Total War: SHOGUN 2

Total War: SHOGUN 2

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Global unit upgrades for smiths & artisians
   
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Tags: mod
File Size
Posted
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43.674 KB
25 Jun, 2019 @ 8:34pm
29 May, 2020 @ 12:48pm
7 Change Notes ( view )

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Global unit upgrades for smiths & artisians

Description
This mod changes region specialites bonuses of blacksmiths, artisians and horsebreeders to be global and retroactive instead only when recruiting new units within province. Because I don't enjoy having to disband high rank units later in campaigns or be discouraged from recruiting elite units early.

(note: the bonuses show when looking at stats but not on the unit icon, as unit icons cannot be updated/changed AFAIK)

Quite a few changes and rebalancing had to be done to accomodate that the new bonuses stack with other region bonuses, if you or the AI own multiple region specialities. But the player getting +5 armour was broken before, now by the time you own 4 smiths for +4 armour you have very much won the campaign already anyway.

Smith region speciality
> Can only be upgraded 1 path
> Blacksmith gives +1 armour +1 attack to samurai only,
> Armoursmith gives +1 armour +1 attack to samurai AND ashigaru
> Master Armoursmith gives +1 armour +1 attack to all units

Artisian region speciality
> Can only be upgraded 1 path, bonus gold+resources are average of original paths
> Artisians gives +4 accuracy to ranged units
> Fletchers gives +6 accuracy to ranged units
> Master Bowmakers gives +8 accuracy to ranged units

Other region specialities
> Horse breeders gives +2 charge bonus to cavalry units
> warhorse Studs gives +4 charge bonus to cavalry units
> Holy site can only be upgraded the warrior monk path (which is now ++more viable anyway)

Sengoku Jidai buildings and units
> Encampment building line removed completely no longer required for any units
> Fire cav now require level 2 yari building (and stable)
> Marathon monks now require level 2 yari building (and temple)
> Bulletproof_Samurai now require level 2 yari building (recruit limit removed)
> Long_Yari_Ashigaru now require level 2 yari building
> Daikyu_Samurai now require level 2 archery range building
> Heavy_Gunner now require level 4 siege building (+1)
> Hojo hand mortars left requiring level 3 siege for now

IN SUMMARY
Owning 3 region specialities is roughly the same unit bonuses as the old recruitment bonus maximums. Welcome to give opinions on this balance or any other.

I reckon(hope) the AI will recruit unique units more often, and have more competitive upgrades since it can no longer make "wrong" choices when it comes to unit buff buildings. Expect the game to be harder, especially vs large factions who own multiple smiths.

PS: Encampment is removed and made unnecessary for recruitment (assuming no other unit mods), this was for important reasons: the AI doesn't know how to use them like players so was unbalanced in vanilla, doesn't fit in with global/stacking bonuses needed to be limited and balanced around a maximum amount.

COMPATIBILITY:
Will load older saves but recomend you start a new campaign otherwise it wont work completely as intended (old effects + new effects).

Did as much as can be done to make it compatible but gameplay mods generally never work properly together. It is compatible with my "pike and shot" mod because I made sure it is. Any other mods to buildings/units/gameplay effects not recomended.

RISE OF THE SAMURAI
works pretty much same as above except smith chain is slightly different:
Blacksmith +1 armour to all > weaponsmith +1 armour +1 attack to all > master weaponsmith +1 armour +2 attack

FALL OF THE SAMURAI
Thanks to Templaryus for reporting FotS issues and Commisar Jon Fuklaw for help fix FoTS.

The intended effects are;

> Shrine level 1 gives global +3 charge to all units
> Shrine level 2 gives global +6 charge to all units
> Shrine level 3 gives global +9 charge to all units
> Blacksmith level 1 gives global +1 armour and +4 accuracy to all units
> Blacksmith level 2 gives global +1 armour and +8 accuracy to all units
> Blacksmith level 3 options removed
> Training camp removed
123 Comments
MR.PANDA[TH] 6 Feb @ 1:18pm 
this mod removes encampment i wouldnt recommend using this mod
Phantom Menace 13 Dec, 2024 @ 9:32pm 
and also give more armor bonus to ninjas' armor
Phantom Menace 13 Dec, 2024 @ 9:32pm 
plz fix the bug
Lawojin 28 Nov, 2024 @ 4:02pm 
@Jupsto, looking at your files, I think I found a bug. your rank 2 smiths don't give bonusses for samurai. that's because you're forgetting to add those items to the 2_mod_unit_attack and 2_mod_unit_armour effects.
Lawojin 28 Nov, 2024 @ 4:01pm 
building A-B options left in place as well as encampment.
Lawojin 28 Nov, 2024 @ 4:00pm 
@SilentCalling I made a mod that globalizes Blacksmith, Fletcher and horse breeders, as well as the legendary dojo effects. this means they will retroactively apply to units that are already recruited.
SilentCalling 26 May, 2024 @ 5:20pm 
removes encampment, wouldnt recommend using this mod
☾Clanzzy yzznalC☽ 13 May, 2024 @ 4:27pm 
@Lawojin Yeah, those three would be the main ones that would be much appreciated to be added back in
Lawojin 9 Apr, 2024 @ 11:54am 
@Jupsto question, how did you get the tooltips to remove the local effects?
For example, setting SHO_Region_Specialty_Craftwork_2_Fletchers Effect mod_unit_accuracy_all_local to 0, would still show up on the tooltip as "accuracy bonus 0" and then an additional line for the factionwide effect of +8
Lawojin 9 Apr, 2024 @ 11:50am 
@everyone, what sort of functionality would you like from this mod, if the encampments are back in? just global blacksmith, craftsmen and warhorses bonuses?