Last edited by Erwin Rommel; January 15, 2012 at 02:39 AM.
(Its clickable by the way....An S2 overhaul mod.)
Seriously. Click it. Its the only overhaul mod that's overhauling enough to bring out NEW clans
Masaie. Retainer of Akaie|AntonIII
That's bound to happen because any singular claim is a general statement at best. Not all daimyo armies stayed the same, and we are dealing with a century-long period with hundreds of independent polities. I guess I should have presented the army organization as a phase that all clans would have gone through at one point or another, one that was pretty relevant to all clans in 1545.
I kind of mentioned that in my first post, noting that
Of course, as you can probably guess, tracing the progression of military structure and composition is rather difficult because the earlier the time period the scantier sources get. For example there is indeed evidence that a number of clans divided their men based on weaponry, but the title of the man in charge of such units differed among clans (for example, Ashigaru bugyo is only one example of titles for a man in the position) and it is hard to argue that all clans' armies operated in such a manner. It's much more reasonable to infer, I think, that the clans that managed to do that were relatively small, seeing as organizing an army in this manner is a step forward from an army mobilized in a feudal manner.Originally Posted by Shos
I have sources that talk about percentages as well, but we shouldn't translate from the numbers that mounted men (perhaps referred to as cavalry to familiarize the readers) always fought as distinct units, let alone separated from the infantry.Originally Posted by Shos
But this situation is not entirely implausible with my description just above. If the clan in question had an army organization advanced enough to organize men based on weaponry, it is certainly possible that petty soldiers were separated from their land-owning samurai lord. IIRC there was a clan (don't remember which, sorry!) that, in addition to the number of men, also directed how many men from one's fief should bring such and such weapon, etc.
I think the movie (or Kurosawa's movies in general, tbh) places more emphasis on cinematic effect than historical details, nor does it claim to be historically accurate.Originally Posted by Shos
Not at all, your post raised a good point that hasn't been seriously addressed yet, which is that we are making general statements while in reality there are things that are left out by generalization.Originally Posted by Shos
Last edited by Shos; January 15, 2012 at 12:36 PM.
"Is it possible to live without music ? It does not appear to be among man's primary needs. But to go without it is to forgo happiness."
- Evgeny Mravinsky
Wow that's a long but intriguing post Kaunitz!
Exactly. Unfortunately the harvest time factor is generally ignored in all major games covering this period, so S2TW isn't alone in that regard. But it was a serious issue at the time, and you'll see that Bishamonten couldn't exempt Uesugi Kenshin from this reality.
It indeed appears to be the case that men were broken up into different units as army organization progressed in some clans. I raised that issue here in first post, but there I only mentioned that "things changed later for some clans".
Your depiction of the European feudal army isn't that far off from Japanese armies at the time, either, especially when it comes to the mobilization part. Regardless of unit organization, as long as the system remained feudal, men would have been called to war as feudal levies of some lord. Exceptions to this rule is conscripted peasants, which started happening in the later years of the Sengoku era and professional Ashigaru that Oda Nobunaga is known for.
City is a tricky concept because the kind of cities that we think of today, which is typically both an economic and political center, is virtually nonexistent with the exception of Kyoto.
Part of the problem comes from what the word "political" even meant in Sengoku context: samurai class was not the only political class, and so anyone who could exercise power was a political actor. In this sense there was a couple of kinds of settlements:
1. Merchant cities, whose leadership purchased autonomy through money (and self-defense forces) to the higher political authority. Examples include Sakai and Hakata.
2. Temple complex, referring to businesses that were located just outside the main temple buildings, which therefore had "urban" (as opposed to rural) population.
3. Souson, autonomous villages which maintained their own rule inside the villages through money, policing, and demonstration of power.
4. Castle town (jokamachi), which is in infancy during this period and becomes common only since the Edo era.
So yes, with the exception of 4, these non-samurai cities were not independent for nothing - they had some kind of power to resist outside control. But then again things change in the later years of Sengoku, of course, as we see the emergence of a series of large daimyo clans whose power just couldn't be matched by individual "cities" alone.
"Is it possible to live without music ? It does not appear to be among man's primary needs. But to go without it is to forgo happiness."
