Total War: SHOGUN 2

Total War: SHOGUN 2

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Iron Stone Timber Resources Global Effect
   
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Tags: mod, campaign
File Size
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109.864 KB
17 Apr, 2024 @ 2:16pm
19 Jun, 2024 @ 9:39am
2 Change Notes ( view )

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Iron Stone Timber Resources Global Effect

Description
Resource effects or Iron, Stone and Timber are now global for Sengoku campaign.

What I hope to achieve with this mod:
Reduce frustration.
Sawmills, Ironmines and Stoneworks were left by the wayside because of the smith and master bowmaker provinces.
Roads and trade ports were left unupgraded because they were too expensive for their payoff. Making it not worth the investment.
Your trade ships would only be made in either timber or pirate cove cities, leading to slower trade node buildup.
Now with cheaper ships, and cheaper building, it pays to have military ports everywhere and spam out trade ships 2 at a time from all of them.
You'll probably still make your navy in pirate cave provinces, but your merchant marine can be distributed.
The increased growth from roads also help offset tax burden.

Iron, Timber and Stone resources are now valid strategic targets to hold on to.
Yes, having 3 duplicates stacking is overpowered.
However, by the time you acquire your second/third duplicate resource you wouldn't be building economic buildings or (trade)ships anymore, because the investment breakeven point would be after you already won the game.
This hopefully changes that breakeven point, making it still worthwhile to invest in buildings lategame, rather than just dumping all koku into your armies.

FILES ADDED
building_factionwide_effects_junction tables SHO_Region_Specialty_Iron_Mining_1_Iron_Mine recruitment_cost_mod_land_all_global -5
building_factionwide_effects_junction tables SHO_Region_Specialty_Iron_Mining_2_Deep_Mine mod_unit_recruitment_cost_land_all -10
building_factionwide_effects_junction tables SHO_Region_Specialty_Iron_Mining_3_Mining_Complex recruitment_cost_mod_land_all -15

building_factionwide_effects_junction tables SHO_Region_Specialty_Stone_1_Stonemason building_cost_mod_all_global -10
building_factionwide_effects_junction tables SHO_Region_Specialty_Stone_2_Quarry building_cost_mod_all -20
building_factionwide_effects_junction tables SHO_Region_Specialty_Stone_3_Stoneworls building_cost_mod_all_global -30

building_factionwide_effects_junction tables SHO_Region_Specialty_Timber_1_Lumbercamp recruitment_cost_mod_naval_all_global -5
building_factionwide_effects_junction tables SHO_Region_Specialty_Timber_2_Lumberyards recruitment_cost_mod_naval_all -10
building_factionwide_effects_junction tables SHO_Region_Specialty_Timber_3_Sawmills mod_unit_recruitment_cost_ships -15

FILES CHANGED
SHO_Region_Specialty_Iron_Mining_1_Iron_Mine mod_unit_recruitment_cost_all -10 -> 0
SHO_Region_Specialty_Iron_Mining_2_Deep_Mine mod_unit_recruitment_cost_all -20 -> 0
SHO_Region_Specialty_Iron_Mining_3_Mining_Complex mod_unit_recruitment_cost_all -30 -> 0

SHO_Region_Specialty_Stone_1_Stonemason building_cost_mod_local -10 -> 0
SHO_Region_Specialty_Stone_2_Quarry building_cost_mod_local -20 -> 0
SHO_Region_Specialty_Stone_3_Stoneworls building_cost_mod_local -30 -> 0

SHO_Region_Specialty_Timber_1_Lumbercamp mod_unit_recruitment_cost_ships -10 -> 0
SHO_Region_Specialty_Timber_2_Lumberyards mod_unit_recruitment_cost_ships -20 -> 0
SHO_Region_Specialty_Timber_3_Sawmills mod_unit_recruitment_cost_ships -30 -> 0

INCOMPATABILITIES
db/building_factionwide_effects_junctions_tables/building_factionwide_effects_junctions
db/building_factionwide_effects_junctions_tables/building_effects_junctions
8 Comments
Smiley 21 Jul @ 10:45pm 
This is a great mod, but I feel like the Stone one is really OP and you should decrease it the same as the other ones; getting 2 means a potential -60%. I really like the balance with the other ones; potentially I would make it -10%, -15%, and -20% to make those early levels feel more impactful.
MaxRavenclaw 27 Feb @ 1:36am 
I've tested and can confirm that all effects work as intended (globally), but I'd advise you just go with the effects you used for the Level 1 buildings as their localization fits best. Level 2 effects mention local effects in their localization (though they still apply globally). Level 3 are hit and miss.
foot 29 Aug, 2024 @ 4:51am 
Really makes a new campaign feel fresh with your mods installed :D
Lawojin  [author] 16 Jun, 2024 @ 3:20pm 
@MidnightWinter I wouldn't know how you could reduce building costs apart from capturing stone mines and the odd chi research. as far as stone mines, I think there are 3 of them on the map. so they should only total up to 90% and never push you into negative prices. same for iron
🌙♰MidnightWinter❄⚜ 2 May, 2024 @ 3:27am 
So I just tested this mod as I used to use Global Resource Effects but it seems all of the Global Resource Effect mods have this bug with Shogun where if you build too many of these specialty buildings prices end up in the negatives for some buildings making them unable to be built same goes for units. For instance with this mod every single building is greyed out and cannot be built unless I had a negative value of money. Rather then the building just costing 0. Mind you this only happens once you've conquered half of Japan and are basically endgame but still.
Slothgang 30 Apr, 2024 @ 2:20am 
Interesting, may give this a try on my next play through.
Lawojin  [author] 19 Apr, 2024 @ 11:23am 
Final level for timber and stone work at least. haven't checked Iron yet.
Lawojin  [author] 18 Apr, 2024 @ 12:23pm 
Notice how the effects in the factionwide tables are different per level? Yes I'm totally using you guys to user test for me. I didn't have all the test cases set up to check myself and that would take a long time. If anybody notices any off behaviour i'll fix it and update.