	True
encyclopedia_blocks_content_enc_text_manual_battle_naval_boarding	During a boarding action the crew of one ship will attempt to take over another with a combination of melee and support from missile troops. With your own ship selected, click on the boarding button and then pick a target vessel to order your ship to close with it and send an armed group aboard to capture it. Boarding actions call for a high degree of skill and courage in the troops taking part, and can be cancelled at any time by de-selecting the button or by issuing a contradictory order.	True
encyclopedia_blocks_content_enc_text_manual_battle_naval_capture	Following victory in a sea battle, and dependent on having an empty space for a ship in your fleet, there is a chance that the vanquished enemy's ships will be captured. If this occurs they will appear on the [[url="encyclopedia/how_to_play/032_enc_manual_ui_battle.html# enc_text_manual_ui_battle_post"]]post-battle statistics panel[[/url]]. The crew will be replaced by your own men.	True
encyclopedia_blocks_content_enc_text_manual_battle_naval_topography_land	There are many small islands and outcrops of rock protruding from the seas surrounding Japan. They cannot be crossed, it is necessary to carefully row around them. They can be fired over, depending on the size of the ship in question and whether there are archers on board.	True
encyclopedia_blocks_content_enc_text_manual_battle_naval_topography_shallows	Coastal areas and islands may have areas of shallow water nearby. Your ships cannot cross shallow water for fear of running aground, it is only possible to row around it. It is possible to identify shallow water by the dark rock patches or coral reefs under the surface when near a coastline.	True
encyclopedia_blocks_content_enc_text_manual_battlefield_play	Unlike the campaign map, the battlefield is a real-time environment. Here you command an army or navy of up to twenty units against an opposing force [[url="encyclopedia/how_to_play/003a_enc_ui_frontend_grand_clan.html#enc_text_ui_frontend_grand_clan_drop_in"]](generally)[[/url]] controlled by the game's artificial intelligence. There are two distinct phases of a battle: the deployment phase and [[url="encyclopedia/how_to_play/047_enc_manual_battle_conflict.html"]]the conflict phase[[/url]].	True
encyclopedia_blocks_content_enc_text_manual_boshin_clan_fame	As in Total War: Shogun 2, the capture of territory increases your clan’s fame across Japan. However, now an increase in fame brings with it a new title for the daimyo, depending on his [[url="encyclopedia/how_to_play/bosh_enc_allegiance.html#enc_text_manual_agent_actions_subterfuge_boshin_allegiance"]]allegiance[[/url]] to either the [[url="encyclopedia/how_to_play/002b_enc_glossary.html#enc_glossary_shogunate"]]Shogunate[[/url]] or the Emperor. When fame reaches a certain level you must choose to rally behind one power or the other, declaring war against all clans with allegiance to the opposition.<p><p>Click [[url="encyclopedia/video/s2_bosh_tut_camp_advanced_family.html#s2_bosh_tut_campaign_advanced_14"]]here[[/url]] to view a video tutorial about this subject.	True
encyclopedia_blocks_content_enc_text_manual_boshin_foreign_trade	Once a [[url="encyclopedia/buildings/bos_port_3_trading_port.html"]]trading port[[/url]] has been constructed in Fall of the Samurai it can then be upgraded to one of three [[url="encyclopedia/buildings/bos_port_4_british_trading_district.html"]]trading districts[[/url]] - one for each of the foreign powers active in Japan at this time. Foreign trading districts improve both trade income and local growth, increase [[url="encyclopedia/how_to_play/014_enc_manual_hud_arts.html#enc_text_manual_hud_boshin_modernisation"]]modernisation[[/url]], enable the [[url="encyclopedia/how_to_play/018a_enc_manual_actions_campaign_recruitment.html"]]recruitment[[/url]] of foreign troops, and provide a resource and clan-wide effect particular to the nation running them. Their presence will cause [[url="encyclopedia/how_to_play/020_enc_manual_public_order.html"]]unrest[[/url]] in host provinces. Once three districts belonging to one nation have been constructed there is a chance that a military mission for that nation will be offered. Accepting it locks your clan into a military pact with the mission-giver, reducing the cost and time needed to recruit their troops and contributing to your clan’s capacity for modernisation. This can only happen once, and it is not possible to enter pacts with more than one nation.	True
encyclopedia_blocks_content_enc_text_manual_boshin_foreign_trade_routes	Once trade with foreign powers has been undertaken in Fall of the Samurai a trade route to that nation will appear on the map. The route disappears off the map in the direction of actual routes of the time, indicated by an arrow-shaped golden node. It is not possible to click on or interact with the node; it does not work the same way as trade posts in Shogun 2.	True
encyclopedia_blocks_content_enc_text_manual_boshin_railways	In Fall of the Samurai railways can be built in those provinces with the relevant [[url="encyclopedia/how_to_play/018e_enc_manual_actions_campaign_construction.html#enc_text_manual_actions_campaign_construction_speciality"]]province speciality building[[/url]]. Each clan is allowed one line each. Both armies and [[url="encyclopedia/how_to_play/044_enc_manual_agents_subterfuge.html"]]agents[[/url]] can use railways. To move to a station right-click on it in the same way you would any other target. Once at the station, a map will appear containing a list of possible destinations. Select one to move instantly move there. It is also possible to use stations belonging to those clans with whom [[url="encyclopedia/how_to_play/015c1_enc_manual_hud_diplomacy_access.html"]]military access[[/url]] has been negotiated. Rail travel can be disrupted by the [[url="encyclopedia/how_to_play/044a_enc_manual_agent_actions_subterfuge.html#enc_text_manual_agent_actions_subterfuge_sabotage"]]sabotage[[/url]] of a station.	True
encyclopedia_blocks_content_enc_text_manual_campaign_boshin_naval_bombardment	In Fall of the Samurai, naval bombardment allows fleets to support our armies’ actions by providing a direct artillery barrage during a land battle, or by weakening enemy armies and settlements on the campaign map prior to an attack. It will automatically occur if an army or city under [[url="encyclopedia/how_to_play/057_enc_manual_battle_conflict_sieges.html"]]siege[[/url]] is within our fleet's arc of fire or can be controlled manually by right-clicking on the target. Bombardment is not possible whilst a fleet is [[url="encyclopedia/how_to_play/039_enc_manual_fleet_blockades.html"]]blockading[[/url]] a port or if docked at a port. If there is an enemy fleet at a port we wish to bombard, it is only possible to [[url="encyclopedia/how_to_play/028_enc_manual_army_attack.html#enc_text_manual_army_attack_port_battle"]]assault the port[[/url]] in the conventional manner.<p><p>Click [[url="encyclopedia/video/s2_bosh_tut_camp_advanced_navies.html#s2_bosh_tut_campaign_advanced_06"]]here[[/url]] to view a video tutorial about this subject.	True
encyclopedia_blocks_content_enc_text_manual_campaign_boshin_naval_fire_support	In Fall of the Samurai an army, commanded by a general and positioned inside the bombardment range of a fleet, may be eligible for naval fire support during a land battle. In these cases there is the ability to call in fire support via the dedicated button on the [[url="encyclopedia/how_to_play/047_enc_manual_battle_conflict.html#enc_text_manual_battle_conflict_review"]]battle review panel[[/url]]. Once naval fire support is selected, left-click on the area of battlefield you wish to bombard or right-click anywhere on the land or sea to cancel.	True
encyclopedia_blocks_content_enc_text_manual_clan_effects	The bonus effects awarded through [[url="encyclopedia/how_to_play/012a_enc_manual_hud_events_dilemmas.html"]]dilemma[[/url]] decisions, [[url="encyclopedia/how_to_play/012c_enc_manual_hud_events_missions.html"]]missions[[/url]] rewards and [[url="encyclopedia/how_to_play/022_enc_manual_clan_traits.html"]]clan traits[[/url]] are displayed next to the radar map. These may take the form of bonuses to income, construction and recruitment costs, the daimyo's [[url="encyclopedia/how_to_play/026_enc_manual_clan_honour.html"]]honour[[/url]] or boosts to [[url="encyclopedia/how_to_play/031_enc_manual_army_experience.html"]]unit experience[[/url]]. Some are permanent - as in the case of clan traits - others are temporary, lasting just a few turns before disappearing.	True
encyclopedia_blocks_content_enc_text_manual_clan_fame	Your [[url="encyclopedia/how_to_play/002b_enc_glossary.html#enc_glossary_clan"]]clan's[[/url]] fame is a measure of your progress during a campaign as viewed by your rivals. It can be influenced by [[url="encyclopedia/how_to_play/002b_enc_glossary.html#enc_glossary_province"]]province[[/url]] ownership, battles lost or won, the personal [[url="encyclopedia/how_to_play/026_enc_manual_clan_honour.html"]]honour[[/url]] of your daimyo and the legendary buildings under your control. If the level of your fame becomes too great you will be considered a threat and the shogun (or the emperor in the Rise of the Samurai campaign) will declare your clan enemies of the state, which will in turn lead to attacks from other clans.	True
encyclopedia_blocks_content_enc_text_manual_clan_honour	A [[url="encyclopedia/how_to_play/002b_enc_glossary.html#enc_glossary_daimyo"]]daimyo[[/url]] does not have [[url="encyclopedia/how_to_play/025_enc_manual_clan_loyalty.html"]]loyalty[[/url]] to the clan he leads, he instead has personal honour. If he loses honour, this will in turn affect the loyalty of his generals. Factors that may cause loss of honour include: a crushing defeat of an army led by the daimyo, breaking a [[url="encyclopedia/how_to_play/015f1_enc_manual_hud_diplomacy_options_peace.html"]]treaty[[/url]] or [[url="encyclopedia/how_to_play/015c_enc_manual_hud_diplomacy_options_alliance.html"]]alliance[[/url]], the [[url="encyclopedia/how_to_play/028_enc_manual_army_attack.html#enc_text_manual_army_attack_siege"]]looting[[/url]] of castle towns, allowing a dishonoured general to live despite many failures or the [[url="encyclopedia/how_to_play/025_enc_manual_clan_loyalty.html"]]the risk of treason[[/url]], or the clan’s conversion to Christianity. Factors that increase the daimyo’s honour include: a heroic victory or destruction of a clan by an army led by the daimyo, the acquisition of [[url="encyclopedia/how_to_play/015e_enc_manual_hud_diplomacy_options_vassals.html"]]vassal[[/url]] clans or [[url="encyclopedia/how_to_play/006_enc_manual_intro.html#enc_text_manual_intro_shogun"]]becoming shogun[[/url]].	True
encyclopedia_blocks_content_enc_text_manual_clan_fame	Your [[url="encyclopedia/how_to_play/002b_enc_glossary.html#enc_glossary_clan"]]clan's[[/url]] fame is a measure of your progress during a campaign as viewed by your rivals. It can be influenced by [[url="encyclopedia/how_to_play/002b_enc_glossary.html#enc_glossary_province"]]province[[/url]] ownership, battles lost or won, the personal [[url="encyclopedia/how_to_play/026_enc_manual_clan_honour.html"]]honour[[/url]] of your daimyo and the legendary buildings under your control. If the level of your fame becomes too great you will be considered a threat and the Shogun (or the Emperor in the Rise of the Samurai campaign) will declare your clan enemies of the state, which will in turn lead to attacks from other clans.	True
encyclopedia_blocks_content_enc_text_manual_clan_honour	A [[url="encyclopedia/how_to_play/002b_enc_glossary.html#enc_glossary_daimyo"]]daimyo[[/url]] does not have [[url="encyclopedia/how_to_play/025_enc_manual_clan_loyalty.html"]]loyalty[[/url]] to the clan he leads, he instead has personal honour. If he loses honour, this will in turn affect the loyalty of his generals. Factors that may cause loss of honour include: a crushing defeat of an army led by the daimyo, breaking a [[url="encyclopedia/how_to_play/015f1_enc_manual_hud_diplomacy_options_peace.html"]]treaty[[/url]] or [[url="encyclopedia/how_to_play/015c_enc_manual_hud_diplomacy_options_alliance.html"]]alliance[[/url]], the [[url="encyclopedia/how_to_play/028_enc_manual_army_attack.html#enc_text_manual_army_attack_siege"]]looting[[/url]] of castle towns or settlements (in Fall of the Samurai), allowing a dishonoured general to live despite many failures or the [[url="encyclopedia/how_to_play/025_enc_manual_clan_loyalty.html"]]the risk of treason[[/url]], or the clan’s conversion to Christianity. Factors that increase the daimyo’s honour include: a heroic victory or destruction of a clan by an army led by the daimyo, the acquisition of [[url="encyclopedia/how_to_play/015e_enc_manual_hud_diplomacy_options_vassals.html"]]vassal[[/url]] clans or [[url="encyclopedia/how_to_play/006_enc_manual_intro.html#enc_text_manual_intro_shogun"]]becoming Shogun[[/url]].	True
encyclopedia_blocks_content_enc_text_manual_clan_loyalty	Each general has a loyalty rating that is used to determine his likeliness to be [[url="encyclopedia/how_to_play/044a_enc_manual_agent_actions_subterfuge.html"]]bribed[[/url]], leave your clan and defect to another. Loyalty is influenced by factors such as the daimyo's [[url="encyclopedia/how_to_play/026_enc_manual_clan_honour.html"]]honour[[/url]], glorious victories in battle, [[url="encyclopedia/how_to_play/015h_enc_manual_hud_diplomacy_options_marriage.html"]]marriage[[/url]] within the clan, being made heir to the clan leadership, the acquisition of [[url="encyclopedia/how_to_play/043_enc_manual_traits.html"]]character traits[[/url]] and [[url="encyclopedia/how_to_play/042_enc_manual_skills.html"]]skills[[/url]], the choices made during [[url="encyclopedia/how_to_play/012a_enc_manual_hud_events_dilemmas.html"]]dilemmas[[/url]] and whether a general is made a [[url="encyclopedia/how_to_play/016_enc_manual_hud_management.html"]]commissioner[[/url]] or neglected within the clan. If his loyalty gets too low there may be no choice other than to order that he commits [[url="encyclopedia/how_to_play/002b_enc_glossary.html#enc_glossary_seppuku"]]seppuku[[/url]].	True
encyclopedia_blocks_content_enc_text_manual_clan_traits	Every [[url="encyclopedia/how_to_play/002b_enc_glossary.html#enc_glossary_clan"]]clan[[/url]] has a set of characteristics particular to them, known as clan traits. Clan traits work in a similar way to [[url="encyclopedia/how_to_play/043_enc_manual_traits.html"]]character traits[[/url]] but are present from the start of a campaign, rather than awarded as it progresses. Each trait has one or more effects that bestow a bonus or penalty on an aspect of the clan's activities, mouse over the icon next to the radar map or check the [[url="encyclopedia/how_to_play/016_enc_manual_hud_management.html#enc_text_manual_hud_management_summary"]]summary tab[[/url]] on the [[url="encyclopedia/how_to_play/016_enc_manual_hud_management.html"]]clan management panel[[/url]] to see detailed information. Clan traits are always permanent.	True
encyclopedia_blocks_content_enc_text_manual_fleet_access_off	To disembark an army or agent onto land, select it and hover your mouse over the coast. The cursor will change into an arrow with a figure - illustrating that the army or agent can be disembarked. Right-click to disembark. Disembarkation also works by left-clicking and dragging the army or agent onto the land. Ctrl + A to select all units or agents on a tab.	True
encyclopedia_blocks_content_enc_text_manual_fleet_access_off	To disembark an army or agent onto land, select it and hover your mouse over the coast. The cursor will change into an arrow with a figure - illustrating that the army or agent can be disembarked. Right-click to disembark. Disembarkation also works by left-clicking and dragging the army or agent onto the land. Ctrl + A to select all units or agents on a tab.<p><p>Click [[url="encyclopedia/video/s2_bosh_tut_camp_advanced_navies.html#s2_bosh_tut_campaign_advanced_04"]]here[[/url]] to view a video tutorial about this subject.	True
encyclopedia_blocks_content_enc_text_manual_fleet_access_on	Board a fleet at a coast by left-clicking to select your army or agent and right-clicking to move onto it. Note that it is not possible for a boarded fleet to leave port until the beginning of the following turn.	True
encyclopedia_blocks_content_enc_text_manual_fleet_assaults	An army [[url="encyclopedia/how_to_play/040_enc_manual_fleet_access.html"]]transported[[/url]] by one of your fleets can launch an amphibious attack against an enemy force on the coast. Once the attack order has been given and the fleet has rowed to the coastline our army will disembark and attack the enemy. It is not possible for your force to withdraw from battle once this has occurred. Friendly armies aboard nearby ships cannot act as reinforcements. Only armies that have disembarked and are not already engaged in a coastal assault can reinforce them.	True
encyclopedia_blocks_content_enc_text_manual_fleet_attack	You can attack a fleet belonging to another [[url="encyclopedia/how_to_play/002b_enc_glossary.html#enc_glossary_clan"]]clan[[/url]] when it is within the highlighted area by right-clicking on it. If the target is further away than your fleet's movement extent will allow, it will take more than one turn to reach it and launch an attack. Once a fleet has reached its target the [[url="encyclopedia/how_to_play/032_enc_manual_ui_battle.html"]]battle panel[[/url]] will be displayed, prompting you to fight, [[url="encyclopedia/how_to_play/032_enc_manual_ui_battle.html#enc_text_manual_ui_battle_auto"]]resolve the battle automatically[[/url]] or withdraw.	True
encyclopedia_blocks_content_enc_text_manual_fleet_blockades	A blockade is a cordon of ships that prevents any trade going through a [[url="encyclopedia/how_to_play/018e_enc_manual_actions_campaign_construction.html#enc_text_manual_actions_campaign_construction_infrastructure_ports"]]port[[/url]] whilst it is in place and any fleet moored there from escaping without fighting a battle. It can be broken by a naval attack on the blockading fleet. You can blockade a port by right-clicking on it as you would another fleet, with your own selected. If there is an enemy fleet moored there, a cordon graphic will appear to indicate a blockade is under way. Otherwise, your fleet will row straight into the port and occupy it.	True
encyclopedia_blocks_content_enc_text_manual_fleet_fragments_merge	Fleets that are not large enough to be effective could be destroyed if attacked by a superior force, so it is prudent to merge any fragments together. Select one and right-click on another to move to and merge with it.	True
encyclopedia_blocks_content_enc_text_manual_fleet_fragments_repairs	A ship that has been damaged in combat must be repaired. In this instance move to a friendly port. To begin the repair process press the dedicated button that appears in the bottom left-hand corner of the screen. The crew will be replenished at the same time.	True
encyclopedia_blocks_content_enc_text_manual_fleet_moves	Left-click to select a fleet and then right-click to move it to any part of the highlighted area - this is the extent of its movement capability during a single turn.	True
encyclopedia_blocks_content_enc_text_manual_fleet_moves_blocked	Positioning a fleet in the straits between two of Japan's great islands enables that fleet to block other fleets from using that route and enemy armies or [[url="encyclopedia/how_to_play/044_enc_manual_agents_subterfuge.html"]]agents[[/url]] from crossing between the headlands by use of the land bridges that stretch between them.	True
encyclopedia_blocks_content_enc_text_manual_fleet_moves_generals	As the concept of dedicated admirals didn’t exist in Japan at this time, a general simply controls a fleet of ships in exactly the same way as he does an army. Simply order your general to board a fleet for him to take command. If your fleet does not have a general a commander will be assigned to it in the  [[url="encyclopedia/how_to_play/027_enc_manual_army_moves.html"]]same way (and with the same restrictions)[[/url]] as if it was an army fighting on land.	True
encyclopedia_blocks_content_enc_text_manual_fleet_raiding_trade_routes	You can attack an enemy clan's [[url="encyclopedia/how_to_play/019_enc_manual_trade.html"]]trade[[/url]] by simply selecting your fleet and right-clicking on their trade route. A proportion of their income from that route will be passed to your [[url="encyclopedia/how_to_play/011_enc_manual_hud_treasury.html"]]treasury[[/url]] whilst your fleet remains in place. An attack on a [[url="encyclopedia/how_to_play/018e_enc_manual_actions_campaign_construction.html#enc_text_manual_actions_campaign_construction_infrastructure_ports"]]port[[/url]], either by a [[url="encyclopedia/how_to_play/039_enc_manual_fleet_blockades.html"]]fleet[[/url]] or by [[url="encyclopedia/how_to_play/044a_enc_manual_agent_actions_subterfuge.html#enc_text_manual_agent_actions_subterfuge_sabotage"]]sabotage[[/url]], will result in the disruption of trade and the cancellation of a [[url="encyclopedia/how_to_play/015b_enc_manual_hud_diplomacy_options_trade.html#enc_text_manual_hud_diplomacy_options_trade_agreement"]]trade agreement[[/url]] only if there are no other ports through which to re-route it.	True
encyclopedia_blocks_content_enc_text_manual_fleet_raiding_trade_routes	You can attack an enemy clan's [[url="encyclopedia/how_to_play/019_enc_manual_trade.html"]]trade[[/url]] by simply selecting your fleet and right-clicking on their trade route. A proportion of their income from that route will be passed to your [[url="encyclopedia/how_to_play/011_enc_manual_hud_treasury.html"]]treasury[[/url]] whilst your fleet remains in place. An attack on a [[url="encyclopedia/how_to_play/018e_enc_manual_actions_campaign_construction.html#enc_text_manual_actions_campaign_construction_infrastructure_ports"]]port[[/url]], either by a [[url="encyclopedia/how_to_play/039_enc_manual_fleet_blockades.html"]]fleet[[/url]] or by [[url="encyclopedia/how_to_play/044a_enc_manual_agent_actions_subterfuge.html#enc_text_manual_agent_actions_subterfuge_sabotage"]]sabotage[[/url]], will result in the disruption of trade and the cancellation of a [[url="encyclopedia/how_to_play/015b_enc_manual_hud_diplomacy_options_trade.html#enc_text_manual_hud_diplomacy_options_trade_agreement"]]trade agreement[[/url]] only if there are no other ports through which to re-route it.<p><p>Click [[url="encyclopedia/video/s2_bosh_tut_camp_advanced_navies.html#s2_bosh_tut_campaign_advanced_05"]]here[[/url]] to view a video tutorial about this subject.	True
encyclopedia_blocks_content_enc_text_manual_fleet_reveal	Since diplomacy with and war against other [[url="encyclopedia/how_to_play/002b_enc_glossary.html#enc_glossary_clan"]]clans[[/url]] can only be undertaken when your respective territories are adjacent, you can increase your line of sight by sending fleets further along the coast or [[url="encyclopedia/how_to_play/044_enc_manual_agents_subterfuge.html"]]agents[[/url]] into unknown lands to encounter new clans. However, be careful not to go too far without back-up - you may fall foul of hostile neighbours or suffer [[url="encyclopedia/how_to_play/030_enc_manual_army_attrition.html"]]attrition[[/url]] if your ships stray too far from the coast.	True
encyclopedia_blocks_content_enc_text_manual_food_shortages	In Shogun 2, food is a driving force of both the [[url="encyclopedia/how_to_play/019a_enc_manual_province_wealth.html"]]economy[[/url]] and [[url="encyclopedia/how_to_play/020_enc_manual_public_order.html"]]public order[[/url]] of your clan. Food is spread across all the provinces you control, so the output of a high level [[url="encyclopedia/how_to_play/018e_enc_manual_actions_campaign_construction.html#enc_text_manual_actions_campaign_construction_infrastructure_farms"]]farm[[/url]] may be shared out between other provinces in your domain. [[url="encyclopedia/how_to_play/018e_enc_manual_actions_campaign_construction.html#enc_text_manual_actions_campaign_construction_castle"]]Castle towns[[/url]] are the chief consumer of food; the higher the level of castle town, the larger its population and therefore the larger the amount of food consumed. High level buildings of the market chain also consume food. Food is produced by farms; the higher the level of farm, the larger the amount of food produced. It is essential to strike a balance between food production and consumption as food shortages at a castle town will quickly damage public order and lead to [[url="encyclopedia/how_to_play/020_enc_manual_public_order.html#enc_text_manual_public_order_rebellions"]]insurrection[[/url]].<p><p>When a clan’s food supply is short (indicated by a negative number in the bottom right-hand corner of the campaign map next to their income) the size of the food shortage is the deciding factor in the number of provinces affected by it (e.g. -1 = one province, -2 = two provinces, etc.) Each affected province will get a negative public order factor that increases by one during each subsequent turn. Doing nothing to address food shortages always leads to rebellion eventually.<p><p>When there is a surplus of food this is translated into growth (e.g. 1 = one point of growth). A food surplus of 0 means a balance between production and consumption has been found.	True
encyclopedia_blocks_content_enc_text_manual_hud	The following is a tour of the campaign interface that you must use to make strategic decisions during each turn of your journey to the [[url="encyclopedia/how_to_play/002b_enc_glossary.html#enc_glossary_shogunate"]]shogunate[[/url]]:	True
encyclopedia_blocks_content_enc_text_manual_hud_arts	This panel enables selection of the arts that, when mastered, may give you a technological or cultural advantage over your rivals. To begin, simply select the item you wish to master. Mouse over an art for a short description, details of effects, and the length of time needed to master it. Longer descriptions for each of the arts can be found [[url="encyclopedia/arts.html"]]here[[/url]]. The selection of certain [[url="encyclopedia/how_to_play/043_enc_manual_traits.html#enc_text_manual_retainers"]]retainers[[/url]], [[url="encyclopedia/how_to_play/012c_enc_manual_hud_events_missions.html"]]mission[[/url]] or [[url="encyclopedia/how_to_play/012a_enc_manual_hud_events_dilemmas.html"]]dilemma[[/url]] rewards, certain character [[url="encyclopedia/how_to_play/042_enc_manual_skills.html"]]skills[[/url]], and philosophical tradition province speciality buildings, high-level religious buildings and high-level castles enable you to decrease the time needed to master arts. In this title it is only possible to master one art at a time. If you change your mind after starting work on the mastery of an art your progress will be saved so you don’t have to begin again when you go back to it later.	True
encyclopedia_blocks_content_enc_text_manual_hud_date	Each turn represents one of the four seasons: spring, summer, autumn and winter - so there are four turns per year. To check the season, mouse over the [[url="encyclopedia/how_to_play/017_enc_manual_hud_end_turn.html"]]end turn[[/url]] button in the bottom right-hand corner of the screen. The date is written on the end turn button itself.	True
encyclopedia_blocks_content_enc_text_manual_hud_diplomacy	Diplomacy is the art of negotiation between [[url="encyclopedia/how_to_play/002b_enc_glossary.html#enc_glossary_clan"]]clans[[/url]]. Use this panel to construct a deal with another clan for increased [[url="encyclopedia/how_to_play/019_enc_manual_trade.html"]]trade[[/url]], formal [[url="encyclopedia/how_to_play/015f_enc_manual_hud_diplomacy_options_war.html"]]declarations of war[[/url]] and [[url="encyclopedia/how_to_play/015f1_enc_manual_hud_diplomacy_options_peace.html"]]peace treaties [[/url]], [[url="encyclopedia/how_to_play/015c_enc_manual_hud_diplomacy_options_alliance.html"]]military alliances[[/url]] and [[url="encyclopedia/how_to_play/015c1_enc_manual_hud_diplomacy_access.html"]]access[[/url]] through territory, [[url="encyclopedia/how_to_play/015h_enc_manual_hud_diplomacy_options_marriage.html"]]marriage[[/url]] between your offspring, and [[url="encyclopedia/how_to_play/015g_enc_manual_hud_diplomacy_options_hostages.html"]]hostages[[/url]] or [[url="encyclopedia/how_to_play/015d_enc_manual_hud_diplomacy_options_money.html"]]payments[[/url]] to secure an agreement, amongst other things.	True
encyclopedia_blocks_content_enc_text_manual_hud_diplomacy_clans	The factions in this game are split into two types: major and minor [[url="encyclopedia/how_to_play/002b_enc_glossary.html#enc_glossary_clan"]]clans[[/url]]. A major clan is playable based on their geographical position and importance during the [[url="encyclopedia/how_to_play/002b_enc_glossary.html#enc_glossary_sengoku_jidai"]]Sengoku Jidai[[/url]]. A minor clan is unplayable, but will still make conquests and attempt to obtain the [[url="encyclopedia/how_to_play/002b_enc_glossary.html#enc_glossary_shogunate"]]shogunate[[/url]]. 	True
encyclopedia_blocks_content_enc_text_manual_hud_diplomacy_mechanics	Diplomacy is the art of negotiation used to maintain relations between rival [[url="encyclopedia/how_to_play/002b_enc_glossary.html#enc_glossary_clan"]]clans[[/url]] for as long as possible. Think of it as useful for holding back the inevitable descent into hostilities. The diplomacy system to enables you to construct deals with other clans to facilitate increased [[url="encyclopedia/how_to_play/019_enc_manual_trade.html"]]trade[[/url]], [[url="encyclopedia/how_to_play/015c_enc_manual_hud_diplomacy_options_alliance.html"]]military alliances[[/url]] and [[url="encyclopedia/how_to_play/015c1_enc_manual_hud_diplomacy_access.html"]]access[[/url]] through territory, [[url="encyclopedia/how_to_play/015f1_enc_manual_hud_diplomacy_options_peace.html"]]peace treaties [[/url]], [[url="encyclopedia/how_to_play/015h_enc_manual_hud_diplomacy_options_marriage.html"]]marriage[[/url]] between your offspring, and [[url="encyclopedia/how_to_play/015g_enc_manual_hud_diplomacy_options_hostages.html"]]hostages[[/url]] or [[url="encyclopedia/how_to_play/015d_enc_manual_hud_diplomacy_options_money.html"]]payments[[/url]] to secure an agreement, and, finally, when all else has failed, formal [[url="encyclopedia/how_to_play/015f_enc_manual_hud_diplomacy_options_war.html"]]declarations of war[[/url]].	True
