Total War: SHOGUN 2

Total War: SHOGUN 2

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Ultimate Expanded Field Command V1.5
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Tags: mod, overhaul
File Size
Posted
Updated
995.187 MB
9 Apr @ 8:18pm
24 Jul @ 9:05pm
180 Change Notes ( view )
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Ultimate Expanded Field Command V1.5

In 1 collection by Lenny_Froggins
Ultimate Expanded Field Command Collection
11 items
Description
MULTIPLAYER IS PLAGUED WITH DESYNCS.

REQUIRES FOTS DLC

LOAD ORDER SAME AS THE ORDER IN THE UEFC COLLECTION

ONLY LENNY MODS AND UNOFFICIAL PATCH 1.7 ARE 100% SUPPORTED.


UEFC combines the battle mechanics of Field Command Sengoku with the Expanded Japan map, Ashina's Buildings/Units, and a Portuguese faction including new units and artillery. The whole system has been fit together better, with better balance and cohesion of design.

UEFC is for people who enjoy content maxxing, and playing all the battles. Very Hard is "balanced" and Legendary is a true challenge! (doomstacks)

This wouldnt exist without Uanime5 and the thousands of hours he has put into Morning Sun. It also contains the work of Chewie, Fuwuvi, Ashina, Fourstrider, The_Yogi, JasonXIA and more. Big thanks to Who_ci, who gifted me the Ikko DLC.

See below for the list of all mods included and unique features of UEFC.

Features:

-Expanded Japan map with 142 factions

-12 Turns per Year, diplomacy is rebalanced to work with 12 turns per year, thinking of it in terms of YEARS and not TURNS.

-Removed Realm Divide, since the AI has plenty of reasons stab you in the back already!

-Full Portugal faction with Arquebusiers, Pikemen, armored Knights, and even ships crew armed with sabres and pistols.

-Portugal can have up to 25 missionaries from churches. Optional Ultimate Jesuits submod gives koku for every Church.

-Period-correct artillery pieces for Portugal. Japanese factions get access to European artillery through the Dutch Factorij port.

-Forests give a larger cover bonus against range

-General units using Bows and Teppo are available to recruit!

-Changes basic Samurai as skilled archers in addition to melee combatants. Bow Samurai become "Kachi Samurai," a unit with limited ammo and better melee. The AI uses these troops as a second line that softens up your defenses as the first wave of melee units attack, then charges into the fray.

-Likewise, sword-wielding Cavalry has been removed. Instead it's Bow and Sword cavalry. This reflects a more historical order of battle during Sengoku warfare.

-Additional recruitment buildings and units, such as garrison buildings and professional Ashigaru troops distinct from the standard "Kumi" groups of armed peasants. The names reflect a more historical distinction between professional and levied peasants.

-Additional Trade buildings by Ashina, which give different assortments of imported goods. Finally, a way to get that stone for your castles.

-Castle towers now ALL shoot guns, and all factions can recruit Teppo units from the castle chain. Both of these changes reflect how the Teppo was prevalent at sieges and how Daimyo would have kept their Teppo units close.

-All factions get some number of Long Yari Kumi, not just Oda.

-Raised perceived AI trade value of imports/exports that are not Warhorses, so they are more likely to enter trade agreements with you and each other.

-Additional ships, such as Teppo (gun) versions of Sengoku Bune, O Ataka Bune and Nihon Maru, and Red Seal Ships with 10 cannons. Japanese can recruit "Captured Galleon" with 24 cannons if the province has both a Dutch VOC Factorij and a Pirate Fortress.

-Improved sailing: The optimal angle of tacking across the wind now matches the value for real galleons and caravels. Sailing directly into the wind is much slower and the only time the boats reef their sails. Maintain momentum when turning across the wind. For some reason, the AI sends Red Seal Ships charging straight at you, but I like that because they get in close and unleash their cannons, it's an interesting tactic.

-Improved ship combat from Lenny's More Fun Boats. Archers and Gunners now RUN to their stations, and archers loose arrows much faster.



HOW TO START PORTUGAL:

WARNING: DO NOT DISBAND UNITS AT THE START WHILE GENERAL DE SOUZA IS IN THE ARMY. IT WILL CRASH. MOVE HIM OUT OF THE SETTLEMENT IF YOU WANT TO DISBAND.


WARNING: After doing a lot of troubleshooting with other players, it looks like WINDOWS 11 might be causing recurring crashes.

Included Mods:
Lenny's EJP+FCS Compatch balancing and units
Lenny's More Fun Boats
Lenny's Sengoku Autoresolve Fix
Portugal by locobilbo (original) and myself (expanded)
Chewie's Field Command Sengoku + Lennys FCS Tweaks and balance
Fuwuvi and uAnime5's Expanded Japan 12TPY + Portugal
Ashina's Markets, Ports Produce Food, Garrison Buildings, Building Expansion with Units
Fourstrider's Retainers 1, 2 + Agents + General Skills
Historical Banners by JasonXIA
The_Yogi's Sengoku Artillery Pieces and Ships
Will's Colored Morale and Fatigue Text
Danylo's Pike and Shot 2 (portuguese weapons, Dutch Pirates)
Nanban Voice Addon by Vlakc, THANKS SNEDECK for helping me figure it out.
Garrison Unit Cards by Mr Tarzan
Chinese and Korean units from Morning Sun by Uanime5



FAQ:

-Names of Portuguese Generals and Merchants use a Japanese name. IF ANYBODY KNOWS HOW TO FIX THAT, PLEASE LET ME KNOW!
-Pistols are still the FOTS revolver. There is a file name conflict with the Crossbow. Anybody who knows how to change the address and key for a weapon, contact me!
-Amako has a few units of 10 men to start. They get 3 regions and the game crashes if I delete units from starpos. Simple nerf!

