Total War: SHOGUN 2

Total War: SHOGUN 2

92 ratings
Construct New Regional Specialty Buildings (Plus Vanilla)
   
Award
Favorite
Favorited
Unfavorite
Tags: mod
File Size
Posted
Updated
2.685 MB
14 Jun, 2020 @ 9:47am
17 Jun, 2020 @ 8:36am
2 Change Notes ( view )
You need DLC to use this item.

Subscribe to download
Construct New Regional Specialty Buildings (Plus Vanilla)

Description
This is only for the vanilla version of the game, the rise of the samurai dlc is required for this mod. The updated version can found here, it is an all in one vanilla and R.O.T.S version. https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2230782252

☆☆☆Updated☆☆☆

Allows for the construction of all the regional building along with x4 new ones and an additional building to the encampment chain. Requires the tech "Heaven and Earth" to construct a "Construction Location" and the tech "Tea Ceremony" to construct "Additional Land". Either of these each allow you to construct a regional building. The "Additional Land" can be constructed as many times as you like so you can have x5 regional buildings in a single province if you want. You must first construct a building on additional land for it to become available again. The build time for all these buildings have been shortened to 1 turn for the initial building and 2 turns for any additional upgrade.

New buildings are...

• Ninjutsu conclave (Regional building) which provides all the stat benefits from a master weaponsmith, armoursmith, stables and artisans. So it will be +4 melee, +3 armour, +5 charge and + 20 accuracy for all units trained in the region. I made this because I did not want to construct all the relevant regional buildings to gain these stats only to be left with no space for an actual unit trainer building. The building chain is quite expensive so it is a lot less likely the AI will invest. This building also acts as a bonus XP site for geisha agent recruits, much like the standard ninja hideout works for ninja agent recruits.

• Ninjutsu dojo (Encampment building) Which is another all in 1. Provides all the stat benefits of each of the encampment buildings. So it will grant + 2 melee, +2 armour, +5 charge and +10 accuracy to all units trained in the region. Again, expensive chain so less likely the AI will go for it.

• Silk weavers (Regional building) which provides silk to your clan for use and as a trade commodity

• Spa hut chain (Regional building) which provides incense to your clan for use and as a trade commodity

• Traders (Regional building) which provides cotton to your clan for use and as a trade commodity

All original regional buildings that are commodity based will provide that commodity to your clan for use and trade. So an iron mine will provide you with iron commodity and so on. Side note, I have noticed that if you have iron the diplomacy tab states your clan doesn't have this but if you construct an iron mine the tab will state your clan does have this resource, don't know why. Gold mines can also be constructed for those who just want more wealth. I have made some small adjustments to the vanilla regional buildings bonuses which affect the vanilla buildings too. these are only small changes that I don't think ruin the game at all.

• Gold mines now provide a little happiness each level, plus a small town growth % buff

• Holy sites now also grant XP bonus to ikki monks levels, not just regular monks

• Level 1 pastures now provides +1 charge bonus, was nothing before. Did this as level 2 provided +3, so why not

• Level 1 blacksmiths now provide +1 armour and melee to ashigaru too, not just samurai

I have also added some small changes to x2 encampment building bonuses.

• Barracks now provides +1 XP bonus to all agents recruited in the province along with its original unit cost reduction and unit replenishment bonus. I did this because I felt it was by far the least popular building in the encampment chain and wanted to add something to it other than + "I'm stronger now" bonus.

• Hunting lodge now provides +10 accuracy, was only +5 before which compared to the other encampment bonuses felt a little short.

This mod was inspired by lilunxm12 https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=593843448&searchtext=encampment mod. I Thought is was a good idea to add land sites to build regional buildings. Any credit should go their way.
33 Comments
olssonowe 21 Apr, 2022 @ 4:30am 
Where do I get DLC?????
Raiden 3 Sep, 2021 @ 6:44am 
How can I build encampments with that mod ?
Macedonsky 10 Apr, 2021 @ 3:50am 
Не работает ни в сохранении, ни уж тем более в новой компании
Darnold  [author] 15 Mar, 2021 @ 8:54am 
@SwiSSchriS You need to unlock "Construction Location" or "Additional Land" from the tech trees. From there you can build any of the new buildings from those land sites.
SwiSSchriS 15 Mar, 2021 @ 7:52am 
sorry for asking but I cant find place or way to build the Ninjutsu conclave. can someone help?
moongrumpy 4 Jul, 2020 @ 8:45am 
okay much appreciated
Darnold  [author] 4 Jul, 2020 @ 5:52am 
@Geralt of Syria AI can build these, just I never see them often at all. My guess is the price of land is too high for the AI to bother with.
moongrumpy 4 Jul, 2020 @ 12:09am 
does affect AI ?
Darnold  [author] 25 Jun, 2020 @ 8:03am 
@ImonHBnLT Yeah I think I left that in there by accident. Just something I use to prevent AI from just placing lvl 4 castles everywhere without any useful buildings. If you have PFM then you probably know exactly how to remove it. I just found at lvl 3 castles the AI had like decent farm and roads ect.
ImonHBnLT 24 Jun, 2020 @ 10:09pm 
This is a great mod, but, I don't know if it was intended, I'm getting the need to research Heaven and Earth to build Fortress, and, Traditional Building to build Castles.
For me it's ok, but I'm stucked with IA only having LVL 2 cities... BTW, I'll try to remove with PFM.
Thanks!