After 230+ hours on Shogun 2 I finally beat Legendary with the Uesugi. This faction isn't hard, it's broken. A victim of poor design attributes which overwhelm Uesugi's weak starting position. This faction is a mid/late game power stuck in the worst possible position to capitalize on its strengths. Rather than tell you how to win, I will break down why Uesgui is so imbalanced that it requires the player to essentially not play the faction in order to win.
Diplomacy
Vassal Clan: Uesugi's weak starting position is theoretically compensated by a vassal with the attendant +1 honor boost and increased income. Instead, on Legendary, the vassal becomes a noose around the player's neck that tightens if he attempts to defend the vassal. It is too weak and isolated to survive even with Uesugi assistance and instead starts a multi front war that will destroy the Uesugi.
Poor Starting Relationships: Besides the Jinbo, no one hates the Uesugi. But no one, besides the Ashina, like the Uesugi either. As a result it is difficult to compete with the Takeda/Imagawa/Hojo behemoth which spawns in the map center. In contrast a human player, as Hojo, can force an alliance break between Takeda and Imagawa while Takeda gobbles up the north. Whereas Uesugi can break the alliance but finds it difficult to either maintain a high enough relation with the non-allied factions or get them to declare war on one another after the split. As result Takeda, and/or Hojo, attempt to gobble up the north where you happen to be.
This problem compounds Uesugi’s economic problem, discussed below, because the DoW’s invariably occur to the West and South where some of the poorest provinces in the game are. So unless a player wishes to risk a three front war Uesugi must maintain its relationship with Ashina thereby bypassing their relatively rich province. If Uesugi conquers Ashina, war with its neighbors almost invariably follows.
Child Leader: Uesugi is the only faction to start with a juvenile, 16, leader and, as a result, is one of the few to lack sons to hostage and daughters to marry. Both are pivotal diplomatic relation tools in the early game and their absence compounds Uesugi’s poor relationship problem.
+2% Chance for Monks: Like the Tokugawa and Hattori this miniscule percentage will barely affect play.
In short, Uesugi must cut ties with the vassal clan almost immediately negating any advantage of starting with a vassal. Their diplomatic relations, compounded by a lack of hostages, is so poor that only luck can prevent a multiple front war, particularly against Takeda and Hojo.
Military
Superior Warrior Monks/Reduced Recruitment and Upkeep Costs for Warrior Monks: The Uesugi have the best Warrior Monks (WM) in the game with: +2 attack, +3 charge, +1 melee defense, -100 Recruitment, and -25 Upkeep. However, Legendary eliminates the recruitment and upkeep bonus so WMs remain cost-ineffective because their low armor, slow replenishment rate and massive start up costs (around 6000 koku to build all the requisite buildings) render them vulnerable to the AIs archer spam.
Marathon Monks (DLC): Other forum threads have provided good pro and con arguments for this units, but there is no question that Maraton Monks (MM) are a late game unit of support utility. All the problems with WM still apply but are actually exaggerated due to the unit's lower troop number and absurd development costs. Much like the Hojo’s DLC unit, by the time a player can capitalize on Marathon Monks the need for the unit has passed.
Large Province Sizes: Increased upkeep costs in Legendary significantly limit a player’s ability to field a standing army. Conversely the AI’s reduced upkeep costs and taxation allow them to field massive armies. The best way to handle the imbalance is to funnel the AI along a narrow front to prevent the AI armies from bypassing the player army. Eastern Japanese provinces lack these bottlenecks and are quite large. A player will often to commit down one road only to find an AI army taking an alternative route. As a result, Uesugi spends crucial early game turns playing wack a mole without being able to expand its economic base before, finally, being overwhelmed by the expanding AIs.
Small Military: This bleeds over into economic and diplomacy but is worth addressing here. The Uesugi are the poorest faction both in terms of starting income and potential income. The only adjacent rich province, practical to occupy, is Sado but its development costs are high. In the short term, Uesugi has limited income which cripples developing Sado and reduces army size. Smaller armies encourage the AI to declare war. Multiple enemies encourage the other AIs to dogpile. A vicious cycle ensures.
In short, WMs are a mid/late game unit of questionable utility, given the AI's unchanging preference for archer spam, and cannot contribute to the vital early game. MM is a late game unit whose unit design exacerbates all the WM problems. The open map prevents economic growth and allow multi-front wars which defeat the player. Uesugi’s poverty hinders their economic development, prevents early acquisition of their best unit, and leads to smaller armies which exacerbate diplomacy problems.
Economy
Poor Homeland: Almost every other faction either begins in relatively prosperous lands or has the expansion into rich lands, defined as fertile or very fertile farms. The Uesugi’s most likely expansion points are Etchu, North Shinano and Kozkue all of which are Average at best. When combined with the large provinces sizes Uesugi players find themselves fighting over large, poor provinces whose economic returns do not justify the capital expended to acquire them.
Increased Trade Income: I believe this attribute only applies to province resources and not trade between factions lacking any province resources. In theory an excellent perk, the Uesugi are too distant from the sea trade nodes to have any reasonable access because AI fleet spam turn early game naval efforts into a koku waste. Further, no province resources are relatively close to their starting location. Fuskishima is the only adjacent province with a resource but diplomatic and military factors, discussed above, invariably keep a Uesugi from capitalizing on this resource.
No Nearby Holy Sites, instead Naval Tradition: A small problem, but the closest holy site is in Shimotsuke which is impractical to secure and build for Uesugi. As a result the faction cannot optimize its WMs until Uesugi has secured a large portion of the map whereas other factions, such as Shimazu and Date, start with home provinces ready made to optimze their best units. Instead the Uesugi get a Naval Tradition province which is amongst the weakest starting bonuses in the game.
In short, the Uesugi are poor and likely to remain poor for a foreseeable period past game start. They are poorly placed, geographically, to utilize their bonus to Trade Income to compensate. And lack access to nearby Holy Sites to strengthen their WMs even if the Uesugi manage to overcome their monetary problems.
Conclusion
My solution, as a previous posters suggested, was to NOT be the Uesugi and, instead, become the Date. That is to occupy Sado island, since the AI will not appear to attack it, and use the island to invade Date lands. Then I play exactly as I would in a Date campaign, except with the Uesugi faction bonuses.
All my efforts to expand my immediate power base beyond Sado failed. The AIs, particularly Takeda, were simply too strong and I lacked the tools to improve my relations in an effort to head off potential wars. To conclude, the Uesugi find it almost impossible to succeed from their starting position. Even a faction with better starting bonuses, such as Shimazu or Oda, would be hard pressed to win in Echigo.




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