Total War: SHOGUN 2

Total War: SHOGUN 2

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Shogun 2 Enhanced - Dynamic Unit Caps and Unit Progression
   
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30 Sep, 2020 @ 3:14am
6 Oct, 2020 @ 5:37am
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Shogun 2 Enhanced - Dynamic Unit Caps and Unit Progression

In 1 collection by nobubblegums
Shogun 2 Enhanced & Friends
15 items
Description
This mod aims to diversify the army compositions in game, and to represent the actual evolution of warfare during the Sengoku period while making the least changes as possible. Nothing is done for the sake of historical realism, but rather to differentiate early game and late game combat, which were basically the the same Vanilla. You can click on the submods to see the changes in better detail. All changes are represented in the in-game tooltips (not in the encyclopedia though, that's not moddable through Workshop).

This is the second part of S2E that brings in more considerable changes. While I recommend using both, especially since the first part (or UAI) helps AI to build better armies, the parts do not need each other and can be used separately.

Highlights:
Battles: All unit movement is slowed by %15, engagements also last around ~15% longer. Range of bow units also reduced by %15 to compensate - matchlock range is untouched as they were already too short. Arrows have a slight spread and are slightly less deadly, matchlock ashigaru units are deployed in less rank depth to maximize firepower, this helps the AI considerably.

Costs & Upkeeps: Increased cost and upkeep for Yari Ashigaru to make spamming them less desirable, it was obviously the winning choice before. Cavalry upkeep is reduced 25 koku across the board. Small tweaks to other Ashigaru (Bow, Loansword).

Dynamic Unit Caps: More provinces/dojos you have (and more you develop them), more you can recruit of the relevant units. The caps are very light though, their effects will be most visible in the early game and on smaller clans, by the late game it will be minimal. The main goal is to prevent samurai and navy spam, especially by the one-province minors. All clans have innate unit caps of +1 to each type of samurai and +3 to each ashigaru at the beginning, this allows minors to still field a full stack (except imported matchlocks) even without significant development. On the other hand, hard capped non-hero units like Great Guard can be recruited in larger numbers if you invest in their building chains.

Traditional Samurai Units: Foot Samurai and Mounted Samurai from RotS are added to provide more options early game, using yari rather than sword for 1000% historical authenticity. They can be recruited in any province, but capped to one per province each.

Unit Progression: Yari ashigaru start without pike wall ability, but acquire it through arts (Way of the Spear). Matchlock units can be recruited earlier.

Fixes: Hattori & Tokugawa Kisho Ninja are made better than their peers, not worse. All bow ships gain Flaming Arrows ability, Yari Samurai (and Ronin) gain Spear Square.

Compatibility:
This mod is less compatible than the first part. If you add new units, for example, they will probably be uncapped and may disturb the balance. Some "fixes" introduced by the Unoffical Patch will uncap some units, important fixes regarding units are already included so I don't recommend the Unofficial Patch for now. You'd be better off installing the visual&audio fixes introduced by the UP separately, can found them in my collection above. You can use the submods instead for better compatibility, I may create a submod for dynamic unit caps if there's demand for that.

Credits & Thanks:
I learned modding by studying older mods on Total War Center, TROM3 and S2TR were particularly informative and inspiring. If you're interested in a mod with more profound changes, be sure to check them.

Destin Faroda for S2TR[www.twcenter.net], basically learned how to mod dynamic caps from their mod

If you enjoy this mod, rate it! Rating brings more subscribers and (hopefully) more feedback, which'll lead to better mods. Check my workshop for similar mods that enhance the vanilla game.

You can find an untested version without the traditional samurai units here https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2243747604
Popular Discussions View All (1)
0
30 Sep, 2020 @ 3:17am
Unit Caps and Buildings
nobubblegums
33 Comments
CS_frankenbite 25 Jan, 2024 @ 10:44pm 
I started a Legendary Ikko Ikki campaign with S2E and this module recently. I think the CAI and BAI is too easy for me and I lost interest in the midgame, but some unit cap stuff I really liked. Early but limited access to matchlocks and ninja is very nice and thematic. I like that yari ash don't have spearwall. However, playing as the Ikko, you can still spam loanswords cost effectively, and battles still felt very easy. I did not feel the unit caps on ashigaru at all, and I wish I did!

