The Let's Play Archive

Total War: Shogun 2 - Rise of the Samurai

by shalcar

Part 51: Appendix B3 - Buildings - 3 of 3

Appendix B3 - Buildings Part 3



Cost: Free/1900/3600

Turns until profit:
code:
Province Tax Rate:             20%    25%    30%    35%    40%    45%    50%    55%    60%
Senmin Village (1900)          48     38     32     28     24     21     19     18     16
Smuggling Network (3600)       90     72     60     52     45     40     36     32     30
The Hamlet chain is only available in provinces that have the Ninja Clans speciality. This chain allows the recruitment of Monomi as well as increasing the wealth of the province. The Senmin Village building is the second in the Hamlet chain. It further increases wealth in the province. The final building is the Smuggling Network, which even further increases province wealth.

Ingame encyclopaedia - Isolated Hamlet/Senmin Village/Smuggling Network posted:

Although assassins and criminals are dangerous, troublesome and underhanded, great leaders must sometimes use such people for the greater good. Victors get to dictate histories to scribes and scholars, and the enemy killed in darkness is just as dead as one killed honourably in battle. Equally useful to a clever warlord are the informal business practices of such men: wealth is wealth, after all, and all wrongdoing melts away in the warm glow of gold. Although the killers were not strictly "ninja" at the time of the Gempei War, all sides employed assassins to remove troublesome enemies. Politics, as the Taira demonstrated to the Minamoto, was not so much about defeating your opponents as having them all killed as quickly as possible. Any and all weapons, including human ones, were therefore deployed and used.


Cost: Free

The only building for the Philosophical Tradition province speciality, this increases your research rate by 20% for Budo and Bunka arts.

There is no description in the in-game encyclopaedia for State Academy.



Cost: Free/1800/3570

Turns until profit:
code:
Province Tax Rate:               20%    25%    30%    35%    40%    45%    50%    55%    60%
Pirate Cove (1800)               57     49     43     38     34     31     29     26     25
Pirate Den (3570)                52     43     37     32     29     26     24     22     20
The first building in the Naval Tradition chain, the Trade Hamlet increases the wealth and growth of the province, as well as the experience of ships produced there. The second building in the Naval Tradition province speciality, the Pirate Cove further increases the wealth, growth and experience of ship crews recruited in the province. The Pirate Den yet further increases the wealth, growth and experience of ship crews recruited in the province.

Ingame encyclopaedia - Trade Hamlet/Pirate Cove/Pirate Den posted:

This small village boosts the trade income of the province, and its people can be recruited as experienced crews for any ships. Unfortunately, where there is money there are usually bad people trying to take that money. Trade and piracy are often linked more than honest warlords would like to think, for who is to say who owned a particular cargo, and when? Piracy was a curse to all of Japan's neighbours, and often to Japanese merchants as well. What central government there was in Japan did not feel all that inclined to do anything about piracy, if only because the pirates were often the only source of Chinese goods. The Chinese had banned trade with Japan in the hope of starving the pirates of targets; the result was to make the pirates the only importers of stolen Chinese merchandise. From time to time the Chinese descended on particular pirate havens and killed everyone they could. Often that stopped the piracy anything up to a few days.



Cost: Free/2050/3800

Turns until profit:
code:
Province Tax Rate:             20%    25%    30%    35%    40%    45%    50%    55%    60%
Silk Spinner (2050)            9/16   9/15   9/14   8/13   8/12   8/12   8/11   7/10   7/10
Master Silk Spinner (3800)     17/29  16/27  16/25  15/24  15/22  14/21  14/20  13/19  13/18
The first building of the Silk Farms province speciality, the Silk Workshop increases the wealth of the province and produces the Silk trade good. The second building in the Silk Farms speciality, the Silk Spinner further increases the town wealth and number of Silk trade goods. The final building, Master Silk Spinner, even further increases the town wealth and number of Silk trade goods.

Ingame encyclopaedia - Silk Workshop/Silk Spinner/Master Silk Spinner posted:

Silk has always been a wondrous commodity, no matter where the cloth was traded. The silk weavers in this province can bring in a great deal of wealth to the lord who invests wisely in their enterprise. From the most ancient of times silk was a symbol of power, luxury and mystery. From Asia it travelled all the way along the fabled Silk Road - a series of caravan routes in reality - all the way to Europe. There it was treated as an almost magical material, its sheer cost meaning only the richest and most powerful could possibly wear it. Sumptuary laws governing the clothes of every social class made the punishments for wearing high-status clothes singularly unpleasant. Oddly, wearing silk was also controlled by Japanese versions of sumptuary laws: clothes made the man in every part of the world. And in every part of the world, nothing said wealth, opulence and power like silk.