encyclopedia_blocks_content_enc_text_manual_hud	The following is a tour of the campaign interface that you must use to make strategic decisions during each turn of your journey to the [[url="encyclopedia/how_to_play/002b_enc_glossary.html#enc_glossary_shogunate"]]Shogunate[[/url]]:	True
encyclopedia_blocks_content_enc_text_manual_hud_arts	In Shogun 2 and Rise of the Samurai this panel enables selection of the arts that, when mastered, may give you a technological or cultural advantage over your rivals. To begin, simply select the item you wish to master. Mouse over an art for a short description, details of effects, and the length of time needed to master it. Longer descriptions for each of the arts can be found [[url="encyclopedia/arts.html"]]here[[/url]]. The selection of certain [[url="encyclopedia/how_to_play/043_enc_manual_traits.html#enc_text_manual_retainers"]]retainers[[/url]], [[url="encyclopedia/how_to_play/012c_enc_manual_hud_events_missions.html"]]mission[[/url]] or [[url="encyclopedia/how_to_play/012a_enc_manual_hud_events_dilemmas.html"]]dilemma[[/url]] rewards, certain character [[url="encyclopedia/how_to_play/042_enc_manual_skills.html"]]skills[[/url]], and philosophical tradition province speciality buildings, high-level religious buildings and high-level castles enable you to decrease the time needed to master arts. In this title it is only possible to master one art at a time. If you change your mind after starting work on the mastery of an art your progress will be saved so you don’t have to begin again when you go back to it later.	True
encyclopedia_blocks_content_enc_text_manual_hud_boshin_modernisation	In Fall of the Samurai both the [[url="encyclopedia/how_to_play/002b_enc_glossary.html#enc_glossary_shogun"]]Shogun[[/url]] and the Emperor have embraced the need to keep pace with the rest of the world. Certain modern [[url="encyclopedia/buildings/bos_industry_3_manufactory.html"]]buildings[[/url]] and [[url="encyclopedia/how_to_play/014_enc_manual_hud_arts.html#enc_text_manual_hud_boshin_tech"]]technologies[[/url]] are factors that contribute to modernisation. Modernisation causes unrest amongst traditionalists and may lead to samurai [[url="encyclopedia/how_to_play/020_enc_manual_public_order.html#enc_text_manual_public_order_rebellions"]]rebellions[[/url]]. This may be countered by increasing local happiness or repression with certain buildings, technologies and characters. You must always ensure that development occurs in tandem with modernisation.<p><p>Click [[url="encyclopedia/video/s2_bosh_tut_camp_advanced_development.html#s2_bosh_tut_campaign_advanced_08"]]here[[/url]] to view a video tutorial about this subject.	True
encyclopedia_blocks_content_enc_text_manual_hud_boshin_punitive_forces	In Fall of the Samurai, the raiding of [[url="encyclopedia/how_to_play/037_enc_manual_fleet_attack.html#enc_text_manual_fleet_raiding_trade_routes"]]trade routes[[/url]] to the west by local pirates or western fortune hunters will eventually lead to punitive naval action by foreign navies present in the region. These punitive forces are not affiliated to either the [[url="encyclopedia/how_to_play/002b_enc_glossary.html#enc_glossary_shogunate"]]Shogunate[[/url]] or the Emperor, they act simply to protect their sovereign interests.	True
encyclopedia_blocks_content_enc_text_manual_hud_boshin_tech	In Fall of the Samurai this panel enables selection of the technologies that, when researched, will give you an advantage over your rivals. To begin, simply select the item you wish to research. There are no buildings required in order to do this, although there are some buildings that require certain technology before they can be constructed. Mouse over a technology for a short description, details of effects and the length of time needed to research it. Notice that [[url="encyclopedia/how_to_play/014_enc_manual_hud_arts.html#enc_text_manual_hud_boshin_tech_levels"]]clan development levels[[/url]] are displayed here on the left-hand side of the panel.<p><p>Click [[url="encyclopedia/video/s2_bosh_tut_camp_advanced_development.html#s2_bosh_tut_campaign_advanced_10"]]here[[/url]] to view a video tutorial about this subject.	True
encyclopedia_blocks_content_enc_text_manual_hud_boshin_tech_goals	Setting a research goal is a useful feature whereby you specify a technology you wish to acquire and the game will then highlight any pre-requisite technologies, selecting the shortest route and researching them one at a time until your goal has been reached. If a goal has not been selected the game will research technology of a similar type, gradually moving up the tree until it has been completed.	True
encyclopedia_blocks_content_enc_text_manual_hud_boshin_tech_levels	In Fall of the Samurai as [[url="encyclopedia/how_to_play/014_enc_manual_hud_arts.html#enc_text_manual_hud_boshin_modernisation"]]modernisation[[/url]] occurs levels of clan development will be unlocked, giving access to the next tier of technology. It is not possible to research new technology if sufficient modernisation has not taken place. Your clan development level is indicated on the campaign map, directly to the left of the [[url="encyclopedia/how_to_play/008_enc_manual_hud_radar.html#enc_text_manual_hud_radar"]]radar map[[/url]] in the top right-hand corner of the screen. Mouse over a development level icon to see the clan effects it brings. Left-click on one to access the relevant tier of the technology tree. Notice that the clan development levels are displayed there down the left-hand side of the panel.	True
encyclopedia_blocks_content_enc_text_manual_hud_boshin_tech_ship_upgrades	In Fall of the Samurai advances in technology can provide useful upgrades for your ships. All ships are constructed from wood as standard; research of the appropriate [[url="encyclopedia/how_to_play/014_enc_manual_hud_arts.html#enc_text_manual_hud_boshin_tech"]]technology[[/url]] will mean they are automatically clad in copper or iron for improved speed and armour.	True
encyclopedia_blocks_content_enc_text_manual_hud_date	Each turn represents one of the four seasons: spring, summer, autumn and winter - so there are four turns per year. In Fall of the Samurai each turn represents a two week period. To check the season in Shogun 2 and Rise of the Samurai, mouse over the [[url="encyclopedia/how_to_play/017_enc_manual_hud_end_turn.html"]]end turn[[/url]] button in the bottom right-hand corner of the screen. The date is written on the end turn button itself.	True
encyclopedia_blocks_content_enc_text_manual_hud_diplomacy	Diplomacy is the art of negotiation between [[url="encyclopedia/how_to_play/002b_enc_glossary.html#enc_glossary_clan"]]clans[[/url]]. Use this panel to construct a deal with another clan for increased [[url="encyclopedia/how_to_play/019_enc_manual_trade.html"]]trade[[/url]], formal [[url="encyclopedia/how_to_play/015f_enc_manual_hud_diplomacy_options_war.html"]]declarations of war[[/url]] and [[url="encyclopedia/how_to_play/015f1_enc_manual_hud_diplomacy_options_peace.html"]]peace treaties [[/url]], [[url="encyclopedia/how_to_play/015c_enc_manual_hud_diplomacy_options_alliance.html"]]military alliances[[/url]] and [[url="encyclopedia/how_to_play/015c1_enc_manual_hud_diplomacy_access.html"]]access[[/url]] through territory, [[url="encyclopedia/how_to_play/015h_enc_manual_hud_diplomacy_options_marriage.html"]]marriage[[/url]] between your offspring, and [[url="encyclopedia/how_to_play/015g_enc_manual_hud_diplomacy_options_hostages.html"]]hostages[[/url]] or [[url="encyclopedia/how_to_play/015d_enc_manual_hud_diplomacy_options_money.html"]]payments[[/url]] to secure an agreement, amongst other things.<p><p>Click [[url="encyclopedia/video/s2_bosh_tut_camp_advanced_diplomacy.html#s2_bosh_tut_campaign_advanced_18"]]here[[/url]] to view a video tutorial about this subject.	True
encyclopedia_blocks_content_enc_text_manual_hud_diplomacy_clans	The factions in this game are split into two types: major and minor [[url="encyclopedia/how_to_play/002b_enc_glossary.html#enc_glossary_clan"]]clans[[/url]]. A major clan is playable based on their geographical position and importance during the [[url="encyclopedia/how_to_play/002b_enc_glossary.html#enc_glossary_sengoku_jidai"]]Sengoku Jidai[[/url]]. A minor clan is unplayable, but will still make conquests and attempt to obtain the [[url="encyclopedia/how_to_play/002b_enc_glossary.html#enc_glossary_shogunate"]]Shogunate[[/url]]. 	True
encyclopedia_blocks_content_enc_text_manual_hud_diplomacy_mechanics	Diplomacy is the art of negotiation used to maintain relations between rival [[url="encyclopedia/how_to_play/002b_enc_glossary.html#enc_glossary_clan"]]clans[[/url]] for as long as possible. Think of it as useful for holding back the inevitable descent into hostilities. The diplomacy system to enables you to construct deals with other clans to facilitate increased [[url="encyclopedia/how_to_play/019_enc_manual_trade.html"]]trade[[/url]], [[url="encyclopedia/how_to_play/015c_enc_manual_hud_diplomacy_options_alliance.html"]]military alliances[[/url]] and [[url="encyclopedia/how_to_play/015c1_enc_manual_hud_diplomacy_access.html"]]access[[/url]] through territory, [[url="encyclopedia/how_to_play/015f1_enc_manual_hud_diplomacy_options_peace.html"]]peace treaties[[/url]], [[url="encyclopedia/how_to_play/015h_enc_manual_hud_diplomacy_options_marriage.html"]]marriage[[/url]] between your offspring, and [[url="encyclopedia/how_to_play/015g_enc_manual_hud_diplomacy_options_hostages.html"]]hostages[[/url]] or [[url="encyclopedia/how_to_play/015d_enc_manual_hud_diplomacy_options_money.html"]]payments[[/url]] to secure an agreement, and, finally, when all else has failed, formal [[url="encyclopedia/how_to_play/015f_enc_manual_hud_diplomacy_options_war.html"]]declarations of war[[/url]].<p><p>Click [[url="encyclopedia/video/s2_bosh_tut_camp_advanced_diplomacy.html#s2_bosh_tut_campaign_advanced_18"]]here[[/url]] to view a video tutorial about this subject.	True
encyclopedia_blocks_content_enc_text_manual_hud_diplomacy_options_access	Military access allows armies to pass through each other's territory without declaring war. If you are invited to join a war you will be automatically granted access to your ally's territory for the duration of that war.	True
encyclopedia_blocks_content_enc_text_manual_hud_diplomacy_options_alliance	A military alliance between two [[url="encyclopedia/how_to_play/002b_enc_glossary.html#enc_glossary_clan"]]clans[[/url]] allows you to call on an ally to provide assistance when at war, and likewise. Note that a refusal to provide support when an ally is under attack will instantly cancel the alliance between you.	True
encyclopedia_blocks_content_enc_text_manual_hud_diplomacy_options_counteroffer	If a clan’s initial offer or demand isn’t quite what you had in mind you can use the counter-offer option to enable further negotiation to take place, rather than simply rejecting it.	True
encyclopedia_blocks_content_enc_text_manual_hud_diplomacy_options_hostages	If a [[url="encyclopedia/how_to_play/002b_enc_glossary.html#enc_glossary_clan"]]clan[[/url]] continually rejects your [[url="encyclopedia/how_to_play/018j_enc_manual_actions_diplomacy.html"]]diplomatic offers[[/url]] you can barter with the life of a hostage as the bargaining chip. A hostage is a randomly chosen member of that clan's [[url="encyclopedia/how_to_play/016_enc_manual_hud_management.html"]]family[[/url]], older than five years of age but never a general. Once taken as a hostage no action can be performed on or by the character until they are released. Hostage-taking has a time restriction on it of eight turns, and if the deal has been upheld up to that point the character is returned alive and the diplomatic agreement between your two clans continues. If the agreement is broken during that time the hostage is killed. A hostage can only be included as part of a deal, never as a deal in itself.	True
encyclopedia_blocks_content_enc_text_manual_hud_diplomacy_options_marriage	Although marriages within your clan between daughters and retainers is possible, the female members of your family are also useful diplomatic tools when dealing with other [[url="encyclopedia/how_to_play/002b_enc_glossary.html#enc_glossary_clan"]]clans[[/url]]. The offering of an unmarried daughter by one clan to another in order to seal good relations between the two can greatly strengthen a [[url="encyclopedia/how_to_play/015_enc_manual_hud_diplomacy.html"]]diplomatic relationship[[/url]] and produce heirs to the leadership of the husband's clan. When a daughter is offered and accepted she is immediately removed from your [[url="encyclopedia/how_to_play/016_enc_manual_hud_management.html"]]family tree[[/url]]. Only clans with a neutral diplomatic relationship or better can inter-marry, and of course other clans may disapprove of the match, negatively affecting your relations with them. If marriage is offered to you when you have no suitable family members available, another clan member may be accepted as a suitor.	True
encyclopedia_blocks_content_enc_text_manual_hud_diplomacy_options_money	It is possible to offer or demand money as part of a diplomatic deal. Unsolicited gifts of cash can help to improve diplomatic relations too, which is useful if you want to keep a rival [[url="encyclopedia/how_to_play/002b_enc_glossary.html#enc_glossary_clan"]]clan[[/url]] happy just long enough to prepare your stab in the back! 	True
encyclopedia_blocks_content_enc_text_manual_hud_diplomacy_options_peace	Use this option to broker peace with a [[url="encyclopedia/how_to_play/002b_enc_glossary.html#enc_glossary_clan"]]clan[[/url]] you are at war with. Note that it will often be necessary to "sweeten" a peace treaty with other concessions such as a [[url="encyclopedia/how_to_play/015d_enc_manual_hud_diplomacy_options_money.html"]]payment[[/url]] or [[url="encyclopedia/how_to_play/015g_enc_manual_hud_diplomacy_options_hostages.html"]]hostage[[/url]], especially if your clan was the aggressor of the conflict.	True
encyclopedia_blocks_content_enc_text_manual_hud_diplomacy_options_threaten	The threaten option is a diplomatic tool to help you get your own way in certain situations. The effectiveness of a threat greatly depends on the military strength of the [[url="encyclopedia/how_to_play/002b_enc_glossary.html#enc_glossary_clan"]]clan[[/url]] you are threatening relative to your own, so you must not use the option without fully considering what it means to do so - making threats you cannot or choose not to back up will result in them becoming less effective each time you use them. It must also be borne in mind when making threats that the threatened party will not look kindly upon those who like to throw their military weight around - your [[url="encyclopedia/how_to_play/015_enc_manual_hud_diplomacy.html"]]diplomatic relations[[/url]] will suffer drastically, eventually leading to war between you. If you are threatened by another clan, refusal to comply with their wishes may mean they instantly declare war on you, so you must be sure of your military strength before doing so.	True
encyclopedia_blocks_content_enc_text_manual_hud_diplomacy_options_trade_agreement	A trade agreement is a deal between two [[url="encyclopedia/how_to_play/002b_enc_glossary.html#enc_glossary_clan"]]clans[[/url]] agreeing the type and price of commodities to be traded. The details of such an agreement are not visible to the player, you simply set it up - the rest of the negotiation is implied by the other party's acceptance. Once agreed, a trade route is opened between the territory of your clan and that of your trade partner, enabling goods to be traded straight away for mutual advantage and profit. A trade agreement can be both offered and demanded.	True
encyclopedia_blocks_content_enc_text_manual_hud_diplomacy_options_trade_embargo	A trade embargo is an agreement between two or more [[url="encyclopedia/how_to_play/002b_enc_glossary.html#enc_glossary_clan"]]clans[[/url]] not to trade with a specified third clan. A trade embargo can be both offered and demanded.	True
encyclopedia_blocks_content_enc_text_manual_hud_diplomacy_options_vassals	Vassals are [[url="encyclopedia/how_to_play/002b_enc_glossary.html#enc_glossary_clan"]]clans[[/url]] who agree to exchange 50% of their income and unlimited [[url="encyclopedia/how_to_play/015c1_enc_manual_hud_diplomacy_access.html"]]military access[[/url]] in return for the protection the military might of their overlord affords. The net result of this is that vassals may find themselves dragged into conflicts not of their own design, and unlike regular [[url="encyclopedia/how_to_play/015c_enc_manual_hud_diplomacy_options_alliance.html"]]allies[[/url]], cannot decline a request to fight for their overlord without automatically declaring war on them. Clans do not usually offer themselves as vassals, the situation is generally forced upon them as part of a diplomatic deal that is more of a thinly-veiled threat than a fair and balanced offer. 	True
encyclopedia_blocks_content_enc_text_manual_hud_diplomacy_options_war_declare	The declare war option is used to officially open armed hostilities with another [[url="encyclopedia/how_to_play/002b_enc_glossary.html#enc_glossary_clan"]]clan[[/url]], as opposed to simply marching into their territory to stake your claim. Never declare war without first considering the consequences, as an ill-prepared assault could have consequences resulting in your reduction to [[url="encyclopedia/how_to_play/015e_enc_manual_hud_diplomacy_options_vassals.html"]]vassal[[/url]] status or worse, the annihilation of your clan. Note that when making your declaration the check box asking [[url="encyclopedia/how_to_play/015c_enc_manual_hud_diplomacy_options_alliance.html"]]allies[[/url]] to join you is defaulted to yes. Your allies will assess the situation and may agree to declare war, but might just as easily break off your alliance, leaving you to fend for yourself.	True
encyclopedia_blocks_content_enc_text_manual_hud_diplomacy_options_war_join	At any time during a conflict, the join war option can be used to request that an ally declares war on a [[url="encyclopedia/how_to_play/002b_enc_glossary.html#enc_glossary_clan"]]clan[[/url]] you are already fighting against. This means you can look for new [[url="encyclopedia/how_to_play/015c_enc_manual_hud_diplomacy_options_alliance.html"]]allies[[/url]] to help if the war is not necessarily going your way.	True
encyclopedia_blocks_content_enc_text_manual_hud_diplomacy_relations	What one [[url="encyclopedia/how_to_play/002b_enc_glossary.html#enc_glossary_clan"]]clan[[/url]] thinks of another is characterised by diplomatic relations - friendly, indifferent, unfriendly, hostile. The conduct of your clan during diplomacy, military situations involving other clans and espionage all have an effect on diplomatic relations.	True
encyclopedia_blocks_content_enc_text_manual_hud_end_turn	When you have completed every action you can and want to during a turn, press the end turn button to advance to the next season. Before it is your turn again the AI-controlled [[url="encyclopedia/how_to_play/002b_enc_glossary.html#enc_glossary_clan"]]clans[[/url]] will all take theirs. This may mean you are attacked and must [[url="encyclopedia/how_to_play/032_enc_manual_ui_battle.html"]]fight[[/url]] before you can consolidate or move your forces again.	True
encyclopedia_blocks_content_enc_text_manual_hud_end_turn	When you have completed every action you can and want to during a turn, press the end turn button to advance to the next one. Before it is your turn again the AI-controlled [[url="encyclopedia/how_to_play/002b_enc_glossary.html#enc_glossary_clan"]]clans[[/url]] will all take theirs. This may mean you are attacked and must [[url="encyclopedia/how_to_play/032_enc_manual_ui_battle.html"]]fight[[/url]] before you can consolidate or move your forces again.	True
encyclopedia_blocks_content_enc_text_manual_hud_events	All important messages are stored in the events list underneath the [[url="encyclopedia/how_to_play/008_enc_manual_hud_radar.html"]]radar map[[/url]]. The events button will flash when an event has arrived, and when an important event occurs the panel will open automatically. Important events are logged and stored on the [[url="encyclopedia/how_to_play/016_enc_manual_hud_management.html#enc_text_manual_hud_management_records"]]records tab[[/url]] of the [[url="encyclopedia/how_to_play/016_enc_manual_hud_management.html"]]clan management panel[[/url]].	True
encyclopedia_blocks_content_enc_text_manual_hud_events_dilemmas	From time to time you will be presented with dilemmas - events that require you to make a choice. The result of this choice will have either positive or negative implications for your [[url="encyclopedia/how_to_play/002b_enc_glossary.html#enc_glossary_clan"]]clan[[/url]], depending on the choice you have made.	True
encyclopedia_blocks_content_enc_text_manual_hud_events_dilemmas_religion	Periodically, European traders - the nanban - will try to instigate trade with you. If you accept their overtures and construct a nanban trade port it will eventually be possible to change your clan’s official religion to Christianity. Conversion will give you access to cheaper matchlock ashigaru that will take less time to recruit, but may alienate you from own people and, to some extent, traditional Buddhist clans. However, it is possible to keep Buddhist buildings in your provinces to appease the more traditional elements of your population. Christianity will also enable you to construct a nanban quarter at your port, giving you access to European cannon and ships. Convert religion by going to the [[url="encyclopedia/how_to_play/016_enc_manual_hud_management.html#enc_text_manual_hud_management_family"]]family & council tab[[/url]] on the [[url="encyclopedia/how_to_play/016_enc_manual_hud_management.html"]]clan management panel[[/url]] and clicking on the dedicated button in the top left-hand corner. Remember that if you capture a province containing buildings of a different religion that their influence will still be felt, so it is best to demolish them and ensure an adequate garrison is in place to manage the shift to your own religion.	True
encyclopedia_blocks_content_enc_text_manual_hud_events_missions	From time to time missions are issued, either by your [[url="encyclopedia/how_to_play/002b_enc_glossary.html#enc_glossary_clan"]]clan[[/url]], the shogun or, if appropriate, your European trade partners. Mission objectives may be reviewed from the objectives list beneath the radar map or from the summary tab on the clan management panel. Although there is no penalty for failure, successful completion of a mission results in a reward, often in the form of bonus effects for your clan. If a mission becomes unachievable due to factors outside your control it will be cancelled automatically.	True
encyclopedia_blocks_content_enc_text_manual_hud_events_victory	Each [[url="encyclopedia/how_to_play/002b_enc_glossary.html#enc_glossary_clan"]]clan[[/url]] has a set of predetermined territorial conquests that it must complete in order to attain overall victory during a campaign. These are displayed on the objectives list underneath the radar map and also on the [[url="encyclopedia/how_to_play/016_enc_manual_hud_management.html#enc_text_manual_hud_management_summary"]]summary tab[[/url]] on the [[url="encyclopedia/how_to_play/016_enc_manual_hud_management.html"]]clan management panel[[/url]].	True
encyclopedia_blocks_content_enc_text_manual_hud_events_victory_gempei	The three great clans of the Gempei War are each split into two families. The principle object of the campaign game is to achieve hegemony over the other major families and minor lords, either through conquest or by spreading your family’s [[url="encyclopedia/how_to_play/012b_enc_manual_hud_events_victory.html#enc_text_manual_hud_events_victory_gempei_influence"]]influence[[/url]] throughout the provinces. Fame still gauges how powerful - and dangerous - your family is perceived as being within Japan, but there is no shogunate to overthrow in order to achieve victory. If you become too powerful Emperor Go Shirakawa will declare you an enemy of the state, at which point all other families will move to attack you - including your “sister” family.	True
encyclopedia_blocks_content_enc_text_manual_hud_events_victory_gempei_influence	Influence is a measure of the relative popularity of the major protagonist families among the provinces. There are three categories of influence, one for each pair of clan families. A family can gain influence by sending [[url="encyclopedia/how_to_play/044_enc_manual_agents_subterfuge.html#enc_text_manual_agents_subterfuge_junsatsushi"]]junsatsushi[[/url]] into provinces to champion their clan’s cause, constructing buildings that increase influence, and through [[url="encyclopedia/how_to_play/012_enc_manual_hud_events.html"]]events[[/url]] and [[url="encyclopedia/how_to_play/012c_enc_manual_hud_events_missions.html"]]missions[[/url]].	True
encyclopedia_blocks_content_enc_text_manual_hud_events_missions	From time to time missions are issued, either by your [[url="encyclopedia/how_to_play/002b_enc_glossary.html#enc_glossary_clan"]]clan[[/url]], the Shogun or, if appropriate, your European trade partners. Mission objectives may be reviewed from the objectives list beneath the radar map or from the summary tab on the clan management panel. Although there is no penalty for failure, successful completion of a mission results in a reward, often in the form of bonus effects for your clan. If a mission becomes unachievable due to factors outside your control it will be cancelled automatically.	True
encyclopedia_blocks_content_enc_text_manual_hud_events_victory	Each [[url="encyclopedia/how_to_play/002b_enc_glossary.html#enc_glossary_clan"]]clan[[/url]] has a set of predetermined territorial conquests that it must complete in order to attain overall victory during a campaign. These are displayed on the objectives list underneath the radar map and also on the [[url="encyclopedia/how_to_play/016_enc_manual_hud_management.html#enc_text_manual_hud_management_summary"]]summary tab[[/url]] on the [[url="encyclopedia/how_to_play/016_enc_manual_hud_management.html"]]clan management panel[[/url]].<p><p>Click [[url="encyclopedia/video/s2_bosh_tut_camp_essentials_recruit.html#s2_bosh_tut_camp_essentials_24"]]here[[/url]] to view a video tutorial about this subject.	True
encyclopedia_blocks_content_enc_text_manual_hud_events_victory_boshin	The Boshin War is a conflict between the forces of the [[url="encyclopedia/how_to_play/002b_enc_glossary.html#enc_glossary_shogunate"]]Shogunate[[/url]] and those of the Emperor. Every clan must pledge [[url="encyclopedia/how_to_play/bosh_enc_allegiance.html#enc_text_manual_agent_actions_subterfuge_boshin_allegiance"]]allegiance[[/url]] to one or the other. The principle object of the campaign game is to secure their allegiance to your cause and capture territory, including the capital city, Edo. [[url="encyclopedia/how_to_play/024_enc_manual_clan_fame.html#enc_text_manual_boshin_clan_fame"]]Fame[[/url]] still gauges how powerful - and dangerous - your clan is perceived as being within Japan. When fame reaches a certain level you must choose to rally behind one power or the other, declaring war against all clans with allegiance to the opposition and fighting to defeat them. Alternatively, you can attempt to assume personal control of the country, which will lead to all but your most loyal allies turning against you.	True
encyclopedia_blocks_content_enc_text_manual_hud_events_victory_gempei	The three great clans of the Gempei War are each split into two families. The principle object of the campaign game is to achieve hegemony over the other major families and minor lords, either through conquest or by spreading your family’s [[url="encyclopedia/how_to_play/012b_enc_manual_hud_events_victory.html#enc_text_manual_hud_events_victory_gempei_influence"]]influence[[/url]] throughout the provinces. Fame still gauges how powerful - and dangerous - your family is perceived as being within Japan, but there is no Shogunate to overthrow in order to achieve victory. If you become too powerful Emperor Go Shirakawa will declare you an enemy of the state, at which point all other families will move to attack you - including your “sister” family.	True
encyclopedia_blocks_content_enc_text_manual_hud_events_victory_gempei_influence	In Rise of the Samurai influence is a measure of the relative popularity of the major protagonists amongst the provinces. There are three categories of influence, one for each pair of clan families. A family can gain influence by sending [[url="encyclopedia/how_to_play/044_enc_manual_agents_subterfuge.html#enc_text_manual_agents_subterfuge_junsatsushi"]]junsatsushi[[/url]] into provinces to champion their clan’s cause, constructing buildings that increase influence, and through [[url="encyclopedia/how_to_play/012_enc_manual_hud_events.html"]]events[[/url]] and [[url="encyclopedia/how_to_play/012c_enc_manual_hud_events_missions.html"]]missions[[/url]].	True
encyclopedia_blocks_content_enc_text_manual_hud_finance_management	A financial summary is issued each turn. It can be accessed via the summary tab on the finance panel.	True
encyclopedia_blocks_content_enc_text_manual_hud_finances	Taxation is managed via the finance panel. Its taxes tab shows a summary of your projected income, maps the effect that the current tax rate is having on [[url="encyclopedia/how_to_play/020_enc_manual_public_order.html"]]public order[[/url]] and [[url="encyclopedia/how_to_play/021_enc_manual_ui_province.html"]]wealth[[/url]], and allows the adjustment of tax levels globally for every [[url="encyclopedia/how_to_play/002b_enc_glossary.html#enc_glossary_province"]]province[[/url]] under your control. AI management of taxation (auto-management) can be specified here. Click on the button at the bottom of the panel to go straight to the [[url="encyclopedia/how_to_play/021_enc_manual_ui_province.html"]]province details panel[[/url]] of the province with the lowest public order. In most cases, adjusting tax levels should fix the problem, although it is also possible to exempt a province from taxation there.	True