I would recommend NOT selling military access when playing with this overhaul. I think doing that threw off the economy, which, coupled with the more-reasonable AI, catapulted me into great and unending wealth.

I used Pietralunga's updated version (linked below).
アルベルト Pietralunga 23 Dec, 2023 @ 5:09am 
Hi uploaded an updated version of this mod here: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3120743353
If the author updates this one, I will gladly take it down. Cheers
アルベルト Pietralunga 16 Oct, 2023 @ 4:32pm 
OK, easy fix. Both mods have the same bt_effects.loc table. I renamed the table in this mod it and there are no more UI glitches. You can do it yourself easily with RPFM
I tried to upload it to the workshop, but the mod uploader seems stuck. Not sure if steam will allow me posting a drive link here: https://drive.google.com/file/d/1o9Vq7N4VSeaW07mlfXLvQfG8oF7NrRly/view?usp=sharing
アルベルト Pietralunga 16 Oct, 2023 @ 3:08pm 
For anybody having UI problems here: I tried using only the S2E parts, and everything works as intended. On my game, I narrowed it down to a conflict with Seasons for all.
Given that they are both from the same author, maybe it can be fixed?
Fran 25 Sep, 2023 @ 8:11am 
The "first part" doesn't pose any interface issues; it's this "second part" that presents problems with the interface (the small box in the top-left corner and the transparency issue). :(
Gaylad 22 Aug, 2023 @ 1:38pm 
Also, a lot of the UI elements are really buggy. In the diplomacy screen, at the bottom of "my" side, where it shows what my country is importing and exporting, it shows that I do not have access to raw silk, although I actually have a huge surplus from trade with China.

Much of the UI for the research tree is also very bugged, displaying a huge black box when moused over, with no text inside. Many buildings have their "mouseover box" shoot up to the top left corner of my screen.

So I'm sorry to spam you, and I understand that you aren't interested in updating this mod further. I'm purely wondering if these bugs are known by you, or if they are issues on my end somehow.
Gaylad 22 Aug, 2023 @ 1:13pm 
I've also noticed while using your mods that it's been impossible to make trade deals with any other clan. Vanilla has always been like that, but normally once you can get another clan on good relations, and you have a huge variety of trade goods (which I do) you can at least get a few deals here and there, and even more if you offer some dosh to the less trade-inclined.

But about fifteen turns in as the Otomo, absolutely nobody will trade with me except the Ito, my only starting trade partner. Even the Chosokabe, who are "very friendly" with me will not consider accepting an alliance or trade offer for thousands of gold.

I'm playing on hard difficulty, have 3 honour, and am Christian.
Gaylad 22 Aug, 2023 @ 9:13am 
Understandable. This is an old game.

I suppose I'll use the version without the foot samurai. I like your ideas but think they're a bit redundant compared to the bow samurai.

I just have one more question for you if you don't mind- everything looks good so far except for the fact that all of the Otomo clan's bonuses are "invisible." Are you aware of this problem and will it have any effect on the actual gameplay?
nobubblegums  [author] 21 Aug, 2023 @ 11:09pm 
My aim in bringing in the Foot Samurai was to represent this historical fact, and you'd reform towards specialised samurai units through the tech tree. I had a big tech/reform mod planned, where you can go either towards mass conscripted Ashigaru (with weak, unorganized Samurai, pretty much the Oda way) or specialised, elite Samurai units with weaker Ashigaru (pretty much the default Shogun 2). Great concept but I wasn't able to work out some details, and I don't think I'll go back to Shogun 2 :/
nobubblegums  [author] 21 Aug, 2023 @ 11:08pm 
Since I'm into my third cocktail I'll give some context for prospective subscribers, you seem knowledgeable so you probably know about this:

- So basically the various types of Samurai Shogun 2 has in the game never really existed, e.g. Yari, and more egregiously, Katana Samurai. Samurai were trained in all types of combat, but they almost always carried a bow, and their melee weapon of choice were spear (rarely swords, because swords tend to suck in an open field warfare). And mostly they were unorganized, non-standardised units, the idea of Samurai and Ashigaru being massed in different, dedicated units came very late, and wasn't all that common (we know Oda massed Ashigaru, and there are some reports of Samurai being used as shock troops). So standardised Yari, Katana, and Bow Samurai units are pretty much a work of fiction, I'm not dissing the game though, it makes for a better gameplay experience.