- Evgeny Mravinsky
In fact, I don't think Shincho Koki says anything about sandan uchi. It's more infamous for the 3000 muskets thing, IIRC.
As far as sandan uchi goes, though, it's another mystery to me. I haven't read anyone who says there's a trustworthy contemporary that says YES THERE WAS, but there doesn't seem to exist a contemporary source that definitively says NO THERE WAS NOT, either.
"Is it possible to live without music ? It does not appear to be among man's primary needs. But to go without it is to forgo happiness."
- Evgeny Mravinsky
To try combating that generalization theme in S2TW I am working on a mod right now that attempts to insert different military and governmental organizations for each clan (Mettle Blades Skill). This will make the gameplay totally different depending upon which organization you choose. I had the idea of representing the different methods that daimyo used to organize their forces since the first time I played Shogun 2.
I think my mod will not get everything historically correct but will at least address the fact that not all Japan used the same organization for their fiefs as you mentioned and that they went through phases until finally a standard started to emerge as they got closer to the 1600 mark.
Last edited by Hazbones; January 15, 2012 at 09:14 PM.
WOW, got some big post going on now I read it all last night (I was away for a few days and had a lot of reading to do) but I finally got through it and I think that it will help this mod a lot.
@ Hazbones - your mod looks interesting
Thanks, it will be pretty cool once I get all the pieces together. Once all the prelim parts are created I will start to make it compatible with other mods and I hope the "Real Realism" mod will be far enough along by then that I can combine MBS with it.
It's just slow going when you are the only one working on a mod.
Dee Jay, how's the progress?
And you said in your previous post that you have already took care of the bulletproof samurai's animation also being applied when units survive arrows.
Really? If yes, that's awesome! How did you do it?
Oh and I want to play Shogun 2 now but I can't because I want to wait for this dream mod...But what I really wanted is battle realism. I want to mod the game to make the battles (only) realistic, but I do not know what the rows mean in kv_rules_tables
Can you tell me what those rows mean if you have the time? Thanks in advance.
I just want archers to be realistic. It's very annoying to see people who are immortal against arrows. Full Image
Hm, realism in battles. Technical weapon-discussions will only give us realism within fantasy battles. Dee Jay already knows about my approach to realism. I always stress morale over casualties. I’m hardly interested in technical details of weapons and armour. Of course, one needs to have the correct trooptypes (ranged inf, melee inf, some kind of cavalry) who should be able to perform their roles (a suicide charge is probably not in cavalry’s repertoire).
But what’s really paramount when I think about realism in battles is to try to filter out the factors that decided battles. We need to think like a general, not like a martial art master. Equipment (the often mentioned rock-paper-scissors-system) shouldn’t play a big role if you compare it to: terrain, surprise/communication/information/manoeuvre (they're all linked), reserves, cohesion of a certain unit. This is what „real“ realism is about (for me personally). It’s not located on the tiniest micro level of weapons and armour. The cavalry charge at Nagashino (if there even was one) was not stopped by muskets, but by wet ground, fortifications and a stream, and – if it happened – a horrible decision.
I also have severe troubles to imagine premodern battles in general as the drawn out melee duels that games and movies show to us. My unfounded hypothesis is that of extremely short or almost non-existant „melees“. I rather tend to think in terms of longer times of „attritional action“ (performed by archers, muskets) and very short timespans of „shock action“ to force a position, with one side drawing back before or very shortly after contact. From the sources of the 18th century, one can learn that bayonet „charges“ as well as cavalry „charges“ primarily worked by means of psychology, not by means of physical force, and I see no reason why the laws of psychology would be different 200 years earlier. But that’s just me trying to come up with a picture of premodern battles that makes sense based on what I believe to know.
PS: I found this podcast (especially part two) about the interpretation and documentation/sources of the battle of Nagashino on the samurai archives and I found it quite interesting and well researched.
http://samuraiarchives.podbean.com/2...ry-revolution/
PS: Thinking about the campaign again, and refering to this (although I think G-Shock overestimates the speed of armies). Can one make it 12 (or even more!) turns per year? The time units (in all Total War games) are far too big to allow for smaller movement distances of armies (and thereby more operational depth). I'd also consider more turns per year a prerequisite for raised upkeep costs (as described in my previous post).
