Total War: SHOGUN 2

Total War: SHOGUN 2

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Master of Strategy FOTS - Hard level Rebalance
   
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Tags: mod, campaign
File Size
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536.525 KB
20 Feb @ 11:23pm
26 Apr @ 7:40pm
22 Change Notes ( view )

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Master of Strategy FOTS - Hard level Rebalance

In 1 collection by TechPower$
Submods for Master of Strategy FOTS
4 items
Description
The Submod is designed to straighten the difficulty curve at a high level of difficulty.
In the original, the beginning may be difficult, but in the middle of the game it becomes easy.


The player:
-50 debuff on diplomatic relations removed - fewer countries will declare war on you at the beginning of the game

Added - "crisis" system like in Stellaris
After you capture 14 settlements you got -150 diplomatic penalty

The AI:
Removed the bonus for the range of the army on the strategic map.
Ai now has a -10% bonus to the cost of buildings. Buildings for AI is cheaper
Fix of original MOS - Admin cost for AI changed from 90% to -30%. If AI was expanding, it could go bankrupt

Experimental: Changed AI budget
Decreased Agent budget from 3000 to 500. Should help from "AI Agent Spam"
Incresed Naval budget from 3000 to 9000

The player and AI:
have a 9% anti-assassination bonus, now the AI should attack the generals less often.
Increased the cost of agent's actions by 80%. Trying to reduce "agent spam" at late game
(Bugged, modders never use personal_security effect. I lost about 2 weeks to tuning this effect)

Realm Divide is faster - the player needs to prepare better before capturing new lands
Short campaign - Technology research speed increased from 25% to 95%
Agent cap decreased from 6 to 4

"Agent" update

Unfortunately, the success probability of agent action and everything that goes along with it is broken in Shogun 2 FOTS. The Boshin_agent_success_mod modifier doesn't work, because if the value is below zero, the agent will kill the victim with 95%. Removing the ability of agents via db/agent_to_agent_abilities_tables/agent_to_agent_abilities doesn't work for FOTS either.

So it is decided to work via trait. Each agent gets a trait that lower the kill percentage. This should help in the middle of the game when some isin-sisi slaughters all your clan commanders


8 Comments
AikawaKizuna 23 Apr @ 1:01am 
@TechPower$
Sure, in many games "late" might be hard to determine, but in total war series I think the tech tree progress reflect most of the game progress should be.

neither of settlement nums nor income because play style greatly influence like one of my friend play in military focus quickly expand territory as of me in economy focus most of the time with less settlements.

I'm not willing to say right or wrong of play style but I do think mods should consider about more players could get their fun in the same mods set.

I put your mods above the original MoS today find it working now, love the lower cost of buildings at the very beginning.Good tweaks :steamhappy:.

I often play in hard difficulty anyway(the 3 rate).
TechPower$  [author] 22 Apr @ 11:58pm 
@AKIshipIndustry
interesting...
let me ask you a couple questions. what do you mean by "late game"? How many turns should pass?
How many settlements should a player have? Are there any money(income) problems in the late game? What level of difficulty do you play at?
AikawaKizuna 22 Apr @ 11:55am 
Should I put these mods higher than the MoS?
Income debuf is terrible, mid and late game needs stronger AI enemie's army for players to fight with manual not weaker players' useless peasant troops against real army, this thought should ruin players' experience nor buff it.

Anyway, stronger AI in the early game, is an opposite thing. It's ridiculous.
TJX 22 Apr @ 11:26am 
Oh my, that's too scary. Personally, I think increasing the difficulty is great (but I hope it's optional; if possible, I'd like you to create 1-3 different difficulty subMOD for us to choose from), but reducing income would be terrible.
TechPower$  [author] 22 Apr @ 9:39am 
I am preparing a system of "crises" in the middle and end of the game. Like in stellaris in mid game player will receive diplomatic penalty -100
in late game will get income debuf(s)
TechPower$  [author] 22 Apr @ 9:35am 
Hello. you can use any mod that changes skill points. Mos uses the skill tree from vanilla. Just put the submod higher in the mod manager.
TJX 22 Apr @ 8:48am 
@TechPower$ Your mod is really amazing.:selike:

Can you create a mod that allows generals and agents to gain more skill points upon leveling up? Or, for balance, allow them to level up higher?
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.