Cost: Free/1400/2400

Turns until profit:
code:
Province Tax Rate:             20%    25%    30%    35%    40%    45%    50%    55%    60%
Small Iron Mine (1400)         6/10   5/9    5/9    5/9    5/8    5/8    5/8    5/7    5/7    
Iron Mine (2400)               9/16   9/16   9/15   9/14   8/14   8/13   8/13   8/12   8/12   
Iron Sands is the first building in the Iron chain. It increases province wealth, reduces the cost of ground troops and produces the Iron trade good. The second building of the Iron province speciality, the Small Iron Mine further increases the wealth of the province and produces 20 Iron trade goods. It also further increases the discount applied to land troops purchased in the province. The Iron mine is the final building in the chain, it increases the wealth to the province, discount to troops and number of Iron trade goods produced even further.

Ingame encyclopaedia - Iron Sands/Small Iron Mine/Iron Mine posted:

This province will produce very good quality iron, a vital resource for weapons. As the mine is developed and expanded, the training cost of units will be greatly reduced, and the province's underlying wealth is also improved. Iron is, perhaps, the most important war-making commodity needed by any great family. Without iron, there are no swords, naginatas, or dreams of glory. Gold is all very well, but wealth can always be squeezed from the peasants through taxes. The same is not true of good iron.



Cost: Free/2400/5000

Turns until profit:
code:
Province Tax Rate:             20%    25%    30%    35%    40%    45%    50%    55%    60%
Gold Lodes (2400)              24     20     16     14     12     11     10     9      8
Gold Mine (5000)               50     40     34     29     25     23     20     19     17
The first building in the Gold province speciality building chain, this increases the wealth of the province that contains it. Gold Lodes increases the province wealth by a greater amount than Placer Gold Mining. Gold Mine increases the province wealth by an even greater amount.

Ingame encyclopaedia - Placer Gold Mining/Gold Lodes/Gold Mine posted:

There is gold in this province and it is easily worked thanks to surface deposits. However, by investing in bigger and deeper mines, it is possible to greatly increase the wealth generated by this province. Gold is, of course, always welcome to any warlord because all wise commanders know that wars cannot be fought, let alone won, without wealth. Gold mining is a dirty and dangerous business for the miners and surface workers. Their lives are likely to be short and brutal, and woe betide anyone who even thinks about stealing the wealth lying all around!



Cost: Free/1350/3750

Turns until profit:
code:
Province Tax Rate:             20%    25%    30%    35%    40%    45%    50%    55%    60%
Washi Mills (1350)             2/4    2/4    2/4    2/4    2/4    2/4    2/4    2/4    2/4    (Crafts)
Laquerware Works (3750)        4/6    3/6    3/6    3/6    3/6    3/6    3/6    3/5    3/5    (Crafts)
The first building in the Craftwork province speciality, Artisans increases the town wealth, accuracy of units produced in this province and produces the Crafts trade good. It can be upgraded into the Washi Mills or Bowmaker buildings. Washi Mills are the second building in the Craftwork building chain with the Artisans province speciality, further increasing the wealth generated and the number of luxury goods. The accuracy boost to ranged units from the first building is unchanged. The final building, Lacquerware Works, even further increases the town wealth and massively increases the number of Craft trade goods produced.

Ingame encyclopaedia - Artisans/Washi Mills/Lacquerware Works posted:

By investing in artisans it is possible to help the economy grow steadily or to improve the accuracy of archers. Craftsmen add to the quality of life for all the people. Everyone, from the simplest peasant to the mightiest warlord, can appreciate good workmanship when he sees and uses a well-made object.
Craftsmanship of all kinds has always been admired in Japan. A calligrapher who produces the perfect brush stroke to write a scroll, and a potter who makes a perfect bowl are valued. What is required from all of these men and women is absolute dedication to their craft and, eventually, the ability to make the remarkably difficult seem effortless. Such work never is; technique has demanded dedication. Today the Japanese government recognises great craftsmen as ningen kokuho "living national treasures" or, more properly, juyo mukei bunkazai hojisha which translates as "preservers of important intangible cultural properties". Behind this bureaucratic language is a remarkable and worthy idea: to preserve the best by honouring these highly skilled people.



Cost: Free/1350/4500

The first building in the Craftwork province speciality, Artisans increases the town wealth, accuracy of units produced in this province and produces the Crafts trade good. It can be upgraded into the Washi Mills or Bowmaker buildings. The Bowmaker further increases the accuracy of units produced in this province. The final building, Master Bowmaker, even further increases the accuracy of units produced in this province.

Ingame encyclopaedia - Artisans/Fletcher/Master Bowmaker posted:

By investing in artisans it is possible to help the economy grow steadily or to improve the accuracy of archers. Craftsmen add to the quality of life for all the people. Everyone, from the simplest peasant to the mightiest warlord, can appreciate good workmanship when he sees and uses a well-made object.
Craftsmanship of all kinds has always been admired in Japan. A calligrapher who produces the perfect brush stroke to write a scroll, and a potter who makes a perfect bowl are valued. What is required from all of these men and women is absolute dedication to their craft and, eventually, the ability to make the remarkably difficult seem effortless. Such work never is; technique has demanded dedication. Today the Japanese government recognises great craftsmen as ningen kokuho "living national treasures" or, more properly, juyo mukei bunkazai hojisha which translates as "preservers of important intangible cultural properties". Behind this bureaucratic language is a remarkable and worthy idea: to preserve the best by honouring these highly skilled people.



