Factions

Factions

Every playable clan in Total War: SHOGUN 2 — starting provinces, signature bonuses, difficulty ratings and the faction packs unlocking Hattori, Ikko-Ikki and Otomo.

12
Playable Clans
50+
Minor Clans Unlocked
3
Clan Packs

Introduction

The Sengoku campaign puts twelve playable clans on the map, each with a starting province, a signature bonus and a set of neighbours that decide the first twenty turns. Position matters as much as the bonus: an isolated clan on Kyushu can develop an economy in peace, while a clan boxed into the centre of Honshu will fight a major war before it can build a market. The Complete Edition also opens more than fifty minor clans that were previously AI-only, which means you can now start from provinces that never had a designed campaign path. This section covers what each clan actually gives you, how hard its opening is, and which ones to pick when you are still learning the food and public order systems.

Sengoku Clan Quick Reference

ClanStart ProvinceSignature StrengthDifficulty
OdaOwariCheap ashigaru and the strongest early infantry economyC
ShimazuSatsumaKatana samurai bonus on an isolated island startA
TakedaKaiReduced cavalry upkeep and the best horsemen in the gameB
TokugawaMikawaExceptional ninja; begins as an Imagawa vassalC
HojoIzu and SagamiCheaper castles and siege units for a fortress-first gameA
UesugiEchigoWarrior monk bonuses and strong Kensai infantryB
MoriAkiNaval dominance and reduced ship costs in the western sea lanesA
ChosokabeTosaArcher specialists with cheaper bow units on a defensible islandA
DateIwateNo-dachi charge bonus with the longest march to KyotoB
HattoriIgaBattlefield-deployable kisho ninja from the clan packC
Ikko-IkkiEchizen and KagaWarrior monk fanatics with a unique religious tech treeB
OtomoBungoChristian clan with altered research and early Portuguese firearmsB

Clan Spotlights

S

Oda

new

Owari. The fastest expanding clan in the game if it survives the first ten turns.

Why Pick ItCheap ashigaru turn a small treasury into a real field army, which means you can fight and build at the same time instead of choosing.
OpeningOwari sits in the centre of Honshu with several neighbours close enough to matter, so the first wars arrive early and cannot be avoided.
Win ConditionConvert the infantry discount into rapid province capture before samurai armies appear, then hold what you took with the same cheap units.
Watch OutBeing central means multi-front pressure. Pick one direction, ally or vassalise the other, and never fight two clans at once early on.
S

Shimazu

new

Satsuma. The safest campaign in the game, on an island nobody can reach quickly.

Why Pick ItKyushu is effectively a private training ground: you can take the whole island before any mainland clan can intervene.
OpeningKatana samurai from an early research line give you a melee core that beats equal-cost ashigaru armies decisively.
Win ConditionConsolidate Kyushu, build a naval capability to protect the crossing, then land on Honshu with a full samurai stack.
Watch OutIsolation also means slow trade income. Open sea routes early or your economy will lag behind mainland clans of similar size.
A

Takeda

Kai. Cavalry specialists boxed in by mountains and forced into early war.

Why Pick ItReduced cavalry upkeep lets you field a horsemen-heavy army that no ashigaru line can flank or chase.
OpeningMountain passes make defence cheap but expansion expensive, so your first wars are short and fought close to home.
Win ConditionUse cavalry superiority to win field battles fast, and keep battles short so upkeep never outruns your income.
Watch OutCavalry is expensive to replace and vulnerable in sieges. Bring infantry for walls and keep horses for the field.
B

Tokugawa

Mikawa. The hardest opening in the base campaign and the most rewarding midgame.

Why Pick ItExceptional ninja give you sabotage and scouting tools that a small clan normally cannot afford to develop.
OpeningYou begin as an Imagawa vassal under a stronger neighbour, so your first task is survival and quiet growth rather than conquest.
Win ConditionBreak away at the right moment, take Imagawa territory with agents and diplomacy as much as armies, then expand east.
Watch OutRebelling too early against your overlord invites a war you cannot win. Time it with an Imagawa defeat elsewhere.
A

Hojo

Izu and Sagami. Castle discounts that reward a patient, fortress-first playstyle.

Why Pick ItCheap castle upgrades and siege units let you fortify faster than rivals and crack their walls when you do attack.
OpeningCoastal provinces in the east provide defensible borders and reasonable trade access without immediate land war.
Win ConditionBuild a chain of upgraded castles, let attackers bleed against them, and expand only when the treasury allows.
Watch OutPassive play lets larger clans out-scale you. Fortify, but keep at least one army actively taking provinces.
B

Chosokabe

Tosa. Archer specialists on Shikoku with cheaper bow units and a defensible island.