encyclopedia_blocks_content_enc_text_manual_hud_lists	Lists of your [[url="encyclopedia/how_to_play/002b_enc_glossary.html#enc_glossary_clan"]]clan's[[/url]] current armies, fleets, agents and [[url="encyclopedia/how_to_play/002b_enc_glossary.html#enc_glossary_province"]]provinces[[/url]], as well as a list of neighbouring clans, can be viewed by clicking on the buttons at the bottom of the radar map. Lists are useful for locating characters, fleets and armies in the field, centring the camera on a province or instigating [[url="encyclopedia/how_to_play/015_enc_manual_hud_diplomacy.html"]]diplomacy[[/url]] with a neighbouring clan. Double-click on a clan's mon to begin the diplomatic process.	True
encyclopedia_blocks_content_enc_text_manual_hud_management	The clan's family tree, details of the daimyo's heir and the offices of his commissioners are displayed via the clan management panel - accessed via the dedicated button in the bottom right-hand corner of the campaign map, which always carries the mon of the clan you are playing as.	True
encyclopedia_blocks_content_enc_text_manual_hud_management	The clan's family tree, details of the daimyo's heir and the offices of his commissioners are displayed via the clan management panel - accessed via the dedicated button in the bottom right-hand corner of the campaign map, which always carries the mon of the clan you are playing as.<p><p>Click [[url="encyclopedia/video/s2_bosh_tut_camp_advanced_family.html#s2_bosh_tut_campaign_advanced_11"]]here[[/url]] to view a video tutorial about this subject.	True
encyclopedia_blocks_content_enc_text_manual_hud_management_adoptions	All male family members automatically become generals as soon as they come of age. In addition, new generals will be periodically offered for adoption into your clan as individuals distinguish themselves in battle or volunteer to lead your armies.	True
encyclopedia_blocks_content_enc_text_manual_hud_management_commissioners	There are commissioner positions that can be allocated to family members and other [[url="encyclopedia/how_to_play/002b_enc_glossary.html#enc_glossary_clan"]]clan[[/url]] members such as generals. Commissions are divided into two military and two civic positions. The military positions are warfare - the [[url="encyclopedia/how_to_play/002b_enc_glossary.html#enc_glossary_daimyo"]]daimyo's[[/url]] chief of staff, who reduces recruitment costs; supply - in charge of equipping and supplying the army in the field, who increases replenishment rate of depleted units. The civic ones are: development - in charge of construction, who reduces construction costs, and finance - in charge of the clan's coffers, who increases the tax rate across your territory. The effects of the commissions are increased depending on the rank of the men holding them, so a four star general makes a more powerful commissioner than one with a single star.	True
encyclopedia_blocks_content_enc_text_manual_hud_management_commissions	Giving a commission to a character is easy - simply select his portrait within the family tree or from the list of non-family member generals and press one of the commission buttons on the panel at the bottom of the screen. His loyalty rating will be updated automatically and will take effect from the beginning of the next turn. It is only possible to move a commission between generals or kick one from office once per turn.	True
encyclopedia_blocks_content_enc_text_manual_hud_management_family	The family tree depicts the growth of your [[url="encyclopedia/how_to_play/002b_enc_glossary.html#enc_glossary_clan"]]clan's[[/url]] ruling family across three generations. The first generation always comprises of the daimyo and his wife, the second his children and the third their children. When a daimyo dies, his chosen heir replaces him; the new daimyo's siblings are removed from the family tree but remain in play if they are generals. Children of the new daimyo's brothers never become generals or daughters and are removed from the game. The third generation of a family cannot become generals or marriageable daughters until the current incumbent daimyo has died. If contact has been made and trade instigated with European visitors it is also possible to change your clan's [[url="encyclopedia/how_to_play/012a_enc_manual_hud_events_dilemmas.html#enc_text_manual_hud_events_convert religion"]]religion[[/url]] from the dedicated button that will appear in the top left-hand corner of this tab.	True
encyclopedia_blocks_content_enc_text_manual_hud_management_family	The family tree depicts the growth of your [[url="encyclopedia/how_to_play/002b_enc_glossary.html#enc_glossary_clan"]]clan's[[/url]] ruling family across three generations. The first generation always comprises of the daimyo and his wife, the second his children and the third their children. When a daimyo dies, his chosen heir replaces him; the new daimyo's siblings are removed from the family tree but remain in play if they are generals. Children of the new daimyo's brothers never become generals or daughters and are removed from the game. The third generation of a family cannot become generals or marriageable daughters until the current incumbent daimyo has died. If contact has been made and trade instigated with European visitors it is also possible to change your clan's [[url="encyclopedia/how_to_play/012a_enc_manual_hud_events_dilemmas.html#enc_text_manual_hud_events_convert religion"]]religion[[/url]] from the dedicated button that will appear in the top left-hand corner of this tab.<p><p>Click [[url="encyclopedia/video/s2_bosh_tut_camp_advanced_family.html#s2_bosh_tut_campaign_advanced_12"]]here[[/url]] to view a video tutorial about this subject.	True
encyclopedia_blocks_content_enc_text_manual_hud_management_records	The records tab is used to log important information about [[url="encyclopedia/how_to_play/012_enc_manual_hud_events.html"]]events[[/url]] that have occurred and statistics that have been gathered during a campaign.	True
encyclopedia_blocks_content_enc_text_manual_hud_management_summary	The summary tab is used to display important information and statistics about the state of our [[url="encyclopedia/how_to_play/002b_enc_glossary.html#enc_glossary_clan"]]clan[[/url]], such as bonus [[url="encyclopedia/how_to_play/023_enc_manual_clan_effects.html"]]effects[[/url]], [[url="encyclopedia/how_to_play/022_enc_manual_clan_traits.html"]]clan traits[[/url]] and [[url="encyclopedia/how_to_play/024_enc_manual_clan_fame.html"]]clan fame[[/url]] levels, the state of [[url="encyclopedia/how_to_play/015_enc_manual_hud_diplomacy.html"]]diplomacy[[/url]] and your [[url="encyclopedia/how_to_play/012b_enc_manual_hud_events_victory.html"]]victory conditions[[/url]], all in one place for ease of reference.	True
encyclopedia_blocks_content_enc_text_manual_hud_radar	The radar map shows Japan divided into provinces, with your own territory picked out in your [[url="encyclopedia/how_to_play/002b_enc_glossary.html#enc_glossary_clan"]]clan's[[/url]] colours and icons to mark [[url="encyclopedia/how_to_play/019_enc_manual_trade.html#enc_text_manual_trade_posts"]]trade posts[[/url]]and the imperial city of [[url="encyclopedia/how_to_play/002b_enc_glossary.html#enc_glossary_kyoto "]]Kyoto[[/url]]. Click on a [[url="encyclopedia/how_to_play/002b_enc_glossary.html#enc_glossary_province"]]province[[/url]] to zoom the campaign map to it and centre the camera there. The radar map can be made larger or smaller with the plus and minus buttons in the corners. Clicking on the provinces button underneath the map will shift the display to show the distribution of resources and [[url="encyclopedia/how_to_play/018e_enc_manual_actions_campaign_construction.html#enc_text_manual_actions_campaign_construction_speciality"]]province specialities[[/url]] across Japan. Likewise, clicking on the armies, fleets or agents buttons will show the positions of your forces and agents on the radar map.	True
encyclopedia_blocks_content_enc_text_manual_hud_radar	The radar map shows Japan divided into provinces, with your own territory picked out in your [[url="encyclopedia/how_to_play/002b_enc_glossary.html#enc_glossary_clan"]]clan's[[/url]] colours and icons to mark [[url="encyclopedia/how_to_play/019_enc_manual_trade.html#enc_text_manual_trade_posts"]]trade posts[[/url]] and the Imperial city of [[url="encyclopedia/how_to_play/002b_enc_glossary.html#enc_glossary_kyoto "]]Kyoto[[/url]]. Click on a [[url="encyclopedia/how_to_play/002b_enc_glossary.html#enc_glossary_province"]]province[[/url]] to zoom the campaign map to it and centre the camera there. The radar map can be made larger or smaller with the plus and minus buttons in the corners. Clicking on the provinces button underneath the map will shift the display to show the distribution of resources and [[url="encyclopedia/how_to_play/018e_enc_manual_actions_campaign_construction.html#enc_text_manual_actions_campaign_construction_speciality"]]province specialities[[/url]] across Japan. Likewise, clicking on the armies, fleets or agents buttons will show the positions of your forces and agents on the radar map.	True
encyclopedia_blocks_content_enc_text_manual_hud_treasury	The treasury indicates the amount of money in the [[url="encyclopedia/how_to_play/002b_enc_glossary.html#enc_glossary_clan"]]clan's[[/url]] coffers above the projected income for the next turn. This information is displayed underneath the [[url="encyclopedia/how_to_play/017_enc_manual_hud_end_turn.html"]]end turn[[/url]] button in the bottom right-hand corner of the screen.	True
encyclopedia_blocks_content_enc_text_manual_hud_ui_diplomacy_negotiation	Select a diplomatic option from the left in order to construct a proposal and press the X button to cancel it. Remember that a complicated proposal involving too many elements may be rejected out of hand. It is not possible to initiate diplomacy with a [[url="encyclopedia/how_to_play/002b_enc_glossary.html#enc_glossary_clan"]]clan[[/url]] that does not border your own, one that you have not visited with an army or agent or has not visited your territory with an army or agent.	True
encyclopedia_blocks_content_enc_text_manual_hud_turn_times	In Fall of the Samurai, turns represent a two week period. To check the date, mouse over the end turn button at the bottom right-hand side of the campaign map.	True
encyclopedia_blocks_content_enc_text_manual_hud_ui_diplomacy_negotiation	Select a diplomatic option from the left in order to construct a proposal and press the X button to cancel it. Remember that a complicated proposal involving too many elements may be rejected out of hand. It is not possible to initiate diplomacy with a [[url="encyclopedia/how_to_play/002b_enc_glossary.html#enc_glossary_clan"]]clan[[/url]] that does not border your own, one that you have not visited with an army or agent or has not visited your territory with an army or agent.<p><p>Click [[url="encyclopedia/video/s2_bosh_tut_camp_advanced_diplomacy.html#s2_bosh_tut_campaign_advanced_19"]]here[[/url]] to view a video tutorial about this subject.	True
encyclopedia_blocks_content_enc_text_manual_hud_ui_diplomacy_throne	In the centre of the negotiations panel is the throne room. This is a window onto the inner workings of the court of a [[url="encyclopedia/how_to_play/002b_enc_glossary.html#enc_glossary_daimyo"]]daimyo[[/url]]. When brokering a new deal you will be able to tell how well negotiations are going by the reactions of the opposing daimyo or those of his emissary.	True
encyclopedia_blocks_content_enc_text_manual_intro	Total War: Shogun 2 is a game of two halves: strategic play - such as [[url="encyclopedia/how_to_play/018a_enc_manual_actions_campaign_recruitment.html"]]recruitment[[/url]], [[url="encyclopedia/how_to_play/018e_enc_manual_actions_campaign_construction.html"]]construction[[/url]] and the [[url="encyclopedia/how_to_play/028_enc_manual_army_attack.html"]]conquest of provinces[[/url]] - occurs on the [[url="encyclopedia/how_to_play/018_enc_manual_actions_campaign.html"]]campaign map[[/url]]; tactical play - individual battles fought in 3D against a real or AI opponent - occurs on the [[url="encyclopedia/how_to_play/046_enc_manual_battle_deployment.html"]]battlefield[[/url]]. 	True
encyclopedia_blocks_content_enc_text_manual_intro_controls	Once you have reached the campaign map you can explore the environment by use of these keyboard and mouse controls. Drag the mouse to the edge of the screen to pull the campaign map or battlefield in that direction. Use W to move the camera forward and S to move it backward. A and D strafe sideways. Use X and Z or the mouse wheel to move in closer to the action. Use Q and E to rotate the map to the left or right.	True
encyclopedia_blocks_content_enc_text_manual_intro_shogun	The principle object of the single player campaign game (along with fulfilment of your [[url="encyclopedia/how_to_play/012b_enc_manual_hud_events_victory.html"]]victory conditions[[/url]]) is for your [[url="encyclopedia/how_to_play/002b_enc_glossary.html#enc_glossary_daimyo"]]daimyo[[/url]] to become [[url="encyclopedia/how_to_play/002b_enc_glossary.html#enc_glossary_shogun"]]shogun[[/url]] - the military ruler of all Japan. If your daimyo is to become shogun you must first defeat the current [[url="encyclopedia/how_to_play/002b_enc_glossary.html#enc_glossary_shogunate"]]shogunate[[/url]], the Ashikaga clan, capturing and holding the capital, Kyoto, for four seasons. At this point the emperor will declare your daimyo shogun.	True
encyclopedia_blocks_content_enc_text_manual_intro_shogun_being	Once the emperor has declared your [[url="encyclopedia/how_to_play/002b_enc_glossary.html#enc_glossary_daimyo"]]daimyo[[/url]] shogun, you will be awarded a unit of shogun cavalry in Yamashiro province and the flagship "Nihon Maru" in the Eastern Seto Inland Sea. Additionally, your seasonal tax income will increase and your armed forces will receive a [[url="encyclopedia/how_to_play/052_enc_manual_battle_conflict_morale.html"]]morale[[/url]] bonus.	True
encyclopedia_blocks_content_enc_text_manual_intro_shogun_realm	You can make a bid for the shogunate at any time, although the current incumbent may pre-emptively attack you if you become too powerful and famous amongst the other clans. War with the shogun for either reason will result in other clans declaring war on your own in support of the status quo; this stage is known as the "realm divide". This includes clans that were your staunch allies up to this point &#8211; after all, no-one likes a bully!	True
encyclopedia_blocks_content_enc_text_manual_multiplayer	In Total War: Shogun 2, the multiplayer mode revolves around the creation and progression of an avatar - a direct representation of you that leads your armies during campaigns and battles. Your avatar can be fully customised to your specifications. He is a ronin warlord who gains rank, [[url="encyclopedia/how_to_play/background.html"]]skills[[/url]], [[url="encyclopedia/how_to_play/popup_armor_sets.html"]]equipment[[/url]] and [[url="encyclopedia/how_to_play/ancillaries_background.html"]]retainers[[/url]] as he progresses, building his own warband of hardy [[url="encyclopedia/how_to_play/mp_army_management.html"]]veterans[[/url]] who can be selected for use in any given battle. Veteran units can even be renamed and re-coloured as you wish, and will gain levels of [[url="encyclopedia/how_to_play/031_enc_manual_army_experience.html"]]experience[[/url]] allowing them to progress through their own individual skill trees. Victory in battle allows exploration of provinces on the multiplayer [[url="encyclopedia/how_to_play/mp_campaign_map.html"]]avatar conquest map[[/url]], which provides a visual representation of your avatar's progression.	True
encyclopedia_blocks_content_enc_text_manual_intro_shogun	In Shogun 2, the principle object of the single player campaign game (along with fulfilment of your [[url="encyclopedia/how_to_play/012b_enc_manual_hud_events_victory.html"]]victory conditions[[/url]]) is for your [[url="encyclopedia/how_to_play/002b_enc_glossary.html#enc_glossary_daimyo"]]daimyo[[/url]] to become [[url="encyclopedia/how_to_play/002b_enc_glossary.html#enc_glossary_shogun"]]Shogun[[/url]] - the military ruler of all Japan. If your daimyo is to become shogun you must first defeat the current [[url="encyclopedia/how_to_play/002b_enc_glossary.html#enc_glossary_shogunate"]]shogunate[[/url]], the Ashikaga clan, capturing and holding the capital, Kyoto, for four seasons. At this point the Emperor will declare your daimyo Shogun.	True
encyclopedia_blocks_content_enc_text_manual_intro_shogun_being	In Shogun 2, once the Emperor has declared your [[url="encyclopedia/how_to_play/002b_enc_glossary.html#enc_glossary_daimyo"]]daimyo[[/url]] Shogun, you will be awarded a unit of Shogun cavalry in Yamashiro province and the flagship "Nihon Maru" in the Eastern Seto Inland Sea. Additionally, your seasonal tax income will increase and your armed forces will receive a [[url="encyclopedia/how_to_play/052_enc_manual_battle_conflict_morale.html"]]morale[[/url]] bonus.	True
encyclopedia_blocks_content_enc_text_manual_intro_shogun_realm	In Shogun 2 you can make a bid for the Shogunate at any time, although the current incumbent may pre-emptively attack you if you become too powerful and famous amongst the other clans. War with the Shogun for either reason will result in other clans declaring war on your own in support of the status quo; this stage is known as the "realm divide". This includes clans that were your staunch allies up to this point &#8211; after all, no-one likes a bully!	True
encyclopedia_blocks_content_enc_text_manual_multiplayer	In Total War: Shogun 2, the multiplayer mode revolves around the creation and progression of an avatar - a direct representation of you that leads your armies during campaigns and battles. Your avatar can be fully customised to your specifications. He is a ronin warlord who gains rank, [[url="encyclopedia/how_to_play/background.html"]]skills[[/url]], [[url="encyclopedia/how_to_play/popup_armor_sets.html"]]equipment[[/url]] and [[url="encyclopedia/how_to_play/ancillaries_background.html"]]retainers[[/url]] as he progresses, building his own warband of hardy [[url="encyclopedia/how_to_play/mp_army_management.html"]]veterans[[/url]] who can be selected for use in any given battle. Veteran units can even be renamed and re-coloured as you wish, and will gain levels of [[url="encyclopedia/how_to_play/031_enc_manual_army_experience.html"]]experience[[/url]] allowing them to progress through their own individual skill trees. Victory in battle allows exploration of provinces on the multiplayer [[url="encyclopedia/how_to_play/mp_campaign_map.html"]]avatar conquest map[[/url]], which provides a visual representation of your avatar's progression.<p><p>Click [[url="encyclopedia/video/s2_bosh_tut_multiplayer_avatar.html#s2_bosh_tut_multiplayer_02"]]here[[/url]] to view a video tutorial about this subject.	True
encyclopedia_blocks_content_enc_text_manual_multiplayer_armour	Items of armour can be collected as your [[url="encyclopedia/how_to_play/061_enc_manual_multiplayer.html"]]avatar[[/url]] develops. These are grouped into sets modelled on actual historical armour used by the samurai in combat. Some sets consist of as few as two pieces, whilst other more complex sets may have up to nine pieces and take much longer to acquire. Completing a set will result in the award of a retainer. In addition, any pieces you collect can immediately be added to the equipment your avatar is wearing via the [[url="encyclopedia/how_to_play/mp_avatar_customise.html"]]customise avatar panel[[/url]].	True
encyclopedia_blocks_content_enc_text_manual_multiplayer_army_management	This is the army & fleet management screen, where you can set up and save armies and fleets for use in battle. Click on a unit in the available unit roster to see its statistics. To recruit it, click on the add to army button or left-click and drag it to the army section of the screen. You can access these pre-set armies before any battle. When finished, click on the save army setup button.	True
encyclopedia_blocks_content_enc_text_manual_multiplayer_army_management_veterans	From this screen, you can also view and manage your veteran troops. If one of your units excels in a battle, you may be given the opportunity to make it a veteran. If you choose to accept a veteran after a battle, it will join the pool of other veterans. This pool can be accessed by clicking on the veteran units tab.	True
encyclopedia_blocks_content_enc_text_manual_multiplayer_army_management	This is the army & fleet management screen, where you can set up and save armies and fleets for use in battle. Click on a unit in the available unit roster to see its statistics. To recruit it, click on the add to army button or left-click and drag it to the army section of the screen. You can access these pre-set armies before any battle. When finished, click on the save army setup button.<p><p>Click [[url="encyclopedia/video/s2_bosh_tut_multiplayer_army.html#s2_bosh_tut_multiplayer_06"]]here[[/url]] to view a video tutorial about this subject.	True
encyclopedia_blocks_content_enc_text_manual_multiplayer_army_management_veterans	From this screen, you can also view and manage your veteran troops. If one of your units excels in a battle, you may be given the opportunity to make it a veteran. If you choose to accept a veteran after a battle, it will join the pool of other veterans. This pool can be accessed by clicking on the veteran units tab.<p><p>Click [[url="encyclopedia/video/s2_bosh_tut_multiplayer_veterans.html#s2_bosh_tut_multiplayer_18"]]here[[/url]] to view a video tutorial about this subject.	True
encyclopedia_blocks_content_enc_text_manual_multiplayer_avatar_screen	This is the avatar screen. All things related to your avatar are managed from here:<p>To customise your army's banner colours and symbol, click on the edit mon button.<p>To [[url="encyclopedia/how_to_play/mp_avatar_customise.html"]]customise your avatar's appearance[[/url]], click on the paintbrush icon on the right-hand side of the avatar's name panel.<p>To view and assign your avatar's [[url="encyclopedia/how_to_play/background.html"]]skill points[[/url]], click on the skill tree button.<p>To view and organise your [[url="encyclopedia/how_to_play/ancillaries_background.html"]]retainers[[/url]], click on the modify retainers button.<p>To view the [[url="encyclopedia/how_to_play/popup_armor_sets.html"]]armour sets[[/url]] your avatar has collected, click on the armour sets button.	True
encyclopedia_blocks_content_enc_text_manual_multiplayer_avatar_skills	As your avatar gains experience, he will be awarded skill points to spend. There are four skills branches each of which focuses on improving a specific aspect of your avatar's skills: physical, leadership, bow mastery, and melee combat. Each branch includes a variety of skills, with more powerful abilities appearing toward the top of each to reward specialisation. Points can be spent in any of the branches at any stage, so your avatar can choose to be a jack of all trades or to focus on mastering one. If you choose to, you can use the reset skill points button to unlearn all learned skills. This will cost you several clan tokens. All skills points will be refunded and can then be reallocated.	True
encyclopedia_blocks_content_enc_text_manual_multiplayer_avatar_traits	As an avatar learns skills, he will acquire various traits that loosely reflect the extent to which he has developed in each of the avatar skill tree branches. Your avatar will also gain a reputation based on the balance of armies he tends to field, and this will also be reflected in a trait. The ‘Dishonourable Coward’ trait is awarded if you disconnect from too many battles before they are completed. This trait will disappear if your ratio of completed battles improves.You can click on another player's avatar on the pre-battle screen to examine his traits and gain an insight into the kind of skills he has and the type of army balance he tends to favour.	True
encyclopedia_blocks_content_enc_text_manual_multiplayer_battle_list	The battle list has the options needed to set up or join any type of multiplayer battle. Select the host battle option to set up your own battle. You can also search the available battles hosted by other players. All lists can be filtered and sorted as you wish. Battle list battles will not contribute to the [[url="encyclopedia/how_to_play/mp_leaderboards.html"]]leaderboards[[/url]] or [[url="encyclopedia/how_to_play/clan_list.html"]]clan competition[[/url]] but will allow the upgrading of your avatar, the [[url="encyclopedia/how_to_play/mp_campaign_map.html"]]exploration of provinces[[/url]] and all other avatar progression.	True
encyclopedia_blocks_content_enc_text_manual_multiplayer_campaign_map	This is the avatar conquest map. From here you can explore the whole of Japan and find online opponents to fight against. As you play multiplayer battles you will gradually explore the provinces on this map. Every time you win a land or siege battle, you will unlock all of the rewards from the province that contains the army marker. You will also unlock a province whenever your avatar gains a [[url="encyclopedia/how_to_play/background.html"]]skill point[[/url]]. Every time you win a naval battle, you will unlock the extra movement options from the sea region that contains the fleet marker. If you are a member of a [[url="encyclopedia/how_to_play/mp_profile.html"]]clan[[/url]], victory in any land or naval battle will also contribute to your clan's influence over that province in the [[url="encyclopedia/how_to_play/clan_list.html"]]clan competition[[/url]]. Before you fight either type of battle, make sure that you move the army and/or navy marker to the province you wish to explore. You can place the markers on any province adjacent to one that you already own.	True
encyclopedia_blocks_content_enc_text_manual_multiplayer_avatar_skills	As your avatar gains experience, he will be awarded skill points to spend. There are four skills branches each of which focuses on improving a specific aspect of your avatar's skills: physical, leadership, bow mastery, and melee combat. Each branch includes a variety of skills, with more powerful abilities appearing toward the top of each to reward specialisation. Points can be spent in any of the branches at any stage, so your avatar can choose to be a jack of all trades or to focus on mastering one. If you choose to, you can use the reset skill points button to unlearn all learned skills. This will cost you several clan tokens. All skills points will be refunded and can then be reallocated. Players who create a new Fall of the Samurai avatar will have access to a new skill tree with three branches to learn: gunpowder, command and bushido.<p><p>Click [[url="encyclopedia/video/s2_bosh_tut_multiplayer_avatar_xp.html#s2_bosh_tut_multiplayer_15"]]here[[/url]] to view a video tutorial about this subject.	True
encyclopedia_blocks_content_enc_text_manual_multiplayer_avatar_traits	As an avatar learns skills, he will acquire various traits that loosely reflect the extent to which he has developed in each of the avatar skill tree branches. Your avatar will also gain a reputation based on the balance of armies he tends to field, and this will also be reflected in a trait. The ‘Dishonourable Coward’ trait is awarded if you disconnect from too many battles before they are completed. This trait will disappear if your ratio of completed battles improves. You can click on another player's avatar on the pre-battle screen to examine his traits and gain an insight into the kind of skills he has and the type of army balance he tends to favour.	True
encyclopedia_blocks_content_enc_text_manual_multiplayer_battle_list	The battle list has the options needed to set up or join any type of multiplayer battle. Select the host battle option to set up your own battle. You can also search the available battles hosted by other players. All lists can be filtered and sorted as you wish. Battle list battles will not contribute to the [[url="encyclopedia/how_to_play/mp_leaderboards.html"]]leaderboards[[/url]] or [[url="encyclopedia/how_to_play/clan_list.html"]]clan competition[[/url]] but will allow the upgrading of your avatar, the [[url="encyclopedia/how_to_play/mp_campaign_map.html"]]exploration of provinces[[/url]] and all other avatar progression.<p><p>Click [[url="encyclopedia/video/s2_bosh_tut_multiplayer_battles.html#s2_bosh_tut_multiplayer_10"]]here[[/url]] to view a video tutorial about this subject.	True
encyclopedia_blocks_content_enc_text_manual_multiplayer_campaign_map	This is the avatar conquest map. From here you can explore the whole of Japan and find online opponents to fight against. As you play multiplayer battles you will gradually explore the provinces on this map. Every time you win a land or siege battle, you will unlock all of the rewards from the province that contains the army marker. You will also unlock a province whenever your avatar gains a [[url="encyclopedia/how_to_play/background.html"]]skill point[[/url]]. Every time you win a naval battle, you will unlock the extra movement options from the sea region that contains the fleet marker. If you are a member of a [[url="encyclopedia/how_to_play/mp_profile.html"]]clan[[/url]], victory in any land or naval battle will also contribute to your clan's influence over that province in the [[url="encyclopedia/how_to_play/clan_list.html"]]clan competition[[/url]]. Before you fight either type of battle, make sure that you move the army and/or navy marker to the province you wish to explore. You can place the markers on any province adjacent to one that you already own.<p><p>Click [[url="encyclopedia/video/s2_bosh_tut_multiplayer_army.html#s2_bosh_tut_multiplayer_08"]]here[[/url]] to view a video tutorial about this subject.	True
