Technology

Technology

Mastery of the Arts research guide for Total War: SHOGUN 2 — Bushido military arts, Way of Chi civil arts, unlock conditions and research orders that avoid dead ends.

2
Art Branches
60+
Total Arts
Permanent
Research Lock

Introduction

Research in SHOGUN 2 sits on a single tree called the Mastery of the Arts, split into a military Bushido half and a civil Way of Chi half. Bushido unlocks samurai unit types, armour and melee upgrades, and most of the buildings that let a clan field a professional army. Way of Chi unlocks farms, markets, temples and the economic multipliers that pay for everything else. Because research takes many turns and each art has prerequisites, choosing a branch is a genuine commitment rather than a shopping list, and a clan that spreads research across both halves usually arrives at its decisive battles with neither the units nor the income to win them. The order in which you take arts matters more than the arts themselves.

Research Branch Reference

TierBranchUnlocksWhen to Prioritise
SClan Signature ArtYour clan's defining unit or its main economic bonusFirst ten turns, always
AFarm and Market ArtsHigher provincial wealth and food outputBehind a stable military core
AMelee and Armour UpgradesArmy-wide attack and defence bonusesBefore the first major war
BAgent and Naval ArtsStronger ninja, metsuke and ship classesOnce the economy can absorb it
BReligious ArtsFaster and cheaper conversionOnly for a deliberate conversion plan
CLate Siege and Specialist ArtsHeavy siege units and niche unit typesRarely worth the research turns

Research Priorities

S

Clan Signature Art

The single art that defines what your clan can field, taken first in almost every campaign.

What It DoesUnlocks the unit or building that your clan bonus is built around, which is usually the cheapest way to convert a faction advantage into battlefield results.
Why FirstEarlier access to a signature unit means the first major war is fought with your strength rather than against the enemy's.
RequirementSits behind one or two prerequisite arts, so the real cost is the research turns spent on those rather than the art itself.
Skip It WhenYou are playing a defensive campaign where the economic branch pays for a larger army than the signature unit would add.
S

Farm and Market Arts

The economic half of the tree, which funds every other research decision you make.

What It DoesRaises provincial wealth and food output, compounding into a larger army and faster building across the whole campaign.
Why It MattersA clan with superior income can afford to lose an army and rebuild it, which makes every other system more forgiving.
RequirementWay of Chi prerequisites, so it competes directly with Bushido military art for the same research turns.
Best TimingImmediately after your signature unit art and before the first offensive war that requires a second army.
A

Melee and Armour Upgrades

Arts that improve every unit in your army rather than unlocking a new one.

What It DoesApplies attack and defence bonuses army-wide, which is worth more in a long war than any single new unit type.
Why It MattersCheap ashigaru with armour upgrades beat unupgraded ashigaru decisively, which lets an economical army compete with a samurai stack.
RequirementBushido sequence, so taking them commits you to the military branch for a stretch of turns.
Best TimingBefore the first war against a clan that fields samurai, so your line units survive the engagement.
B

Agent and Naval Arts

Specialist research that pays off once a clan has an economy to protect and a coastline to defend.

What It DoesImproves agent success rates and unlock heavier ship classes, which matters most for clans whose provinces sit on trade routes.
Why It MattersNaval superiority decides whether an invasion reaches your shore and whether your trade nodes keep paying.
RequirementSeveral prerequisite arts that offer little direct value, making this an expensive branch to commit to.
Best TimingMidgame, once the land borders are stable and the treasury can absorb research turns that add no immediate income.
C

Late Siege and Specialist Arts

The end of the tree, where the campaigns that matter have usually already been decided.

What It DoesUnlocks heavy siege equipment and niche unit types that are powerful but arrive very late in the research sequence.
Why It MattersLess than it appears to. By the time these arts complete, most campaigns are resolved by army size and border depth rather than unit quality.
RequirementFour or more prerequisite arts, consuming research turns that the economic branch would have used far better.
Best TimingAfter Realm Divide, or never. Treat this branch as a luxury rather than a plan.
B

Religious Arts

Research that accelerates conversion — powerful only if you have already decided to convert.

What It DoesSpeeds up religious conversion and unlocks the religious buildings that support it, which in turn affects public order and diplomacy across your domain.
Why It MattersA converted domain unlocks Christian units and foreign trade, and religious buildings suppress the unrest that conversion itself creates.
RequirementWay of Chi sequence, competing directly with farm and market arts for the same research turns during the period when income matters most.
Best TimingOnly after deciding to convert. A clan that researches this branch and then does not convert has spent four turns for nothing.

