Total War: SHOGUN 2

Total War: SHOGUN 2

Shogun 2 Enhanced - Dynamic Unit Caps and Unit Progression
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.
nobubblegums  [author] 21 Aug, 2023 @ 10:58pm 
Yep. Bow Samurai (and other types of Samurai) supposed to be the specialised versions of Foot Samurai, so IIRC it should have slightly lower melee stats but noticeably higher ranged stats. They do end up playing pretty much the same though, I'm not sure if I reduced the range or nerfed the ranged skills of Foot Samurai as much as I should have.
Gaylad 21 Aug, 2023 @ 9:42pm 
Are Foot Samurai and Bow Samurai meant to co-exist alongside each other? I'm very confused- it looks like the Foot Samurai is an attempt on your part to merge the "Katana" samurai with the "Bow Samurai" into one unit- a decision I think is wise.

But yeah, it's turn 1 and as the Otomo I can recruit both from my northern holding. Seems odd because their stats and function are practically the same...
nobubblegums  [author] 8 Nov, 2021 @ 8:35pm 
Hope it helps, have fun
Rolepgeek 8 Nov, 2021 @ 6:09pm 
Thank you very much!
nobubblegums  [author] 6 Nov, 2021 @ 2:49am 
Open the modfile (z_s2e_units.pack) with RPFM or PFM (many guides online), go bt_units under units_tables. You can increase the Total Cap value for Kisho Ninja there
Rolepgeek 5 Nov, 2021 @ 7:10pm 
Is there any way to increase the unit cap for Kisho Ninja?
nobubblegums  [author] 12 May, 2021 @ 4:55am 
Except very early game and one-province clans, the effects would be negligible. I don't know the mod you mentioned, but in most unit packs the AI is also able to recruit custom units, so I wouldn't expect it to hurt the AI more than the player. Armies may have a lot of custom units, but even in that case, the composition itself (share of melee,ranged,cav etc.) should still be balanced unless the unit pack is poorly made.
Frootie Tootie 9 May, 2021 @ 1:59pm 
How heavily does the dynamic limits effect AI? I'm using Jaki's units and I know custom units wouldn't be effected by limits. Would using modded units give a major buff to players?
BiggerLonger&UncutGigolo 17 Jan, 2021 @ 5:22am 
Thank you sir, it is much appreciated. Salute!!.
nobubblegums  [author] 17 Jan, 2021 @ 4:12am 
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2364871476 get it here. I'm not playing the game anymore so it's not tested, so beware

Gotta say few words btw, I'm not saying this to people who have asked nicely (like geralt and nazionale), but there were some entitled pricks "demanding" changes (whose comments I deleted), you're not paying me so I don't owe you anything, stfu if you won't be nice.
BiggerLonger&UncutGigolo 26 Nov, 2020 @ 11:53pm 
I second Geralts request.
moongrumpy 25 Nov, 2020 @ 8:54pm 
I have a request, this mod without foot samurai.
I enjoyed this mod very much, does not conflict with neither darthmod or fourstrider.
nobubblegums  [author] 19 Nov, 2020 @ 12:28am 
Thanks mate, glad people are enjoying it
Scav-Citizen 31 Oct, 2020 @ 9:47pm 
This is incredible, thank you for putting the time into this.

To Creative Assembly:

... Do you guys see this? Total War players don't want a more streamlined and shallow experience. We want depth, complexity, and CHALLENGE. (And no, suddenly spawning enemy armies right next to my capital after I've taken measures to secure my territories DOES NOT COUNT as "challenge." That's just an attempt to cover up the weak AI and broken mechanics.)
Kestrel 6 Oct, 2020 @ 8:00am 
Thank you.
nobubblegums  [author] 6 Oct, 2020 @ 5:39am 
Update: Finally tidied tooltips for ships by merging some caps together. Hope nothing was broken in the process
nobubblegums  [author] 6 Oct, 2020 @ 12:11am 
Sure, fixed caps are set in units_table, under the Total Cap column. The way I use it, this mostly determines the base cap of a unit, and majority of units have 1 Total Cap. This cap is further increased through building effects, found in building_factionwide_effects_junctions_tables. You can publish your changes btw, I don't mind.
Kestrel 5 Oct, 2020 @ 9:32am 
Hey. Can you please tell me which tables I have to access in order to make the dynamic unit caps a little more... strict? I've no plans to release it of course. I just want to tweak it to my preferences.
nobubblegums  [author] 2 Oct, 2020 @ 5:46am 
Yeah, probably. But from what I've read, swords weren't really common in that period, especially among ashigaru and having many sword units can make the combat play like any other TW game. In other news, I made some tweaks to unit costs&upkeeps, also Foot and Mounted Samurai now use yari instead of swords. Should be save game compatible.
Anderson 1 Oct, 2020 @ 11:59am 
What would really help out is if the Sword Ashigaru was made available to all clans. This would balance out the whole "world of spears" dynamic, and give more early game options.
nobubblegums  [author] 1 Oct, 2020 @ 5:28am 
Hey, thanks for the feedback. Honestly, I agree with you on almost all points, I didn't want to get into unit stats since that would take too much time and cause compatibility issues with other mods, but a look into upkeeps&costs wouldn't be hard since I'm already editing the related table. Ashigaru spam is indeed the best option by far, I'd like to keep it that way for the late-game, but I plan to make them worse maybe introduce tighter caps for the early game. I may start with lowering Ashigaru morale by 1 (give back later with arts), increase Yari Ash's cost&upkeep to 300&100. I'm not sure about the cavalry, their utility goes beyond simple cost effect calculations, but the upkeep could be reduced to foot samurai levels. I'm not currently considering any changes to foot samurai, they cost as much as two ashigaru and may lose to them in 1vs2 combat, but their situational use makes them very valuable in sieges & shock charges etc. I may push these changes in a separate mod in future.
Anderson 1 Oct, 2020 @ 3:29am 
Have you thought about actual unit balance? General consensus seemed to be (back when I played) that some units just suck. Katana Cavalry seems useless, because too many things have spears and this a bonus against them (including Yari Cavalry). They are also more expensive, for some reason.

I also never understood why the upkeep on Samurai and cavalry is so much higher than on Ashigaru, who are already not only MUCH cheaper, but also more numerous. The result ends up being that Yari Ashigaru are just more cost effective.
Since you are introducing caps on how many Samurai can be recruited, it seems to make sense to make them more effective. Perhaps reduce their upkeep to be more in line with Ashigaru? Cavalry, likewise, have an insane upkeep despite having by far the lowest unit count. If one accepts that a horse has a similar upkeep as a soldier, the ukpeep should definitely not be higher than comparable units. Archers also have fewer men, so they should cost less to ukpeep?
nobubblegums  [author] 30 Sep, 2020 @ 3:42am 
Plans: Make the progression more noticeable - Ashigaru should start weaker and get better through arts/reforms. My initial goal was to have one cap for all samurai (rather than one for each type) and another for all ashigaru, but that doesn't seem possible with just db editing. I may add additional caps through regional specialties (pirate lairs, holy shrines etc.) but caps are already pretty relaxed.