encyclopedia_blocks_content_enc_text_manual_multiplayer_campaign_map_fighting_battles	You can press the [[url="encyclopedia/how_to_play/solo_setup.html"]]match-made battle button[[/url]] or the [[url="encyclopedia/how_to_play/custom_battle_script.html"]]battle list button[[/url]] at any time to find an online opponent to fight a battle against. The match-made battle option will find an opponent of similar skill level to you. If you wish a battle to contribute to the [[url="encyclopedia/how_to_play/mp_leaderboards.html"]]leaderboards[[/url]] or [[url="encyclopedia/how_to_play/clan_list.html"]]clan competition[[/url]], you must enter it via this button. The battle list button is for hosting battles or joining battles hosted by other people. Battles fought from here will not contribute to the leaderboards or clan competition.	True
encyclopedia_blocks_content_enc_text_manual_multiplayer_campaign_map_province_rewards	The tooltips over each province indicate the reward you will gain by successfully exploring that province. At the beginning of your journey you will have a limited variety of troops that you can take into battle. As you explore provinces that contain the various dojos (buildings), you will be able to recruit a broader range of troops. The [[url="encyclopedia/how_to_play/mp_army_management.html"]]army & fleet management screen[[/url]] will show the full unit roster and demonstrate how many of each type of dojo you need to explore in order to unlock the various units. Provinces that don't contain dojos will unlock a [[url="encyclopedia/how_to_play/ancillaries_background.html"]]retainer[[/url]]. The buttons at the top of the screen allow you to navigate through the rest of the [[url="encyclopedia/how_to_play/061_enc_manual_multiplayer.html"]]avatar[[/url]] system. You can view details about your avatar and his skill upgrades, retainers, veterans, the [[url="encyclopedia/how_to_play/mp_leaderboards.html"]]leaderboards[[/url]] and much more by clicking on these buttons.	True
encyclopedia_blocks_content_enc_text_manual_multiplayer_clan_join	Clans in Total War: Shogun 2 are directly tied to Steam Groups. Via the clan creation/management button, you  can view a list of Steam Groups already operating as clans in the game. Choose one of these groups to bring up their Steam page, where you can attempt to join. Depending on the group’s settings, you may be able to join straight away or you might have to get an existing member to invite you. Only one group can be nominated as your clan at any one time. You can leave a clan at any time, and nominate another group as your clan. If you leave or are removed from a Steam Group, you are also removed from the corresponding clan. To set up a clan of your own, you must nominate a Steam Group as your Total War: Shogun 2 clan. Via the clan manager button in the multiplayer mode, choose from a list of Steam Groups you are currently a member of and nominate one of them to be your clan. You can prevent players from making the Steam Group their clan by ensuring that the group is private, so that only those whom you invite can join. You can also kick players out of your group in order to remove them from the clan.	True
encyclopedia_blocks_content_enc_text_manual_multiplayer_clan_map	The clan competition screen can be found from the avatar conquest map. It is here that online [[url="encyclopedia/how_to_play/mp_profile.html"]]clans[[/url]] from around the globe fight for control of Japan. Joining one of these clans will enable you to take part in this mighty struggle whilst moving your [[url="encyclopedia/how_to_play/061_enc_manual_multiplayer.html"]]avatar[[/url]] about the conquest map to collect [[url="encyclopedia/how_to_play/ancillaries_background.html"]]retainers[[/url]], new units, and unlock additional provinces.	True
encyclopedia_blocks_content_enc_text_manual_multiplayer_clan_join	Clans in Total War: Shogun 2 are directly tied to Steam Groups. Via the clan creation/management button, you  can view a list of Steam Groups already operating as clans in the game. Choose one of these groups to bring up their Steam page, where you can attempt to join. Depending on the group’s settings, you may be able to join straight away or you might have to get an existing member to invite you. Only one group can be nominated as your clan at any one time. You can leave a clan at any time, and nominate another group as your clan. If you leave or are removed from a Steam Group, you are also removed from the corresponding clan. To set up a clan of your own, you must nominate a Steam Group as your Total War: Shogun 2 clan. Via the clan manager button in the multiplayer mode, choose from a list of Steam Groups you are currently a member of and nominate one of them to be your clan. You can prevent players from making the Steam Group their clan by ensuring that the group is private, so that only those whom you invite can join. You can also kick players out of your group in order to remove them from the clan.<p><p>Click [[url="encyclopedia/video/s2_bosh_tut_multiplayer_clans.html#s2_bosh_tut_multiplayer_22"]]here[[/url]] to view a video tutorial about this subject.	True
encyclopedia_blocks_content_enc_text_manual_multiplayer_clan_map	The clan competition screen can be found from the avatar conquest map. It is here that online [[url="encyclopedia/how_to_play/mp_profile.html"]]clans[[/url]] from around the globe fight for control of Japan. Joining one of these clans will enable you to take part in this mighty struggle whilst moving your [[url="encyclopedia/how_to_play/061_enc_manual_multiplayer.html"]]avatar[[/url]] about the conquest map to collect [[url="encyclopedia/how_to_play/ancillaries_background.html"]]retainers[[/url]], new units, and unlock additional provinces.<p><p>Click [[url="encyclopedia/video/s2_bosh_tut_multiplayer_clans.html#s2_bosh_tut_multiplayer_21"]]here[[/url]] to view a video tutorial about this subject.	True
encyclopedia_blocks_content_enc_text_manual_multiplayer_clan_map_corruption	The more provinces a clan owns, the more difficult it is to conquer and maintain control of new provinces due to corruption and the logistical difficulties of managing and supplying a greater number of provinces. Therefore, every province owned beyond the third will give a 5% reduction in total influence points following a victory. This total penalty will never exceed 95%.	True
encyclopedia_blocks_content_enc_text_manual_multiplayer_clan_map_corruption_filters	The clan competition also contains a set of filters to help plot your clan’s path to domination. The “clan influence points for victory” filter shows you the total number of clan influence points that the selected clan will gain for winning a battle in a particular province. The “provinces within points of capture or loss” filter allows you to enter a value to display on the map all of the provinces that the selected clan is within that number of points of capturing. Conversely, the same filter allows you to display all of the provinces on the map that the selected clan is on the point of losing.	True
encyclopedia_blocks_content_enc_text_manual_multiplayer_clan_map_influence_points	The base number of clan influence points that can be gained for a victory in a match-made battle in a province is twenty. An additional five points can be gained for every adjacent province owned by the same clan. Equipping your clan retainer gives an additional five point bonus. Finally, an extra point will be gained for every clan member you fight alongside in team match-made battles.	True
encyclopedia_blocks_content_enc_text_manual_multiplayer_clan_map_leaders	Each clan leader has the ability to place a circular clan marker in a province of their choosing. This marker is visible to all clan members, signifying that that province is the focus of the clan’s current war effort and that all clan members should fight battles there if they are able.<p><p>A clan token will be gained for every victory gained in a match-made battle. They can be used to buy advanced skills for your [[url="encyclopedia/how_to_play/mp_army_management.html#enc_text_manual_multiplayer_army_management_veterans"]]veteran[[/url]] units and to reset and redeploy the points allocated on your avatar’s [[url="encyclopedia/how_to_play/background.html"]]skill tree[[/url]].	True
encyclopedia_blocks_content_enc_text_manual_multiplayer_clan_map_influence_points	The base number of clan influence points that can be gained for a victory in a match-made battle in a province is twenty. An additional five points can be gained for every adjacent province owned by the same clan. Equipping your clan retainer gives an additional five point bonus. Finally, an extra point will be gained for every clan member you fight alongside in team match-made battles.<p><p>Click [[url="encyclopedia/video/s2_bosh_tut_multiplayer_clans.html#s2_bosh_tut_multiplayer_24"]]here[[/url]] to view a video tutorial about this subject.	True
encyclopedia_blocks_content_enc_text_manual_multiplayer_clan_map_leaders	Each clan leader has the ability to place a circular clan marker in a province of their choosing. This marker is visible to all clan members, signifying that that province is the focus of the clan’s current war effort and that all clan members should fight battles there if they are able.<p><p>A clan token will be gained for every victory gained in a match-made battle. They can be used to buy advanced skills for your [[url="encyclopedia/how_to_play/mp_army_management.html#enc_text_manual_multiplayer_army_management_veterans"]]veteran[[/url]] units and to reset and redeploy the points allocated on your avatar’s [[url="encyclopedia/how_to_play/background.html"]]skill tree[[/url]].<p><p>Click [[url="encyclopedia/video/s2_bosh_tut_multiplayer_clans.html#s2_bosh_tut_multiplayer_25"]]here[[/url]] to view a video tutorial about this subject.	True
encyclopedia_blocks_content_enc_text_manual_multiplayer_clan_map_points_summary	<TABLE><TR><TH>Methods to Gain/Lose Clan Influence Points</TH><TH>Points Awarded/Deducted</TH><TR><TD>Victory in a match-made battle</TD><TD>+20</TD><TR><TD>Adjacent province bonus</TD><TD>+5 per adjacent province</TD><TR><TD>Use of clan specialism retainer</TD><TD>+5</TD><TR><TD>Fighting a match-made battle alongside clan mates</TD><TD>+1 per clan mate</TD><TR><TD>Losing a match-made battle</TD><TD>-50% of the points that would have been gained from victory</TD><TR><TD>Province ownership penalty (corruption and logistics)</TD><TD>-5% for each province owned beyond the third</TD><TR><TD>Maximum province ownership penalty</TD><TD>-95%</TD></TABLE>	True
encyclopedia_blocks_content_enc_text_manual_multiplayer_clan_map_province_capture	To succeed in the clan competition your clan must acquire influence points from the provinces on the map. Each victory recorded whilst playing a [[url="encyclopedia/how_to_play/solo_setup.html"]]match-made battle[[/url]] will award your clan with the clan influence points shown on the tooltip when you mouse over that province. Every one of your clan members contributes to this total number of points from each province. The clan that has the most total clan influence points in any given province owns that province.<p><p>If you lose a battle your clan loses 50% of the points that would’ve been gained for a victory in that province. Clan influence in a province can never fall below zero.	True
encyclopedia_blocks_content_enc_text_manual_multiplayer_clan_map_tiers	The clan competition is arranged into several tiers &#8211; tier one being the top tier. Each tier consists of a number of game worlds each containing twenty-four clans. The system is arranged in a pyramid, where each successive tier contains double the number of game worlds.<p><p>The clan competition is divided into seasons. At the end of each season, the clans at the top of a game world are promoted to the next highest tier and the clans at the bottom are demoted to the next lowest tier. A clan’s position on the league table within a game world is determined by the number of provinces that clan owns. Where two clans have an equal number of provinces, the clan with most total battle victories will be placed higher on the ladder. Once a new season begins, the game world will refresh. The time remaining in the current season is displayed at the foot of the league table.<p><p>You can also view your clan’s position within the overall clan competition by using the navigation buttons above the league table.	True
encyclopedia_blocks_content_enc_text_manual_multiplayer_clan_map_tiers	The clan competition is arranged into several tiers &#8211; tier one being the top tier. Each tier consists of a number of game worlds each containing twenty-four clans. The system is arranged in a pyramid, where each successive tier contains double the number of game worlds.<p><p>The clan competition is divided into seasons. At the end of each season, the clans at the top of a game world are promoted to the next highest tier and the clans at the bottom are demoted to the next lowest tier. A clan’s position on the league table within a game world is determined by the number of provinces that clan owns. Where two clans have an equal number of provinces, the clan with most total battle victories will be placed higher on the ladder. Once a new season begins, the game world will refresh. The time remaining in the current season is displayed at the foot of the league table.<p><p>You can also view your clan’s position within the overall clan competition by using the navigation buttons above the league table.<p><p>Click [[url="encyclopedia/video/s2_bosh_tut_multiplayer_clans.html#s2_bosh_tut_multiplayer_26"]]here[[/url]] to view a video tutorial about this subject.	True
encyclopedia_blocks_content_enc_text_manual_multiplayer_co_op_campaign	A co-operative campaign allows two players to play a full campaign against AI opponents. It is largely similar to a standard multiplayer campaign, with the addition of a shared victory condition: both co-op partners must retain possession of their capital, but required provincial conquests are shared between them. Diplomatic states are also shared between partners, meaning that if one declares war against an AI clan, their partner will also be at war with that AI clan. Similarly, ceasefires and alliances will also be shared. Within a partnership, the field of view on the campaign map will be shared, including line of sight from units and buildings, and the unveiling of the hidden sections of the campaign map.	True
encyclopedia_blocks_content_enc_text_manual_multiplayer_co_op_unit_sharing	During a co-op campaign, it is possible for players to share troops during their battles. Simply select a unit on the battlefield in the usual way, then click the gift units button in the bottom left-hand corner of the screen. Control of those units will be transferred to your co-op partner for the duration of that battle. This process works both ways so that partners can swap troops back and forth between them as often as they like during a battle. Even if one player has no troops involved, he can still enter the battle and be ready to receive shared units whenever his partner is ready. Once the battle is over, shared units return to the control of the partner who recruited them.	True
encyclopedia_blocks_content_enc_text_manual_multiplayer_create_avatar	The avatar screen enables you to create your [[url="encyclopedia/how_to_play/061_enc_manual_multiplayer.html"]]avatar[[/url]] from scratch. It is the first screen you will see upon entering multiplayer mode. Your first task is to choose your avatar's name and his clan banner through the clan setup panel. His face and equipment will be set to defaults, but can be customised to your specifications through the [[url="encyclopedia/how_to_play/mp_avatar_customise.html"]]customise avatar panel[[/url]]. It is possible to create and save only one avatar. When you have completed yours, click on the confirm button to save the changes.	True
encyclopedia_blocks_content_enc_text_manual_multiplayer_create_warband	Your avatar's name can be almost anything you like - dependent of course on your choice of language! Once this is done, construct a banner by choosing a symbol (known as a mon) from a pool of designs and colours for the mon, background and trim. Simply select the tab for each item and then pick your colour from the palette to update the image.	True
encyclopedia_blocks_content_enc_text_manual_multiplayer_customise_avatar	On the customise avatar screen, a model of your [[url="encyclopedia/how_to_play/061_enc_manual_multiplayer.html"]]avatar[[/url]] occupies the centre of the panel. The model can be rotated using the arrow buttons, or by clicking and dragging the avatar himself. The rows of boxes flanking the avatar contain the various items of armour currently unlocked. [[url="encyclopedia/how_to_play/popup_armor_sets.html"]]Armour[[/url]] can be changed by clicking on the arrows to either side of each box; doing so will add the items you have selected to the avatar model. The colour palette allows you to choose a custom colour scheme, by re-colouring the main colour and two trim colours.	True
encyclopedia_blocks_content_enc_text_manual_multiplayer_home_province	After setting up your [[url="encyclopedia/how_to_play/mp_avatar_general.html"]]avatar[[/url]], and before your campaign can begin, you must select a home [[url="encyclopedia/how_to_play/002b_enc_glossary.html#enc_glossary_province"]]province[[/url]]. The small map shows the four options available to you. Each offers a different starting advantage, allowing recruitment of superior archers, spearmen, cavalry or swordsmen - details of which can be found on the panel to the right. 	True
encyclopedia_blocks_content_enc_text_manual_multiplayer_customise_avatar	On the customise avatar screen, a model of your [[url="encyclopedia/how_to_play/061_enc_manual_multiplayer.html"]]avatar[[/url]] occupies the centre of the panel. The model can be rotated using the arrow buttons, or by clicking and dragging the avatar himself. The rows of boxes flanking the avatar contain the various items of armour currently unlocked. [[url="encyclopedia/how_to_play/popup_armor_sets.html"]]Armour[[/url]] can be changed by clicking on the arrows to either side of each box; doing so will add the items you have selected to the avatar model. The colour palette allows you to choose a custom colour scheme, by re-colouring the main colour and two trim colours.<p><p>Click [[url="encyclopedia/video/s2_bosh_tut_multiplayer_avatar.html#s2_bosh_tut_multiplayer_03"]]here[[/url]] to view a video tutorial about this subject.	True
encyclopedia_blocks_content_enc_text_manual_multiplayer_home_province	After setting up your [[url="encyclopedia/how_to_play/mp_avatar_general.html"]]avatar[[/url]], and before your campaign can begin, you must select a home [[url="encyclopedia/how_to_play/002b_enc_glossary.html#enc_glossary_province"]]province[[/url]]. The small map shows the four options available to you. Each offers a different starting advantage, allowing recruitment of superior archers, spearmen, cavalry or swordsmen - details of which can be found on the panel to the right.<p><p>Click [[url="encyclopedia/video/s2_bosh_tut_multiplayer_avatar.html#s2_bosh_tut_multiplayer_04"]]here[[/url]] to view a video tutorial about this subject.	True
encyclopedia_blocks_content_enc_text_manual_multiplayer_leaderboards_1	The leaderboards record your rating across multiple different battle setups. Only battles fought against opponents using the match-made battle button on the conquest map will contribute towards your rankings on the leaderboards.	True
encyclopedia_blocks_content_enc_text_manual_multiplayer_leaderboards_2	Only avatars who have explored every region on the avatar conquest map and have achieved rank 10 can feature on the shogun ladder. The shogun ladder tracks points based on your rankings across all of the leaderboards. The current leader of the shogun ladder will receive the title ‘shogun’ and have their avatar name displayed in the chat channel in gold coloured font. The shogun will also unlock the ’There Can Be Only One’ achievement and gain a unique armour reward.	True
encyclopedia_blocks_content_enc_text_manual_multiplayer_matchmade_battles	The match-made battle panel lets you randomly match-up with an opponent of your skill level, or join a team of other players for multiplayer battles. If you want a battle to be ranked or contribute to the clan competition, you must select this option. Click on the battle type icons to specify the kind of battle you wish to fight. Note that it is not possible for a siege battle to be ranked. The auto-team option will find you any match with any number of people to play with and against. The campaign drop-in option will search for a campaign [[url="encyclopedia/how_to_play/003a_enc_ui_frontend_grand_clan.html#enc_text_ui_frontend_grand_clan_drop_in"]]drop-in battle[[/url]]. This feature means that you are willing to play the role of the AI army in another player's single player campaign. If you join a drop-in battle, you will use the units that exist in the the other player's AI army and not your avatar or your unlocked units.	True
encyclopedia_blocks_content_enc_text_manual_multiplayer_province_exploration	To begin exploring the avatar conquest map, simply drag your army or fleet marker to a [[url="encyclopedia/how_to_play/002b_enc_glossary.html#enc_glossary_province"]]province[[/url]] that you wish to explore. Note that you can only place your army on a land province and your fleet on a sea province, and these must be adjacent to a land or sea province you have already explored. You can now find an equally-matched opponent via the match-made battle button. You can choose to fight a 1-on-1 battle or participate in a team battle. Selecting a sea battle type will mean that you are fighting to explore the sea region your fleet currently occupies, whereas land and siege battle types will take place wherever your army marker has been placed. The battle list button allows you to search for or host custom battles, although these are commonly less well-matched than match made battles and don’t contribute toward your skill rating. Fighting and winning a battle in a selected province will mean that your [[url="encyclopedia/how_to_play/061_enc_manual_multiplayer.html"]]avatar[[/url]] has explored this province and gained access to any [[url="encyclopedia/how_to_play/ancillaries_background.html"]]retainers[[/url]] or buildings situated there. As sea regions always border several provinces, their capture greatly widens the choice when planning your next conquest.  	True
encyclopedia_blocks_content_enc_text_manual_multiplayer_leaderboards_2	Only avatars who have explored every region on the avatar conquest map and have achieved rank 10 can feature on the shogun ladder. The Shogun ladder tracks points based on your rankings across all of the leaderboards. The current leader of the Shogun ladder will receive the title ‘Shogun’ and have their avatar name displayed in the chat channel in gold coloured font. The Shogun will also unlock the ’There Can Be Only One’ achievement and gain a unique armour reward.	True
encyclopedia_blocks_content_enc_text_manual_multiplayer_matchmade_battles	The match-made battle panel lets you randomly match-up with an opponent of your skill level, or join a team of other players for multiplayer battles. If you want a battle to be ranked or contribute to the clan competition, you must select this option. Click on the battle type icons to specify the kind of battle you wish to fight. Note that it is not possible for a siege battle to be ranked. The auto-team option will find you any match with any number of people to play with and against. The campaign drop-in option will search for a campaign [[url="encyclopedia/how_to_play/003a_enc_ui_frontend_grand_clan.html#enc_text_ui_frontend_grand_clan_drop_in"]]drop-in battle[[/url]]. This feature means that you are willing to play the role of the AI army in another player's single player campaign. If you join a drop-in battle, you will use the units that exist in the other player's AI army and not your avatar or your unlocked units.<p><p>Click [[url="encyclopedia/video/s2_bosh_tut_multiplayer_matchmade.html#s2_bosh_tut_multiplayer_12"]]here[[/url]] to view a video tutorial about this subject.	True
encyclopedia_blocks_content_enc_text_manual_multiplayer_multiple_avatars	All players can have a maximum of two Fall of the Samurai [[url="encyclopedia/how_to_play/061_enc_manual_multiplayer.html"]]avatars[[/url]] and two Shogun 2 avatars. You can switch between avatars or create new ones by left-clicking on the swap avatar button.<p><p>The development of each avatar is completely independent of any other. However, each one is linked to the same Steam account, so the following features are not independently attached:<p><p>All statistics and [[url="encyclopedia/how_to_play/mp_leaderboards.html"]]leaderboard[[/url]] rankings<p><p>Clan membership (all avatars must be a member of the same clan)<p><p>All achievements	True
encyclopedia_blocks_content_enc_text_manual_multiplayer_promote_avatars	It is possible to promote [[url="encyclopedia/how_to_play/061_enc_manual_multiplayer.html"]]avatars[[/url]] once they reach rank 10. Promotion raises your avatar’s prestige, refreshes the [[url="encyclopedia/how_to_play/mp_campaign_map.html"]]avatar conquest map[[/url]] and resets all features except clan tokens, veterans, [[url="encyclopedia/how_to_play/popup_armor_sets.html"]]armour[[/url]] set pieces (and associated [[url="encyclopedia/how_to_play/ancillaries_background.html"]]retainers[[/url]]), Steam achievements and statistics. The colour of your avatar's ranking stars depends on his current prestige level. The default prestige level is bronze. You can promote your avatar to silver, gold, emerald, sapphire, ruby and finally diamond prestige levels.<p><p>Click [[url="encyclopedia/video/s2_bosh_tut_multiplayer_avatar_xp.html#s2_bosh_tut_multiplayer_14"]]here[[/url]] to view a video tutorial about this subject.	True
encyclopedia_blocks_content_enc_text_manual_multiplayer_province_exploration	To begin exploring the avatar conquest map, simply drag your army or fleet marker to a [[url="encyclopedia/how_to_play/002b_enc_glossary.html#enc_glossary_province"]]province[[/url]] that you wish to explore. Note that you can only place your army on a land province and your fleet on a sea province, and these must be adjacent to a land or sea province you have already explored. You can now find an equally-matched opponent via the match-made battle button. You can choose to fight a 1-on-1 battle or participate in a team battle. Selecting a sea battle type will mean that you are fighting to explore the sea region your fleet currently occupies, whereas land and siege battle types will take place wherever your army marker has been placed. The battle list button allows you to search for or host custom battles, although these are commonly less well-matched than match made battles and don’t contribute toward your skill rating. Fighting and winning a battle in a selected province will mean that your [[url="encyclopedia/how_to_play/061_enc_manual_multiplayer.html"]]avatar[[/url]] has explored this province and gained access to any [[url="encyclopedia/how_to_play/ancillaries_background.html"]]retainers[[/url]] or buildings situated there. As sea regions always border several provinces, their capture greatly widens the choice when planning your next conquest.<p><p>Click [[url="encyclopedia/video/s2_bosh_tut_multiplayer_conquest.html#s2_bosh_tut_multiplayer_09"]]here[[/url]] to view a video tutorial about this subject.	True
encyclopedia_blocks_content_enc_text_manual_multiplayer_recruitment	Many [[url="encyclopedia/how_to_play/002b_enc_glossary.html#enc_glossary_province"]]provinces[[/url]] contain recruitment buildings: archery [[url="encyclopedia/how_to_play/002b_enc_glossary.html#enc_glossary_dojo"]]dojos[[/url]], stables, teppo (gun) ranges, workshops, yari drill yards, sword schools, sake dens and military ports. Once explored, these will provide new types of recruits for your armies. The more times you explore each type of building, the more powerful the unit type you will be able to recruit. You can buy fresh troops before each battle, but units that have gained experience and suffered heavy casualties may become [[url="encyclopedia/how_to_play/mp_army_management.html#enc_text_manual_multiplayer_army_management_veterans"]]veteran[[/url]] candidates.	True
encyclopedia_blocks_content_enc_text_manual_multiplayer_recruitment_veterans	As well as the raw recruits that are available as you explore the avatar conquest map, you will slowly gather a force of veteran units. Veteran units are those that have excelled themselves in battle. In the post-battle screen, you will be offered the opportunity to recruit any such units and assign them a suitable name. Unlike other recruits in your [[url="encyclopedia/how_to_play/061_enc_manual_multiplayer.html"]]avatar's[[/url]] army, veterans stay with him throughout his career. In subsequent battles, they will gain levels that give points to spend on their own individual [[url="encyclopedia/how_to_play/background.html"]]skill trees[[/url]]. You can also customise veterans further by re-colouring them in the [[url="encyclopedia/how_to_play/mp_army_management.html"]]army management screen[[/url]]. The number of veterans that your avatar can recruit is limited, and they can be dismissed to make room for new, more advanced ones.	True
