SHOGUN: Total War™ - Collection

SHOGUN: Total War™ - Collection

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Shogun 1 Modding Guide
By Unpayedovertime
Want to have Mongol Units in the start? Want the other clans to actually be a challenge? Want to have the Sword Dojo and skip the legendary swordsman event? Want Musketeers early? Want to give the game a more accurate heir names? Well this guide to Mod the game will help you understand the IDs it uses to spawn them at the start of the scenario!
   
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Intro
Hello! Unpayedovertime here! Back with a guide on Modding Shogun Total War startpos file. As a general rule of thumb, BACKUP THE STARTPOS FOLDER AND THE STARTPOS TEXT FILE.

This is a list of IDs that Shogun Total War uses. Failure to follow notes can brick the scenario.

This guide is using the "Starting at 1530" text file that can be found in the ShogunTotalWarDirectory/Campmap/Startpos folder.

No images will be used, since I'm not hooked into Steam while testing this.
Region IDs
0 - Region Zero - A rebels only debug province. Crashes may happen if selected.
1 - Satsuma
2 - Osumi
3 - Hyuga
4 - Higo
5 - Bungo
6 - Chikugo
7 - Buzen
8 - Hizen
9 - Chikuzen
10 - Nagato
11 - Suo
12 - Iyo
13 - Tosa
14 - Iwami
15 - Aki
16 - Izumo
17 - Bingo
18 - Sanuki
19 - Awa
20 - Hoki
21 - Bitchu - Or Bit-chu, if steam censors.
22 - Mimasaka
23 - Bizen
24 - Awaji
25 = Inaba
26 - Harima
27 - Kawachi
28 - Kii
29 - Tajima
30 - Tamba
31 - Yamashiro
32 - Yamato
33 - Wakasa
34 - Omi
35 - Iga
36 - Ise
37 - Echizen
38 - Mino
39 - Owari
40 - Mikawa
41 - Kaga
42 - Hida
43 - Totomi
44 - Noto
45 - Etchu
46 - Shinano
47 - Suruga
48 - Kai
49 - Izu
50 - Sagami
51 - Echigo
52 - Kozuke
53 - Musashi
54 - Shimosa
55 - Kazusa
56 - Dewa
57 - Mutsu
58 - Shimotsuke
59 - Hitachi
60 - Sado

Looking through this section from the example file:

SetStartDate:: 1530 (Not recommended to change, outside of 1550 and 1580.)


SetRegionOwner:: 1 1 <- The first number is the Region ID. Looking from above, it's Satsuma. The second number, is the clan owner. Looking below section tells its owned by the Shimazus.
SetRegionOwner:: 2 1
SetRegionOwner:: 3 1
SetRegionOwner:: 4 0 <- Zero Clan owner means it's the rebels.
SetRegionOwner:: 5 0
SetRegionOwner:: 6 0
SetRegionOwner:: 7 0
SetRegionOwner:: 8 4 <- Hizen Province. Owned by the Imagawa/Tokugawa at the start of the scenario.
SetRegionOwner:: 9 0
SetRegionOwner:: 10 0

Changing the second number from 0 to 7 changes the ownership of the province. Any unit that spawns initially is owned by the clan also, as the game does not keep track of Unit ownership when the scenario file spawns them.
Clan ID numbers
No need to do nothing. This section just displays the clan's internal ID numbers.

Clan ID numbers:

0 - Rebels/Chosokabe(Unused)
1 - Shimazu
2 - Mori
3 - Oda
4 - Imagawa/Tokugawa
5 - Takeda
6 - Hojo
7 - Uesugi
8+ - Crashes game. No seriously, Don't put a 8 or above.
Building IDs
Want to spawn a building when starting a scenario? Read this section!

