Total War: SHOGUN 2

Total War: SHOGUN 2

Empires of Industry v.6.0
42 Comments
Lazy Invincible General Sep 9 @ 3:27pm 
also I think lost domains (a map expansion mod) is probably not compatible with this mod since it does a lot of map edits which I am assuming you also do for the claypit resource (since I can't seem to find any)
Lazy Invincible General Sep 9 @ 1:43am 
is there a way to view how much food we have?
jkl123 Apr 19 @ 6:42pm 
建筑的价值有问题+长州藩在1级现代化的时候掠夺一座2级城镇能抢出70000000元+这太离谱了

there is a problem with the value of the building Chōshū Domain pluunder asecond-class town 70000000money!
Ricky0527  [author] Mar 16 @ 10:30am 
@pedromiguelgarrido I don't know of any other reasons this might be happening, it could be a UI issue with the base game or something totally different.
pedromiguelgarrido Mar 9 @ 2:46pm 
@Ricky0527 I only have your mod working. I turn off every mod except your
Ricky0527  [author] Mar 9 @ 8:06am 
@pedromiguelgarrido Do you have any other mods that add more buildings to the game? if so they might extend the actual list of possible buildings and make many of them not visible. its a UI limit with the game since it wasn't meant o have that many buildings.
pedromiguelgarrido Mar 8 @ 2:11pm 
@Ricky0527 Good evening. Can someone tell me how do I have full view of the building option in Empire of industry. I cant see all of them because of the endturn button. I also have this problem with another mod for shogun 2. Help please.
raptor265 Jan 29 @ 5:54pm 
@Ricky0527 I've been playing with Darthmod for a bit and besides some audio stuttering and the towers not being upgraded like it says in the fort tooltip it's working fine.
Ricky0527  [author] Jan 29 @ 4:58pm 
Raptor265, I've been testing this mod with Radious and it works just fine, my next update will have some minor compatibility fixes. As for Darthmod, I'm not sure if its compatible. EoI changes and removes a lot of the vanilla buildings, its effects and its chains. Many of these buildings are locked behind the vanilla technologies, If Darthmod changes these, then it might not be compatible.
raptor265 Jan 29 @ 12:44pm 
I'm guessing this isn't compatible with Radious or Darthmod?
Ricky0527  [author] Jan 2 @ 4:27pm 
Hey Asalut,

yes the saga are the only ones that can import weapons at the start of the game, the other clans must build the "Arms Importer" building to get access to them in the early game. But since it seems the AI only recruits spear levy ill only save those resources for more advance units. A Hot fix will be out tomorrow to fix this issue. Thank you.
Asalut Jan 1 @ 3:14pm 
Hi, interesting mod bud AI build only spear levy..

In your google doc links I have not find what resource is needed to build "firearms unit" - only Saga can recruit it.

Maybe you could unlock that levy infrantry and line infantry can be recruit wihtout any special resources - and for more advanced unit it would be needed.
Ricky0527  [author] Dec 30, 2024 @ 6:16pm 
Mod Updated to V6.0. Sorry for the delay, this is possibly going to be the second to last update for the mod before i consider it complete. Hotfixes and support will still be available after the mod is complete.
bot01 Dec 3, 2024 @ 8:39pm 
wow I was looking for a mod like this. Especially one that adds back the food system.
This mod should be more popular.
Ricky0527  [author] Oct 13, 2024 @ 10:44am 
Update: Hello Empires of Industries players, i wanted to inform you all that the mod is not dead, nor is development cease. I had to take a small hiatus do too some personal life matters, including health issues. The mods next update is almost complete (90%) and it will be one of the more complex updated i have added so far. I appreciate everyone's understanding and ill hope to updated soon, but i promise it will be here by years end. Keep building, Keep expanding.
Ricky0527  [author] Apr 21, 2024 @ 7:50am 
Usually that happens if Empires if Industry is not on the very top of the load order, so try to make it the first or one of the first mods in the order.
Skakk Apr 20, 2024 @ 6:02pm 
I booted up the game with your mod in my mod list and could not find the 'Inn' to recruit Geisha etc. I noticed that there was more buildings which I could not see behind the UI in the bottom right of screen. I am using another mod that allows you to build a specialty building in any province by having an extra encampment building. Either that was the straw that broke the camels back pushing some of the building choices behind the UI or combined with 'Building a Nation' there is not enough room for all the building choices. I am using 1920 x 1080 pixels.

Is the Inn not available for building as the 1st in a chain?
Ricky0527  [author] Apr 19, 2024 @ 6:43am 
Hey Skakk!,

I appreciate all your messages truly, ill try to respond to them as best as i can.

- Fots naval overhaul and Radious are mods i use myself on my play through with this mod and i see no issues with them, maintenance will increase for them in percentages but not as much but the increase is there.

- I appreciate the link to add more building slots and ill see if i can add it to the next major update. if you have anymore technical suggestions or questions feel free to send me a DM! Once again thank you for the messages!
Skakk Apr 19, 2024 @ 2:01am 
Also here is some info on how to add more building slots.
https://www.totalrtsmods.com/post/creating-more-building-slots-in-fots-10004137
It seems that 7 slots is the max.
This tutorial is from the author of Masters of Strategy mod (MOSS) where he has used it for Sengoku Campaign.
Skakk Apr 19, 2024 @ 1:36am 
Also I see you mentioned about some stats(Maintenace) altered in you rmod. Do you think it would conflict with Mrooshoo's FOTS Naval Overhaul?
https://steamcommunity.com/sharedfiles/filedetails/?id=3147743166

That mod seems to only alter range, speed etc of Ships, but also adds mine-laying to the small boats. Probs either way whichever is loaded 1st will take precedence. Also I use the units of Radious, which already causes an issue with maintenance costs much lower than the vanilla units since I cant use the full Radious mod due to altering Startpos. I wouldn't want any more large discrepancies as the few units that are currently obsolete are not an issue. Are your changes in this mod higher or lower than vanilla(Maintenance costs)?
Skakk Apr 19, 2024 @ 1:26am 
Cheers Ricky for the quick and concise reply.