encyclopedia_blocks_content_enc_text_manual_multiplayer_recruitment_veterans	As well as the raw recruits that are available as you explore the avatar conquest map, you will slowly gather a force of veteran units. Veteran units are those that have excelled themselves in battle. In the post-battle screen, you will be offered the opportunity to recruit any such units and assign them a suitable name. Unlike other recruits in your [[url="encyclopedia/how_to_play/061_enc_manual_multiplayer.html"]]avatar's[[/url]] army, veterans stay with him throughout his career. In subsequent battles, they will gain levels that give points to spend on their own individual [[url="encyclopedia/how_to_play/background.html"]]skill trees[[/url]]. You can also customise veterans further by re-colouring them in the [[url="encyclopedia/how_to_play/mp_army_management.html"]]army management screen[[/url]]. The number of veterans that your avatar can recruit is limited, and they can be dismissed to make room for new, more advanced ones.<p><p>Click [[url="encyclopedia/video/s2_bosh_tut_multiplayer_veterans.html#s2_bosh_tut_multiplayer_18"]]here[[/url]] to view a video tutorial about this subject.	True
encyclopedia_blocks_content_enc_text_manual_multiplayer_replenishment	Since [[url="encyclopedia/how_to_play/mp_army_management.html#enc_text_manual_multiplayer_army_management_veterans"]]veterans[[/url]] stay with your [[url="encyclopedia/how_to_play/061_enc_manual_multiplayer.html"]]avatar[[/url]] from battle to battle, any casualties they suffer will persist. If this goes on, they will become too weakened to fight effectively. However, you can bring them back to full fighting strength by resting them for one battle. Leaving veterans out of your army in this way will mean that they will have been replenished in time for the next battle. For this reason, it is wise to retain several veteran units of each type to allow rotation of forces and keep them at full fighting effectiveness.	True
encyclopedia_blocks_content_enc_text_manual_multiplayer_retainers	Retainers are the people and objects that accompany your [[url="encyclopedia/how_to_play/061_enc_manual_multiplayer.html"]]avatar[[/url]] on campaign, each one having a useful effect on the battlefield. Retainers are awarded for completing [[url="encyclopedia/how_to_play/popup_armor_sets.html"]]armour[[/url]] sets and by exploring the [[url="encyclopedia/how_to_play/mp_campaign_map.html"]]avatar conquest map[[/url]] and unlocking new recruitment buildings. You can choose a limited number of retainers to use in your avatar’s next battle on the pre-battle screen. To assign them to your avatar, simply select retainers from the pool and drag them over to one of the vacant slots. You can also make changes outside the battle system via the retainers panel on the avatar screen, which contains a list of those retainers you have unlocked, together with ones which are still locked (and the requirements to unlock them).	True
encyclopedia_blocks_content_enc_text_manual_multiplayer_retainers	Retainers are the people and objects that accompany your [[url="encyclopedia/how_to_play/061_enc_manual_multiplayer.html"]]avatar[[/url]] on campaign, each one having a useful effect on the battlefield. Retainers are awarded for completing [[url="encyclopedia/how_to_play/popup_armor_sets.html"]]armour[[/url]] sets and by exploring the [[url="encyclopedia/how_to_play/mp_campaign_map.html"]]avatar conquest map[[/url]] and unlocking new recruitment buildings. You can choose a limited number of retainers to use in your avatar’s next battle on the pre-battle screen. To assign them to your avatar, simply select retainers from the pool and drag them over to one of the vacant slots. You can also make changes outside the battle system via the retainers panel on the avatar screen, which contains a list of those retainers you have unlocked, together with ones which are still locked (and the requirements to unlock them).<p><p>Click [[url="encyclopedia/video/s2_bosh_tut_multiplayer_avatar_xp.html#s2_bosh_tut_multiplayer_16"]]here[[/url]] to view a video tutorial about this subject.	True
encyclopedia_blocks_content_enc_text_manual_multiplayer_rosters_boshin_01	 	True
encyclopedia_blocks_content_enc_text_manual_multiplayer_rosters_boshin_02	<TABLE><TR><TH>No. of Dojos owned</TH><TH>Unit/Ship/Retainer Name</TH><TR><TD>1</TD><TD>[[url="encyclopedia/units/boshin_corvette_kasuga_mp.html"]]Wooden Corvette - Kasuga class[[/url]]</TD><TR><TD>2</TD><TD>[[url="encyclopedia/units/boshin_corvette_kanrin_maru_mp.html"]]Wooden Corvette - Kanrin Maru class[[/url]]</TD><TR><TD>3</TD><TD>[[url="encyclopedia/units/boshin_frigate_kaiyo_maru_mp.html"]]Wooden Frigate - Kaiyo Maru class[[/url]]</TD><TR><TD>4</TD><TD>[[url="encyclopedia/units/boshin_ironclad_kotetsu_mp.html"]]Ironclad - Kotetsu class[[/url]]</TD><TR><TD>5</TD><TD>[[url="encyclopedia/units/boshin_torpedo_boat_chiyodagata_mp.html"]]Torpedo boat - Chiyodagata class[[/url]]</TD></TABLE>	True
encyclopedia_blocks_content_enc_text_manual_multiplayer_rosters_boshin_03	 	True
encyclopedia_blocks_content_enc_text_manual_multiplayer_rosters_boshin_04	<TABLE><TR><TH>No. of Dojos owned    </TH><TH>Unit/Ship/Retainer Name</TH><TR><TD> </TD><TD> </TD><TR><TD>1</TD><TD>Retainer: Officer’s Handbook</TD><TR><TD>1*</TD><TD>[[url="encyclopedia/units/boshin_art_wooden_cannons_mp.html"]]Wooden Cannons[[/url]]</TD><TR><TD>2</TD><TD>Parrott Guns</TD><TR><TD>3</TD><TD>[[url="encyclopedia/units/boshin_art_armstrong_guns_mp.html"]]Armstrong guns[[/url]]</TD><TR><TD>4</TD><TD>[[url="encyclopedia/units/boshin_art_gatling_guns_mp.html"]]Gatling guns[[/url]]</TD></TABLE>	True
encyclopedia_blocks_content_enc_text_manual_multiplayer_rosters_boshin_05	 	True
encyclopedia_blocks_content_enc_text_manual_multiplayer_rosters_boshin_06	<TABLE><TR><TH>No. of Dojos owned    </TH><TH>Unit/Ship/Retainer Name</TH><TR><TD> </TD><TD> </TD><TR><TD>1</TD><TD>[[url="encyclopedia/units/boshin_inf_spear_kyoto_police_mp.html"]]Kyoto Police[[/url]]</TD><TR><TD>2</TD><TD>[[url="encyclopedia/units/boshin_inf_sword_shogitai_mp.html"]]Shogitai[[/url]]</TD><TR><TD>3</TD><TD>[[url="encyclopedia/units/boshin_cav_missile_bow_ki_mp.html"]]Bow Ki[[/url]]</TD><TR><TD>4</TD><TD>[[url="encyclopedia/units/boshin_inf_line_shinsengumi_mp.html"]]Shinsengumi[[/url]]</TD><TR><TD>5</TD><TD>[[url="encyclopedia/units/boshin_inf_special_kisho_ninjas_mp.html"]]Kisho Ninja[[/url]]</TD><TR><TD>6</TD><TD>[[url="encyclopedia/units/boshin_cav_missile_samurai_hero_mp.html"]]Samurai Hero[[/url]]</TD></TABLE>	True
encyclopedia_blocks_content_enc_text_manual_multiplayer_rosters_boshin_07	 	True
encyclopedia_blocks_content_enc_text_manual_multiplayer_rosters_boshin_08	<TABLE><TR><TH>No. of Dojos owned    </TH><TH>Unit/Ship/Retainer Name</TH><TR><TD> </TD><TD> </TD><TR><TD>1</TD><TD>[[url="encyclopedia/units/boshin_inf_line_red_bear_infantry_mp.html"]]Red Bear Infantry[[/url]]</TD><TR><TD>2</TD><TD>[[url="encyclopedia/units/boshin_inf_line_white_bear_infantry_mp.html"]]White Bear Infantry[[/url]]</TD><TR><TD>3</TD><TD>[[url="encyclopedia/units/boshin_inf_line_black_bear_infantry_mp.html"]]Black Bear Infantry[[/url]]</TD><TR><TD>4</TD><TD>[[url="encyclopedia/units/boshin_cav_sword_sabre_cavalry_mp.html"]]Sabre Cavalry[[/url]]</TD><TR><TD>5</TD><TD>[[url="encyclopedia/units/boshin_inf_light_tosa_riflemen_mp.html"]]Tosa Riflemen[[/url]]</TD><TR><TD>6</TD><TD>[[url="encyclopedia/units/boshin_cav_missile_carbine_cavalry_mp.html"]]Carbine Cavalry[[/url]]</TD><TR><TD>7</TD><TD>[[url="encyclopedia/units/boshin_inf_elite_kihetai_mp.html"]]Kihetai[[/url]]</TD><TR><TD>8</TD><TD>[[url="encyclopedia/units/boshin_inf_line_imperial_infantry_mp.html"]]Imperial Infantry[[/url]]</TD><TR><TD>9</TD><TD>[[url="encyclopedia/units/boshin_inf_elite_imperial_guard_infantry_mp.html"]]Imperial Guard Infantry[[/url]]</TD><TR><TD>10</TD><TD>[[url="encyclopedia/units/boshin_cav_missile_imperial_guard_cavalry_mp.html"]]Imperial Guard Cavalry[[/url]]</TD></TABLE>	True
encyclopedia_blocks_content_enc_text_manual_multiplayer_rosters_boshin_09	 	True
encyclopedia_blocks_content_enc_text_manual_multiplayer_rosters_boshin_10	<TABLE><TR><TH>No. of Dojos owned    </TH><TH>Unit/Ship/Retainer Name</TH><TR><TD> </TD><TD> </TD><TR><TD>1</TD><TD>[[url="encyclopedia/units/boshin_inf_elite_infanterie_de_marine_mp.html"]]Infanterie de Marine[[/url]]</TD><TR><TD>2</TD><TD>[[url="encyclopedia/units/boshin_inf_elite_united_states_marines_mp.html"]]United States Marines[[/url]]</TD><TR><TD>3</TD><TD>[[url="encyclopedia/units/boshin_inf_elite_royal_marines_mp.html"]]Royal Marines[[/url]]</TD></TABLE>	True
encyclopedia_blocks_content_enc_text_manual_multiplayer_rosters_boshin_11	 	True
encyclopedia_blocks_content_enc_text_manual_multiplayer_rosters_boshin_12	<TABLE><TR><TH>No. of Dojos owned    </TH><TH>Unit/Ship/Retainer Name</TH><TR><TD> </TD><TD> </TD><TR><TD>1</TD><TD>Ironclad &#8211; L’Ocean class</TD><TR><TD>2</TD><TD>[[url="encyclopedia/units/boshin_ironclad_uss_roanoke_mp.html"]]Ironclad &#8211; Roanoke class[[/url]]</TD><TR><TD>3</TD><TD>[[url="encyclopedia/units/boshin_ironclad_hms_warrior_mp.html"]]Ironclad &#8211; Warrior class[[/url]]</TD></TABLE>	True
encyclopedia_blocks_content_enc_text_manual_multiplayer_rosters_boshin_13	 	True
encyclopedia_blocks_content_enc_text_manual_multiplayer_rosters_boshin_14	<TABLE><TR><TH>No. of Dojos owned</TH><TH>Unit/Ship/Retainer Name</TH><TR><TD> </TD><TD> </TD><TR><TD>1</TD><TD>[[url="encyclopedia/units/boshin_inf_line_white_tiger_force_mp.html"]]White Tiger Force[[/url]]</TD><TR><TD>2</TD><TD>[[url="encyclopedia/units/boshin_inf_line_black_tortoise_force_mp.html"]]Black Tortoise Force[[/url]]</TD><TR><TD>3</TD><TD>[[url="encyclopedia/units/boshin_inf_line_azure_dragon_force_mp.html"]]Azure Dragon Force[[/url]]</TD><TR><TD>4</TD><TD>[[url="encyclopedia/units/boshin_inf_line_vermilion_bird_force_mp.html"]]Vermilion Bird Force[[/url]]</TD><TR><TD>5</TD><TD>[[url="encyclopedia/units/boshin_inf_line_shogunate_infantry_mp.html"]]Shogunate Infantry[[/url]]</TD><TR><TD>6</TD><TD>[[url="encyclopedia/units/boshin_inf_light_sharpshooters_mp.html"]]Sharpshooters[[/url]]</TD><TR><TD>7</TD><TD>[[url="encyclopedia/units/boshin_cav_missile_revolver_cavalry_mp.html"]]Revolver Cavalry[[/url]]</TD><TR><TD>8</TD><TD>[[url="encyclopedia/units/boshin_inf_light_yugekitai_mp.html"]]Yugekitai[[/url]]</TD><TR><TD>9</TD><TD>[[url="encyclopedia/units/boshin_inf_elite_shogunate_guard_infantry_mp.html"]]Shogunate Guard Infantry[[/url]]</TD><TR><TD>10</TD><TD>[[url="encyclopedia/units/boshin_cav_spear_shogunate_guard_cavalry_mp.html"]]Shogunate Guard Cavalry[[/url]]</TD></TABLE>	True
encyclopedia_blocks_content_enc_text_manual_multiplayer_rosters_boshin_15	 	True
encyclopedia_blocks_content_enc_text_manual_multiplayer_rosters_boshin_16	<TABLE><TR><TH>No. of Dojos owned    </TH><TH>Unit/Ship/Retainer Name</TH><TR><TD> </TD><TD> </TD><TR><TD>N/A</TD><TD>[[url="encyclopedia/units/boshin_inf_spear_levy_mp.html"]]Spear Levy[[/url]]</TD><TR><TD>N/A</TD><TD>[[url="encyclopedia/units/boshin_inf_missile_bow_kachi_mp.html"]]Bow Kachi[[/url]]</TD><TR><TD>N/A</TD><TD>[[url="encyclopedia/units/boshin_inf_sword_katana_kachi_mp.html"]]Katana Kachi[[/url]]</TD><TR><TD>N/A</TD><TD>[[url="encyclopedia/units/boshin_inf_spear_yari_kachi_mp.html"]]Yari Kachi[[/url]]</TD><TR><TD>N/A</TD><TD>[[url="encyclopedia/units/boshin_inf_missile_matchlock_kachi_mp.html"]]Matchlock Kachi[[/url]]</TD><TR><TD>N/A</TD><TD>[[url="encyclopedia/units/boshin_cav_spear_yari_ki_mp.html"]]Yari Ki[[/url]]</TD><TR><TD>N/A</TD><TD>[[url="encyclopedia/units/boshin_corvette_kaiten_mp.html"]]Wooden Corvette - Kaiten class[[/url]]</TD><TR><TD>N/A</TD><TD>[[url="encyclopedia/units/boshin_corvette_kanko_maru_mp.html"]]Wooden Corvette &#8211; Kanko Maru class[[/url]]</TD><TR><TD>N/A</TD><TD>[[url="encyclopedia/units/boshin_gun_boat_chiyodagata_mp.html"]]Gun boat - Chiyodagata class[[/url]]</TD></TABLE>	True
encyclopedia_blocks_content_enc_text_manual_multiplayer_rosters_shogun_01	 	True
encyclopedia_blocks_content_enc_text_manual_multiplayer_rosters_shogun_02	<TABLE><TR><TH>No. of Dojos owned</TH><TH>Unit/Ship/Retainer Name</TH><TR><TD>1</TD><TD>Retainer: European Gunsmith</TD><TR><TD>2</TD><TD>[[url="encyclopedia/units/inf_missile_matchlock_ashigaru_mp.html"]]Matchlock Ashigaru[[/url]]</TD><TR><TD>3</TD><TD>[[url="encyclopedia/units/inf_missile_matchlock_samurai_mp.html"]]Matchlock Samurai[[/url]]</TD><TR><TD>4</TD><TD>[[url="encyclopedia/units/inf_missile_matchlock_warrior_monks_mp.html"]]Matchlock Warrior Monks[[/url]]</TD></TABLE>	True
encyclopedia_blocks_content_enc_text_manual_multiplayer_rosters_shogun_03	 	True
encyclopedia_blocks_content_enc_text_manual_multiplayer_rosters_shogun_04	<TABLE><TR><TH>No. of Dojos owned</TH><TH>Unit/Ship/Retainer Name</TH><TR><TD>1</TD><TD>[[url="encyclopedia/units/cav_spear_yari_cavalry_mp.html"]]Yari Cavalry[[/url]]</TD><TR><TD>2</TD><TD>[[url="encyclopedia/units/cav_missile_bow_cavalry_mp.html"]]Bow Cavalry[[/url]]</TD><TR><TD>3</TD><TD>[[url="encyclopedia/units/cav_sword_katana_cavalry_mp.html"]]Katana Cavalry[[/url]]</TD><TR><TD>4</TD><TD>Retainer: Shogun’s Emissary</TD><TR><TD>4*</TD><TD>[[url="encyclopedia/units/cav_spear_great_guard_mp.html"]]Great Guard[[/url]]</TD></TABLE>	True
encyclopedia_blocks_content_enc_text_manual_multiplayer_rosters_shogun_05	 	True
encyclopedia_blocks_content_enc_text_manual_multiplayer_rosters_shogun_06	<TABLE><TR><TH>No. of Dojos owned</TH><TH>Unit/Ship/Retainer Name</TH><TR><TD>1</TD><TD>[[url="encyclopedia/units/inf_sword_katana_samurai_mp.html"]]Katana Samurai[[/url]]</TD><TR><TD>2</TD><TD>[[url="encyclopedia/units/inf_sword_nodachi_samurai_mp.html"]]No Dachi Samurai[[/url]]</TD><TR><TD>3</TD><TD>Retainer: Sword Instructor</TD><TR><TD>4</TD><TD>[[url="encyclopedia/units/inf_sword_katana_hero_mp.html"]]Katana Hero[[/url]]</TD></TABLE>	True
encyclopedia_blocks_content_enc_text_manual_multiplayer_rosters_shogun_07	 	True
encyclopedia_blocks_content_enc_text_manual_multiplayer_rosters_shogun_08	<TABLE><TR><TH>No. of Dojos owned</TH><TH>Unit/Ship/Retainer Name</TH><TR><TD>1</TD><TD>[[url="encyclopedia/units/medium_ship_sengoku_bune_mp.html"]]Sengoku Bune[[/url]]</TD><TR><TD>2</TD><TD>[[url="encyclopedia/units/light_ship_siege_tower_bune_mp.html"]]Siege Tower Bune[[/url]]</TD><TR><TD>3</TD><TD>[[url="encyclopedia/units/light_ship_matchlock_kobaya_mp.html"]]Matchlock Kobaya[[/url]]</TD><TR><TD>4</TD><TD>[[url="encyclopedia/units/heavy_ship_o_ataka_bune_mp.html"]]O Ataka Bune[[/url]]</TD><TR><TD>5</TD><TD>[[url="encyclopedia/units/light_ship_fire_bomb_kobaya_mp.html"]]Fire Bomb Kobaya[[/url]]</TD><TR><TD>6</TD><TD>[[url="encyclopedia/units/cannon_ship_cannon_bune_mp.html"]]Cannon Bune[[/url]]</TD><TR><TD>7</TD><TD>[[url="encyclopedia/units/heavy_ship_nihon_maru_mp.html"]]Nihon Maru[[/url]]</TD></TABLE>	True
encyclopedia_blocks_content_enc_text_manual_multiplayer_rosters_shogun_09	 	True
encyclopedia_blocks_content_enc_text_manual_multiplayer_rosters_shogun_10	<TABLE><TR><TH>No. of Dojos owned</TH><TH>Unit/Ship/Retainer Name</TH><TR><TD>1</TD><TD>Retainer: Ox Cart</TD><TR><TD>1*<TD><TD>[[url="encyclopedia/units/art_fire_projecting_mangonels_mp.html"]]Fire Projecting Mangonel[[/url]]</TD><TR><TD>2</TD><TD>[[url="encyclopedia/units/inf_special_fire_bomb_throwers_mp.html"]]Fire Bomb Throwers[[/url]]</TD><TR><TD>3</TD><TD>[[url="encyclopedia/units/art_large_shafted_fire_rockets_mp.html"]]Fire Rockets[[/url]]</TD><TR><TD>4</TD><TD>[[url="encyclopedia/units/art_european_cannons_mp.html"]]European Cannons[[/url]]</TD></TABLE>	True
encyclopedia_blocks_content_enc_text_manual_multiplayer_rosters_shogun_11	 	True
encyclopedia_blocks_content_enc_text_manual_multiplayer_rosters_shogun_12	<TABLE><TR><TH>No. of Dojos owned</TH><TH>Unit/Ship/Retainer Name</TH><TR><TD>1</TD><TD>[[url="encyclopedia/units/inf_spear_yari_samurai_mp.html"]]Yari Samurai[[/url]]</TD><TR><TD>2</TD><TD>[[url="encyclopedia/units/inf_heavy_naginata_samurai_mp.html"]]Naginata Samurai[[/url]]</TD><TR><TD>3</TD><TD>[[url="encyclopedia/units/inf_heavy_naginata_warrior_monks_mp.html"]]Naginata Warrior Monks[[/url]]</TD><TR><TD>4</TD><TD>[[url="encyclopedia/units/inf_spear_yari_hero_mp.html"]]Yari Hero[[/url]]</TD></TABLE>	True
encyclopedia_blocks_content_enc_text_manual_multiplayer_rosters_shogun_13	 	True
encyclopedia_blocks_content_enc_text_manual_multiplayer_rosters_shogun_14	<TABLE><TR><TH>No. of Dojos owned</TH><TH>Unit/Ship/Retainer Name</TH><TR><TD>1</TD><TD>[[url="encyclopedia/units/inf_missile_bow_samurai_mp.html"]]Bow Samurai[[/url]]</TD><TR><TD>2</TD><TD>Retainer: Yumi Officer</TD><TR><TD>3</TD><TD>[[url="encyclopedia/units/inf_missile_bow_warrior_monks_mp.html"]]Bow Warrior Monks[[/url]]</TD><TR><TD>4</TD><TD>[[url="encyclopedia/units/inf_missile_bow_hero_mp.html"]]Bow Hero[[/url]]</TD></TABLE>	True
encyclopedia_blocks_content_enc_text_manual_multiplayer_rosters_shogun_15	 	True
encyclopedia_blocks_content_enc_text_manual_multiplayer_rosters_shogun_16	<TABLE><TR><TH>No. of Dojos owned</TH><TH>Unit/Ship/Retainer Name</TH><TR><TD>1</TD><TD>Retainer: Shinobi Informer</TD><TR><TD>2</TD><TD>Retainer: Geisha Poisoner</TD><TR><TD>3</TD><TD>Retainer: Ninja Jonin</TD><TR><TD>3*</TD><TD>[[url="encyclopedia/units/inf_special_kisho_ninjas_mp.html"]]Kisho Ninja[[/url]]</TD></TABLE>	True
encyclopedia_blocks_content_enc_text_manual_multiplayer_rosters_shogun_17	 	True
encyclopedia_blocks_content_enc_text_manual_multiplayer_rosters_shogun_18	<TABLE><TR><TH>No. of Dojos owned</TH><TH>Unit/Ship/Retainer Name</TH><TR><TD>N/A</TD><TD>[[url="encyclopedia/units/cav_spear_light_cavalry_mp.html"]]Light Cavalry[[/url]]</TD><TR><TD>N/A</TD><TD>[[url="encyclopedia/units/inf_sword_katana_ashigaru_mp.html"]]Loan Sword Ashigaru[[/url]]</TD><TR><TD>N/A</TD><TD>[[url="encyclopedia/units/inf_spear_yari_ashigaru_mp.html"]]Yari Ashigaru[[/url]]</TD><TR><TD>N/A</TD><TD>[[url="encyclopedia/units/inf_missile_bow_ashigaru_mp.html"]]Bow Ashigaru[[/url]]</TD><TR><TD>N/A</TD><TD>[[url="encyclopedia/units/light_ship_bow_kobaya_mp.html"]]Bow Ship[[/url]]</TD><TR><TD>N/A</TD><TD>[[url="encyclopedia/units/medium_ship_medium_bune_mp.html"]]Medium Bune[[/url]]</TD><TR><TD>N/A</TD><TD>[[url="encyclopedia/units/heavy_ship_heavy_bune_mp.html"]]Heavy Bune[[/url]]</TD></TABLE>	True
encyclopedia_blocks_content_enc_text_manual_multiplayer_team_setup	Team setup allows you to invite players into a team. It can have up to four players. You can seek match-ups with other, similar teams. If you select the allow merging with other teams checkbox, your team may combine with another team in an alliance against other opponents. You can specify the type of battle you wish to play by selecting one or all three battle types.	True
encyclopedia_blocks_content_enc_text_manual_multiplayer_veteran_skill_upgrades_1	As veteran units gain levels, they receive skills points which can be spent on new skills to improve their battle capabilities. Clicking on the veteran upgrade button will open the unit's upgrade panel where skills can be selected. If this button is flashing, it means that the selected veteran has a skill point available to spend.	True
encyclopedia_blocks_content_enc_text_manual_multiplayer_unit_gifting	In a co-op campaign allies can gift units to each other at will. Once a unit has been gifted it will become a full part of the ally’s army, as if recruited by them.	True
encyclopedia_blocks_content_enc_text_manual_multiplayer_veteran_skill_upgrades_1	As veteran units gain levels, they receive skills points which can be spent on new skills to improve their battle capabilities. Clicking on the veteran upgrade button will open the unit's upgrade panel where skills can be selected. If this button is flashing, it means that the selected veteran has a skill point available to spend.<p><p>Click [[url="encyclopedia/video/s2_bosh_tut_multiplayer_veterans.html#s2_bosh_tut_multiplayer_20"]]here[[/url]] to view a video tutorial about this subject.	True
encyclopedia_blocks_content_enc_text_manual_multiplayer_veteran_skill_upgrades_2	The unit skill upgrades panel features skills that can be learned at any level. These skills can be learned in any order and most have several levels, each more powerful than the last.	True
encyclopedia_blocks_content_enc_text_manual_multiplayer_veteran_skill_upgrades_3	The clan skill upgrades panel features skills which require clan tokens to learn. Tooltips on each of these skills detail how many clan tokens are needed to learn them. Clan skills can only be learned by veteran units of level 5 or above, and only once four of the basic skills have been learned.	True
encyclopedia_blocks_content_enc_text_manual_multiplayer_veteran_skill_upgrades_4	For many units, the clan skill upgrades panel also includes several clan specialism skills which not only cost more clan tokens to learn, but also require your avatar to be a member of a clan specialising in that unit type. Clan specialisms are sword, bow, spear and cavalry. Joining a clan with a different specialism will result in the cancellation of any elite skills and the skill point being refunded, though any clan tokens spent will not be refunded.	True
encyclopedia_blocks_content_enc_text_manual_public_order	Obedience to the rule of the [[url="encyclopedia/how_to_play/002b_enc_glossary.html#enc_glossary_daimyo"]]daimyo[[/url]] is measured in public order. The factors that affect it are displayed on the [[url="encyclopedia/how_to_play/021_enc_manual_ui_province.html"]]province details panel[[/url]], and include elements such as castle level, garrison size and the size of the tax burden placed on the populace. If unhappiness begins to outweigh happiness and repression at any point then the resultant unrest can lead to rebellion, if left unchecked. Keep [[url="encyclopedia/how_to_play/013_enc_manual_hud_finances.html"]]taxes[[/url]] at reasonable levels, maintain sufficient food levels and ensure that castle towns are garrisoned to stop public order bubbling over into rioting or worse, full-scale rebellion.	True
encyclopedia_blocks_content_enc_text_manual_public_order	Obedience to the rule of the [[url="encyclopedia/how_to_play/002b_enc_glossary.html#enc_glossary_daimyo"]]daimyo[[/url]] is measured in public order. The factors that affect it are displayed on the [[url="encyclopedia/how_to_play/021_enc_manual_ui_province.html"]]province details panel[[/url]], and include elements such as castle level, garrison size and the size of the tax burden placed on the populace. If unhappiness begins to outweigh happiness and repression at any point then the resultant unrest can lead to rebellion, if left unchecked. Keep [[url="encyclopedia/how_to_play/013_enc_manual_hud_finances.html"]]taxes[[/url]] at reasonable levels, maintain sufficient food levels and ensure that castle towns or settlements (in Fall of the Samurai) are garrisoned to stop public order bubbling over into rioting or worse, full-scale rebellion.<p><p>Click [[url="encyclopedia/video/s2_bosh_tut_camp_essentials_occupation.html#s2_bosh_tut_camp_essentials_16"]]here[[/url]] to view a video tutorial about this subject.	True
encyclopedia_blocks_content_enc_text_manual_public_order_happiness	The overall happiness of a population is influenced by a variety of different contributing factors, including tax levels, [[url="encyclopedia/how_to_play/018e_enc_manual_actions_campaign_construction.html#enc_text_manual_actions_campaign_construction_castle"]]food shortages[[/url]], the presence of entertainment and religious buildings, and repression through garrison size. Rebellion becomes a risk when the people are so unhappy that repression can no longer contain public order.	True
encyclopedia_blocks_content_enc_text_manual_public_order_rebellions	There are two types of rebellion. A general whose loyalty has dropped too low may attempt to form his own [[url="encyclopedia/how_to_play/002b_enc_glossary.html#enc_glossary_clan"]]clan[[/url]] rather than defect to another. If this happens, he will raise an army and try to capture the nearest castle town. The army will mostly consist of [[url="encyclopedia/how_to_play/002b_enc_glossary.html#enc_glossary_samurai"]]samurai[[/url]] with some [[url="encyclopedia/how_to_play/002b_enc_glossary.html#enc_glossary_ashigaru"]]ashigaru[[/url]]. Riots amongst the peasants can also escalate into full-scale rebellions, happening when a third of the unhappiness in a province is due to [[url="encyclopedia/how_to_play/045a_enc_manual_agent_actions_religious.html"]]religious unrest[[/url]]. In the case of a [[url="encyclopedia/how_to_play/002b_enc_glossary.html#enc_glossary_buddhism"]]Buddhist[[/url]] rebellion, the army will mostly consist of monks and ashigaru; a Christian rebellion will mostly consist of ashigaru with some samurai. The size of the rebel army is always linked to the level of the castle town in the [[url="encyclopedia/how_to_play/002b_enc_glossary.html#enc_glossary_province"]]province[[/url]] from which it has spawned.	True
encyclopedia_blocks_content_enc_text_manual_public_order_rebellions	There are two types of rebellion. A general whose loyalty has dropped too low may attempt to form his own [[url="encyclopedia/how_to_play/002b_enc_glossary.html#enc_glossary_clan"]]clan[[/url]] rather than defect to another. If this happens, he will raise an army and try to capture the nearest castle town. The army will mostly consist of [[url="encyclopedia/how_to_play/002b_enc_glossary.html#enc_glossary_samurai"]]samurai[[/url]] with some [[url="encyclopedia/how_to_play/002b_enc_glossary.html#enc_glossary_ashigaru"]]ashigaru[[/url]]. Riots amongst the peasants can also escalate into full-scale rebellions, happening when a third of the unhappiness in a province is due to [[url="encyclopedia/how_to_play/045a_enc_manual_agent_actions_religious.html"]]religious unrest[[/url]]. In the case of a [[url="encyclopedia/how_to_play/002b_enc_glossary.html#enc_glossary_buddhism"]]Buddhist[[/url]] rebellion, the army will mostly consist of monks and ashigaru; a Christian rebellion will mostly consist of ashigaru with some samurai. The size of the rebel army is always linked to the level of the castle town or settlement (in Fall of the Samurai) in the [[url="encyclopedia/how_to_play/002b_enc_glossary.html#enc_glossary_province"]]province[[/url]] from which it has spawned.<p><p>Click [[url="encyclopedia/video/s2_bosh_tut_camp_essentials_occupation.html#s2_bosh_tut_camp_essentials_19"]]here[[/url]] to view a video tutorial about this subject.	True
encyclopedia_blocks_content_enc_text_manual_public_order_repression	Repression is the enforcement of your rule by the presence of garrison troops. The grey pips in the public order section of the [[url="encyclopedia/how_to_play/021_enc_manual_ui_province.html"]]province details panel[[/url]] represent repression through intimidation from garrisoned units. Whilst it is useful to keep the population in order, rebellion following a period of heavy repression can be difficult to suppress.	True
encyclopedia_blocks_content_enc_text_manual_public_order_riots	When unhappiness becomes too great the peasants will riot. The best ways to stop a riot, and prevent it from escalating into a rebellion, are to either reduce taxes to appease the rioters or increase the garrison, which in turns increases repression and crushes the riot. Factors which may cause a riot are: low daimyo [[url="encyclopedia/how_to_play/026_enc_manual_clan_honour.html"]]honour[[/url]], [[url="encyclopedia/how_to_play/018e_enc_manual_actions_campaign_construction.html#enc_text_manual_actions_campaign_construction_castle"]]food shortages[[/url]], [[url="encyclopedia/how_to_play/013_enc_manual_hud_finances.html"]]taxation[[/url]], the presence of rampaging enemy armies in a province, and [[url="encyclopedia/how_to_play/045a_enc_manual_agent_actions_religious.html"]]religious unrest[[/url]].	True
encyclopedia_blocks_content_enc_text_manual_religion	This game deals with the main religions of Japan during the [[url="encyclopedia/how_to_play/002b_enc_glossary.html#enc_glossary_sengoku_jidai"]]Sengoku Jidai[[/url]]: [[url="encyclopedia/how_to_play/002b_enc_glossary.html#enc_glossary_shinto"]]Shinto[[/url]]-Buddhism, Christianity and radical Jodo Shinshu Buddhism - as practiced by the Ikko Ikki extremists. Japan has long felt the influence of Buddhism from the mainland; but now, with the arrival of European traders, the "new" religion of Christianity is slowly gaining a foothold, clan by clan, as ships arrive bringing goods from the west. Whereas [[url="encyclopedia/how_to_play/002b_enc_glossary.html#enc_glossary_buddhism"]]Buddhist[[/url]] clans use [[url="encyclopedia/how_to_play/045_enc_manual_agents_religious.html#enc_text_manual_agents_religious_monks"]]monks[[/url]] to propagate enlightened thought, those clans that have converted to Christianity field [[url="encyclopedia/how_to_play/045_enc_manual_agents_religious.html#enc_text_manual_agents_religious_missionaries"]]missionaries[[/url]] instead to spread the word of God throughout the country. 	True
encyclopedia_blocks_content_enc_text_manual_retainers	In addition to [[url="encyclopedia/how_to_play/042_enc_manual_skills.html"]]skills[[/url]], as characters gain experience they will acquire retainers - followers and items that further shape their personality and abilities. The retainers available at any one time are chosen from a pool existing on a per-province basis.	True
encyclopedia_blocks_content_enc_text_manual_skill_tree	The skill tree is where the experience gained by generals and agents during a campaign can be used to acquire useful skills. As a character successfully carries out their functions, they gain experience points that gradually increase their ranking stars; each new star enabling multiple skill choices. Many skills also have several levels - each with increased effects - so it is possible to use experience to increase the level of a chosen skill, as opposed to selecting an entirely new one.	True
encyclopedia_blocks_content_enc_text_manual_start	Each campaign begins following the [[url="encyclopedia/how_to_play/003a_enc_ui_frontend_grand_clan.html"]]selection of a clan[[/url]]. Each one has a unique start position and different strategic advantages.	True
