Total War: SHOGUN 2

Total War: SHOGUN 2

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Master of Strategy FOTS - Growth | Building rebalance
   
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Tags: mod, campaign
File Size
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618.326 KB
6 Feb @ 9:24am
29 Apr @ 7:22am
27 Change Notes ( view )

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Master of Strategy FOTS - Growth | Building rebalance

In 1 collection by TechPower$
Submods for Master of Strategy FOTS
4 items
Description
Submod for Master of Strategy FOTS


This Submod is designed to spread the difficulty/available abilities evenly across the entire walkthrough timeline.
Reference Victoria 3 from PDX


In the original mod, at the beginning you have closed access to many buildings, units, economic buildings. In the middle and at the end, when you open units, you do not need them, because you have already captured half of the map and became too strong. You can finish the game without touching half of the possibilities.


  • Most buildings now do not require resources for their construction
  • Economic growth from all buildings is increased by 5 times - Now buildings have an effect in the long term game
  • Removed unit replenish bonus from barracks It was too overpowered. level 2 and 3 barracks could replenish your troops in 1 turn. As a compromise, barracks maintenance(tax penalty) costs are halved
  • bos_ex_farm_farm_3_com now faction unique building. It was too OP
  • Fixed - typo of original MOS mod. Could not upgrade Dojo level 3 to Legendary Dojo level 4
  • Fixed - Changed Farm_com level 3 mosf_conversion_p_crime 0.25 -> 0.75 . mosf_conversion_p_crime_osmosis 0.75 -> 0.25
  • Fixed - Ai did not built cannons. AI will build cannons with 100%
  • Barrack 3 level unit cost changed from -10% to +10%. Barrack 4 level unit cost changed changed from -20% to +20%


Future plans:
Improve construction priority for AI. First for military buildings

-------------------------------------------


Mod plays better with my submods https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3431394361
16 Comments
aware 2 Jul @ 12:19pm 
Do you have a building tree posted somewhere?
TJX 22 Apr @ 10:09pm 
@TechPower$ :KScared:That's great!
TechPower$  [author] 22 Apr @ 12:02pm 
@TJX
plundering enemy towns in MOS do not reduce daymio prestige. It is not vanilla. You could plunder 100 settlements, daymio honor not change
TJX 22 Apr @ 11:46am 
How can I address the negative effects of plundering enemy towns (Daimyo Prestige -3)? This will cause all my towns to be unhappy and my generals to be disloyal. It seems that the technology for increasing Daimyo Prestige has also been removed from the tech tree in MOSF.:KScared:
Holo 8 Apr @ 11:38am 
Damn how did I miss that one, once again I make a fool of myself :AngrySword:
TechPower$  [author] 8 Apr @ 11:04am 
Check screenshots. I uploaded big picture "Load order". My mod first, then MoS
Holo 8 Apr @ 10:33am 
Hmmm... if you say that I wonder if your mod didn't work on my side for some reason? I've got all 4 enabled but it seems like some of them just didn't activate - what's the proper load order when it comes to your mods and FOTS MOSS?
TechPower$  [author] 8 Apr @ 10:10am 
You could research industrialization 2 technology and build heavy machinery building, that produces heavy machinery.

But I dont understand for what purposes you need heavy machinery. For trade and income?
Holo 7 Apr @ 8:02pm 
Any idea if you could fix the resource requirements, specifically the heavy machinery - the popup frequency is too low, and it might not be infinitely repeatable, so I'm fairly sure I'm now stuck without heavy machinery for the rest of my game...
TechPower$  [author] 30 Mar @ 1:53am 
Added dependencies to all submods, as all these submods are tested together and adjusted to each other. You can only get the full vision by using them together.

The goal of these submods is to make FOTS a global strategy, as far as the game allows. So that even in the middle of the game it would be interesting to play. To make the strategic campaign mean something too.
Reference - HOI4, Victoria3.

You can still use individually.