Total War: SHOGUN 2

Total War: SHOGUN 2

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[S2TW] Quadrouple Time Technology
   
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Tags: mod
File Size
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32.517 KB
Feb 4, 2017 @ 10:41am
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[S2TW] Quadrouple Time Technology

Description
Please read before inquiring about an issue.

What does this mod do?
  • Increases the overall time taken for technologies by a factor of 4.
What is the mod's file name?
  • "KAA_S2TW_QuadroupleTimeTech.pack"
What time periods does this apply to?
  • Gempei War (ROTS)
  • Sengoku Jidai (Main game)
  • Boshin War (FOTS)
Do technology buffs still apply?
  • Yes
Does this apply to the AI too?
  • If a player / AI has access to it, then yes.
What mods are incompatable?
  • Anything that may modify the technology trees. Results may vary.
I have an idea for a mod, could you do (Idea)?
  • Unfortunately I am no longer maintaining any mods for Total War.
This mod causes me to have "Incompatable Versions" in multiplayer!
  • This issue is caused on behalf of the developers and the primative modding system. The easiest way to fix this is to navigate to "%appdata%\The Creative Assembly\Shogun2\scripts" and have the host give their "user.scripts" file to the other player. This way, it ensures that there will not be any such issues in this manor. This resolution works universally, too, not just for this mod.
My issue isn't listed.
Just tell me in the comments, I'll be happy to help!

Have fun <3

My Other Shogun 2 Mods
Half Time Technology
Quarter Time Technology
Double Time Technology
Quadrouple Time Technology
Infinite Naval Fire Support
[MOS] Half Time Technology
[MOS] Quarter Time Technology
[MOS] Double Time Technology
[MOS] Quadrouple Time Technology
Half Resource Values
Quarter Resource Values
Double Resource Values
Quadrouple Resource Values
Longer Recruitment Time (1 Turn)
Longer Recruitment Time (2 Turns)
Longer Recruitment Time (4 Turns)
Longer Recruitment Time (8 Turns)
Double Resources from Trade Nodes
Half Time Construction
Double Time Construction
23 Comments
KardaKAX  [author] Apr 21, 2017 @ 5:54am 
I sent you an FR. Drop me a msg when you're online so I can give you a link to the mod; I probably will need you to test it to ensure it's all working.
Mezzanine Apr 20, 2017 @ 8:34pm 
Yes. :)
KardaKAX  [author] Apr 20, 2017 @ 2:37pm 
So final check: Research tripled, Recruitment tripled, Construction doubled, Movement speed halved, Appropriate buildings reduce 3x their standard and every garrison has 2 Yari dojo samuri added to them. This all correct?
Mezzanine Apr 20, 2017 @ 1:37pm 
If i knew how to mod shogun i would've made all that a long time ago. But alas, i don't even know how much work that kind of editing involves.
Mezzanine Apr 20, 2017 @ 1:33pm 
Fots has a 24 turns per year iirc, so yeah it wont work with it. Construction times and movement speed should be x2 as i see it, or rather, as i dream it. :) So it wont become too long. Expertise tech buildings that reduce recruitment time by 1 turn should be translated to 3 turns decrease respectivly, too. And a garrison increase with 1 yari samurai across all forts/castles. Or 2, make it 2 yari samurai to every garrison. :)

KardaKAX  [author] Apr 20, 2017 @ 12:11pm 
So, to verify, research times x3, recruitment times x3, construction times x3 and movement speed /3, and these affects are not applied to FOTS, only SJ and ROS?
Mezzanine Apr 20, 2017 @ 8:59am 
Awesome. Btw, your tech mods already work with Darth.

Again, no rush to anything, it's not like a better Total War is just around the corner or something. Have a good day.
KardaKAX  [author] Apr 20, 2017 @ 6:46am 
I'll see what I can do. Darthmod seems to have blanket allowed submods, so that should be fine in that respect, but I'll start it once I have some time.
Mezzanine Apr 19, 2017 @ 6:58pm 
part 3
That will certainly require poking in Darthmod files, i don't know how big of a problem it is for you. Thing is, he left not only TW modding, by all modding. He's a dev now, and i don't think it will be easy to reach him. But i have a strong feeling that this experimental build will provide for a more meaningful campaign.

Eager to hear what you'll reply, you can add/PM me if you want.
Mezzanine Apr 19, 2017 @ 6:58pm 
part 2
Construction times are doubled (making it x3 might be a bit too much).
Garrisons, and i mean Darthmod garrisons are increased with at least one additional dojo yari samurai unit (that's a plus 1 yari samurai to every castle level, the lowest included).
Movement speed on the campaign map of armies and fleets is either halved, or reduced by 30% (skills, retainers, roads would be the same, it's just the base value that needs to be reduced).