encyclopedia_blocks_content_enc_text_manual_trade	Trade is managed via the trade tab on the [[url="encyclopedia/how_to_play/013_enc_manual_hud_finances.html"]]finance panel[[/url]], where details of the current prices of all resources produced across your territory are displayed along with information about how these are exported to our [[url="encyclopedia/how_to_play/015b_enc_manual_hud_diplomacy_options_trade.html"]]trade partners[[/url]] - together with the profit made from exporting to each one. Also shown are the resources available to you, both those you have gained from your trade partners and those you are yet to acquire. Certain advanced units and buildings require access to these resources before they can be recruited or constructed. Excess resources that do not get exported to other clans are sold within your own lands at a lower price.	True
encyclopedia_blocks_content_enc_text_manual_trade_posts	A trade post is the means through which you can obtain special resources from distant foreign powers who do not otherwise appear in the game. Trade posts are positioned out to sea away from the coastline of Japan. In order to begin this trade, [[url="encyclopedia/how_to_play/018e_enc_manual_actions_campaign_construction.html#enc_text_manual_actions_campaign_construction_infrastructure_ports"]]build a trade ship[[/url]] and send it to a trade post icon by right-clicking on it. Trading commences when your trade vessel's flag flashes with the yellow coin graphic. If all resources have been exported the maximum value of the trade route will be shown.	True
encyclopedia_blocks_content_enc_text_manual_trade	Trade is managed via the trade tab on the [[url="encyclopedia/how_to_play/013_enc_manual_hud_finances.html"]]finance panel[[/url]], where details of the current prices of all resources produced across your territory are displayed along with information about how these are exported to our [[url="encyclopedia/how_to_play/015b_enc_manual_hud_diplomacy_options_trade.html"]]trade partners[[/url]] - together with the profit made from exporting to each one. Also shown are the resources available to you, both those you have gained from your trade partners and those you are yet to acquire. Certain advanced units and buildings require access to these resources before they can be recruited or constructed. Excess resources that do not get exported to other clans are sold within your own lands at a lower price.<p><p>Click [[url="encyclopedia/video/s2_bosh_tut_camp_advanced_economy.html#s2_bosh_tut_campaign_advanced_21"]]here[[/url]] to view a video tutorial about this subject.	True
encyclopedia_blocks_content_enc_text_manual_trade_posts	In Shogun 2 a trade post is the means through which you can obtain special resources from distant foreign powers who do not otherwise appear in the game. Trade posts are positioned out to sea away from the coastline of Japan. In order to begin this trade, [[url="encyclopedia/how_to_play/018e_enc_manual_actions_campaign_construction.html#enc_text_manual_actions_campaign_construction_infrastructure_ports"]]build a trade ship[[/url]] and send it to a trade post icon by right-clicking on it. Trading commences when your trade vessel's flag flashes with the yellow coin graphic. If all resources have been exported the maximum value of the trade route will be shown.	True
encyclopedia_blocks_content_enc_text_manual_traits	In addition to the [[url="encyclopedia/how_to_play/042_enc_manual_skills.html"]]skills[[/url]] chosen for a character, he or she is also subject to the development of character traits that are a direct result of their behaviour (i.e. - bravery, cowardice) or the situations they find themselves in (i.e. - alcoholism, madness, promiscuity, boredom or all of these things). A negative trait is acquired gradually from a certain pattern of behaviour and can usually be expunged by a continued display of the opposite behaviour.	True
encyclopedia_blocks_content_enc_text_manual_ui_battle	The battle panel presents you with several options for resolving the upcoming battle - fighting on the battlefield or seascape, resolve the battle automatically via a comparison of each force's statistics and withdrawing from the fight. If you withdraw when attacked there is a good chance that the attacking force will attack you again. If you have attacked a castle town there will also be options to continue the [[url="encyclopedia/how_to_play/028_enc_manual_army_attack.html#enc_text_manual_army_attack_siege"]]siege[[/url]] or break it off.	True
encyclopedia_blocks_content_enc_text_manual_ui_battle	The battle panel presents you with several options for resolving the upcoming battle - fighting on the battlefield or seascape, resolving the battle automatically via a comparison of each force's statistics and withdrawing from the fight. If you withdraw when attacked there is a good chance that the attacking force will attack you again. If you have attacked a castle town (or settlement in Fall of the Samurai) there will also be options to continue the [[url="encyclopedia/how_to_play/028_enc_manual_army_attack.html#enc_text_manual_army_attack_siege"]]siege[[/url]] or break it off. If you have more than twenty units they will automatically be fielded as a single force. If you wish to field twenty units and have any others appear as reinforcements you must uncheck the box on the battle panel.<p><p>Click [[url="encyclopedia/video/s2_bosh_tut_camp_essentials_conflict.html#s2_bosh_tut_camp_essentials_09"]]here[[/url]] to view a video tutorial about this subject.	True
encyclopedia_blocks_content_enc_text_manual_ui_battle_3d	Select this option to fight in 3D on the battlefield. The topography of the battlefield is a direct representation of the corresponding area on the campaign map, where the attack was made. Click [[url="encyclopedia/how_to_play/046_enc_manual_battle_deployment.html"]]here[[/url]] to learn all about battles.	True
encyclopedia_blocks_content_enc_text_manual_ui_battle_3d_night	A general can sometimes choose to fight at night. It is, naturally, much more difficult to see what is going on at night, so the range of missile weapons is reduced, and an army will suffer a [[url="encyclopedia/how_to_play/052_enc_manual_battle_conflict_morale.html"]]morale[[/url]] penalty if not led by a general who has the “Night Fighter” [[url="encyclopedia/how_to_play/043_enc_manual_traits.html"]]trait[[/url]]. Any reinforcements will not be available in order to reflect the communication difficulties that arise when attempting to conduct a battle in the dark. Generals can acquire the ability to fight night battles by gaining the “Stealthy” [[url="encyclopedia/how_to_play/042_enc_manual_skills.html"]]skill[[/url]]. They can be fought at sea after mastering the “Way of the Sea” [[url="encyclopedia/how_to_play/014_enc_manual_hud_arts.html"]]art[[/url]]. It is only possible to conduct an [[url="encyclopedia/how_to_play/028_enc_manual_army_attack.html"]]ambush[[/url]] at night if you are the attacker, never if you are the defender.	True
encyclopedia_blocks_content_enc_text_manual_ui_battle_3d_reinforcements	A very large army or fleet spread over two or more unit stacks may not be able to fight as a single force, as a [[url="encyclopedia/how_to_play/002b_enc_glossary.html#enc_glossary_clan"]]clan[[/url]] can only field a maximum of twenty units at one time. In this instance, additional units will arrive for battle piecemeal, joining the fray to replace units that have been [[url="encyclopedia/how_to_play/049_enc_manual_battle_conflict_controls.html#enc_text_manual_battle_conflict_modes_routing"]]routed[[/url]] or destroyed. [[url="encyclopedia/units/art_fire_projecting_mangonels.html"]]Siege weapons[[/url]] cannot be used as reinforcements as they are fixed in position during the [[url="encyclopedia/how_to_play/046_enc_manual_battle_deployment.html"]]deployment phase[[/url]], so are therefore unable to move onto the battlefield once this phase is over.	True
encyclopedia_blocks_content_enc_text_manual_ui_battle_auto	Select the auto-resolve option to automatically determine the victor without fighting the battle personally. Auto-resolving compares the statistics of all the units or ships involved to calculate who has won.	True
encyclopedia_blocks_content_enc_text_manual_ui_battle_famous	After a heroic or crushing victory a commemorative statue will appear on the campaign map at the site of the battle. Mouse over it to see a tooltip containing the details.	True
encyclopedia_blocks_content_enc_text_manual_ui_battle_losing_generals	If a general is killed in battle whilst units or ships are [[url="encyclopedia/how_to_play/049_enc_manual_battle_conflict_controls.html#enc_text_manual_battle_conflict_modes_routing"]]routing[[/url]] they will become shattered, meaning that it will not be possible for them to be [[url="encyclopedia/how_to_play/060s_enc_manual_battle_conflict_abilities_rally.html"]]rallied[[/url]] from then on. Any units or ships that rout following a general's death will automatically become shattered, and even the presence of a more junior general cannot prevent this. Armies or fleets fielded without a general present at all will always become shattered if routed at any point.	True
encyclopedia_blocks_content_enc_text_manual_ui_battle_losing_generals	If a general is killed in battle whilst units or ships are [[url="encyclopedia/how_to_play/049_enc_manual_battle_conflict_controls.html#enc_text_manual_battle_conflict_modes_routing"]]routing[[/url]] they will become shattered, meaning that it will not be possible for them to be [[url="encyclopedia/how_to_play/060s_enc_manual_battle_conflict_abilities_rally.html"]]rallied[[/url]] from then on. Any units or ships that rout following a general's death will automatically become shattered, and even the presence of a more junior general cannot prevent this. Armies or fleets fielded without a general present at all will always become shattered if routed at any point.<p><p>Click [[url="encyclopedia/video/s2_bosh_tut_camp_essentials_army.html#s2_bosh_tut_camp_essentials_05"]]here[[/url]] to view a video tutorial about this subject.	True
encyclopedia_blocks_content_enc_text_manual_ui_battle_post	When a battle is over the post-battle statistics panel is displayed. Numbers of casualties, kills, and any [[url="encyclopedia/how_to_play/057_enc_manual_battle_conflict_sieges.html#enc_text_manual_battle_conflict_capture"]]captured weapons[[/url]] are listed here.	True
encyclopedia_blocks_content_enc_text_manual_ui_battle_quick_save	The quick save button enables you to save the game immediately before going into battle, so you can fight it again if things don’t go your way on the first attempt.	True
encyclopedia_blocks_content_enc_text_manual_ui_battle_replays	Immediately after a battle has ended there is an option to save a replay of it to [[url="encyclopedia/how_to_play/003_enc_ui_frontend.html#enc_text_ui_frontend_replays"]]watch later[[/url]].	True
encyclopedia_blocks_content_enc_text_manual_ui_battle_retreat	The retreat button enables you to avoid fighting a battle if you think you cannot win. If under attack it is usually only possible to use the button once, so if the enemy attack again in the same turn you will be forced to face them in battle.	True
encyclopedia_blocks_content_enc_text_manual_ui_building	This panel gives information about how a building's effects work in the game, along with a detailed description of its function and historical information. Most buildings allow you to construct other, more advanced ones. Click [[url="encyclopedia/buildings.html"]]here[[/url]] to go to the index of buildings.	True
encyclopedia_blocks_content_enc_text_manual_ui_general	A character's details panel shows you information about a member of your [[url="encyclopedia/how_to_play/002b_enc_glossary.html#enc_glossary_clan"]]clan[[/url]]. Their name, age, rank, [[url="encyclopedia/how_to_play/043_enc_manual_traits.html"]]personality traits[[/url]] and [[url="encyclopedia/how_to_play/042_enc_manual_skills.html"]]skills[[/url]] are all listed, along with details of any [[url="encyclopedia/how_to_play/043_enc_manual_traits.html#enc_text_manual_retainers"]]retainers[[/url]] and a summary of how all those items affect their specific abilities. You can also access the [[url="encyclopedia/how_to_play/042_enc_manual_skills.html#enc_text_manual_skill_tree"]]skill tree[[/url]] via the dedicated button on the upper right-hand side of the panel.	True
encyclopedia_blocks_content_enc_text_manual_ui_province	Double left-clicking on a castle town will open the province details panel, which shows statistical information about the selected province. The bottom section shows the factors contributing to the local and [[url="encyclopedia/how_to_play/002b_enc_glossary.html#enc_glossary_clan"]]clan[[/url]] economy - including the wealth generated through buildings, farming and taxation; the middle section shows the elements affecting, and status of, [[url="encyclopedia/how_to_play/020_enc_manual_public_order.html"]]public order[[/url]] - such as castle level, garrison size and [[url="encyclopedia/how_to_play/013_enc_manual_hud_finances.html"]]tax[[/url]] burden; the top section deals with food supply, the [[url="encyclopedia/how_to_play/018e_enc_manual_actions_campaign_construction.html#enc_text_manual_actions_campaign_construction_speciality"]]province speciality[[/url]] and a breakdown of religious beliefs.	True
encyclopedia_blocks_content_enc_text_manual_ui_province_wealth	The wealth of a province is the sum of the base income generated by the castle town, farms, ports and [[url="encyclopedia/how_to_play/018e_enc_manual_actions_campaign_construction.html#enc_text_manual_actions_campaign_construction_speciality"]]province speciality buildings[[/url]], minus tax (the sum of which is the overall income). This is displayed in the lower left section of the province details panel. The lower right section shows the factors affecting the castle town's additional economic growth over the following season and indeed every season to come. A building that generates a level of growth will pay gradually improving dividends over the seasons to come, whereas one that has high wealth will give a good initial return, but one that will remain static in the future.	True
encyclopedia_blocks_content_enc_text_manual_ui_province	Double left-clicking on a castle town or settlement (in Fall of the Samurai) will open the province details panel, which shows statistical information about the selected province. The bottom section shows the factors contributing to the local and [[url="encyclopedia/how_to_play/002b_enc_glossary.html#enc_glossary_clan"]]clan[[/url]] economy - including the wealth generated through buildings, farming and taxation; the middle section shows the elements affecting, and status of, [[url="encyclopedia/how_to_play/020_enc_manual_public_order.html"]]public order[[/url]] - such as castle level, garrison size and [[url="encyclopedia/how_to_play/013_enc_manual_hud_finances.html"]]tax[[/url]] burden; in Shogun 2 the top section deals with food supply, the [[url="encyclopedia/how_to_play/018e_enc_manual_actions_campaign_construction.html#enc_text_manual_actions_campaign_construction_speciality"]]province speciality[[/url]] and a breakdown of religious beliefs.<p><p>Click [[url="encyclopedia/video/s2_bosh_tut_camp_essentials_siege.html#s2_bosh_tut_camp_essentials_15"]]here[[/url]] to view a video tutorial about this subject.	True
encyclopedia_blocks_content_enc_text_manual_ui_province_wealth	The wealth of a province is the sum of the base income generated by the castle town or settlement, farms, ports and [[url="encyclopedia/how_to_play/018e_enc_manual_actions_campaign_construction.html#enc_text_manual_actions_campaign_construction_speciality"]]province speciality buildings[[/url]], minus tax (the sum of which is the overall income). This is displayed in the lower left section of the province details panel. The lower right section shows the factors affecting the castle town or settlement's (in Fall of the Samurai) additional economic growth over the following turn and indeed every turn to come. A building that generates a level of growth will pay gradually improving dividends over the turns to come, whereas one that has high wealth will give a good initial return, but one that will remain static in the future.	True
encyclopedia_blocks_content_enc_text_manual_ui_units	A unit's details panel gives you important information about a particular unit type: number of men, recruitment and upkeep costs, experience, statistics, special [[url="encyclopedia/how_to_play/060_enc_manual_battle_conflict_abilities.html"]]abilities[[/url]], and a short description. Clicking on the [[url="encyclopedia/how_to_play/001_enc_enc_help.html"]]question mark button[[/url]] in the top right-hand corner of the panel takes you to the related [[url="encyclopedia/units.html"]]unit page[[/url]] of this encyclopaedia.	True
encyclopedia_blocks_content_enc_text_tut_help_battle_advanced	If you are an experienced Total War player select this option to learn just the nuances of land battles introduced in this title.	True
encyclopedia_blocks_content_enc_text_tut_help_battle_basic	If you are new to Total War select this option to play a basic land battle tutorial.	True
encyclopedia_blocks_content_enc_text_tut_help_battle_intermediate	If you have played a Total War game before select this option to play an intermediate level land battle tutorial.	True
encyclopedia_blocks_content_enc_text_tut_help_campaign	Whether you are a new player or have some experience of previous titles, the Chosokabe campaign tutorial will guide you through the basic set of features needed to play a full campaign whilst leading your [[url="encyclopedia/how_to_play/002b_enc_glossary.html#enc_glossary_clan"]]clan[[/url]] to greatness. 	True
encyclopedia_blocks_content_enc_text_tut_help_intro	If you are new to Total War, or want to quickly become familiar with the world of Shogun 2, there are six different levels of tutorial across the three game elements of Total War: campaigns, land battles and naval battles. The tutorials are:	True
encyclopedia_blocks_content_enc_text_tut_help_naval_advanced	If you are an experienced Total War player select this option to learn just the nuances of naval battles introduced in this title.	True
encyclopedia_blocks_content_enc_text_tut_help_naval_advanced	If you are an experienced Total War player select this option to learn just the nuances of naval battles introduced in this title.<p><p>Fall of the Samurai features video tutorials to explain many game elements. Click [[url="encyclopedia/video/s2_bosh_tut_land_introduction.html#s2_bosh_tut_battle_land_01"]]here[[/url]] to view them.	True
encyclopedia_blocks_content_enc_text_tut_help_naval_basic	If you are new to Total War select this option to play a basic naval battle tutorial.	True
encyclopedia_blocks_content_enc_text_ui_frontend_cont	Use this option to quickly load the latest saved campaign game. It only appears after you have played and saved a campaign game.	True
encyclopedia_blocks_content_enc_text_ui_frontend_custom	Select this option to build an army and fight a custom battle against the AI. Choose an army for each side and select a map to fight on.	True
encyclopedia_blocks_content_enc_text_ui_frontend_enc	Select this option to access the [[url="encyclopedia/how_to_play.html"]]manual index[[/url]] of this encyclopaedia.	True
encyclopedia_blocks_content_enc_text_ui_frontend_grand	Start your quest by selecting this option. You will be invited to [[url="encyclopedia/how_to_play/003a_enc_ui_frontend_grand_clan.html"]]select a clan[[/url]] and begin your campaign.	True
encyclopedia_blocks_content_enc_text_ui_frontend_grand_clan	Use this screen to select a clan to play as during your grand campaign. As you select a clan mon from the top of the screen notice that their starting provinces are displayed on the map of Japan below, along with a short description of their recent history. A longer description can be read by pressing the button marked "encyclopaedia" or by clicking [[url="encyclopedia/clans.html"]]here[[/url]]. Before you choose a clan, select a campaign game mode via the drop-down box on the right-hand side of the screen, consider their required victory conditions and use the slider to set the overall difficulty of the game. Use the options button in the bottom right-hand corner to enable continuous search for drop-in battle opponents and to adjust battle time limits, level of advisor help and visibility of AI moves.	True
encyclopedia_blocks_content_enc_text_ui_frontend_grand_clan_battle_realism	It is possible to enable the same battle control and interface restrictions available in legendary difficulty mode to other difficulty levels. Simply click the checkbox on the clan selection screen.	True
encyclopedia_blocks_content_enc_text_ui_frontend_grand_clan_difficulty	On the [[url="encyclopedia/how_to_play/002b_enc_glossary.html#enc_glossary_clan"]]clan[[/url]] selection screen it is also possible to choose to play on a "legendary" level of difficulty. When selected, legendary difficulty will apply to both campaign map and battlefield play and enables the unique achievement of "Against All Odds". On the campaign map it carries the following restrictions: manual saving will be disabled; auto-saving will occur at the end of each turn and before and after each battle. It will not be possible to reload any save but the last one that occurred. On the battlefield legendary difficulty will carry the following restrictions: the radar map will be minimised - it will not be possible to re-open it; it will not be possible to issue orders or move the camera when the battle is paused - it will only be possible to open the game menu and exit the battle; all enemy unit tooltips will be restricted to the type of unit and number of troops; camera movement will be limited to within 200 metres of any of your units; any enemy units more than 600 metres away will function as if hiding.   	True
encyclopedia_blocks_content_enc_text_ui_frontend_grand_clan_drop_in	A drop-in battle is a feature allowing a human opponent to take the place of the AI clan in a campaign battle or fight a battle in another's campaign in place of the AI. This is achieved via the on-line battle mechanism. If, when setting up your campaign, you check the option to search continuously for drop-in battles, you will occasionally receive an invitation to fight another player in a battle from their campaign. If accepted, your current campaign progress will be saved before you join them on the battlefield. Once the battle is over, the campaign automatically resumes where it was left off. Even if you do not check the option to continuously search, you will be able to find live opponents to fight in place of the AI in your own campaign by checking the drop-in battle box on the [[url="encyclopedia/how_to_play/032_enc_manual_ui_battle.html"]]battle panel[[/url]].	True
encyclopedia_blocks_content_enc_text_ui_frontend_hist	Select this option to play against the AI in a recreation of a real-life historical scenario. Click [[url="encyclopedia/how_to_play/062_enc_hist_battles.html"]]here[[/url]] to see details of the battles that have been included.	True
encyclopedia_blocks_content_enc_text_ui_frontend_load	Use this option to load an existing saved campaign game from the list.	True
encyclopedia_blocks_content_enc_text_ui_frontend_main	Use the main menu to select from the following options:	True
encyclopedia_blocks_content_enc_text_ui_frontend_mp	Select this option to create an [[url="encyclopedia/how_to_play/061_enc_manual_multiplayer.html"]]avatar[[/url]] and play against real opponents in multiplayer battles or campaigns.	True
encyclopedia_blocks_content_enc_text_ui_frontend_options	Click [[url="encyclopedia/how_to_play/003b_enc_ui_frontend_options.html"]]here[[/url]] to access options for adjusting graphics, sound, controls, user interface, and brightness and gamma sliders.	True
encyclopedia_blocks_content_enc_text_ui_frontend_options_controls	Listed on the controls panel there are a wealth of [[url="encyclopedia/how_to_play/003d_enc_ui_frontend_options_controls_keys.html"]]keyboard shortcuts[[/url]] that can be used instead of mouse actions. There are also options to adjust the in-game camera settings.	True
encyclopedia_blocks_content_enc_text_ui_frontend_options_controls_keys	This is a complete list of the keyboard shortcuts that can be used to control the game instead of mouse actions.	True
encyclopedia_blocks_content_enc_text_ui_frontend_options_controls_keys_battle	Unit/Group Controls<p><p>Withdraw\t\t\t<Ctrl+F5><p>Group/ungroup units\t\t<G><p>Toggle melee mode\t\t<F><p>Toggle run\t\t\t<R><p>Special ability slot 1\t\t<Shift+1><p>Special ability slot 2\t\t<Shift+2><p>Special ability slot 3\t\t<Shift+3><p>Special ability slot 4\t\t<Shift+4><p>Special ability slot 5\t\t<Shift+5><p>Special ability slot 6\t\t<Shift+6><p>Special ability slot 7\t\t<Shift+7><p>Toggle boarding\t\t<B><p>Increase rank\t\t\t<[><p>Increase file\t\t\t<]><p>Step unit/group backwards\t</><p>Step unit/group forwards\t<’><p>Rotate unit/group left\t\t<L><p>Rotate unit/group right\t\t<;><p>Decrease sail\t\t\t<[><p>Increase sail\t\t\t<]><p>Sail forward\t\t\t<’><p>Repair ship\t\t\t<R><p>Zoom to unit\t\t\t<END><p><p>Game/UI Controls<p><p>Cycle battle speed\t\t<Ctrl+T><p>Change radar map size\t\t<J><p>Show deployment images\t<SPACE><p>Toggle ship firing arcs\t\t<H><p>Toggle radar visibility\t\t<O><p>Toggle chat entry\t\t<Y><p>Toggle pause\t\t\t<P><p>Toggle player list\t\t<U><p><p>Group Formations<p><p>Spear Point\t\t\t<Alt+0><p>Crane’s Wing\t\t\t<Alt+1><p>Flying Geese\t\t\t<Alt+2><p>Reclining Dragon\t\t<Alt+3><p>War of the Tiger\t\t<Alt+4><p>Bark of the Pine Tree\t\t<Alt+5><p>Cloud Dragon\t\t\t<Alt+6><p>Flying Bird\t\t\t<Alt+7><p><p>Select Controls<p><p>Select all siege weapons\t<Ctrl+B><p>Select all melee\t\t<Ctrl+I><p>Select all cavalry\t\t<Ctrl+C><p>Select all missile\t\t<Ctrl+M><p>Deselect all\t\t\t<ENTER><p><p>Naval Group Formations<p><p>War of the Sword\t\t<Alt+1><p>Three Day Old Moon\t\t<Alt+2><p>Bird Cloud\t\t\t<Alt+3><p>Extended Snake\t\t<Alt+4><p>	True
encyclopedia_blocks_content_enc_text_ui_frontend_options_controls_keys_battle	Unit/Group Controls<p><p>Withdraw\t\t\t<Ctrl+F5><p>Group/ungroup units\t\t<G><p>Toggle melee mode\t\t<F><p>Toggle run\t\t\t<R><p>Special ability slot 1\t\t<Shift+1><p>Special ability slot 2\t\t<Shift+2><p>Special ability slot 3\t\t<Shift+3><p>Special ability slot 4\t\t<Shift+4><p>Special ability slot 5\t\t<Shift+5><p>Special ability slot 6\t\t<Shift+6><p>Special ability slot 7\t\t<Shift+7><p>Toggle boarding\t\t<B><p>Increase rank\t\t\t<[><p>Increase file\t\t\t<]><p>Step unit/group backwards\t</><p>Step unit/group forwards\t<’><p>Rotate unit/group left\t\t<L><p>Rotate unit/group right\t\t<;><p>Decrease sail\t\t\t<[><p>Increase sail\t\t\t<]><p>Sail forward\t\t\t<’><p>Repair ship\t\t\t<R><p>Zoom to unit\t\t\t<END><p><p>Game/UI Controls<p><p>Cycle battle speed\t\t<Ctrl+T><p>Change radar map size\t\t<J><p>Show deployment images\t<SPACE><p>Toggle ship firing arcs\t\t<H><p>Toggle radar visibility\t\t<O><p>Toggle chat entry\t\t<Y><p>Toggle pause\t\t\t<P><p>Toggle player list\t\t<U><p><p>Group Formations<p><p>Spear Point\t\t\t<Alt+1><p>Crane’s Wing\t\t\t<Alt+2><p>Flying Geese\t\t\t<Alt+3><p>Reclining Dragon\t\t<Alt+4><p>War of the Tiger\t\t<Alt+5><p>Bark of the Pine Tree\t\t<Alt+6><p>Cloud Dragon\t\t\t<Alt+7><p>Flying Bird\t\t\t<Alt+8><p><p>Select Controls<p><p>Select all siege weapons\t<Ctrl+B><p>Select all melee\t\t<Ctrl+I><p>Select all cavalry\t\t<Ctrl+C><p>Select all missile\t\t<Ctrl+M><p>Deselect all\t\t\t<ENTER><p><p>Naval Group Formations<p><p>War of the Sword\t\t<Alt+1><p>Three Day Old Moon\t\t<Alt+2><p>Bird Cloud\t\t\t<Alt+3><p>Extended Snake\t\t<Alt+4><p>Maintain Unit Formation (allows formation to be moved without changing its width or depth)\t\t<Alt Gr+Right-Click Drag>	True
encyclopedia_blocks_content_enc_text_ui_frontend_options_controls_keys_camera	More forward fast\t\t<NUM 8><p>Rotate up\t\t\t<V>\t<+><p>Rotate down\t\t\t<C>\t<-><p>Camera up\t\t\t<X>\t<*><p>Camera down\t\t\t<Z>\t<NUM DIVIDE><p>Toggle move fast\t\t<CAPSLOCK><p>Speed up camera\t\t<PGUP><p>Slow down camera\t\t<PGDOWN><p>Rotate left\t\t\t<Q>\t<NUM 4><p>Rotate right\t\t\t<E>\t<NUM 6><p>Strafe left\t\t\t<A>\t<NUM 1><p>Move forward\t\t\t<W>\t<NUM 5><p>Move back\t\t\t<S>\t<NUM 2><p>Increase camera rotation speed\t<Shift+PGUP><p>Decrease camera rotation speed\t<Shift+PGDOWN><p>Intelligent zoom\t\t\t<N><p>Toggle tracking\t\t\t\t<DELETE><p>Context camera\t\t\t<INSERT><p>	True
encyclopedia_blocks_content_enc_text_ui_frontend_options_controls_keys_campaign	Information<p><p>Show diplomatic relations\t<K><p>Show clan management panel\t<L><p>Show mastery of the arts panel\t<M><p>Show finance panel\t\t<N><p><p>Gameplay<p><p>End turn\t\t\t<ENTER><p>Toggle character movement speed\t<SPACE><p>Disband selection\t\t<Ctrl+P><p>Quick save\t\t\t<Ctrl+S><p>Quick load\t\t\t<Ctrl+L><p>Toggle labels\t\t\t<Ctrl+T><p>Auto-merge units\t\t<Ctrl+M><p>Zoom to home\t\t\t<HOME><p>Toggle chat entry\t\t<Y><p>Toggle player list\t\t<U><p>Default camera rotation\t<END><p>	True
encyclopedia_blocks_content_enc_text_ui_frontend_options_controls_keys_miscellaneous	Toggle sound effects\t\t<Alt+X><p>Toggle music\t\t\t<Alt+M><p>Select all\t\t\t<Control+A><p>Select next\t\t\t<.><p>Cancel order\t\t\t<BACKSPACE><p>Browser\t\t\t<Control+F12><p>Standard ping\t\t\t<F5><p>Move ping\t\t\t<F6><p>Attack ping\t\t\t<F7><p>Defend ping\t\t\t<F8><p>Select selection group 1\t<F1><p>Select selection group 2\t<F2><p>Select selection group 3\t<F3><p>Select selection group 4\t<F4><p>Create selection group 1\t<Ctrl+F1><p>Create selection group 2\t<Ctrl+F2><p>Create selection group 3\t<Ctrl+F3><p>Create selection group 4\t<Ctrl+F4><p>	True
encyclopedia_blocks_content_enc_text_ui_frontend_options_controls_keys_campaign	Information<p><p>Show diplomatic relations\t<K><p>Show clan management panel\t<L><p>Show mastery of the arts panel\t<M><p>Show finance panel\t\t<N><p><p>Gameplay<p><p>End turn\t\t\t<ENTER><p>Toggle character movement speed\t<SPACE><p>Disband selection\t\t<Ctrl+P><p>Quick save\t\t\t<Ctrl+S><p>Quick load\t\t\t<Ctrl+L><p>Auto-merge units\t\t<Ctrl+M><p>Zoom to home\t\t\t<HOME><p>Toggle chat entry\t\t<Y><p>Toggle player list\t\t<U><p>Default camera rotation\t<END><p>Repair building/ship\t\t\t<R><p>Select previous\t\t\t<,><p>	True