-HELP MY GAME CRASHES: It's the same answer every time: Use only my mods, Reinstall everything, delete user cache.

Recommended additional mods:

-Lenny's Battletech 1 Turn Per Technology: get to the good stuff faster, but still have an option early game to specialize in something a little faster than your neighbors. https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3304970603

-Lenny's Ship Campaign Realistic Movement: Completely changes how players and AI interact with ships and shipping. Sailing ships can move about 1/3 of the length of Japan, and rowing ships 1/4. As in reality, you cant know where the AI ships will be or where they are going. The way to control the waves is to station blockades at choke points and dont forget to defend your trading ports, and the trading ports of your allies, for them! https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3304964710

-1.5X Unit Size for UEFC. Does what it says on the tin.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3461240995

-Lenny's Ultimate Weather: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3463621631

-JasonXia's Ultimate Colorful Historical Flags Submod: Does what it says on the tin.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3473629271&searchtext=jasonxia+ultimate


If you have Pharaoh: Dynasties, check out my excellent lethality based battle mechanic submod for Radious: Killing Blow!
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3397569403&searchtext=Killing+Blow

If you like what I do and want to send me a tip, I have a little jar over here: https://buymeacoffee.com/lennyfroggins

IF YOU NEED TO GIVE A GENERAL OR AGENT SKILLS, SEE THIS: https://www.twcenter.net/threads/giving-characters-traits-money-through-savegame-editing.437837/

If you are getting a crash while trying to start a new campaign, clear the script file like so: https://steamhost.cn/steamcommunity_com/app/34330/discussions/0/3835423585504483506/


Popular Discussions View All (18)
57
18 Jul @ 6:45am
Seashell's Thread
Lenny_Froggins
18
19 Jul @ 6:33pm
PINNED: Turn based crashes
geist
14
4 Jul @ 5:32pm
incite revolt is pain
seashell
1,459 Comments
FrostyBoiis 9 hours ago 
As for melee cav, they're quite reasonable. Yari will still murder them, although it seems the cav likes to stop suddenly and walk slowly towards the yari unless its approaching directly at the back. Charging at an angle seems to cause weird behaviors at time (inconsistent, sometimes they charge successfully). I personally hope the ai use the spear formations more, though since its the ai I guess that's not doable. Charges are deadly regardless whos on the recieving end, though it seems odd cav fights between bow cav and spear cav seem to come down to who has less men.
FrostyBoiis 9 hours ago 
elaboration on the sprays hitting one single guy, despite their guns being blunderbuss, their shots seem to be rifled? like really good accuracy. The pellets of a single gunner ends up hitting the same person (which probably shouldn't be the case, since its a blunderbuss). Simple accuracy nerf should fix it maybe? and mildly buffed range should make it so there's space to see spread and so they have time to move back, even if they kill less.
FrostyBoiis 9 hours ago 
@Lenny_Froggines The 1.5x multiplier on the cav makes them quite overkill at times, enough to annihilate 300-man units in seconds. Hoever due to how the mod makes yari ashigaru crazily useful even with ai, it sorta balances it out as they can still take on the most specialized of cav if given a chance. Would hope the donderbuss would be edited though, maybe slightly "longer" (not really) range to give them a chance to shoot and then run away as range is too low for skirmish mode to be effective. Maybe lower their accuracy too? Their blunderbuss sprays tend to clump on one single guy (especially with accuracy building buff)
Lenny_Froggins  [author] 11 hours ago 
How are people feeling about Cavalry in the mod, battlewise? OP? Not OP enough?
Lenny_Froggins  [author] 23 Jul @ 7:14pm 
@Giugari Look at the literal first line of the above information.
Giugari 23 Jul @ 7:11pm 
Can you play multiplayer with this?
Lenny_Froggins  [author] 23 Jul @ 4:52pm 
v1.57
------------------

-Rapid Advance added to Kenshi Samurai
-Deployable shields (only available when defending) added to the rest of ranged troops that didnt get em.
-Added Garrison bonuses from skills and ancillaries to Portugal Garrison
Lenny_Froggins  [author] 23 Jul @ 7:14am 
@Hoonting Richard no change needed, they have the stats of basic Naginata Samurai. They use Naginatas and they arent Hero units, just flavor.
Hoonting Richard 23 Jul @ 2:54am 
Could you check Onna Bushi stats? I fought an early defensive fight and noticed, hovering on their card, that their defense is very low. Shouldn't they be among "defensive" units like others yari/naginata units? I think it's a mistake of Chewie because they aren't recruitable, maybe he forgot to add that "defensive edit" to them.
[HRE]Zulu_Samurai 23 Jul @ 1:24am 
Thanks Lenny and Rond, managed to get it sorted, issue was with scripts and sorted by clearing the preferences script files in AppData as you mention above with regards to campaign crashes, thanks guys!