Why Pick ItBow superiority wins the ranged duel that decides morale in most field battles, and the discount makes it affordable.
OpeningShikoku is small and easy to unify, giving you a compact tax base before you commit to the mainland.
Win ConditionUnify the island, then use archer-heavy armies to break enemy lines from range before melee contact.
Watch OutArchers fold quickly in melee. Always screen them with spear infantry and never let cavalry reach the back line.
B

Uesugi

Echigo. Warrior monk bonuses and strong Kensai infantry, with a long land border to hold.

Why Pick ItWarrior monks are the best morale-shock infantry in the game, and the Kensai units Uesugi unlocks are among the strongest melee specialists available.
OpeningEchigo sits in the north with land borders on several sides, so the early game is about choosing which neighbour to fight and which to buy off.
Win ConditionBuild a monk-centred army that breaks infantry lines on contact, then expand along one axis rather than in every direction.
Watch OutWarrior monks have no armour. Without a spear screen in front of them they die to archers before they reach the enemy line.
B

Mori

Aki. Naval dominance and reduced ship costs, with control of the western sea lanes.

Why Pick ItCheaper ships and stronger fleets let you control trade routes and amphibious landings, which few other clans can contest.
OpeningThe western coast offers trade nodes and defensible ports, giving an economic base that does not require immediate land expansion.
Win ConditionUse naval superiority to protect trade income, then land armies where the enemy is weakest instead of fighting along land borders.
Watch OutShips cost upkeep and cannot hold provinces. Naval strength is a means to an end, not a substitute for an army.
C

Date

Iwate. Northern isolation with a no-dachi charge bonus and the longest march to Kyoto.

Why Pick ItThe far north is quiet for a long time, which lets you build an economy and a research base without constant defensive wars.
OpeningIsolation means slow growth and no immediate trade partners, so the first thirty turns are about developing provinces rather than conquest.
Win ConditionConvert the northern quiet into a fully developed economy, then march south with a complete army rather than a half-built one.
Watch OutThe march to Kyoto is long, and Realm Divide gives every southern clan time to prepare while your army is still moving.
B

Hattori

rare

Iga. Clan pack unlock. Ninja-focused, with kisho ninja that deploy anywhere on the battlefield.

Why Pick ItBattlefield-deployable elite infantry lets you place a strong unit behind the enemy line before the battle even starts, which changes siege assaults completely.
OpeningIga sits in the centre of Honshu surrounded by major clans, so the opening is one of the toughest in the entire roster.
Win ConditionWin with intelligence rather than attrition: sabotage enemy armies, deploy kisho ninja inside their positions and take provinces that are already weakened.
Watch OutThe central position means multiple enemies at once. Diplomacy is not optional for Hattori, it is the primary survival tool.
B

Ikko-Ikki

rare

Echizen and Kaga. Clan pack unlock. Warrior monk fanatics with a unique religious tech tree.

Why Pick ItA genuinely separate research path and a religious conversion strategy that no other faction can replicate, including unrest generation in enemy provinces.
OpeningFanatic infantry holds morale well, which compensates for the lack of a traditional daimyo court and the diplomatic penalties that come with the faction.
Win ConditionDestabilise neighbours with religion while converting your own provinces, then expand into the unrest you created rather than fighting pitched battles for every province.
Watch OutBase campaign research advice does not transfer. The Ikko-Ikki tech tree is separate and has to be learned on its own terms.
B

Otomo

rare

Bungo. Clan pack unlock. Christian clan with altered research and early Portuguese firearms.

Why Pick ItEarly access to gunpowder units gives a ranged advantage decades before other clans can field anything comparable, and firearms ignore armour entirely.
OpeningBungo sits on Kyushu with room to consolidate, and conversion unlocks foreign trade income that funds an early modern army.
Win ConditionConvert early, trade with the Portuguese, and use firearms to break samurai formations that were built to beat arrows and spears.
Watch OutCatholic conversion damages relations with every Shinto-Buddhist clan and generates unrest in your own provinces while it is incomplete.

