Total War: SHOGUN 2

Total War: SHOGUN 2

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SJCR Mighty Siege
   
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Tags: mod
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177.166 KB
Feb 25, 2023 @ 11:55pm
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SJCR Mighty Siege

In 1 collection by Mileo Inc.
Sengoku Jidai Campaign Rework Complete
13 items
Description
A module designed for my Sengoku Jidai Campaign Rework, but can work alone if desired, this mod takes the pathetic joke that was the base game siege units and turns them into truly terrifying weapons of destruction.
Firstly, actually getting ahold of siege weapons is a pain and a chore, needing to get all the way to Attack by Fire just to get a mangonel that can't hit the broad side of a castle, let along a single building. Fire rockets were halfway passable, but required a completely maxed out arsenal to make. And don't get me started on the actual comedy that are European Cannons, and their amazing ability to slightly disrupt a marching formation, forcing people to have to get back in line after muttering harsh words at the absolute cardboard that bonked against them.
The fact that the best siege unit is a guy swinging a bomb on a rope shows that something needs to change.
No more.
Siege units are now available far sooner. Mangonels can be trained from the first tier of the siege workshop, and are now lethally effective. They have 5 siege engines instead of 4, and each one is now vastly more accurate, able to focus down important parts of an enemy castle, or lay waste to large enemy formations as they approach, or flee in terror.
Fire Rockets are now trained from only the second level Powder Maker. Combines with my Bowgun Switch mod that brings the needed tech up to be available sooner, you can get these out and onto the field much faster than before. In addition, their unit size has been significantly increased, allowing them to rain down even larger salvos to devastating effect.
Fire Bomb throwers were already the best siege unit available, as much of a disgrace as they were. Their unit size is heavily increased, and the range of their firebombs also increased to ensure they can get a volley off before a charge ruins them. This also extends the range of the Kisho Ninja's bombs, as a side effect.
The European Cannon, previously completely useless for anything aside from a tax writeoff, is now a proper engine of terror. The cannon number per unit has been raised from 4 to 6, the ammo count has risen from 10 to 20, and each cannon is now a force of destruction, capable of tearing swaths of devastation through enemy lines. In addition, they are now available through the Nanban Trade Port, instead of needing a proper Quarter, and the requirement of being Christian has been lifted.
3 Comments
william09703 Feb 26, 2023 @ 11:48pm 
true, assigning a fair total cap could stop spamming issue
Mileo Inc.  [author] Feb 26, 2023 @ 11:18pm 
Well, this mod is designed to be used alongside the rest of my SJCR mod collection, and when you use that, your unit cap for cannons is actually zero, if all you have is a Nanban Trade Port. And that cap doesn't get higher until you either get high levels in siege workshops, upgrade to a Nanban Quarter, or, when playing as the Otomo, high levels of their churches also give a slight increase to the cap. Having unit caps fixes the issue of the AI liking to spam one type of unit, which is why I like them so much.
But I might consider making a variant of this mod for people who don't use the Rework, that does what you suggest, when I get time.
william09703 Feb 26, 2023 @ 6:00am 
I would say making Hojo's European Cannon be the only one can available through the Nanban Trade Port would be better. For gameplay, It's pain to deal with AI try to spam it, particularly Otomo. And in historically, even Tokugawa himself can hardly get some to use in Siege of Osaka, but of course, Fire Rocket and Mangonel should be easier to require as your design