![total war: shogun 2 steam grid total war: shogun 2 steam grid](https://cdn.nexus.gg/assets/vidya/73457ca8c3b84fa2ae7c0330c69bd27c/images/game-banner.jpg)
So you might introduce the idea of gathering the years worth of food during the autumn season (or not - optimal time to raid), storing it, and then food is 'consumed' from that stored amount each season (and sabotaging the storage destroys % of that amount).
#Total war: shogun 2 steam grid full#
Whereas the time graineries would be the most vulnerable to sabotage would be when they are full just after harvest (winter?). So the worst time food would be most 'vulnerable' to, say, crop burning would be just before or during harvest. I don't know how rice and other food stuffs were stored in Japan, but my guess is that they would be stored safely in stronghold graineries (or wherever) once harvest was gathered. This seems very unrealistic, and so imo the buildings representing 'crop production' should be more numerous and spread around the province more evenly (so you can't just raid one and destroy all fields - to do that you would have to raid extensively all food production throughout the province). Possibly the one beef I have w/ the buildings as they are in S2 is that you can raid/sabotage an entire province worth of crops by hitting one building way off in an undefended corner while potentially a massive defense army is frozen during its turn.
![total war: shogun 2 steam grid total war: shogun 2 steam grid](https://i.imgur.com/ICyuEqF.jpg)
Increasing the Zone of Control of armies (the red circle surrounding each army) - maybe the diameter of the ZoC should be increased proportional to the army size - might also help cover the AI's weaknesses in this respect. If that means more prefectures w/ less movement points (or larger grid squares) would help the AI play a better game, then so be it. If you want the game AI to play better, you need to go back to something approaching point-to-point. SO, the question of how many prefectures should the game have is imho really about the AI and movement. But it is obviously more difficult to program an effective AI under this grid-based system, since it introduced the strategic fallacy of 'running around' enemy armies frozen in place during their turn in order to get to unprotected objectives in the rear, as well as armies 'abandoning' a castle and leaving it exposed while the AI went after some other perceived threat or objective. To do this with an I-go-U-go turn structure meant that movement points for each turn are assigned to each unit and they expend them as they move around on the grid. TW:Rome 1 (and all subsequent TW titles) changed the strategic map to allow a more finer degree of movement within each province (I think it is actually a grid). Hence the AI in those two versions of the game could be (and was) programmed to be fairly competent at decision making. Mathematically, it is possible to calculate and determine "optimal" paths in a point-to-point structure. In TW:Shogun 1 & TW:Medieval 1, movement on the strategic map was province to province (I call it point to point, because that is how the AI would be programmed to consider its moves). regions - see next comment), because the number of active factions is always going to steadily erode in any game through natural attrition. So the question is not really about the correct number of factions, rather the correct number of prefectures (ie. The thing about factions is that very quickly the number of factions gets reduced down to a few surviving regional powers.