0 - Archery Dojo -
1 - Famous Archery Dojo
2 - Legendary Archery Dojo
3 - Dutch Trading Post - Automatically allows you to build Dutch trade posts.
4 - Tranquil Garden -
5 - Horse Dojo
6 - Famous Horse Dojo
7 - Legendary Horse Dojo
8 - Cathedral - Priest and Father Visitor(Unused). Father Visitor cannot be spawned outside of MakeUnit. Causes the game to declare you a christian at start. Auto-enables Build of Portuguese trade posts.
9 - Church - Causes the game to declare you a christian at start. Auto-enables building of Portuguese trade posts.
10 - Mine
11 - Mine Complex
12 - Ninja House
13 - Infamous Ninja House
14 - Geisha House
15 - Portuguese Trading Post - Same rules as Church.
16 - Gun Factory -
17 - Spear Dojo
18 - Famous Spear Dojo
19 - Legendary Spear dojo
20 - Tea House
21 - Famous Tea House
22 - Legenary Tea House
23 - Buddhist Temple
24 - Famous Buddhist Temple
25 - Temple Complex
26 - Sword Dojo - Nodachi Samurai. Spawning it skips the Legendary Swordsman event and the game considers you done it already.
27 - Famous Sword Dojo - Same as above.
28 - Legendary Sword Dojo - Same as above.
29 - Battlefield Ninja Dojo -
30 - Drill Dojo
31 - Armoury - Armor. Spawning it on a province automatically "Equips" to all units in the province at the start.
32 -Famous Armoury - Same as above.
33 - Legendary Armoury - Same as above
34 - Swordsmith - Attack. Spawning it on a province auto-equips it to all units in the province at the start.
35 - Famous Swordsmith - Same as above.
36 - Legendary Swordsmith - Same as above.
37 - Improved Farmland
38 - Superior Farmland
39 - Exceptional Farmland
40 - Legendary Farmland
41 - Medical School - Supposed to regenerate army casualty over time, doesn't work, Unused.
42 - Famous Medical School - Same as above. Unused.
43 - Legendary Medical School - Unused. Also the requirements strings seems broken.
44 - Border Watch Towers
45 - Border Forts
46 - Palace
47 - Golden Palace
48 - Legendary Palace
49 - Port
50 - Castle
51 - Large Castle
52 - Fortress
53 - Citadel

Looking through the example file again:

MakeBuilding:: 1 50 <- The first number is the Region ID. The second number is the building ID. Translates to "Region 1 (Satsuma), There's a Castle (Building ID 50)
MakeBuilding:: 1 0
MakeBuilding:: 1 17

Creating a Building Template:

MakeBuilding:: (Region ID) (Building ID)
Note: Remember to create a space in between Region ID and Building ID. Failure will cause a crash!

Example:
MakeBuilding:: 1 26
This will give the Shimazu Clan a Sword Dojo. This will also skips the Legendary Swordsman event.

Notes:
1. Creating a port in an in-land province will despawn all units in the campaign map. This also means that there is no daimyo, but Daimyos will still die from old age.
2. Adding more than two castles in one province confuses the game and locks it to the castle type listed first (ex. If Aki has a castle, and you accidentally make it have a Citadel without removing the first castle line, it would be stuck as a castle.)
3. There may be a building limit, but awaiting more testing.
Unit ID
Want to spawn Mongol units for your clan at the start? Well you can by reading this.

Looking through the example file again:

PlaceDaimyo:: 50 6 <- Do not edit this line! This WILL brick your Daimyo!
MakeUnit:: 50 1 <- The first number is the Region ID, which is Sagami Province. The second ID is the Unit ID, which is Yari Samurai listed below. Translates as "Sagami Province - Yari Samurai"
MakeUnit:: 50 1
MakeUnit:: 50 0
MakeUnit:: 50 0
MakeUnit:: 50 1
MakeUnit:: 50 7
MakeUnit:: 50 7


Make Unit Template:

MakeUnit:: (Region ID) (Unit ID) (Unknown Modifier leave it empty)

Example:

MakeUnit:: 1 20
This will give the Shimazu Clan a Mongol Heavy Cavalry in Satsuma Province.

(Unit ID Number) (Game's Unit InternalName/Name) (Unit ID Number again) (Name as it appears in-game) (Comments)

0 lsamurai_id = 0 - Samurai Archers
1 samspears_id = 1 - Yari Samurai
2 naginata_id = 2 - Naginatas
3 nodachi_id = 3 - Nodachi Samurai
4 lcavalry_id = 4 - Cavalry Archers
5 hcavalry_id = 5 - Heavy Cavalry
6 lancers_id = 6 - Yari Cavalry
7 ashispears_id = 7 - Yari Ashigaru
8 arquemen_id = 8 - Arquebusiers
9 musketmen_id = 9 - Musketeers
10 monks_id = 10 - Warrior Monk
11 battlefieldninja_id = 11 - Battlefield Ninja
12 masterswordsman_id = 12 - Kensei
13 Korean Skirmishers = 13
14 Korean Spearmen = 14
15 Korean Guardsmen = 15
16 Thunder Bombers = 16
17 Ashigaru Crossbowmen = 17
18 Naginata Cavalry = 18
19 Mongol Light Cavalry = 19 - Listed as "Mongol Cavalry Archers" in the campaign select screen.
20 Mongol Heavy Cavalry = 20 - Listed as "Mongol Heavy archer" in the campaign select screen.
21 geisha_id = 21 - Geisha. Listed as 13 in text files.
22 priest_id = 22 - Priest. Listed as 14 in text files.
23 ninja_id = 23 - Ninja. Listed as 15 in text files.
24 fathersup_id = 24 - Father Visitor (unused). Listed 16 in text files.
25 emissary_id = 25 - Emissary. Listed as "17" in text files.
26 shinobi_id = 26 - Shinobi. Listed as "18" in text files.