PS: Another thing I find strange is that the length of the common spear was about 3-5 meters! Now, I'm rather sceptical about Turnbulls works, but here I agree with him that the length of the spears (rather: pikes) is a clear indicator that warfare in Japan must have looked similar to European warfare at that time. I'm speaking of pike formations that were supporting groups of ranged weapons. A spear of 3-5 meter length doesn't make a lot of sense if it isn't used in a formation, does it? Pike and shot warfare is something entirely different from the pell-mell-individual brawls that we have in Shogun II right now.
Last edited by Kaunitz; January 21, 2012 at 03:48 AM.
KAUNITZ PROJECT
- a modding project for a better representation of XVIIIth century warfare -
Yes, pike and shot battle is essentially what were dealing with by sekigahara and thats what the ashigaru should eventually become through research and maybe some type of building upgrade? Also may we please have a list update on whats being changed and whats in discussion atm?
imo a pike and shot unit would be incredibly boring and overpowered. Pike and shot = Long yari ashigaru + Matchlock ashigaru.
I just want archers to be realistic. It's very annoying to see people who are immortal against arrows. Full Image
Why would ashigaru armed with pikes be available only late? Weren't they the basis infantry unit throughout the whole period we're talking about? What would we have instead in the early stages of the sengoku period? And pike and shot formations would be overpowered if compared to what other unit? I don't see any other unit: we've got bow-, arquebuse-, pike-armed ashigaru, lance-/spear-armed mounted samurai (who could also fight dismounted), and perhaps also some samurai who could not afford a horse and/or armour? Did I miss any non-fantasy unit type? What changed throughout the period - judging from Turnbull... - is that the amount of ranged weapons (especially arquebuses) increased and even surmounted the amount of pike-armed troops, which is quite similar to developments in Europe, where incidents of pike formations actually clashing became rarer and rarer.
Now that I've faltered and that I'm just downloading the game, I will make a small experiment if pike and shot warfare can be modeled in the game, stressing cohesion (=formerly fatigue) much more than casualties, just like I did it for my ETW modding project. Apart from the AI, the biggest problem is the fact that we cannot give ranged units a "disruption"-effect (instead of only "killing effect"). Judging from ETW, there is the "being under small arms fire"-fatigue factor, but unfortunately, it doesn't actively "accumulte" fatigue (=cohesion loss), but it only prevents the "regeneration". Also, cavalry as a unit type needs a complete overhaul.
The idea of "research" is absolutely strange in my eyes. Perhaps one could also change it to represent reforms or actions taken by you as a daimyo? Some ideas for reforms (in form of buildings and/or research): land survey, mint coins, tighten control over local samurai, take action against minor local clans/rival factions within your clan (should lead to a revolt but increase income after that), establish toll booths (if yes: +income but trade will decline; if no: trade will increase --> better in the long term), curtail the power of local temples and/or guilds, refuse the shugo's rights (in the early game).
I know that comparisons with European warfare are not unproblematic. Nevertheless, I think that armies of the late 15th century come pretty close to those of sengoku Japan. Not only in terms of the half feudal half professional/mercenary recruitment, but also in terms of the troop types: We have pikes, mounted "knights" (not acting as disciplined "cavalry" yet), and we've got plenty of firearms (much more artillery than in Japan). What is missing in Japan are crossbows, both mounted ("cranequiniers") and on foot. Archers, still very numerable on European battlefields around 1460, seem to have been in very quick decline. By 1500, it seems as if they've been completly replaced by arquebuses and crossbows. I thought I could add two depictions which are quite un-schematic and therefore interesting:
Spoiler Alert, click show to read:
Last edited by Kaunitz; January 22, 2012 at 04:00 AM.
KAUNITZ PROJECT
- a modding project for a better representation of XVIIIth century warfare -
I just want archers to be realistic. It's very annoying to see people who are immortal against arrows. Full Image
Ok, what I meant was, Instead of having a "pike and shot" unit, I think it's a lot more tactically interesting gun units supported by pike units. The tercio formation (arguably the most succesful pike and shot formation in the renaissance era) wasn't a bunch of matchlocks and pikes clumped together, It was squares of pikes supporting the gun formations.
This is much more interesting from a gameplay perspective than massive blobs of invincible "pike and shot" units.
