Total War: SHOGUN 2

Total War: SHOGUN 2

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Fourstrider's Japan: Power & Influence
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Tags: mod
File Size
Posted
Updated
119.572 MB
10 Feb, 2022 @ 11:38am
5 Jul @ 1:48pm
12 Change Notes ( view )

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Fourstrider's Japan: Power & Influence

In 1 collection by fourstrider
Fourstrider's Japan: Power & Influence
10 items
Description

The information below requires you are subscribed to every mod in this collection. You can pick & choose but it’s not recommended. If you like this mod, please click the thumbs up.👍

Note: This mod is a fantasy exaggeration and is not meant to be historically accurate. It is also more extensive than vanilla and very likely to take you over 450 turns to win on domination. Feel free to use any part of my mods or scripts for your own mod.

Informational
PC Specs
Beefy
Recommended Game Mode
Domination
Recommended Difficulty
Chase the Dragon
Domination Turn Count
1,140
Domination End Date
Winter of 1640
Provinces to Win
All of Them
Average Turns to Win
500

Summary of changes from vanilla
  • 12 turns per year
  • New technology tree
  • Faction specific technology
  • New General skill tree
  • New Agent skill trees
  • Custom models for all units & generals
  • 500+ character portraits
  • 300+ traits
  • 200+ retainers
  • 60+ new dilemmas
  • 50+ loading screens
  • New units, unit progression & stat adjustments
  • Appoint Governors
  • Governors have independent ranking
  • Custom unit cards and UI changes
  • New buildings & faction unique buildings
  • Economy & AI reworked
  • Over 70k lines of new scripting added
  • Seasonal effects added
  • New Music & Sound FX
  • Fantasy-like Visual FX
  • Religion replaced with faction specific influence
  • Increase power level & difficulty when you expand
  • Insanely strong Ashikaga & Imperial units
  • No more ship spam
  • Removed open ocean attrition
  • Morale adjustments
  • Faction effect adjustments
  • Starting conditions adjustments
  • Tokugawa starts as Oda’s vassal
  • New strong unit & tower abilities

New Technology Tree


New General Skill Tree


New Agent Skill Trees


Quests, a new game-play mechanic
  • Each Quest is 10 parts long
  • Each agent type has a unique Quest
  • Each Faction’s agent has a unique Quest
  • Quests start 1 turn after recruiting an agent
  • Once a Quest is started by an agent, it has to be finished by the same agent
  • If your agent is killed during a Quest then you fail
  • Gain special rewards for completing a Quest chain





Boss Type Game-play
  • A Boss fight will take place when trying to capture a major faction’s stronghold
  • Major faction strongholds are indicated with an interpunct ·Stronghold·
  • A supporting army will spawn containing the Legendary unit attached to that stronghold
  • The supporting army gets stronger as the faction that owns it gets stronger
  • You will not be able to save your game or night attack
  • Kyoto will spawn an army full of Legendary units you have not defeated
  • If you capture all 12 strongholds first then Kyoto will not spawn additional units

13 Legendary Units
  • Legendary units will always garrison their stronghold
  • Recruit a Legendary unit by capturing it’s stronghold & meeting the tech requirement
  • You can only recruit each specific legendary once per game
  • The AI can also only get them one time with the same rules as the player
  • Legendary units are super expensive to maintain, you won’t be able to keep them all
  • I recommend trying them out in custom battle before you start a campaign

  • S class: Mikawa Boom Ninja, The Rising Sun(Kyoto)
  • A class: Izu Mortar Team, Tosa Yumi Champions, Kai Swift Cavalry
  • B class: Echizen Fabled Ronin, Aki Ruthless Raiders(GIF below), Iga Dread Ninja
  • C class: Iwate Ferocious No-Dachi, Echigo Endurance Monks, Bungo Wheellocks
  • D class: Owari Unwavering Yari, Satsuma Veteran Samurai


Scripted Seasonal Effects
  • Effects change every 3 turns
  • Since this is scripted, there is no pop-up every season
  • You can see the seasonal effects in the Clan Summary window
  • The AI also receives the same effects

  • Spring: +1 Happiness Faction-wide, +1 Growth Faction-wide, -10% Construction costs
  • Summer: No artillery movement penalty, -10% Recruitment costs, +4 morale in battle
  • Autumn: +10% Farm income, +10% Ammo in battle, +10% Trade resources
  • Winter: Major movement reduction in battle & in campaign, -20 Accuracy in battle