Cost: Free/1250/3500

The first building in the Hallowed Ground chain, Holy Site, increases provincial happiness, rank of warrior monks and morale of units produced here. It can be developed into a Buddhist Hermitage or Shinto Sanctuary. The Buddhist Hermitage further increases provincial happiness and experience for warrior monks. The final building, Fortified Monastery, even further increases provincial happiness and experience for warrior monks.

Ingame encyclopaedia - Holy Site/Buddhist Hermitage/Fortified Monastery posted:

This province has a site of religious significance. By developing this site, more experienced monks can be trained as fanatical warriors. Alternatively, the site can be developed along less martial lines, and bring happiness to all the people of the province. A shrine is not just important because of a building, but because of the place's spirit. People may appreciate the buildings around a shrine, but it is the fundamental sanctity of the place that makes it holy. As long as the kami are respected and honoured, the shrine remains a source of spiritual strength. Today many shrines in Japan are revered historical monuments as well as shrines, and many have been listed as World Heritage Sites.



Cost: Free/1350/3500

The first building in the Hallowed Ground chain, Holy Site, increases provincial happiness, rank of warrior monks and morale of units produced here. It can be developed into a Buddhist Hermitage or Shinto Sanctuary. The Shinto Sanctuary further increases provincial happiness and morale for units. The final building, Great Soja Shrine, even further increases provincial happiness and morale for units.

Ingame encyclopaedia - Holy Site/Shinto Sanctuary/Great Soja Shrine posted:

This province has a site of religious significance. By developing this site, more experienced monks can be trained as fanatical warriors. Alternatively, the site can be developed along less martial lines, and bring happiness to all the people of the province. A shrine is not just important because of a building, but because of the place's spirit. People may appreciate the buildings around a shrine, but it is the fundamental sanctity of the place that makes it holy. As long as the kami are respected and honoured, the shrine remains a source of spiritual strength. Today many shrines in Japan are revered historical monuments as well as shrines, and many have been listed as World Heritage Sites.



Cost: Free/1350/3500

The Blacksmith increases the melee attack and armour of all units produced in this province. The Armourer further increases the armour of all units produced in this province. The Master Armourer provides legendary armour, rendering units produced in this province almost impervious to all forms of weaponry.

Ingame encyclopaedia - Blacksmith/Armourer/Master Armouer posted:

There are specialist blacksmiths in this province. With the right investment they can specialise in weapons, improving the hand-to-hand combat strengths of units, or in armour, improving units' defensive values. During the Gempei War, swordsmiths were not producing the katana, which is now regarded as typical of the samurai. Its predecessor, the tachi, was still beautifully made, as might be expected of Japanese craftsmen. Armourers were lower down the social order because their craft used leather. Almost without exception around the world, tanning was always a low-status job. Tanners had to handle carcasses, and the tanning process was unbelievably smelly and horrid. The attitude in Japan to tanners took all this into consideration!



Cost: Free/1350/3500

The Blacksmith increases the melee attack and armour of all units produced in this province. The Weaponsmith further increases the melee attack of all units produced in this province. The Master Weaponsmith provides legendary weaponry, rendering units produced in this province almost unstoppable in melee combat.

Ingame encyclopaedia - Blacksmith/Weaponsmith/Master Weaponsmith posted:

There are specialist blacksmiths in this province. With the right investment they can specialise in weapons, improving the hand-to-hand combat strengths of units, or in armour, improving units' defensive values. During the Gempei War, swordsmiths were not producing the katana, which is now regarded as typical of the samurai. Its predecessor, the tachi, was still beautifully made, as might be expected of Japanese craftsmen. Armourers were lower down the social order because their craft used leather. Almost without exception around the world, tanning was always a low-status job. Tanners had to handle carcasses, and the tanning process was unbelievably smelly and horrid. The attitude in Japan to tanners took all this into consideration!



Cost: Free/1350/2000

Turns until profit:
code:
Province Tax Rate:             20%    25%    30%    35%    40%    45%    50%    55%    60%
Lumber Yard (1350)             6/10   6/9    6/9    5/9    5/8    5/8    5/8    5/7    5/7    (Wood)
Sawmills (2000)                8/14   8/14   8/13   8/12   7/12   7/11   7/11   7/10   7/10   (Wood)
The first building of the Lumber chain, Lumber Camp increases town wealth, reduces the cost of building ships in the province and provides the Wood trade good. The second building in the chain, Lumberyard, further increases town wealth, the ship cost reduction and number of Wood trade goods. The final building, Sawmills, further increase town wealth, ship cost reduction and number of Wood trade goods.

Ingame encyclopaedia - Lumber Camp/Lumberyard/Sawmills posted:

If the kodama are properly respected, the forests here will flourish. Lumbermen will be able to harvest enough good trees to reduce the cost of any vessels constructed and, through the lumberyard and sawmill, the future cost of ships will be greatly reduced. Extra lumber is useful as a source of wealth too.