DLC

DLC

Every Total War: SHOGUN 2 expansion, clan pack and unit pack in the Complete Edition — Rise of the Samurai, Fall of the Samurai, Ikko-Ikki, Otomo and Hattori.

2
Expansions
3
Clan Packs
2
Unit Packs

Introduction

The Complete Edition bundles the 2011 base game with every expansion campaign, clan pack and unit pack released for it, then rebuilds the whole package for modern hardware. The two expansion campaigns stretch the timeline in opposite directions. Rise of the Samurai steps back to the Genpei War and the founding of the first shogunate, replacing samurai armies with a different unit structure built around levy troops and retainers. Fall of the Samurai jumps forward to 1864, where imperial and shogunate domains fight with rifles, railways, ironclads and foreign advisers. Between them sit three clan packs that add the Hattori, the Ikko-Ikki and the Christian Otomo, plus unit packs that expand the roster for campaign and multiplayer armies alike.

Complete Edition Content Reference

ContentTypeWhat It Adds
Rise of the SamuraiCampaignGenpei War setting, six legendary clans, levy-based unit structure
Fall of the SamuraiCampaign1864 Boshin War, imperial and shogunate clans, railways and ironclads
Ikko-Ikki Clan PackFactionWarrior monk clan with a religious tech tree and eight unit variants
Otomo Clan PackFactionChristian clan with altered research and early Portuguese firearms
Hattori Clan PackFactionNinja-focused clan with battlefield-deployable kisho ninja
Saints and Heroes Unit PackUnitsNine hero units that anchor a line and inspire nearby troops
Sengoku Jidai Unit PackUnitsTen elite units usable in campaign and multiplayer armies
Blood PackCosmeticOptional gore effects and matching audio, switchable in the options menu

Content Breakdown

A

Rise of the Samurai

new

The Genpei War campaign, set four centuries before the base game and played under a different military system.

SettingSix legendary clans drawn from the Taira, Minamoto and Fujiwara families fight for control of a Japan that has no shogun yet.
What ChangesArmies are built from levy troops and retainers rather than standing samurai regiments, so battles resolve differently and unit quality is flatter.
Who It SuitsPlayers who want the campaign map systems without the samurai-versus-ashigaru power gap that defines the main campaign.
Watch OutNone of the base campaign clan guides apply directly, because the unit roster and economy are structured differently.
S

Fall of the Samurai

new

A standalone 1864 campaign where rifles, railways and foreign powers meet traditional samurai formations.

SettingImperial and shogunate domains fight the Boshin War while foreign advisers, modern industry and naval bombardment reshape the map.
What ChangesFirearms dominate, artillery ranges are far longer, and railway and port buildings change how armies move and how provinces earn.
Who It SuitsPlayers who prefer ranged firepower and industrial escalation over melee formations, and anyone who has tired of the ashigaru core of the base game.
Watch OutTraditional melee units still matter in sieges, so a purely modern army can struggle to take a defended castle.
B

Ikko-Ikki Clan Pack

rare

A warrior monk faction with its own religious technology tree and no conventional daimyo court.

What It AddsThe Ikko-Ikki as a playable clan with eight unit variants and a unique religious research path that no other faction can access.
PlaystyleFanatic infantry with strong morale and a religious conversion strategy that destabilises neighbouring provinces rather than conquering them outright.
Who It SuitsPlayers who enjoy asymmetric factions and want a campaign that plays by different diplomatic rules from the beginning.
Watch OutThe religious tech tree is genuinely separate, so base campaign research advice does not transfer to this clan.
B

Otomo Clan Pack

rare

The Christian clan, with an altered research tree and early access to Portuguese firearm units.

What It AddsThe Otomo as a playable faction with a modified research path and earlier availability of Western-style gunpowder troops.
PlaystyleConversion-driven warfare: Catholic provinces generate unrest in neighbours, and firearms give a ranged advantage long before other clans can match it.
Who It SuitsPlayers who want to exploit gunpowder early and are willing to accept damaged relations with every Shinto-Buddhist clan on the map.
Watch OutFaith-based diplomacy cuts both ways, and the unrest from conversion affects your own provinces as well as your enemies'.
B

Hattori Clan Pack

rare

The ninja clan, with battlefield-deployable kisho ninja and the Battle of Nagashino scenario.

What It AddsThe Hattori as a playable faction with kisho ninja units that can be deployed anywhere on the battlefield, plus the Nagashino historical scenario.
PlaystyleIntelligence and assassination: agents do more of the work than armies, and the ability to deploy elite infantry behind an enemy line changes siege assaults.
Who It SuitsPlayers who prefer positional advantage over raw unit strength and do not mind a difficult central starting position.
Watch OutIga is surrounded by major clans, so the opening is among the hardest in the base campaign roster.
C

Saints and Heroes Unit Pack

common

Nine hero units that anchor a battle line and inspire the troops standing beside them.

What It AddsHero units with high statistics and an aura that improves the morale of nearby friendly units, making them natural rallying points in a long line.
PlaystyleThey are reinforcements for an existing army rather than a new strategy. Including one or two improves a stack; building around them does not.
Who It SuitsPlayers who want a reliable anchor for a defensive line, and multiplayer players looking for a unit that can hold a flank alone.
Watch OutUpkeep is high enough that several hero units will crowd out the line infantry that actually wins engagements.
C

Sengoku Jidai Unit Pack

common

Ten elite units that slot into both campaign armies and multiplayer builds.