encyclopedia_blocks_content_enc_text_ui_frontend_options_controls_keys_miscellaneous	Toggle sound effects\t\t<Alt+X><p>Toggle music\t\t\t<Alt+M><p>Select all\t\t\t<Ctrl+A><p>Select next\t\t\t<.><p>Cancel order\t\t\t<BACKSPACE><p>Encyclopaedia\t\t\t<Ctrl+F11><p>Standard ping\t\t\t<F5><p>Move ping\t\t\t<F6><p>Attack ping\t\t\t<F7><p>Defend ping\t\t\t<F8><p>Select selection group 1\t<1><p>Select selection group 2\t<2><p>Select selection group 3\t<3><p>Select selection group 4\t<4><p>Create selection group 1\t<Ctrl+1><p>Create selection group 2\t<Ctrl+2><p>Create selection group 3\t<Ctrl+3><p>Create selection group 4\t<Ctrl+4><p>	True
encyclopedia_blocks_content_enc_text_ui_frontend_options_credits	Select this option to view the game's credits.	True
encyclopedia_blocks_content_enc_text_ui_frontend_options_graphics	On the graphics panel you can adjust the battle graphics quality (according to the capacity of your PC), pick from a range of screen resolutions and select advanced options such as anti-aliasing, shadows, water effects, and [[url="encyclopedia/how_to_play/003c_enc_ui_frontend_options_graphics_gamma.html"]]brightness and gamma correction[[/url]].	True
encyclopedia_blocks_content_enc_text_ui_frontend_options_graphics_gamma	The brightness and gamma correction can be adjusted here; simply move the sliders and watch the effects change dynamically, then click on the "tick" button when you are happy with the balance.	True
encyclopedia_blocks_content_enc_text_ui_frontend_options_sound	The sound panel enables you to change the volume of speech, sound effects and music as well as some advanced options such as the number of channels and memory used.	True
encyclopedia_blocks_content_enc_text_ui_frontend_options_ui	The user interface panel enables you to adjust various aspects of the battle interface and whether unit/ship flags, banners and markers appear when in battle.	True
encyclopedia_blocks_content_enc_text_ui_frontend_quit	Select this option to quit the game and return to the desktop.	True
encyclopedia_blocks_content_enc_text_ui_frontend_replays	Battles saved as [[url="encyclopedia/how_to_play/032_enc_manual_ui_battle.html#enc_text_manual_ui_battle_replays"]]replays[[/url]] can be viewed here. Simply select your battle's replay file and click on the watch replay button.	True
encyclopedia_blocks_content_enc_text_ui_frontend_tut	Choose this option to learn the basics of Total War: Shogun 2 by playing the campaign, land battle or naval battle [[url="encyclopedia/how_to_play/005_enc_tut_help.html"]]tutorials[[/url]].	True
encyclopedia_blocks_content_enc_text_ui_ingame_load	Load the game here by selecting a file and clicking on the "tick" button at the bottom of the panel. There will be a short pause whilst your campaign data is loaded.	True
encyclopedia_blocks_content_enc_text_ui_ingame_menu	The game menu is accessed by pressing Esc from the campaign map or battlefield, or by clicking on the menu button in the top left-hand corner of the screen. It contains the following options:	True
encyclopedia_blocks_content_enc_text_ui_ingame_options	Use this button to access [[url="encyclopedia/how_to_play/004a_enc_ui_ingame_options.html"]]options[[/url]] for adjusting game settings, graphics, sound, controls, the user interface, and brightness and gamma sliders.	True
encyclopedia_blocks_content_enc_text_ui_ingame_options_controls	Listed on the controls panel there are a wealth of [[url="encyclopedia/how_to_play/003d_enc_ui_frontend_options_controls_keys.html"]]keyboard shortcuts[[/url]] that can be used instead of mouse actions. There are also options to adjust the in-game camera settings.	True
encyclopedia_blocks_content_enc_text_ui_ingame_options_exit_main	Use this option to quit your campaign or battle and return to the [[url="encyclopedia/how_to_play/003_enc_ui_frontend.html"]]main menu[[/url]].	True
encyclopedia_blocks_content_enc_text_ui_ingame_options_exit_windows	Use this option to quit your game entirely and return to the desktop.	True
encyclopedia_blocks_content_enc_text_ui_ingame_options_gamma	The brightness and gamma correction can be adjusted here; simply move the sliders and watch the effects change dynamically, then click on the "tick" button when you are happy with the balance.	True
encyclopedia_blocks_content_enc_text_ui_ingame_options_graphics	On the graphics panel you can adjust the battle graphics quality (according to the capacity of your PC), pick from a range of screen resolutions and select advanced options such as anti-aliasing, shadows, water effects, and [[url="encyclopedia/how_to_play/003c_enc_ui_frontend_options_graphics_gamma.html"]]brightness and gamma correction[[/url]].	True
encyclopedia_blocks_content_enc_text_ui_ingame_options_settings	On the game settings panel you can adjust the amount of [[url="encyclopedia/how_to_play/002_enc_advisor_help.html"]]advice[[/url]] received during your campaign, enable [[url="encyclopedia/how_to_play/003a_enc_ui_frontend_grand_clan.html#enc_text_ui_frontend_grand_clan_drop_in"]]drop-in battles[[/url]], or change difficulty settings and battle time limits from within a campaign.	True
encyclopedia_blocks_content_enc_text_ui_ingame_options_sound	The sound panel enables you to change the volume of speech, sound effects and music as well as some advanced options such as the number of channels and memory used.	True
encyclopedia_blocks_content_enc_text_ui_ingame_options_ui	The user interface panel enables you to adjust various aspects of the battle interface and whether unit/ship flags, banners and markers appear when in battle.	True
encyclopedia_blocks_content_enc_text_ui_ingame_resume	Use this option to exit the game menu and return to your campaign or battle.	True
encyclopedia_blocks_content_enc_text_ui_ingame_save	Save the game here by accepting the default or typing in a file name of your own before clicking on the "tick" button at the bottom of the panel. There will be a short pause whilst your campaign data is saved.	True
encyclopedia_blocks_heading_enc_glossary_amaterasu	Amaterasu	True
encyclopedia_blocks_heading_enc_glossary_arquebus	Arquebus	True
encyclopedia_blocks_heading_enc_glossary_ashigaru	Ashigaru	True
encyclopedia_blocks_heading_enc_glossary_bajutsu	Bajutsu	True
encyclopedia_blocks_heading_enc_glossary_bakuto	Bakuto	True
encyclopedia_blocks_heading_enc_glossary_biwa	Biwa	True
encyclopedia_blocks_heading_enc_glossary_bokken	Bokken	True
encyclopedia_blocks_heading_enc_glossary_buddhism	Buddhism	True
encyclopedia_blocks_heading_enc_glossary_bune	Bune	True
encyclopedia_blocks_heading_enc_glossary_bunraku	Bunraku	True
encyclopedia_blocks_heading_enc_glossary_burakumin	Burakumin 	True
encyclopedia_blocks_heading_enc_glossary_bushido	Bushido	True
encyclopedia_blocks_heading_enc_glossary_chinkasai	Chinka-sai 	True
encyclopedia_blocks_heading_enc_glossary_chonin	Chonin	True
encyclopedia_blocks_heading_enc_glossary_clan	Clan	True
encyclopedia_blocks_heading_enc_glossary_commissioners	Commissioners	True
encyclopedia_blocks_heading_enc_glossary_daimyo	Daimyo	True
encyclopedia_blocks_heading_enc_glossary_daisho	Daisho	True
encyclopedia_blocks_heading_enc_glossary_dojo	Dojo	True
encyclopedia_blocks_heading_enc_glossary_fugu	Fugu	True
encyclopedia_blocks_heading_enc_glossary_fujin	Fujin	True
encyclopedia_blocks_heading_enc_glossary_fujinsai	Fujin-sai 	True
encyclopedia_blocks_heading_enc_glossary_gaijin	Gaijin	True
encyclopedia_blocks_heading_enc_glossary_geisha	Geisha	True
encyclopedia_blocks_heading_enc_glossary_go	Go	True
encyclopedia_blocks_heading_enc_glossary_hachiman	Hachiman	True
encyclopedia_blocks_heading_enc_glossary_haiku	Haiku	True
encyclopedia_blocks_heading_enc_glossary_hanafuda	Hanafuda	True
encyclopedia_blocks_heading_enc_glossary_horo	Horo	True
encyclopedia_blocks_heading_enc_glossary_horoku	Horoku	True
encyclopedia_blocks_heading_enc_glossary_iaijutsu	Iaijutsu	True
encyclopedia_blocks_heading_enc_glossary_jizamurai	Jizamurai	True
encyclopedia_blocks_heading_enc_glossary_joro	Joro	True
encyclopedia_blocks_heading_enc_glossary_jujutsu	Jujutsu	True
encyclopedia_blocks_heading_enc_glossary_kabuki	Kabuki	True
encyclopedia_blocks_heading_enc_glossary_kabukimono	Kabukimono	True
encyclopedia_blocks_heading_enc_glossary_kagutsuchi	Kagutsuchi	True
encyclopedia_blocks_heading_enc_glossary_kami	Kami	True
encyclopedia_blocks_heading_enc_glossary_katana	Katana	True
encyclopedia_blocks_heading_enc_glossary_kenjutsu	Kenjutsu	True
encyclopedia_blocks_heading_enc_glossary_kisho	Kisho	True
encyclopedia_blocks_heading_enc_glossary_kitsune	Kitsune	True
encyclopedia_blocks_heading_enc_glossary_kobudo	Kobudo	True
encyclopedia_blocks_heading_enc_glossary_kodachi	Kodachi	True
encyclopedia_blocks_heading_enc_glossary_kodama	Kodama	True
encyclopedia_blocks_heading_enc_glossary_koku	Koku	True
encyclopedia_blocks_heading_enc_glossary_kote	Kote	True
encyclopedia_blocks_heading_enc_glossary_kumicho	Kumicho	True
encyclopedia_blocks_heading_enc_glossary_kyoto	Kyoto	True
encyclopedia_blocks_heading_enc_glossary_kyujutsu	Kyujutsu	True
encyclopedia_blocks_heading_enc_glossary_maiko	Maiko	True
encyclopedia_blocks_heading_enc_glossary_mangonel	Mangonel	True
encyclopedia_blocks_heading_enc_glossary_matchlock	Matchlock	True
encyclopedia_blocks_heading_enc_glossary_meijin	Meijin	True
encyclopedia_blocks_heading_enc_glossary_menpo	Menpo	True
encyclopedia_blocks_heading_enc_glossary_metsuke	Metsuke	True
encyclopedia_blocks_heading_enc_glossary_mizu_shobai	Mizu Shobai	True
encyclopedia_blocks_heading_enc_glossary_mon	Mon	True
encyclopedia_blocks_heading_enc_glossary_monshu	Monshu	True
encyclopedia_blocks_heading_enc_glossary_moon_people	Moon People	True
encyclopedia_blocks_heading_enc_glossary_naginata	Naginata	True
encyclopedia_blocks_heading_enc_glossary_naginatajutsu	Naginatajutsu	True
encyclopedia_blocks_heading_enc_glossary_nanban	Nanban	True
encyclopedia_blocks_heading_enc_glossary_netsuke	Netsuke	True
encyclopedia_blocks_heading_enc_glossary_nihon_maru	Nihon Maru	True
encyclopedia_blocks_heading_enc_glossary_ninja	Ninja	True
encyclopedia_blocks_heading_enc_glossary_ninjato	Ninjato	True
encyclopedia_blocks_heading_enc_glossary_ninjutsu	Ninjutsu	True
encyclopedia_blocks_heading_enc_glossary_niten_ichi-ryu	Niten Ichi-ryu	True
encyclopedia_blocks_heading_enc_glossary_no-dachi	No-dachi	True
encyclopedia_blocks_heading_enc_glossary_onna_bugeisha	Onna Bushi	True
encyclopedia_blocks_heading_enc_glossary_onsen	Onsen	True
encyclopedia_blocks_heading_enc_glossary_o-shuko	O-shuko	True
encyclopedia_blocks_heading_enc_glossary_owatatsumi	Owatatsumi	True
encyclopedia_blocks_heading_enc_glossary_oyabun	Oyabun	True
encyclopedia_blocks_heading_enc_glossary_oyamatsumi	Oyamatsumi	True
encyclopedia_blocks_heading_enc_glossary_o-yoroi	O-yoroi	True
encyclopedia_blocks_heading_enc_glossary_province	Province	True
encyclopedia_blocks_heading_enc_glossary_rikishi	Rikishi	True
encyclopedia_blocks_heading_enc_glossary_ronin	Ronin	True
encyclopedia_blocks_heading_enc_glossary_sakoku	Sakoku	True
encyclopedia_blocks_heading_enc_glossary_samurai	Samurai	True
encyclopedia_blocks_heading_enc_glossary_sekitori	Sekitori	True
encyclopedia_blocks_heading_enc_glossary_sengoku_jidai	Sengoku Jidai	True
encyclopedia_blocks_heading_enc_glossary_seppuku	Seppuku	True
encyclopedia_blocks_heading_enc_glossary_shinobigatana	Shinobigatana	True
encyclopedia_blocks_heading_enc_glossary_shinto	Shinto	True
encyclopedia_blocks_heading_enc_glossary_shiomatsuri	Shiomatsuri	True
encyclopedia_blocks_heading_enc_glossary_shogi	Shogi	True
encyclopedia_blocks_heading_enc_glossary_shogun	Shogun	True
encyclopedia_blocks_heading_enc_glossary_shogunate	Shogunate	True
encyclopedia_blocks_heading_enc_glossary_shuriken	Shuriken	True
encyclopedia_blocks_heading_enc_glossary_sohei	Sohei	True
encyclopedia_blocks_heading_enc_glossary_sojutsu	Sojutsu	True
encyclopedia_blocks_heading_enc_glossary_suburi	Suburi	True
encyclopedia_blocks_heading_enc_glossary_sumo	Sumo	True
encyclopedia_blocks_heading_enc_glossary_suneate	Suneate	True
encyclopedia_blocks_heading_enc_glossary_sushi	Sushi	True
encyclopedia_blocks_heading_enc_glossary_taiko	Taiko	True
encyclopedia_blocks_heading_enc_glossary_taisho	Taisho	True
encyclopedia_blocks_heading_enc_glossary_tanto	Tanto	True
encyclopedia_blocks_heading_enc_glossary_tenshu	Tenshu	True
encyclopedia_blocks_heading_enc_glossary_teppo	Teppo	True
encyclopedia_blocks_heading_enc_glossary_torii	Torii	True
encyclopedia_blocks_heading_enc_glossary_wakizashi	Wakizashi	True
encyclopedia_blocks_heading_enc_glossary_wako	Wako	True
encyclopedia_blocks_heading_enc_glossary_yabusame	Yabusame	True
encyclopedia_blocks_heading_enc_glossary_yari	Yari	True
encyclopedia_blocks_heading_enc_glossary_yatagarasu	Yatagarasu	True
encyclopedia_blocks_heading_enc_glossary_yokozuna	Yokozuna	True
encyclopedia_blocks_heading_enc_manual_skills	Skills	True
encyclopedia_blocks_heading_enc_text_advisor_help_advisor	The Advisor	True
encyclopedia_blocks_heading_enc_text_advisor_help_advisor_back	Advisor Back Button	True
encyclopedia_blocks_heading_enc_text_enc_help_hyperlinks	Using Hyperlinks	True
encyclopedia_blocks_heading_enc_text_enc_help_navigate	Navigating the Encyclopaedia	True
encyclopedia_blocks_heading_enc_text_enc_help_open	Using the Encyclopaedia	True
encyclopedia_blocks_heading_enc_text_hist_battles_aizu	The Battle of Aizu (1868)	True
encyclopedia_blocks_heading_enc_text_hist_battles_anegawa	The Battle of Anegawa (1570)	True
encyclopedia_blocks_heading_enc_text_hist_battles_hakodate	The Battle of Hakodate (1869)	True
encyclopedia_blocks_heading_enc_text_hist_battles_intro	Historical Battles	True
encyclopedia_blocks_heading_enc_text_hist_battles_kawagoe	The Battle of Kawagoe (1545)	True
encyclopedia_blocks_heading_enc_text_hist_battles_kawanakajima	The 4th Battle of Kawanakajima (1561)	True
encyclopedia_blocks_heading_enc_text_hist_battles_kizugawaguchi	The 2nd Battle of Kizugawaguchi (1578)	True
encyclopedia_blocks_heading_enc_text_hist_battles_miyako_bay	The Battle of Miyako Bay (1869)	True
encyclopedia_blocks_heading_enc_text_hist_battles_nagashima	The 3rd Siege of Nagashima (1574)	True
encyclopedia_blocks_heading_enc_text_hist_battles_nagashino	The Battle of Nagashino (1575)	True
encyclopedia_blocks_heading_enc_text_hist_battles_okehazama	The Battle of Okehazama (1560)	True
encyclopedia_blocks_heading_enc_text_hist_battles_osaka_castle	The Siege of Osaka Castle (1868)	True
encyclopedia_blocks_heading_enc_text_hist_battles_sekigahara	The Battle of Sekigahara (1600)	True
encyclopedia_blocks_heading_enc_text_hist_battles_toba_fushimi	The Battle of Toba-Fushimi (1868)	True
encyclopedia_blocks_heading_enc_text_hist_battles_ueno	The Battle of Ueno (1868)	True
encyclopedia_blocks_heading_enc_text_manual_actions_campaign	Campaign Map Play	True
encyclopedia_blocks_heading_enc_text_manual_actions_campaign_construction	Construction	True
encyclopedia_blocks_heading_enc_text_manual_actions_campaign_construction_castle	Castle Towns	True
encyclopedia_blocks_heading_enc_text_manual_actions_campaign_construction_boshin_coastal_defences	Coastal Defences	True
encyclopedia_blocks_heading_enc_text_manual_actions_campaign_construction_boshin_towers	Upgradable Tower Defences	True
encyclopedia_blocks_heading_enc_text_manual_actions_campaign_construction_castle	Castle Towns & Settlements	True
encyclopedia_blocks_heading_enc_text_manual_actions_campaign_construction_demolish	Demolishing Buildings	True
encyclopedia_blocks_heading_enc_text_manual_actions_campaign_construction_infrastructure	Infrastructure	True
encyclopedia_blocks_heading_enc_text_manual_actions_campaign_construction_infrastructure_farms	Farms	True
encyclopedia_blocks_heading_enc_text_manual_actions_campaign_construction_infrastructure_ports	Ports	True
encyclopedia_blocks_heading_enc_text_manual_actions_campaign_construction_legendary	Legendary Buildings	True
encyclopedia_blocks_heading_enc_text_manual_actions_campaign_construction_repair	Building Repair	True
encyclopedia_blocks_heading_enc_text_manual_actions_campaign_construction_speciality	Province Speciality Buildings	True
encyclopedia_blocks_heading_enc_text_manual_actions_campaign_quick_save_load	Quick Save/Load	True
encyclopedia_blocks_heading_enc_text_manual_actions_campaign_recruitment	Recruitment	True
encyclopedia_blocks_heading_enc_text_manual_actions_campaign_recruitment_field	Recruitment in the Field	True
encyclopedia_blocks_heading_enc_text_manual_actions_campaign_recruitment_ronin	Hiring Ronin	True
encyclopedia_blocks_heading_enc_text_manual_actions_campaign_recruitment_upkeep	Upkeep	True
encyclopedia_blocks_heading_enc_text_manual_agent_actions_religious_calm	Inspire Castle Town	True
encyclopedia_blocks_heading_enc_text_manual_agent_actions_friendly_administration	Military Administration	True
encyclopedia_blocks_heading_enc_text_manual_agent_actions_friendly_instil_discipline	Instil Discipline	True
encyclopedia_blocks_heading_enc_text_manual_agent_actions_friendly_instil_fervour	Instil Fervour	True
encyclopedia_blocks_heading_enc_text_manual_agent_actions_friendly_perform	Performing	True
encyclopedia_blocks_heading_enc_text_manual_agent_actions_friendly_rally_populace	Rally Populace	True
encyclopedia_blocks_heading_enc_text_manual_agent_actions_friendly_supervise_train	Supervise Recruitment & Train Troops	True
encyclopedia_blocks_heading_enc_text_manual_agent_actions_religious_calm	Inspire Castle Town & Inspire City	True
encyclopedia_blocks_heading_enc_text_manual_agent_actions_religious_conversion_character	Character Conversion	True
encyclopedia_blocks_heading_enc_text_manual_agent_actions_religious_conversion_population	Population Conversion	True
encyclopedia_blocks_heading_enc_text_manual_agent_actions_religious_demoralisation	Demoralisation	True
encyclopedia_blocks_heading_enc_text_manual_agent_actions_religious_incitement	Incitement to Revolt	True
encyclopedia_blocks_heading_enc_text_manual_agent_actions_religious_incitement	Incite Revolt (Shogun 2)	True
encyclopedia_blocks_heading_enc_text_manual_agent_actions_religious_inspire	Inspire Army	True
encyclopedia_blocks_heading_enc_text_manual_agent_actions_religious_inspire_geisha	Inspire Army (Fall of the Samurai)	True
encyclopedia_blocks_heading_enc_text_manual_agent_actions_sabotage_coerce_troops	Coerce Troops	True
encyclopedia_blocks_heading_enc_text_manual_agent_actions_sabotage_gates	Opening the Gates	True
encyclopedia_blocks_heading_enc_text_manual_agent_actions_sabotage_subdue_dissidents	Subdue Dissidents	True
encyclopedia_blocks_heading_enc_text_manual_agent_actions_subterfuge_assassination	Assassination	True
encyclopedia_blocks_heading_enc_text_manual_agent_actions_subterfuge_boshin_allegiance	Changing Allegiance	True
encyclopedia_blocks_heading_enc_text_manual_agent_actions_subterfuge_bribery	Bribery	True
encyclopedia_blocks_heading_enc_text_manual_agent_actions_subterfuge_detection	Detection	True
encyclopedia_blocks_heading_enc_text_manual_agent_actions_subterfuge_distraction	Distraction	True
encyclopedia_blocks_heading_enc_text_manual_agent_actions_subterfuge_enchant	Enchantment	True
encyclopedia_blocks_heading_enc_text_manual_agent_actions_subterfuge_entertainment	Entertainment	True
encyclopedia_blocks_heading_enc_text_manual_agent_actions_subterfuge_indoctrination	Rise of the Samurai Actions<p><p>Indoctrination	True
encyclopedia_blocks_heading_enc_text_manual_agent_actions_subterfuge_harass	Harassment	True
encyclopedia_blocks_heading_enc_text_manual_agent_actions_subterfuge_incite_revolt	Incite Revolt (Fall of the Samurai)	True
encyclopedia_blocks_heading_enc_text_manual_agent_actions_subterfuge_indoctrination	Indoctrination	True
encyclopedia_blocks_heading_enc_text_manual_agent_actions_subterfuge_overseeing	Overseeing	True
encyclopedia_blocks_heading_enc_text_manual_agent_actions_subterfuge_passive_spying	Passive Spying (Fall of the Samurai)	True
encyclopedia_blocks_heading_enc_text_manual_agent_actions_subterfuge_payoff	Payoffs	True
encyclopedia_blocks_heading_enc_text_manual_agent_actions_subterfuge_persuade	Persuade Troops	True
encyclopedia_blocks_heading_enc_text_manual_agent_actions_subterfuge_request_allegiance	Request Allegiance	True
encyclopedia_blocks_heading_enc_text_manual_agent_actions_subterfuge_sabotage	Sabotage	True
encyclopedia_blocks_heading_enc_text_manual_agent_actions_subterfuge_sabotage_army	Army Sabotage	True
encyclopedia_blocks_heading_enc_text_manual_agent_actions_subterfuge_scouting	Scouting	True
encyclopedia_blocks_heading_enc_text_manual_agent_actions_subterfuge_seduction	Seduction	True
encyclopedia_blocks_heading_enc_text_manual_agent_actions_subterfuge_spy_network_monomi	Rise of the Samurai Actions<p><p>Spy Network	True
encyclopedia_blocks_heading_enc_text_manual_agent_actions_subterfuge_single_combat	Single Combat	True
encyclopedia_blocks_heading_enc_text_manual_agent_actions_subterfuge_spy_network_ninja	Spy Network	True
encyclopedia_blocks_heading_enc_text_manual_agent_actions_subterfuge_spying	Spying	True
encyclopedia_blocks_heading_enc_text_manual_agent_actions_subterfuge_spying	Passive Spying (Shogun 2)	True
encyclopedia_blocks_heading_enc_text_manual_agent_actions_subterfuge_trial	Apprehending Agents	True
encyclopedia_blocks_heading_enc_text_manual_agents_religious	Using Religious Agents	True
encyclopedia_blocks_heading_enc_text_manual_agents_religious_gempei_monk	Rise of the Samurai Agents<p><p>Sou	True
encyclopedia_blocks_heading_enc_text_manual_agents_religious_gempei_monk	Sou	True
encyclopedia_blocks_heading_enc_text_manual_agents_religious_ikko_monks	Ikko Monks	True
encyclopedia_blocks_heading_enc_text_manual_agents_religious_missionaries	Missionaries	True
encyclopedia_blocks_heading_enc_text_manual_agents_religious_monks	Buddhist Monks	True
encyclopedia_blocks_heading_enc_text_manual_agents_subterfuge	Using Subterfuge Agents	True
encyclopedia_blocks_heading_enc_text_manual_agents_subterfuge_geisha	Geisha	True
encyclopedia_blocks_heading_enc_text_manual_agents_subterfuge_boshin_foreign_veteran	Foreign Veteran	True
encyclopedia_blocks_heading_enc_text_manual_agents_subterfuge_boshin_geisha	Geisha (Fall of the Samurai)	True
encyclopedia_blocks_heading_enc_text_manual_agents_subterfuge_boshin_ishin_shishi	Ishin Shishi	True
encyclopedia_blocks_heading_enc_text_manual_agents_subterfuge_boshin_shinobi	Shinobi	True
encyclopedia_blocks_heading_enc_text_manual_agents_subterfuge_boshin_shinsengumi	Shinsengumi	True
encyclopedia_blocks_heading_enc_text_manual_agents_subterfuge_geisha	Geisha (Shogun 2)	True
encyclopedia_blocks_heading_enc_text_manual_agents_subterfuge_gempei_dancer	Shirabyoshi	True
encyclopedia_blocks_heading_enc_text_manual_agents_subterfuge_gempei_inspector	Junsatsushi	True
encyclopedia_blocks_heading_enc_text_manual_agents_subterfuge_gempei_spy	Rise of the Samurai Agents<p><p>Monomi	True
encyclopedia_blocks_heading_enc_text_manual_agents_subterfuge_gempei_spy	Monomi	True
encyclopedia_blocks_heading_enc_text_manual_agents_subterfuge_metsuke	Metsuke	True
encyclopedia_blocks_heading_enc_text_manual_agents_subterfuge_ninja	Ninja	True
encyclopedia_blocks_heading_enc_text_manual_army_attack	Attacking with Armies	True
encyclopedia_blocks_heading_enc_text_manual_army_attack_ambush	Ambushes	True
encyclopedia_blocks_heading_enc_text_manual_army_attack_port_battle	Port Battles	True
encyclopedia_blocks_heading_enc_text_manual_army_attack_reinforcements	Reinforcements	True
encyclopedia_blocks_heading_enc_text_manual_army_attack_resistance	Resistance to Occupation	True
encyclopedia_blocks_heading_enc_text_manual_army_attack_siege	Besieging Castles	True
encyclopedia_blocks_heading_enc_text_manual_army_attrition	Attrition	True
encyclopedia_blocks_heading_enc_text_manual_army_command_stars	Rank	True
encyclopedia_blocks_heading_enc_text_manual_army_experience	Unit Experience	True
encyclopedia_blocks_heading_enc_text_manual_army_experience_sea	Ship Experience	True
encyclopedia_blocks_heading_enc_text_manual_army_experience_sea_stats_1	Experience Level One	True
encyclopedia_blocks_heading_enc_text_manual_army_experience_sea_stats_2	Experience Level Two	True
encyclopedia_blocks_heading_enc_text_manual_army_experience_sea_stats_3	Experience Level Three	True
encyclopedia_blocks_heading_enc_text_manual_army_experience_sea_stats_4	Experience Level Four	True
encyclopedia_blocks_heading_enc_text_manual_army_experience_sea_stats_5	Experience Level Five	True
encyclopedia_blocks_heading_enc_text_manual_army_experience_sea_stats_6	Experience Level Six	True
encyclopedia_blocks_heading_enc_text_manual_army_experience_sea_stats_7	Experience Level Seven	True
encyclopedia_blocks_heading_enc_text_manual_army_experience_sea_stats_8	Experience Level Eight	True
encyclopedia_blocks_heading_enc_text_manual_army_experience_sea_stats_9	Experience Level Nine	True
encyclopedia_blocks_heading_enc_text_manual_army_experience_stats_1	Experience Level One	True
encyclopedia_blocks_heading_enc_text_manual_army_experience_stats_2	Experience Level Two	True
encyclopedia_blocks_heading_enc_text_manual_army_experience_stats_3	Experience Level Three	True
encyclopedia_blocks_heading_enc_text_manual_army_experience_stats_4	Experience Level Four	True
encyclopedia_blocks_heading_enc_text_manual_army_experience_stats_5	Experience Level Five	True
encyclopedia_blocks_heading_enc_text_manual_army_experience_stats_6	Experience Level Six	True
encyclopedia_blocks_heading_enc_text_manual_army_experience_stats_7	Experience Level Seven	True
encyclopedia_blocks_heading_enc_text_manual_army_experience_stats_8	Experience Level Eight	True
encyclopedia_blocks_heading_enc_text_manual_army_experience_stats_9	Experience Level Nine	True
encyclopedia_blocks_heading_enc_text_manual_army_fragments_merge	Merging Armies	True
encyclopedia_blocks_heading_enc_text_manual_army_fragments_replenish	Unit Replenishment	True
encyclopedia_blocks_heading_enc_text_manual_army_generals	Generals	True
encyclopedia_blocks_heading_enc_text_manual_army_moves	Movement of Armies	True
encyclopedia_blocks_heading_enc_text_manual_army_moves_blocked	Blocking Movement	True
encyclopedia_blocks_heading_enc_text_manual_battle_boshin_multiple_armies	Multiple Armies	True
encyclopedia_blocks_heading_enc_text_manual_battle_conflict	The Conflict Phase	True
encyclopedia_blocks_heading_enc_text_manual_battle_conflict_abilities	Abilities	True
encyclopedia_blocks_heading_enc_text_manual_battle_conflict_abilities_arrow_land	Fire Arrows (Land)	True
encyclopedia_blocks_heading_enc_text_manual_battle_conflict_abilities_arrows_sea	Rise of the Samurai Abilities<p><p>Fire Arrows (Sea)	True
encyclopedia_blocks_heading_enc_text_manual_battle_conflict_abilities_arrows_sea	Fire Arrows (Sea)	True
encyclopedia_blocks_heading_enc_text_manual_battle_conflict_abilities_arrows_whistling	Whistling Arrows (Land)	True
encyclopedia_blocks_heading_enc_text_manual_battle_conflict_abilities_arrows_whistling_sea	Rise of the Samurai Abilities<p><p>Whistling Arrows (Sea)	True
encyclopedia_blocks_heading_enc_text_manual_battle_conflict_abilities_arrows_whistling_sea	Whistling Arrows (Sea)	True
encyclopedia_blocks_heading_enc_text_manual_battle_conflict_abilities_assassination	Stealth	True
encyclopedia_blocks_heading_enc_text_manual_battle_conflict_abilities_bamboo	Bamboo Wall	True
encyclopedia_blocks_heading_enc_text_manual_battle_conflict_abilities_banzai	Banzai! (Land)	True
encyclopedia_blocks_heading_enc_text_manual_battle_conflict_abilities_banzai_sea	Rise of the Samurai Abilities<p><p>Banzai! (Sea)	True
encyclopedia_blocks_heading_enc_text_manual_battle_conflict_abilities_banzai_sea	Banzai! (Sea)	True
encyclopedia_blocks_heading_enc_text_manual_battle_conflict_abilities_burn	Burning Buildings	True
encyclopedia_blocks_heading_enc_text_manual_battle_conflict_abilities_crane	Swooping Crane	True
encyclopedia_blocks_heading_enc_text_manual_battle_conflict_abilities_fast_reload	Fast Reload	True
encyclopedia_blocks_heading_enc_text_manual_battle_conflict_abilities_firing_speed	Increased Firing Speed	True
encyclopedia_blocks_heading_enc_text_manual_battle_conflict_abilities_firm	Hold Firm	True
encyclopedia_blocks_heading_enc_text_manual_battle_conflict_abilities_ganbatte	Ganbatte	True
encyclopedia_blocks_heading_enc_text_manual_battle_conflict_abilities_grenades	Blinding Grenades	True
encyclopedia_blocks_heading_enc_text_manual_battle_conflict_abilities_inspire_land	Inspire (Land)	True
encyclopedia_blocks_heading_enc_text_manual_battle_conflict_abilities_inspire_sea	Encourage (Sea)	True
encyclopedia_blocks_heading_enc_text_manual_battle_conflict_abilities_kill_zone	Kill Zone	True
encyclopedia_blocks_heading_enc_text_manual_battle_conflict_abilities_kisho	Kisho Training	True
encyclopedia_blocks_heading_enc_text_manual_battle_conflict_abilities_kneel_fire	Kneel Fire	True
encyclopedia_blocks_heading_enc_text_manual_battle_conflict_abilities_mines	Mines	True
encyclopedia_blocks_heading_enc_text_manual_battle_conflict_abilities_overheat_engine	Overheat Engine	True
encyclopedia_blocks_heading_enc_text_manual_battle_conflict_abilities_rally	Regroup Position	True
encyclopedia_blocks_heading_enc_text_manual_battle_conflict_abilities_ramming	Ramming	True
encyclopedia_blocks_heading_enc_text_manual_battle_conflict_abilities_range	Increased Range	True
encyclopedia_blocks_heading_enc_text_manual_battle_conflict_abilities_ranked	Ranked Fire	True
encyclopedia_blocks_heading_enc_text_manual_battle_conflict_abilities_rowing	Faster Rowing	True
encyclopedia_blocks_heading_enc_text_manual_battle_conflict_abilities_screens	Screens	True
encyclopedia_blocks_heading_enc_text_manual_battle_conflict_abilities_shrapnel_shot	Shrapnel Shot	True
encyclopedia_blocks_heading_enc_text_manual_battle_conflict_abilities_speed	Battle Speed	True
encyclopedia_blocks_heading_enc_text_manual_battle_conflict_abilities_sprint	Rapid Advance	True
encyclopedia_blocks_heading_enc_text_manual_battle_conflict_abilities_square	Yari Square	True
encyclopedia_blocks_heading_enc_text_manual_battle_conflict_abilities_stand	Stand & Fight	True
encyclopedia_blocks_heading_enc_text_manual_battle_conflict_abilities_suppression_fire	Suppression Fire	True
encyclopedia_blocks_heading_enc_text_manual_battle_conflict_abilities_volley	Rapid Volley	True
encyclopedia_blocks_heading_enc_text_manual_battle_conflict_abilities_wall	Yari Wall	True
encyclopedia_blocks_heading_enc_text_manual_battle_conflict_abilities_warcry_land	War Cry (Land)	True
encyclopedia_blocks_heading_enc_text_manual_battle_conflict_abilities_warcry_sea	War Cry (Sea)	True