Core Mechanics

The Mastery of the Arts tree is a directed graph with prerequisites, not a set of independent techs. Each art costs research turns, and those turns are the only currency the system spends, so every choice delays every other choice by the same amount. Bushido arts generally unlock military buildings, unit types and army-wide stat bonuses, while Way of Chi arts unlock economic buildings, food improvements and diplomatic or religious modifiers. Some unit types are only reachable through a specific art, which means a clan that ignores Bushido entirely will never field katana samurai regardless of how much money it has. Research speed is also affected by buildings in the province that hosts the research, so developing the right town compounds the advantage.

Advantages

Research is the only system in the game that produces permanent, unconditional power. A unit unlocked by an art stays available for the rest of the campaign, and an economic multiplier continues paying every turn without further investment. Because the tree is public and identical for every clan, planning is possible: you can look up exactly which arts gate the units you intend to build and count the turns, rather than discovering a dead end thirty turns in. Army-wide upgrades are particularly strong value, since the same research turn improves every unit you will ever recruit. For a small clan, the economic branch is often worth more than a new unit type because it multiplies an existing army rather than adding a new one.

Challenges & Weaknesses

Research timing cannot be undone, and the tree punishes indecision more harshly than any other system. Splitting turns between Bushido and Way of Chi leaves a clan without the units to win battles or the economy to replace losses, which is the most common way a technically sound campaign still fails. Prerequisite chains are long, so a late change of plan means many wasted turns before the new direction produces anything. Some arts are also traps: religious and naval branches cost several research turns before returning any value, and the late siege branch usually arrives after the decisive battles are over. Finally, because some units are research-gated rather than building-gated, a wealthy clan can still be unable to field a unit type it can easily afford.

Frequently Asked Questions

Should I research Bushido or Way of Chi first?+
Take your clan's signature art first, whichever branch it sits in, because it converts your faction bonus into results sooner than anything else. After that, Bushido is usually the better early commitment for an aggressive campaign and Way of Chi for a defensive or economic one. Splitting research evenly is the worst option: you end up without the units to win a war or the income to sustain one, which is how otherwise well-planned campaigns stall.
How long does research take in SHOGUN 2?+
Each art costs a number of research turns that grows as you move deeper into the tree, so early arts complete in a handful of turns while late arts take considerably longer. Research speed also depends on the province hosting the research, so improving that settlement shortens every subsequent art. Practically, a campaign commits to two or three major branches across its lifetime rather than completing the whole tree.
Which arts unlock the most valuable units?+
The Bushido arts that open katana samurai and warrior monks are the highest-value military unlocks, because armour-piercing melee and morale-shock infantry decide most field battles. On the civil side, the farm and market arts produce the largest return because they compound across every province for the rest of the campaign. Arts that unlock a unit your clan can already field through another route are worth skipping.
Can I respec research decisions?+
No. Research choices are permanent for the campaign, which is why the order matters more than the individual arts. There is no refund, no alternate path and no way to accelerate past a prerequisite chain, so a clan that invests four turns in a branch it later regrets has genuinely lost those turns. Plan the first three arts before you start, and check what your chosen unit types actually require.

Quick Tips

💡

Decide the first three arts before you start, and write them down. Research turns are the only currency the tree spends, and every art you take delays every other art by the same amount, so an indecisive tree is strictly worse than a focused one. Check which arts gate the units you actually intend to field and count the prerequisites, rather than discovering mid-campaign that your ideal unit sits behind four arts you skipped.

💡

Take the army-wide melee and armour upgrades once your core units are unlocked. A research turn that improves every unit you will ever recruit is worth more than a turn that unlocks one more specialist, particularly for a clan whose armies rely on cheap ashigaru holding a line while samurai do the killing. Upgrades also apply to units already in the field.

💡

Do not open the religious or naval branches unless you have made a deliberate decision to convert or to fight for sea control. Both branches cost several turns before producing any return, and a clan that drifts into them halfway has paid the cost without committing to the strategy that would justify it. If your coastline matters, commit fully; if it does not, ignore the branch entirely.

💡

Treat the late siege branch as optional. By the time its prerequisites complete, most campaigns are decided by province count, border depth and army size rather than by a heavier siege unit. The research turns are usually better spent on farm and market arts, which compound for the rest of the game instead of arriving after the decisive battles have already been fought.

Explore More