Core Mechanics

Clan identity in SHOGUN 2 comes from three things that stack: the starting province, a faction-specific bonus applied through technology or buildings, and the position of that province on the map. The bonus is usually the least important of the three. A clan with a melee bonus that starts surrounded by hostile neighbours will spend its first thirty turns fighting defensively, while a clan with a modest bonus in an isolated corner can develop an economy large enough to buy samurai outright. Fame is the second mechanic that shapes a faction campaign, because it accumulates from battles, provinces and buildings, and pushing it too high too early triggers the Realm Divide. Finally, religion and clan type interact with diplomacy: Ikko-Ikki and Christian Otomo play by different rules, with different buildings, different unrest sources and different allies.

Advantages

Faction bonuses compound in a way that makes the opening choice matter more than any single battle. A clan with reduced cavalry upkeep can field an army composition its rivals cannot afford, which changes which engagements it should accept. Clans with a siege discount take walled provinces in one turn instead of three, which shortens wars and therefore reduces the upkeep cost of the entire campaign. Starting position is the other half of the advantage: an island or mountain border is a free garrison, and a clan that only has to defend one direction can invest everything else into growth. In the Complete Edition the fifty-plus newly playable minor clans add a further option, letting you begin from a province whose geography you prefer over any of the twelve designed starts.

Challenges & Weaknesses

Every clan start carries a built-in problem, and the difficulty ratings above are honest about them. Central clans like Oda and Tokugawa are surrounded by rivals who will all eventually find you, while isolated clans like Shimazu and Chosokabe trade safety for slow income and expensive naval commitments. Specialised bonuses also create blind spots: a cavalry clan can struggle in sieges, an archer clan collapses if its line breaks, and a ninja clan has to win with intelligence and sabotage rather than pitched battles. Clan packs add further complexity, because Ikko-Ikki and Otomo change the religion and research systems rather than simply adding a stronger unit. Choosing a clan is really choosing which of those problems you would rather solve.

Frequently Asked Questions

Which faction is best for beginners?+
Shimazu is the easiest campaign in the base game. Satsuma sits on Kyushu, an island that can be unified before any mainland clan interferes, and the early katana samurai bonus gives you a melee core that beats equal-cost armies outright. Oda is the other beginner-friendly option: cheap ashigaru mean you can fight and build at the same time, and the aggressive opening teaches the campaign loop quickly. Avoid Tokugawa and Hattori until the food, public order and diplomacy systems feel familiar.
How many clans can I play in Total War: SHOGUN 2?+
Twelve clans are playable in the standard Sengoku campaign, covering the major historical powers of the era plus the three clan packs that unlock the Hattori, Ikko-Ikki and Otomo. The Complete Edition then opens more than fifty minor clans that were previously AI-only, so the practical roster is far larger. Expansion campaigns add their own separate clan lists for the Genpei War and the Boshin War periods.
What is the easiest clan to start with on hard difficulty?+
On hard difficulty the safest choice is still a clan with a defensible border, but the economic margin matters much more. Shimazu and Chosokabe both offer water on two sides and a compact starting island, which means you can absorb the increased public order pressure without fighting on two fronts at once. Hojo is a good third option because castle discounts let you convert income into defence more efficiently than rivals.
Do clan bonuses apply to the AI as well?+
Yes. Faction bonuses are part of the faction definition rather than a player-only modifier, so an AI Takeda fields cheaper cavalry too. What the AI does not do is use those bonuses coherently: it will build armies that ignore its own strengths, which is why a player with the same bonus usually wins the mirror matchup. Treat an enemy clan's bonus as a warning about the units you are most likely to face against them.

Quick Tips

💡

Read the map before you read the clan bonus. A strong bonus in a province with three hostile borders is worth less than a modest bonus behind water and mountains, because the clan that only defends one direction can put every spare coin into farms and markets instead of a second army. If two clans appeal equally, take the one with the shorter list of neighbours.

💡

Vassalise rather than conquer when the province has no economic value. A vassal holds a border for free, generates trade income and removes an enemy from the map, while an annexed province costs a garrison, generates unrest and pulls an army out of your main advance. Keep one vassal on each flank you do not intend to attack and let them absorb the first wave of Realm Divide hostility.

💡

Match your army composition to your clan bonus rather than to a generic build order. A cavalry clan that fields a standard ashigaru line wastes the only advantage it has, and an archer clan that fights in melee range paid for bows it never uses. Build two or three unit types properly instead of one of everything.

💡

Watch clan fame from the first turn, not from the moment the warning appears. Fame accumulates from battles, buildings and provinces, so a clan that expands quickly can trigger Realm Divide decades earlier than a patient one, with a much smaller economy behind it. If the bar is filling faster than your treasury, stop taking provinces and start upgrading the ones you have.

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