EDIT: Like in the last of those great pictures from Kaunitz. +rep for your effort
Last edited by Loger; January 21, 2012 at 06:22 AM.
Dee Jay, how's the progress? I can't play Shogun 2 without this dream mod D:
Edit: Can somebody please teach me what the rows mean in kv_rules_tables?
Last edited by RonaldAniban; January 21, 2012 at 06:29 AM.
I just want archers to be realistic. It's very annoying to see people who are immortal against arrows. Full Image
Hey, here's a crazy suggestion:
How about balancing the campaign around 12 turns per year?
Strategically it would be very interesting game, I think, as you would have to plan when to launch your campaigns. Get stuck behind enemy lines in the winter? Too bad, you just lost half your army (I would also buff winter attrition somewhat, so that spending a whole winter in enemy teritory would be quite devastating). I would also increase movement speed a little (So that it's possible to go from any castle town to the next in one turn) and increase the blocking radious of units and castles (so it's possible to close off strategic passes with an army).
For army copositions I would suggest a change over time, not just in terms of unit types, but also on how the army is recruited. I think Samurai should stay the same from the beginning to the end, you can recruit 2-3 units of samurai in each region, and that's it. They have high recruitment costs, medium upkeep and take half a year to recruit (6 turns). As well as very slow replenishment (If possible I would slow samurai replenishment even further compared to Ashigaru). I think ashigaru should change dramatically throughout the campaign. Basically the first ashigaru, the peasant types, were mass levied. I think this could accurately be portrayed by giving them a unit cap for each province (5-6 ashigaru units) but that they become instantly recruitable. IE In one month you should be able to raise your entire levy and they should be dirt cheap to recruit. The drawbacks? Other than obvious low combat performance, I think these troops should have a very high upkeep, significantly higher than samurai, as the domain should produce less rice with all the farmers fighting in the army, and it will encourage the disbanding of these farmer levies in times of peace. This also means that early on, your fighting power is determined by how many provinces you hold, and conquering new provinces will be more difficult, due to the relatively small size of the army (similar to the samurai skirmishing period in the earlier sengoku period).
Through research you unlock proffessional ashigaru, with low upkeep, medium costs and not too long of a recruitment time (3 turns/3 months) and no caps. This will allow huge permanent armies to be raised in the latter half of the game.
Obviously, building costs and construction times should be rebalanced for 12 tpy.
A bit far fetched, but would be cool of you to consider, I think
EDIT: I do think siege times should remain the same.
Last edited by Loger; January 21, 2012 at 03:00 PM.
Your post is very interesting, but on the winter attirition point I have to go against you. Why? Because the sekigahara mod recently tried having a huge winter attirition penalty, and what that resulted in was that the A.I not being able to recognise it, I and one other player experienced the AI sending as much as three full stacks to besiege our castles in winter, and when attirition had taken it's toll, there was nothing left of the enemy which pretty much negated the need to even have a garrison at the castles, the A.I. would kill it's own armies for you, making the campaign extremely easy. I conquered a ridiculous amount of regions with tiny armies consisting mostly of three bow ashigaru in each army and wiped out three factions in a matter of 4 turns. It does not work i'm afraid.
The only way to make the AI "work" with such a feature would be to exempt the AI's units from this feature (which should be possible), limiting the player to play a certain faction. But that's all still very half-assessed. Nobody likes to be limited in his choice of clans (I wouldn't mind), nobody likes it when the AI officially cheats. All the suggestions so far would require incredible amounts of time and effort to be tested. DeeJay hasen't even found the time to continue on Frederick and Napoleon - Art of War.
One point though: I would also go for 12-32 turns per year. But one of the main reasons of that would be to make campaign-movement distances shorter, not longer. This should force you to make more difficult decisions as it punishes campaigns far off your "home territory". If one of your neighbours suddenly declares your war while your army is operating a 3 weeks' march away, then you 've lost. On the other hand, with improved sieges (in my personal opinion siege assaults shouldn't ever happen at all!) will help you through such a situation.
Spoiler Alert, click show to read:
Last edited by Kaunitz; January 22, 2012 at 04:02 AM.
KAUNITZ PROJECT
- a modding project for a better representation of XVIIIth century warfare -