Additional Note:

This section from the example file controls the initial agent spawning. Every clan should have an Emissary. You can even add one Emissary to the rebels with this line! (Without quotes)

"MakeUnit:: 4 25" //This spawns a rebel Emissary at Higo Province.
"PlaceDaimyo:: 4 0" //This spawns the unused Choskabe Clan Daimyo at Higo Province. He cannot die from aging. He dying may break the game, if you accept an alliance with him- Rebel Provinces owned by you.

Note: The "\\" is used in the text file to leave comments. You can either leave it there, or remove everything pass the \\ part.

// spies & emissaries
MakeUnit:: 1 25 <- Translate as "Gives one Emissary to Region 1's Owner".
MakeUnit:: 43 25
MakeUnit:: 48 25
MakeUnit:: 50 25
MakeUnit:: 52 25
MakeUnit:: 39 25
MakeUnit:: 15 25
Text Editing Notes:
The files located in the Shogun1Gold/Loc/(Language) holds the translations for many of the game's texts. By so far, the "Changes.txt" and "Events.txt" controls the text.

For Example, lets open up the Changes File.
CTRL+F for "Mori Sunimoto", without quotation marks.

The line should be like this:
["Mori Sunimoto_add"]
{"Mori Sunimoto"}

The first line should NEVER BE EDITED OR YOU MAY BRICK YOUR GAME. The second line can be edited, say We edit "Mori Sunimoto" to "Mori Calliope". This should appear ingame (Scenario 1550)



This way, you can edit clan heirs and generals to whatever name you can, like change "Shimazu Muneharu" into the more historically accurate "Shimazu Toyohisa"!

If you want to fool around with editing the text to your liking, thats fine too, I guess.




Credits:
Thanks to:

Creative Assembly - For the game and the mess.
Sega - Sega Europe that is.
You - For reading this. Leave a comment if you have questions.

Happy modding!
15 Comments
skerbistto Mar 31 @ 12:56am 
please teach me how to enable cheats while im playing alone
Caramel КурскУкраїна Sep 20, 2024 @ 9:47am 
If you find a way to add one unit, someone could work on adding others, I love first Shogun, but not having unique units per faction is one thing that's missing.
Unpayedovertime  [author] Sep 20, 2024 @ 9:30am 
I don't know how to make them recruitable, since I dont have a huge priority interest to find out which strings that allows me to do so.
But I am interested in trying to find a way to get Ashigaru Crossbowmen into the main game, Buddhist Temples/WarriorMonks/YariAshigaru creatable in MI.
Caramel КурскУкраїна Sep 19, 2024 @ 9:42pm 
Nice! Is it possible to mod units from expansion campaigns to make them recruitable / trainable? Like giving Takeda option to train Mongol heavy cavalry, or Thunder Bombers to Shimazu?
kermnelson Jul 9, 2024 @ 6:47am 
I will be 69 this fall. I bought Shogun then Warlord Edition when they were in the local CompUSA. When I finally stop working I may play with this again. I've hexedited many early games.
brendenj Jul 9, 2024 @ 5:47am 
Who honestly has the time or energy for this?
Mr. Reaper Oct 3, 2023 @ 5:16am 
I Use this all the time! Thank you for this awesome Guide!!!!!!!
Unpayedovertime  [author] Sep 18, 2022 @ 6:35am 
@mooncake - That's strange. Because I tried to spawn a unit with the 64 modifier and it didnt work. Leaving it as unknown until someone can confirm how it works.
mooncake702 Sep 17, 2022 @ 5:23pm 
i think the "unknown modifier" in the MakeUnit:: changes the level of the unit spawned
Unpayedovertime  [author] Aug 12, 2022 @ 6:51pm 
That's something the game system do. You can edit their names if you look at the string files, but they spawn under these conditions:
- They have to come to age.
- They're set to be born in a certain time.
- They're set to come to age as a unit, as long there is a unit training. These heirs takes the first piority, even more priority than famous officers (ex. Tokugawa Ieyasu will have higher priority if Honda Tadakatsu is supposed to spawn.)

I don't think there is a way to add more heirs, because these scripts are internally in the game.