Total War: SHOGUN 2

Total War: SHOGUN 2

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Updated New Regional Buildings (Vanilla & R.O.T.S)
   
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3.442 MB
Sep 16, 2020 @ 1:50pm
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Updated New Regional Buildings (Vanilla & R.O.T.S)

Description
☆☆☆Updated☆☆☆

This is an all in one, vanilla and R.O.T.S version. You do not need the original version and this one.

Allows for the construction of all the regional building along with x4 new ones and an additional building to the vanilla encampment chain. You must first construct a "Construction Location" in order to build a regional building on it. Requires the tech "Heaven And Earth" for vanilla and "Forms Of The Earth" for the R.O.T.S. You can also construct "Additional Land" which allows for more regional buildings to be constructed. Requires tech "Tea Ceremony" for vanilla and "The Nine Transformations" for the R.O.T.S. Additional land can be constructed as many times as you like, you must first construct a building on additional land for it to become available again.

New buildings are...

• Ninjutsu conclave vanilla (Regional building) which provides all the stat benefits from a master weaponsmith, armoursmith, stables and artisans. So it will be +4 melee, +3 armour, +5 charge and + 20 accuracy for all units trained in the region. I made this because I did not want to construct all the relevant regional buildings to gain these stats only to be left with no space for an actual unit trainer building. The building chain is quite expensive so it is a lot less likely the AI will invest. This building also acts as a bonus XP site for geisha agent recruits, much like the standard ninja hideout works for ninja agent recruits. Final upgrade requires tech "Ninjutsu Mastery"

Ninjutsu conclave R.O.T.S (Regional building) which provides all the stat benefits from a master weaponsmith, armoursmith and artisans. So it will be +5 melee, +3 armour and + 20 accuracy for all units trained in the region. Final upgrade requires tech "Keppan"

• Ninjutsu dojo vanilla only (Encampment building) Which is another all in 1. Provides all the stat benefits of each of the encampment buildings. So it will grant + 2 melee, +2 armour, +5 charge and +10 accuracy to all units trained in the region. Again, expensive chain so less likely the AI will go for it.

• Silk weavers (Regional building for both) which provides silk to your clan for use and as a trade commodity

• Spa hut chain (Regional building for both) which provides incense to your clan for use and as a trade commodity

• Traders (Regional building vanilla) which provides cotton to your clan for use and as a trade commodity

• Scribes (Regional building R.O.T.S) which provides texts to your clan for use and as a trade commodity

All original regional buildings that are commodity based will provide that commodity to your clan for use and trade. So an iron mine will provide you with iron commodity and so on. Side note, I have noticed that if you have iron the diplomacy tab states your clan doesn't have this but if you construct an iron mine the tab will state your clan does have this resource, don't know why. Gold mines can also be constructed for those who just want more wealth. I have made some small adjustments to the vanilla regional buildings bonuses which affect the vanilla buildings too. these are only small changes that I don't think ruin the game at all.

• Gold mines now provide a little happiness each level, plus a small town growth % buff (Vanilla & R.O.T.S)

• Holy sites now also grant XP bonus to ikki monks levels, not just regular monks (Vanilla only)

• Level 1 pastures now provides +1 charge bonus, was nothing before. Did this as level 2 provided +3, so why not (Vanilla only)

• Level 1 blacksmiths now provide +1 armour and melee to ashigaru too, not just samurai (Vanilla only)

I have also added some small changes to x2 encampment building bonuses (Vanilla only)

• Barracks now provides +1 XP bonus to all agents recruited in the province along with its original unit cost reduction and unit replenishment bonus. I did this because I felt it was by far the least popular building in the encampment chain and wanted to add something to it other than + "I'm stronger now" bonus.

• Hunting lodge now provides +10 accuracy, was only +5 before which compared to the other encampment bonuses felt a little short.
21 Comments
bryton Oct 6, 2024 @ 9:58pm 
I'm asking this because I am building my own mod but what value or file did you change to allow building multiple additional land sites? Thank You
MrJackieToxic Apr 26, 2024 @ 6:28am 
Does not work anymore for some reason? I ve got 6 buildings total but cannot build anymore.
同一个撤硕美汁儿汁儿 Jul 15, 2022 @ 9:53pm 
could you make a new dojo which can unlock all unit(need tech)?I think that I have not enough slots to build so many dojo.....
Kaiser_Powers Jun 3, 2022 @ 3:04pm 
The localisation file for the buildings has an error with the Paper Mills. There is a small typo in the 'ROTSspecialty_building_culture_variants.loc' file.

'building_culture_variants_name_SHO_Castle_Specialty_1_Craftwork_2_Paper_Millstjapanese' should be 'building_culture_variants_name_SHO_Castle_Specialty_1_Craftwork_2_Paper_Millsjapanese' the 't' between 'Mills' and 'japanese' prevents the line from being recognized.
Hauser  [author] Jun 18, 2021 @ 12:03pm 
@littleShepherd I can't say for sure aboyt other mods, but these buildings are custom made so in theory, no compatibility issues should occur, especially into the game at 13 ish turns. If there were isssues, the game would likely CTD immediately.
Sheph Jun 18, 2021 @ 11:11am 
Does this mod have compatibility issues with most of the minor overhaul mods like a_s2 that don't alter the same files. I"m getting crashes at turn 13-15 in two different games
Crius Apr 9, 2021 @ 10:15pm 
thanks a lot
Hauser  [author] Apr 8, 2021 @ 5:18am 
@Crius I'm not sure how to add building slots and i don't have F.O.T.S unfortunately. Sorry dude.
Crius Apr 7, 2021 @ 10:37pm 
can you make one for fots
Crius Apr 7, 2021 @ 7:22am 
can you give us a mod of more building slots,thanks