encyclopedia_blocks_heading_enc_text_manual_battle_conflict_abilities_wind	Second Wind	True
encyclopedia_blocks_heading_enc_text_manual_battle_conflict_attributes	Unit Attributes	True
encyclopedia_blocks_heading_enc_text_manual_battle_conflict_attributes_attrition	Immune to Attrition	True
encyclopedia_blocks_heading_enc_text_manual_battle_conflict_attributes_climb	Climb Fast	True
encyclopedia_blocks_heading_enc_text_manual_battle_conflict_attributes_disciplined	Disciplined	True
encyclopedia_blocks_heading_enc_text_manual_battle_conflict_attributes_dismount	Mount/Dismount	True
encyclopedia_blocks_heading_enc_text_manual_battle_conflict_attributes_fatigue	Resistant to Fatigue	True
encyclopedia_blocks_heading_enc_text_manual_battle_conflict_attributes_grass	Hide (Long Grass)	True
encyclopedia_blocks_heading_enc_text_manual_battle_conflict_attributes_inspire	Inspire	True
encyclopedia_blocks_heading_enc_text_manual_battle_conflict_attributes_scrub	Hide (Scrub)	True
encyclopedia_blocks_heading_enc_text_manual_battle_conflict_attributes_snipe	Snipe	True
encyclopedia_blocks_heading_enc_text_manual_battle_conflict_attributes_stalk	Stalk	True
encyclopedia_blocks_heading_enc_text_manual_battle_conflict_attributes_woods	Hide (Woodland)	True
encyclopedia_blocks_heading_enc_text_manual_battle_conflict_banners	Banners	True
encyclopedia_blocks_heading_enc_text_manual_battle_conflict_buildings_key	Key Buildings	True
encyclopedia_blocks_heading_enc_text_manual_battle_conflict_buildings_key_types	Types of Key Building	True
encyclopedia_blocks_heading_enc_text_manual_battle_conflict_capture	Capture of Siege Weapons	True
encyclopedia_blocks_heading_enc_text_manual_battle_conflict_controls_balance	The Balance of Power Bar	True
encyclopedia_blocks_heading_enc_text_manual_battle_conflict_controls_compass	The Manoeuvre Compass	True
encyclopedia_blocks_heading_enc_text_manual_battle_conflict_controls_radar	The Radar Map	True
encyclopedia_blocks_heading_enc_text_manual_battle_conflict_controls_speed	Game Speed Controls	True
encyclopedia_blocks_heading_enc_text_manual_battle_conflict_controls_timer	The Battle Timer	True
encyclopedia_blocks_heading_enc_text_manual_battle_conflict_crossings_attack	Attacking a River Crossing	True
encyclopedia_blocks_heading_enc_text_manual_battle_conflict_crossings_bridges	Bridges & Fords	True
encyclopedia_blocks_heading_enc_text_manual_battle_conflict_crossings_defence	Defending a River Crossing	True
encyclopedia_blocks_heading_enc_text_manual_battle_conflict_fatigue	Fatigue	True
encyclopedia_blocks_heading_enc_text_manual_battle_conflict_forests	Woods & Forests	True
encyclopedia_blocks_heading_enc_text_manual_battle_conflict_formations_land	Land Battle Formations	True
encyclopedia_blocks_heading_enc_text_manual_battle_conflict_formations_land	Land Battle Formations (Shogun 2 & Rise of the Samurai)	True
encyclopedia_blocks_heading_enc_text_manual_battle_conflict_formations_land_bark	Bark of the Pine Tree	True
encyclopedia_blocks_heading_enc_text_manual_battle_conflict_formations_land_bird	Flying Bird	True
encyclopedia_blocks_heading_enc_text_manual_battle_conflict_formations_land_boshin	Land Battle Formations (Fall of the Samurai)	True
encyclopedia_blocks_heading_enc_text_manual_battle_conflict_formations_land_boshin_artillery	Artillery Crossfire	True
encyclopedia_blocks_heading_enc_text_manual_battle_conflict_formations_land_boshin_double	Double Line Standard	True
encyclopedia_blocks_heading_enc_text_manual_battle_conflict_formations_land_boshin_grand	Grand Battery	True
encyclopedia_blocks_heading_enc_text_manual_battle_conflict_formations_land_boshin_left	Cavalry Heavy Left	True
encyclopedia_blocks_heading_enc_text_manual_battle_conflict_formations_land_boshin_melee	Melee Frontline	True
encyclopedia_blocks_heading_enc_text_manual_battle_conflict_formations_land_boshin_right	Cavalry Heavy Right	True
encyclopedia_blocks_heading_enc_text_manual_battle_conflict_formations_land_cloud	Cloud Dragon	True
encyclopedia_blocks_heading_enc_text_manual_battle_conflict_formations_land_crane	Crane's Wing	True
encyclopedia_blocks_heading_enc_text_manual_battle_conflict_formations_land_dragon	Reclining Dragon	True
encyclopedia_blocks_heading_enc_text_manual_battle_conflict_formations_land_geese	Flying Geese	True
encyclopedia_blocks_heading_enc_text_manual_battle_conflict_formations_land_spear	Spear Point	True
encyclopedia_blocks_heading_enc_text_manual_battle_conflict_formations_land_tiger	War of the Tiger	True
encyclopedia_blocks_heading_enc_text_manual_battle_conflict_formations_naval	Naval Battle Formations	True
encyclopedia_blocks_heading_enc_text_manual_battle_conflict_formations_naval	Naval Battle Formations (Shogun 2 & Rise of the Samurai)	True
encyclopedia_blocks_heading_enc_text_manual_battle_conflict_formations_naval_boshin	Naval Battle Formations (Fall of the Samurai)	True
encyclopedia_blocks_heading_enc_text_manual_battle_conflict_formations_naval_boshin_abreast	Line Abreast	True
encyclopedia_blocks_heading_enc_text_manual_battle_conflict_formations_naval_boshin_astern	Line Astern	True
encyclopedia_blocks_heading_enc_text_manual_battle_conflict_formations_naval_cloud	Bird Cloud	True
encyclopedia_blocks_heading_enc_text_manual_battle_conflict_formations_naval_moon	Three Day-Old Moon	True
encyclopedia_blocks_heading_enc_text_manual_battle_conflict_formations_naval_snake	Extended Snake	True
encyclopedia_blocks_heading_enc_text_manual_battle_conflict_formations_naval_sword	War of the Sword	True
encyclopedia_blocks_heading_enc_text_manual_battle_conflict_fukkan	The Fukkan	True
encyclopedia_blocks_heading_enc_text_manual_battle_conflict_gatling_guns	Gatling Guns	True
encyclopedia_blocks_heading_enc_text_manual_battle_conflict_gatling_guns_3rd	Third Person Mode	True
encyclopedia_blocks_heading_enc_text_manual_battle_conflict_group_formations	Group Formations	True
encyclopedia_blocks_heading_enc_text_manual_battle_conflict_groups	Groups	True
encyclopedia_blocks_heading_enc_text_manual_battle_conflict_groups_controlled	AI Control of Grouped Units	True
encyclopedia_blocks_heading_enc_text_manual_battle_conflict_groups_selection	Selection Groups	True
encyclopedia_blocks_heading_enc_text_manual_battle_conflict_modes_fire	The Fire-at-Will Button	True
encyclopedia_blocks_heading_enc_text_manual_battle_conflict_modes_guard	The Guard Mode Button	True
encyclopedia_blocks_heading_enc_text_manual_battle_conflict_modes_halt	The Halt Button	True
encyclopedia_blocks_heading_enc_text_manual_battle_conflict_modes_loose	The Loose Formation Button	True
encyclopedia_blocks_heading_enc_text_manual_battle_conflict_modes_melee	The Melee Mode Button	True
encyclopedia_blocks_heading_enc_text_manual_battle_conflict_modes_naval_fire_support	The Naval Fire Support Button	True
encyclopedia_blocks_heading_enc_text_manual_battle_conflict_modes_rallying	Rallying (Land)	True
encyclopedia_blocks_heading_enc_text_manual_battle_conflict_modes_rallying_sea	Rise of the Samurai Abilities<p><p>Rallying (Sea)	True
encyclopedia_blocks_heading_enc_text_manual_battle_conflict_modes_rallying_sea	Rallying (Sea)	True
encyclopedia_blocks_heading_enc_text_manual_battle_conflict_modes_routing	Routing	True
encyclopedia_blocks_heading_enc_text_manual_battle_conflict_modes_run	The Run Button	True
encyclopedia_blocks_heading_enc_text_manual_battle_conflict_modes_skirmish	The Skirmish Mode Button	True
encyclopedia_blocks_heading_enc_text_manual_battle_conflict_modes_wedge	The Wedge Formation Button	True
encyclopedia_blocks_heading_enc_text_manual_battle_conflict_modes_withdraw	The Withdraw Button	True
encyclopedia_blocks_heading_enc_text_manual_battle_conflict_morale	Morale	True
encyclopedia_blocks_heading_enc_text_manual_battle_conflict_naval_battles	Introduction	True
encyclopedia_blocks_heading_enc_text_manual_battle_conflict_naval_broadsides	Broadsides	True
encyclopedia_blocks_heading_enc_text_manual_battle_conflict_port_battles	Port Battles	True
encyclopedia_blocks_heading_enc_text_manual_battle_conflict_review	The Battle Review Panel	True
encyclopedia_blocks_heading_enc_text_manual_battle_conflict_sieges	Siege Battles	True
encyclopedia_blocks_heading_enc_text_manual_battle_conflict_sieges_attack	Besieging Castles	True
encyclopedia_blocks_heading_enc_text_manual_battle_conflict_shells	Shell Types	True
encyclopedia_blocks_heading_enc_text_manual_battle_conflict_sieges	Besieging Castles	True
encyclopedia_blocks_heading_enc_text_manual_battle_conflict_sieges_defence	Defending a Siege	True
encyclopedia_blocks_heading_enc_text_manual_battle_conflict_sieges_units	Defence Units	True
encyclopedia_blocks_heading_enc_text_manual_battle_conflict_sieges_units_gempei	Rise of the Samurai Defence Units	True
encyclopedia_blocks_heading_enc_text_manual_battle_conflict_sieges_units	Garrison Units (Shogun 2)	True
encyclopedia_blocks_heading_enc_text_manual_battle_conflict_sieges_units_boshin	Garrison Units (Fall of the Samurai)	True
encyclopedia_blocks_heading_enc_text_manual_battle_conflict_sieges_units_gempei	Garrison Units (Rise of the Samurai)	True
encyclopedia_blocks_heading_enc_text_manual_battle_conflict_torpedoes	Torpedoes	True
encyclopedia_blocks_heading_enc_text_manual_battle_conflict_towers	Upgradable Tower Defences	True
encyclopedia_blocks_heading_enc_text_manual_battle_conflict_towers_3rd	Third Person Mode	True
encyclopedia_blocks_heading_enc_text_manual_battle_deployment_abilities	Using Abilities During Deployment	True
encyclopedia_blocks_heading_enc_text_manual_battle_deployment_phase	The Deployment Phase	True
encyclopedia_blocks_heading_enc_text_manual_battle_deployment_speeches	Pre-battle Speeches	True
encyclopedia_blocks_heading_enc_text_manual_battle_deployment_weather	Weather	True
encyclopedia_blocks_heading_enc_text_manual_battle_deployment_zones	Deployment Zones 	True
encyclopedia_blocks_heading_enc_text_manual_battle_naval_boarding	Boarding Ships	True
encyclopedia_blocks_heading_enc_text_manual_battle_naval_capture	Capture of Ships	True
encyclopedia_blocks_heading_enc_text_manual_battle_naval_topography_land	Land Masses	True
encyclopedia_blocks_heading_enc_text_manual_battle_naval_topography_shallows	Shallow Water	True
encyclopedia_blocks_heading_enc_text_manual_battlefield_play	Battlefield Play	True
encyclopedia_blocks_heading_enc_text_manual_boshin_clan_fame	Clan Fame (Fall of the Samurai)	True
encyclopedia_blocks_heading_enc_text_manual_boshin_foreign_trade	Foreign Trade	True
encyclopedia_blocks_heading_enc_text_manual_boshin_foreign_trade_routes	Foreign Trade Routes	True
encyclopedia_blocks_heading_enc_text_manual_boshin_railways	Railways	True
encyclopedia_blocks_heading_enc_text_manual_campaign_boshin_naval_bombardment	Naval Bombardment	True
encyclopedia_blocks_heading_enc_text_manual_campaign_boshin_naval_fire_support	Naval Fire Support	True
encyclopedia_blocks_heading_enc_text_manual_clan_effects	Clan Effects	True
encyclopedia_blocks_heading_enc_text_manual_clan_fame	Clan Fame	True
encyclopedia_blocks_heading_enc_text_manual_clan_honour	Honour	True
encyclopedia_blocks_heading_enc_text_manual_clan_loyalty	Loyalty	True
encyclopedia_blocks_heading_enc_text_manual_clan_traits	Clan Traits	True
encyclopedia_blocks_heading_enc_text_manual_fleet_access_off	Disembarking from Fleets	True
encyclopedia_blocks_heading_enc_text_manual_fleet_access_on	Boarding a Fleet	True
encyclopedia_blocks_heading_enc_text_manual_fleet_assaults	Coastal Assaults	True
encyclopedia_blocks_heading_enc_text_manual_fleet_attack	Attacking with Fleets	True
encyclopedia_blocks_heading_enc_text_manual_fleet_blockades	Blockading Ports	True
encyclopedia_blocks_heading_enc_text_manual_fleet_fragments_merge	Merging Fleets	True
encyclopedia_blocks_heading_enc_text_manual_fleet_fragments_repairs	Ship Repair	True
encyclopedia_blocks_heading_enc_text_manual_fleet_moves	Movement of Fleets	True
encyclopedia_blocks_heading_enc_text_manual_fleet_moves_blocked	Blocking Movement	True
encyclopedia_blocks_heading_enc_text_manual_fleet_moves_generals	Generals at Sea	True
encyclopedia_blocks_heading_enc_text_manual_fleet_raiding_trade_routes	Raiding Trade Routes	True
encyclopedia_blocks_heading_enc_text_manual_fleet_reveal	Revealing the Map	True
encyclopedia_blocks_heading_enc_text_manual_food_shortages	Food	True
encyclopedia_blocks_heading_enc_text_manual_hud	The Campaign Interface	True
encyclopedia_blocks_heading_enc_text_manual_hud_arts	Mastery of the Arts	True
encyclopedia_blocks_heading_enc_text_manual_hud_date	Seasons & Date	True
encyclopedia_blocks_heading_enc_text_manual_hud_boshin_modernisation	Modernisation	True
encyclopedia_blocks_heading_enc_text_manual_hud_boshin_punitive_forces	Punitive Forces	True
encyclopedia_blocks_heading_enc_text_manual_hud_boshin_tech	Clan Development	True
encyclopedia_blocks_heading_enc_text_manual_hud_boshin_tech_goals	Research Goals	True
encyclopedia_blocks_heading_enc_text_manual_hud_boshin_tech_levels	Clan Development Levels	True
encyclopedia_blocks_heading_enc_text_manual_hud_boshin_tech_ship_upgrades	Ship Upgrades	True
encyclopedia_blocks_heading_enc_text_manual_hud_date	Shogun 2 & Rise of the Samurai	True
encyclopedia_blocks_heading_enc_text_manual_hud_diplomacy	Diplomacy	True
encyclopedia_blocks_heading_enc_text_manual_hud_diplomacy_clans	Major & Minor Clans	True
encyclopedia_blocks_heading_enc_text_manual_hud_diplomacy_mechanics	Diplomacy	True
encyclopedia_blocks_heading_enc_text_manual_hud_diplomacy_options_access	Military Access	True
encyclopedia_blocks_heading_enc_text_manual_hud_diplomacy_options_alliance	Military Alliances	True
encyclopedia_blocks_heading_enc_text_manual_hud_diplomacy_options_counteroffer	Counter-offers	True
encyclopedia_blocks_heading_enc_text_manual_hud_diplomacy_options_hostages	Hostages	True
encyclopedia_blocks_heading_enc_text_manual_hud_diplomacy_options_marriage	Marriage	True
encyclopedia_blocks_heading_enc_text_manual_hud_diplomacy_options_money	Offers & Demands for Money	True
encyclopedia_blocks_heading_enc_text_manual_hud_diplomacy_options_peace	Peace Treaties	True
encyclopedia_blocks_heading_enc_text_manual_hud_diplomacy_options_threaten	Threaten	True
encyclopedia_blocks_heading_enc_text_manual_hud_diplomacy_options_trade_agreement	Trade Agreements	True
encyclopedia_blocks_heading_enc_text_manual_hud_diplomacy_options_trade_embargo	Trade Embargoes	True
encyclopedia_blocks_heading_enc_text_manual_hud_diplomacy_options_vassals	Vassal Clans	True
encyclopedia_blocks_heading_enc_text_manual_hud_diplomacy_options_war_declare	Declarations of War	True
encyclopedia_blocks_heading_enc_text_manual_hud_diplomacy_options_war_join	Joining a War	True
encyclopedia_blocks_heading_enc_text_manual_hud_diplomacy_relations	Diplomatic Relations	True
encyclopedia_blocks_heading_enc_text_manual_hud_end_turn	End Turn	True
encyclopedia_blocks_heading_enc_text_manual_hud_events	Events	True
encyclopedia_blocks_heading_enc_text_manual_hud_events_dilemmas	Dilemmas	True
encyclopedia_blocks_heading_enc_text_manual_hud_events_dilemmas_religion	Changing Religion	True
encyclopedia_blocks_heading_enc_text_manual_hud_events_missions	Missions	True
encyclopedia_blocks_heading_enc_text_manual_hud_events_victory	Victory Conditions	True
encyclopedia_blocks_heading_enc_text_manual_hud_events_victory_boshin	Attaining Victory (Fall of the Samurai)	True
encyclopedia_blocks_heading_enc_text_manual_hud_events_victory_gempei	Attaining Victory in Rise of the Samurai	True
encyclopedia_blocks_heading_enc_text_manual_hud_events_victory_gempei_influence	Influence	True
encyclopedia_blocks_heading_enc_text_manual_hud_finance_management	Managing Your Finances	True
encyclopedia_blocks_heading_enc_text_manual_hud_finances	Finances	True
encyclopedia_blocks_heading_enc_text_manual_hud_lists	Lists	True
encyclopedia_blocks_heading_enc_text_manual_hud_management	Clan Management	True
encyclopedia_blocks_heading_enc_text_manual_hud_management_adoptions	Adoption of Generals	True
encyclopedia_blocks_heading_enc_text_manual_hud_management_commissioners	Commissioners	True
encyclopedia_blocks_heading_enc_text_manual_hud_management_commissions	Bestowing Commissions	True
encyclopedia_blocks_heading_enc_text_manual_hud_management_family	Family & Council	True
encyclopedia_blocks_heading_enc_text_manual_hud_management_records	Records	True
encyclopedia_blocks_heading_enc_text_manual_hud_management_summary	Summary	True
encyclopedia_blocks_heading_enc_text_manual_hud_radar	The Radar Map	True
encyclopedia_blocks_heading_enc_text_manual_hud_treasury	Treasury	True
encyclopedia_blocks_heading_enc_text_manual_hud_turn_times	Fall of the Samurai	True
encyclopedia_blocks_heading_enc_text_manual_hud_ui_diplomacy_negotiation	Diplomatic Negotiations	True
encyclopedia_blocks_heading_enc_text_manual_hud_ui_diplomacy_throne	The Throne Room	True
encyclopedia_blocks_heading_enc_text_manual_intro	Introduction	True
encyclopedia_blocks_heading_enc_text_manual_intro_controls	Navigating the Campaign Map	True
encyclopedia_blocks_heading_enc_text_manual_intro_shogun	Attaining Victory	True
encyclopedia_blocks_heading_enc_text_manual_intro_shogun	Attaining Victory in Shogun 2	True
encyclopedia_blocks_heading_enc_text_manual_intro_shogun_being	Being Shogun	True
encyclopedia_blocks_heading_enc_text_manual_intro_shogun_realm	Realm Divide	True
encyclopedia_blocks_heading_enc_text_manual_multiplayer	Your Multiplayer Avatar	True
encyclopedia_blocks_heading_enc_text_manual_multiplayer_armour	Armour	True
encyclopedia_blocks_heading_enc_text_manual_multiplayer_army_management	Army & Fleet Management	True
encyclopedia_blocks_heading_enc_text_manual_multiplayer_army_management_veterans	Veterans	True
encyclopedia_blocks_heading_enc_text_manual_multiplayer_avatar_screen	The Avatar Screen	True
encyclopedia_blocks_heading_enc_text_manual_multiplayer_avatar_skills	Avatar Skills	True
encyclopedia_blocks_heading_enc_text_manual_multiplayer_avatar_traits	Avatar Traits	True
encyclopedia_blocks_heading_enc_text_manual_multiplayer_battle_list	Battle List	True
encyclopedia_blocks_heading_enc_text_manual_multiplayer_campaign_map	Overview	True
encyclopedia_blocks_heading_enc_text_manual_multiplayer_campaign_map_fighting_battles	Fighting Battles	True
encyclopedia_blocks_heading_enc_text_manual_multiplayer_campaign_map_province_rewards	Province Rewards	True
encyclopedia_blocks_heading_enc_text_manual_multiplayer_clan_join	Joining a Multiplayer Clan	True
encyclopedia_blocks_heading_enc_text_manual_multiplayer_clan_map	Overview	True
encyclopedia_blocks_heading_enc_text_manual_multiplayer_clan_map_corruption	Corruption & Logistics	True
encyclopedia_blocks_heading_enc_text_manual_multiplayer_clan_map_corruption_filters	Clan Competition Filters	True
encyclopedia_blocks_heading_enc_text_manual_multiplayer_clan_map_influence_points	Clan Influence Points	True
encyclopedia_blocks_heading_enc_text_manual_multiplayer_clan_map_leaders	Clan Leaders & Tokens	True
encyclopedia_blocks_heading_enc_text_manual_multiplayer_clan_map_points_summary	Summary of Points System	True
encyclopedia_blocks_heading_enc_text_manual_multiplayer_clan_map_province_capture	Capturing Provinces	True
encyclopedia_blocks_heading_enc_text_manual_multiplayer_clan_map_tiers	Game Worlds, Tiers & Seasons	True
encyclopedia_blocks_heading_enc_text_manual_multiplayer_co_op_campaign	Co-op Campaigns	True
encyclopedia_blocks_heading_enc_text_manual_multiplayer_co_op_unit_sharing	Unit Sharing	True
encyclopedia_blocks_heading_enc_text_manual_multiplayer_create_avatar	Creating Your Avatar	True
encyclopedia_blocks_heading_enc_text_manual_multiplayer_create_warband	Setting Up Your Warband	True
encyclopedia_blocks_heading_enc_text_manual_multiplayer_customise_avatar	Customising Your Avatar	True
encyclopedia_blocks_heading_enc_text_manual_multiplayer_home_province	Your Home Province	True
encyclopedia_blocks_heading_enc_text_manual_multiplayer_leaderboards_1	Leaderboards	True
encyclopedia_blocks_heading_enc_text_manual_multiplayer_leaderboards_2	Shogun Ladder	True
encyclopedia_blocks_heading_enc_text_manual_multiplayer_matchmade_battles	Match-made Battles	True
encyclopedia_blocks_heading_enc_text_manual_multiplayer_multiple_avatars	Multiple Avatars	True
encyclopedia_blocks_heading_enc_text_manual_multiplayer_promote_avatars	Promoting Avatars	True
encyclopedia_blocks_heading_enc_text_manual_multiplayer_province_exploration	Exploration of Provinces	True
encyclopedia_blocks_heading_enc_text_manual_multiplayer_recruitment	Recruiting Your Warband	True
encyclopedia_blocks_heading_enc_text_manual_multiplayer_recruitment_veterans	Veterans	True
encyclopedia_blocks_heading_enc_text_manual_multiplayer_replenishment	Unit Replenishment	True
encyclopedia_blocks_heading_enc_text_manual_multiplayer_retainers	Retainers	True
encyclopedia_blocks_heading_enc_text_manual_multiplayer_rosters_boshin_01	Dock	True
encyclopedia_blocks_heading_enc_text_manual_multiplayer_rosters_boshin_02	 	True
encyclopedia_blocks_heading_enc_text_manual_multiplayer_rosters_boshin_03	Artillery	True
encyclopedia_blocks_heading_enc_text_manual_multiplayer_rosters_boshin_04	 	True
encyclopedia_blocks_heading_enc_text_manual_multiplayer_rosters_boshin_05	Shogunate Barracks	True
encyclopedia_blocks_heading_enc_text_manual_multiplayer_rosters_boshin_06	 	True
encyclopedia_blocks_heading_enc_text_manual_multiplayer_rosters_boshin_07	Imperial Armoury	True
encyclopedia_blocks_heading_enc_text_manual_multiplayer_rosters_boshin_08	 	True
encyclopedia_blocks_heading_enc_text_manual_multiplayer_rosters_boshin_09	Emporium	True
encyclopedia_blocks_heading_enc_text_manual_multiplayer_rosters_boshin_10	 	True
encyclopedia_blocks_heading_enc_text_manual_multiplayer_rosters_boshin_11	Naval Emporium	True
encyclopedia_blocks_heading_enc_text_manual_multiplayer_rosters_boshin_12	 	True
encyclopedia_blocks_heading_enc_text_manual_multiplayer_rosters_boshin_13	Shogunate Armoury	True
encyclopedia_blocks_heading_enc_text_manual_multiplayer_rosters_boshin_14	 	True
encyclopedia_blocks_heading_enc_text_manual_multiplayer_rosters_boshin_15	Starting Unit Roster	True
encyclopedia_blocks_heading_enc_text_manual_multiplayer_rosters_boshin_16	 	True
encyclopedia_blocks_heading_enc_text_manual_multiplayer_rosters_shogun_01	Teppo Range	True
encyclopedia_blocks_heading_enc_text_manual_multiplayer_rosters_shogun_02	 	True
encyclopedia_blocks_heading_enc_text_manual_multiplayer_rosters_shogun_03	Stables	True
encyclopedia_blocks_heading_enc_text_manual_multiplayer_rosters_shogun_04	 	True
encyclopedia_blocks_heading_enc_text_manual_multiplayer_rosters_shogun_05	Sword School	True
encyclopedia_blocks_heading_enc_text_manual_multiplayer_rosters_shogun_06	 	True
encyclopedia_blocks_heading_enc_text_manual_multiplayer_rosters_shogun_07	Military Port	True
encyclopedia_blocks_heading_enc_text_manual_multiplayer_rosters_shogun_08	 	True
encyclopedia_blocks_heading_enc_text_manual_multiplayer_rosters_shogun_09	Workshop	True
encyclopedia_blocks_heading_enc_text_manual_multiplayer_rosters_shogun_10	 	True
encyclopedia_blocks_heading_enc_text_manual_multiplayer_rosters_shogun_11	Yari Drill Yard	True
encyclopedia_blocks_heading_enc_text_manual_multiplayer_rosters_shogun_12	 	True
encyclopedia_blocks_heading_enc_text_manual_multiplayer_rosters_shogun_13	Archery Dojo	True
encyclopedia_blocks_heading_enc_text_manual_multiplayer_rosters_shogun_14	 	True
encyclopedia_blocks_heading_enc_text_manual_multiplayer_rosters_shogun_15	Sake Den	True
encyclopedia_blocks_heading_enc_text_manual_multiplayer_rosters_shogun_16	 	True
encyclopedia_blocks_heading_enc_text_manual_multiplayer_rosters_shogun_17	Starting Unit Roster	True
encyclopedia_blocks_heading_enc_text_manual_multiplayer_rosters_shogun_18	 	True
encyclopedia_blocks_heading_enc_text_manual_multiplayer_team_setup	Team Set-up	True
encyclopedia_blocks_heading_enc_text_manual_multiplayer_unit_gifting	Unit Gifting	True
encyclopedia_blocks_heading_enc_text_manual_multiplayer_veteran_skill_upgrades_1	Veteran Skill Upgrades	True
encyclopedia_blocks_heading_enc_text_manual_multiplayer_veteran_skill_upgrades_2	Basic Skill Upgrades	True
encyclopedia_blocks_heading_enc_text_manual_multiplayer_veteran_skill_upgrades_3	Clan Skill Upgrades	True
encyclopedia_blocks_heading_enc_text_manual_multiplayer_veteran_skill_upgrades_4	Clan Specialism Skills	True
encyclopedia_blocks_heading_enc_text_manual_public_order	Public Order	True
encyclopedia_blocks_heading_enc_text_manual_public_order_happiness	Happiness	True
encyclopedia_blocks_heading_enc_text_manual_public_order_rebellions	Rebellions	True
encyclopedia_blocks_heading_enc_text_manual_public_order_repression	Repression	True
encyclopedia_blocks_heading_enc_text_manual_public_order_riots	Riots	True
encyclopedia_blocks_heading_enc_text_manual_religion	Religion	True
encyclopedia_blocks_heading_enc_text_manual_retainers	Retainers	True
encyclopedia_blocks_heading_enc_text_manual_skill_tree	The Skill Tree	True
encyclopedia_blocks_heading_enc_text_manual_start	Selecting a Clan	True
encyclopedia_blocks_heading_enc_text_manual_trade	Trade	True
encyclopedia_blocks_heading_enc_text_manual_trade_posts	Trade Posts	True
encyclopedia_blocks_heading_enc_text_manual_traits	Character Traits	True
encyclopedia_blocks_heading_enc_text_manual_ui_battle	The Battle Panel	True
encyclopedia_blocks_heading_enc_text_manual_ui_battle_3d	Fighting Battles	True
encyclopedia_blocks_heading_enc_text_manual_ui_battle_3d_night	Night Battles	True
encyclopedia_blocks_heading_enc_text_manual_ui_battle_3d_reinforcements	Reinforcements	True
encyclopedia_blocks_heading_enc_text_manual_ui_battle_auto	Auto-resolving Battles	True
encyclopedia_blocks_heading_enc_text_manual_ui_battle_famous	Famous Battle Markers	True
encyclopedia_blocks_heading_enc_text_manual_ui_battle_losing_generals	Losing a General	True
encyclopedia_blocks_heading_enc_text_manual_ui_battle_post	Post-battle Statistics	True
encyclopedia_blocks_heading_enc_text_manual_ui_battle_quick_save	The Quick Save Button	True
encyclopedia_blocks_heading_enc_text_manual_ui_battle_replays	Battle Replays	True
encyclopedia_blocks_heading_enc_text_manual_ui_battle_retreat	The Retreat Button	True
encyclopedia_blocks_heading_enc_text_manual_ui_building	Building Details Panel	True
encyclopedia_blocks_heading_enc_text_manual_ui_general	Character Details Panel	True
encyclopedia_blocks_heading_enc_text_manual_ui_province	Province Details Panel	True
encyclopedia_blocks_heading_enc_text_manual_ui_province_wealth	Province Wealth & Town Growth	True
encyclopedia_blocks_heading_enc_text_manual_ui_units	Unit Details Panel	True
encyclopedia_blocks_heading_enc_text_tut_help_battle_advanced	Advanced Battle Tutorial	True
encyclopedia_blocks_heading_enc_text_tut_help_battle_basic	Beginner's Battle Tutorial	True
encyclopedia_blocks_heading_enc_text_tut_help_battle_intermediate	Intermediate Battle Tutorial	True
encyclopedia_blocks_heading_enc_text_tut_help_campaign	Chosokabe Campaign Tutorial	True
encyclopedia_blocks_heading_enc_text_tut_help_intro	Tutorials	True
encyclopedia_blocks_heading_enc_text_tut_help_naval_advanced	Advanced Naval Tutorial	True
encyclopedia_blocks_heading_enc_text_tut_help_naval_basic	Beginner's Naval Tutorial	True
encyclopedia_blocks_heading_enc_text_ui_frontend_cont	Continue Campaign	True
encyclopedia_blocks_heading_enc_text_ui_frontend_custom	Custom Battle	True
encyclopedia_blocks_heading_enc_text_ui_frontend_enc	Encyclopaedia	True
encyclopedia_blocks_heading_enc_text_ui_frontend_grand	New Campaign	True
encyclopedia_blocks_heading_enc_text_ui_frontend_grand_clan	Clan Selection	True
encyclopedia_blocks_heading_enc_text_ui_frontend_grand_clan_battle_realism	Battle Realism Setting	True
encyclopedia_blocks_heading_enc_text_ui_frontend_grand_clan_difficulty	Legendary Difficulty	True
encyclopedia_blocks_heading_enc_text_ui_frontend_grand_clan_drop_in	Drop-in Battles	True
encyclopedia_blocks_heading_enc_text_ui_frontend_hist	Historical Battles	True
encyclopedia_blocks_heading_enc_text_ui_frontend_load	Load Campaign	True
encyclopedia_blocks_heading_enc_text_ui_frontend_main	Main Menu	True
encyclopedia_blocks_heading_enc_text_ui_frontend_mp	Multiplayer	True
encyclopedia_blocks_heading_enc_text_ui_frontend_options	Options	True
encyclopedia_blocks_heading_enc_text_ui_frontend_options_controls	Controls	True
encyclopedia_blocks_heading_enc_text_ui_frontend_options_controls_keys	Keyboard Shortcuts	True
encyclopedia_blocks_heading_enc_text_ui_frontend_options_controls_keys_battle	Battle	True
encyclopedia_blocks_heading_enc_text_ui_frontend_options_controls_keys_camera	Camera	True
encyclopedia_blocks_heading_enc_text_ui_frontend_options_controls_keys_campaign	Campaign	True
encyclopedia_blocks_heading_enc_text_ui_frontend_options_controls_keys_miscellaneous	Miscellaneous	True
encyclopedia_blocks_heading_enc_text_ui_frontend_options_credits	Credits	True
encyclopedia_blocks_heading_enc_text_ui_frontend_options_graphics	Graphics	True
encyclopedia_blocks_heading_enc_text_ui_frontend_options_graphics_gamma	Brightness & Gamma	True
encyclopedia_blocks_heading_enc_text_ui_frontend_options_sound	Sound	True
encyclopedia_blocks_heading_enc_text_ui_frontend_options_ui	User Interface	True
encyclopedia_blocks_heading_enc_text_ui_frontend_quit	Quit	True
encyclopedia_blocks_heading_enc_text_ui_frontend_replays	Battle Replays	True
encyclopedia_blocks_heading_enc_text_ui_frontend_tut	Tutorials	True
encyclopedia_blocks_heading_enc_text_ui_ingame_load	Load	True
encyclopedia_blocks_heading_enc_text_ui_ingame_menu	Game Menu	True
encyclopedia_blocks_heading_enc_text_ui_ingame_options	Options	True
encyclopedia_blocks_heading_enc_text_ui_ingame_options_controls	Controls	True
encyclopedia_blocks_heading_enc_text_ui_ingame_options_exit_main	Exit to Main Menu	True
encyclopedia_blocks_heading_enc_text_ui_ingame_options_exit_windows	Exit to Windows	True
encyclopedia_blocks_heading_enc_text_ui_ingame_options_gamma	Brightness & Gamma	True
encyclopedia_blocks_heading_enc_text_ui_ingame_options_graphics	Graphics	True
encyclopedia_blocks_heading_enc_text_ui_ingame_options_settings	Game Settings	True
encyclopedia_blocks_heading_enc_text_ui_ingame_options_sound	Sound	True
encyclopedia_blocks_heading_enc_text_ui_ingame_options_ui	User Interface	True
encyclopedia_blocks_heading_enc_text_ui_ingame_resume	Resume Game	True
encyclopedia_blocks_heading_enc_text_ui_ingame_save	Save	True