Faction Specific Influence
  • Each faction has their own influence
  • One province can be influenced by many factions at once
  • Major factions get special buildings that spread their influence
  • Generals, geisha & monks can help the spread of your influence


Power Level
  • Power level increases as you expand
  • Each province you capture adds to your power level
  • The higher level castles in your provinces add to your power level
  • As your power level increases, so does the upkeep for your armies & navies


Economy, Food & Trade
  • Multiple buildings added for player to balance food, money & defense
  • Building construction times increase as the game goes on
  • Power level dictates unit upkeep
  • Scripted inflation at 3%/year for recruiting units & building buildings
  • General recruitment costs will increase as you recruit more generals
  • Create a General to govern each province, no more upstart penalty past 2
  • Generals are capped depending on how many provinces you own
  • There are 5 levels of Governor that your General can earn, increasing rewards

Other Notable Changes
  • Agents require tech upgrades to make affordable
  • Removed ship spam for almost every faction except Chosokabe & Mori
  • The AI is more aggressive and less predictable
  • You only make money on resources if you’re actively trading them
  • Morale is much harder to break
  • Increased morale trait & retainer stats to match overall morale adjustments
  • Hammer & Anvil or killing a general has a much bigger impact to morale
  • Stand & Fight, along with other abilities have been buffed
  • All abilities are unlocked in the General & Agent skill trees or by Traits & Retainers

Compatibility
  • Probably not

Popular Discussions View All (2)
2
28 Jun @ 7:50pm
Is Fourstrider's Japan Multiplayer?
Dakota
608 Comments
fourstrider  [author] 12 hours ago 
The easiest way is to save the game on turn 1 then download editsf and edit that save file to 24 turns. You should be able to find instructions online. The way to do it so all of your new games are 24 turns is to get pack file manager and extract the startpos file from my main mod, edit it with editsf the same way you edit a save file. Upload it back to the main mod and save the mod with a different name so my updates don't revert it back to 12 turns. Keep in mind that if you do that, the seasonal effects from my mod will still be acting like it's 12 turns. You'd have to edit the script to change that, which isn't as hard as it sounds.
Frank Nihil 14 hours ago 
I love to play this 24 turns per year. how can i do that?
Castian 17 Jul @ 7:15am 
Almost love the mod, I can surely say it's amongst the best overhauls, plus the add-ons, it's a completely new and amazing way to play, however, I cannot stand the magical units, for any faction, if there would be a way to shut them down or be an optional addon to remove them, it'll be perfect.

Also I managed to overcome the economy, but I have to say I did not enjoyed the increasing "power tax", it's not only confusing, but outright diminishes planning and moving slowly, in one turn you have a good economy, next turn a -6000 gold and -11 food for no reason and forces you to go and conquer land only to stop inflation, a few years of reworking and repeat again.

Having said that, loved the cards, family system rework, new tier and coloring for units, loved the idea of unique legendary units, but hated the magical purle nuke guys, also loved the new visuals, UI, sounds and music.
fourstrider  [author] 2 Jun @ 6:34am 
I would load the sound fix last, other than that it doesn't matter.
Pioter 2 Jun @ 5:15am 
Is there a specific load order to the Main mod and Addons? Or will the build in TotalWar mod loader sort them correctly?
fourstrider  [author] 1 Jun @ 12:49pm 
The tech tree wouldn't be possible without significant work. The quests would take less work but not something I think I would do. Other people are welcome to make it.
attiladuran123 1 Jun @ 10:41am 
Is it possible to make the Quest and the Tech tree as Standalone mods ?
Gestalt 27 May @ 10:56am 
Thanks for the clarification!
fourstrider  [author] 27 May @ 9:30am 
When I say not compatible, it doesn't look like anything in there will break the game and make it not load however some of the stuff I'm seeing will either break the balance I set for the game or just break the immersion and look completely out of place. I think you might get some of the old general portraits pop up and some of the units stats will change.
fourstrider  [author] 27 May @ 9:19am 
Yeah that mod wouldn't be compatible. A lot of what it fixes has either been fix in my mod or is not applicable because of the changes I've made. It looks like he's linked all the individual changes so if there's something specific you wanted to change and still play my overhaul then I'd just select those things individually otherwise you'll have a lot of mod conflict doing this entire thing.