Total War: SHOGUN 2

Total War: SHOGUN 2

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Sengoku Units for ROTS Campaign (Non-Historical)
   
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Tags: mod, campaign
File Size
Posted
Updated
902.645 KB
16 Feb @ 12:29pm
18 Feb @ 11:08am
3 Change Notes ( view )
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Sengoku Units for ROTS Campaign (Non-Historical)

In 1 collection by Mauler34
Mauler34's Collection for ROTS Campaigns
34 items
Description
-Sengoku Samurai, Ashigaru, Cavalry, Ronin, Wako, Bandit, Kisho Ninja, Mangonel, & [some] hero units unlockable via buildings & tech tree

-All factions get access to Daikyu Bow Samurai, Samurai Retainers, Onna Bushi, Marathon Monk, & Wako Raider unique units; major factions + Ashikaga & Takeda get access to Great Guard

-Kamakura get Yoritomo's Bow Cav, Kiso get Tomoe's Naginata Heroine, Kamakura & both Fujiwara factions get access to Benkei's Blades, Honda Tadakatsu's Tetsubo Warriors for Honda (yes I know wrong time period), Fire Cav for Takeda & Ii (yes I know wrong time period)

-All factions get Medium & Heavy Bunes for more diverse navies

-Most new units not unlocked until Tier 3 Buildings and/or tech tree, almost all Tier 3/4 Buildings now require tech tree research

-Generals recruitable from a variety of buildings but cost/upkeep increased + silk resource required to prevent AI from spamming them too much

-Regular ROTS Samurai & Mounted Attendants available slightly earlier

-Forward & Reverse save-compatible (can be added to campaigns already in progress and should not crash campaigns if removed)

-Monks and Takeda Cav not included but if requested can upload an alt version that does include them

Known Issues:
-Samurai Retainers & Heavy Onna Bushi will despawn after Castle defense battles but removing their status as "armed citizenry" seems to crash the game & the whole point of this mod was to not have to design new units from scratch lol
-Rebel stacks will not include added units
-AI still prone to levy spam

MEANT FOR PLAYTHROUGHS WITH ROTS CAMPAIGN ONLY!!! (will likely mess up recruitment for some units in the Sengoku Campaign)

Should be compatible with most all mods that do not alter the units.db or building_units_allowed tables, and even if so the only things affected should be unit caps and building/tech requirements. However if another mod does alter the building_units_allowed with the same numbered entries it will lead to a CTD on startup. Purposely avoided touching units_stats_land.db to allow compatibility with BAI mods.

Alternate version without new tech tree requirements is also available.

Recommended to play with a ROTS unit model mod such as Goliath's Muromachi mod and also the Tech Tree Time Reduction mod by Alexandros300 for best experience.
100% compatible with Fuwuvi's ROTS/FOTS All Clans playable mod.
1 Comments
brodi 17 Apr @ 6:16pm 
thanks ur mods!