What It AddsAdditional elite infantry, cavalry and missile units available to the factions that can field them, widening roster choice at the top end.
PlaystyleAdds options to an existing army composition rather than changing how a campaign plays, so existing build orders continue to work.
Who It SuitsPlayers who have settled on a clan and want more variety within its roster, and multiplayer players optimising a point budget.
Watch OutElite units cost elite upkeep. Adding several to a stack can push an army from profitable to unaffordable in a few turns.
C

Blood Pack

common

Optional gore effects and matching audio, switchable from the options menu.

What It AddsAdditional blood and dismemberment effects during battles, with matching sound design, applied to melee and missile impacts alike.
PlaystylePurely cosmetic. It changes nothing about unit statistics, campaign systems or multiplayer balance.
Who It SuitsPlayers who want the battlefield presentation to match the tone of the period, and anyone who finds the default effects too clean.
Watch OutIt can be switched off in the options menu at any time, so there is no reason to keep it enabled if the effect becomes distracting.

Core Mechanics

Each expansion is effectively a separate campaign with its own map, unit roster and economy, so progress and unlocks do not carry between them. Rise of the Samurai replaces the samurai-and-ashigaru structure with levy and retainer units, which flattens the quality gap between cheap and expensive troops and shifts battles toward numbers and positioning. Fall of the Samurai goes the other way, adding long-range artillery, gunpowder infantry and naval bombardment that can influence land battles fought near the coast. The clan packs modify the base campaign rather than replacing it: Ikko-Ikki and Otomo add their own religious research paths, while Hattori adds battlefield deployment rules for elite infantry. Unit packs sit on top of all of it, slotting additional units into any roster that can afford their upkeep.

Advantages

The Complete Edition delivers a large amount of distinct content for a single purchase, and the expansions are genuinely different games rather than campaign reskins. Rise of the Samurai suits players who dislike the samurai-versus-ashigaru power gap, while Fall of the Samurai is the right entry point for anyone who prefers gunpowder warfare and industrial escalation. The clan packs add asymmetric faction design that the base twelve do not cover: Ikko-Ikki plays a religious conversion game, Otomo a gunpowder-and-conversion game, and Hattori a positional and intelligence game. Together with the fifty-plus minor clans unlocked by the Complete Edition, the result is a roster of starting positions large enough that two campaigns rarely feel alike.

Challenges & Weaknesses

The expansions are self-contained, which means none of the progress, units or research you unlock in one carries into another. That makes each one a fresh start rather than a continuation, and it means the base campaign advice on this wiki does not transfer to Rise of the Samurai or Fall of the Samurai without modification. Clan packs vary in how much they actually add: a faction pack changes the campaign considerably, while a unit pack only widens the roster without changing how a campaign plays. Some content is cosmetic, and hero units in particular are expensive enough that they are situational rather than automatic inclusions in an army list.

Frequently Asked Questions

What is included in the Complete Edition?+
The Complete Edition bundles the 2011 base game with both expansion campaigns, all three clan packs, the Saints and Heroes and Sengoku Jidai unit packs, and the optional Blood Pack. It also rebuilds the package for modern hardware and opens more than fifty minor clans that were previously AI-only, so the playable roster is considerably larger than the original release. Full Japanese and Chinese voice acting and matching text localisation are added alongside the technical work.
Should I play Fall of the Samurai before the base campaign?+
Fall of the Samurai is the most accessible entry point for players who prefer ranged combat, because firearms dominate and artillery ranges are long. The base Sengoku campaign is the better starting point if you want to learn the systems the rest of the game is built on, including food, research and the Realm Divide. Either order works, but the base campaign teaches the campaign map more thoroughly while Fall of the Samurai teaches firepower and positioning.
Are the clan packs worth it?+
Each clan pack adds a faction that plays differently from the base twelve, which is worth more than an extra unit type. Ikko-Ikki brings a separate religious research tree, Otomo brings early firearms and a conversion strategy, and Hattori brings battlefield deployment for elite infantry. If you enjoy asymmetric campaigns rather than optimising the same opening repeatedly, the clan packs are the most substantial part of the expansion content after the two major campaigns.
Does DLC content carry over between campaigns?+
No. Each expansion campaign has its own map, unit roster and economy, and progress in one does not transfer to another. Clan packs and unit packs modify the base campaign rather than replacing it, so their units and research changes apply within the Sengoku campaign but not inside Rise of the Samurai or Fall of the Samurai. Planning a campaign means treating whichever one you start as a self-contained game.

Quick Tips

💡

Treat Rise of the Samurai and Fall of the Samurai as separate games rather than extensions. Both have their own unit rosters, economies and technology structures, so advice built around ashigaru spear walls or the Bushido arts does not transfer directly. Read the campaign's own unit list before committing to a build order, and expect the levy-based Genpei roster to behave very differently from the gunpowder armies of the Boshin War.

💡

Play Fall of the Samurai if you prefer ranged warfare. Firearms dominate every engagement, artillery ranges are far longer than in the base game, and naval bombardment can influence land battles fought near the coast. Traditional melee units still matter when you assault a defended castle, so keep an infantry core even in a modern army rather than relying entirely on rifle and artillery lines.

💡

Use the clan packs to play a campaign that breaks the base game's assumptions. Ikko-Ikki and Otomo both come with altered research trees, and their religious strategies create unrest in neighbouring provinces that no base clan can replicate. If you have finished several Sengoku campaigns with the major clans, an asymmetric faction is a more interesting change than a higher difficulty setting.

💡

Be careful with hero units from the unit packs. They are powerful anchors and their presence improves the morale of nearby troops, but their upkeep is high enough that fielding several will strain an army budget that would otherwise support more line infantry. One or two in a stack is usually the right number; a full army of them is expensive and fragile at the same time.

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