That's great to hear that its compatible with Lost Domains and mostly compatible with Building a Nation. That's a pity about building slots, as with Building a Nation mod there is already a need for more slots, e.g. 'Builders Guilds' building tree. I remember reading previous about difficulties in adding slots also in Vanilla Shogun 2 (Sengoku), but i thought it was figured out as I played with a mod that added 2 more slots. I think the main issue was space in the UI field. I will see If I can find the mod and you could have a look at how they do it. I would try but I am an amateur modder compared to you.

Thanks again for your work and reply.
Ricky0527  [author] Apr 18, 2024 @ 5:57pm 
Hey Shakk! to answer your questions in order:
- It is compatible with the Lost Domains mod
- up until now it is compatible with building a nation except you'll basically have 2 education buildings (my mod has an education chain) and you wont get access to the cavalry training camp. In the new update on the work this mod wont be compatible.
- It doesn't affect the startpos at all.
- Sadly unlocking more slots is not in the mod and its slightly hardcoded into the vanilla game itself.
-Yes it has been altered, you can recruit some naval units in the new chain and unit maintenance has been reworked and is a major component of the mod. But it still works well with other mods that add units to the game

Up until now the only mods that aren't compatible with this mod are:

"Masters of Strategy"
"Recruitable Generals"
and any mod that Changed the vanilla chains and tech tree.

Hope this answers all your questions!
Skakk Apr 17, 2024 @ 6:29pm 
Was interested in adding your mod to my mod list, but not sure if its compatible with mods like "Building a Nation" or "Lost Domains".
-Does this mod alter the Startpos?
-Are more slots unlocked than vanilla when upgrading settlements?
-Have you altered the recruitment/maintenance of units?
-Will you mod be incompatible with mods that add provinces(Lost Domains)?
-Will your mod be compatible with mods that add buildings(Building a Nation)?

Thanks in advance, and really hope your mod is compatible.
studentprawauj1 Mar 9, 2024 @ 9:07am 
Thanks for the update!
Ricky0527  [author] Feb 23, 2024 @ 7:04pm 
Mod Updated to V5.0. Happy Anniversary to the Empires of Industries Mod!!
highfivingbears Feb 12, 2024 @ 5:19pm 
That's good to hear! I'm excited to see where this mod goes in the future--it really deepens the strategic layer of FotS.
Ricky0527  [author] Feb 12, 2024 @ 4:33pm 
highfivingbears Both those issues are being worked on, especially the modernisation aspect. The ai building only agricultural buildings has been dificult, but i managed a work around that allows you to change the city type as soon as you conquer it.
highfivingbears Feb 11, 2024 @ 10:01pm 
Hey--love the mod! However, it still seems like the AI is only building Agricultural or vanilla city centers, which does slow down modernization a ton.

I'm not sure if you've implemented this as a part of balancing, but it's 1867 and I haven't been able to reach modernization 2. In vanilla FotS, I can always reach modernization 2 and often 3 by 1866. This is pretty much the only part of your mod that I'm not a big fan of. Everything else, I love, especially since it makes economy a bit more challenging--always a bonus!
von Clausewitz Jan 28, 2024 @ 9:00am 
hey, just wanted to say I support your work keep up the great mod
Ricky0527  [author] Jan 21, 2024 @ 5:57pm 
New Update will be coming by February, Mod hasn't been abandoned or finalized yet(life got in the way of things),More to come soon.
Ricky0527  [author] Oct 13, 2023 @ 5:49pm 
WikkiNator, i've noticed that as well but i'm having trouble correcting that, by the next update ill make sure the player can change types of settlements when ever possible no matter what level of settlement you conquer or have.
WikkiNator Oct 10, 2023 @ 7:21am 
The AI only builds Agricultural towns and its making it quite hard to modernize and develop along the different settlement versions
[PBSr]Džibrijel Aug 26, 2023 @ 9:24am 
For anyone wondering why it says outdated thats I believe a bug since I can play it normaly without a problem
TantalusBane Aug 22, 2023 @ 9:42am 
Thank you. Much appreciation
Ricky0527  [author] Aug 22, 2023 @ 7:23am 
Mod finally updated, had trouble with the new mod manager system for the game, but now it should work.
TantalusBane Jul 15, 2023 @ 9:51am 
Hi can you please update for the new mod manager . thxs
Ricky0527  [author] Mar 31, 2023 @ 4:18am 
@gudyrty Thanks for pointing it out! i didnt notice it until now! ill fix it with the new update soon.
gudyrty Mar 30, 2023 @ 11:51pm 
"+3400 per turn to town growth from trade within this province" I'm pretty sure the Small Cannery isn't supposed to do that?
Ricky0527  [author] Mar 9, 2023 @ 1:10pm 
@Caballero Quimera Of course! Enjoy!
Mascarada Mar 9, 2023 @ 1:06pm 
Thanks! Cool of you. I'll try it out rn.
Ricky0527  [author] Mar 9, 2023 @ 1:05pm 
@Caballero Quimera No the Bloodpack isnt necessary, i just put all the relevant FOTS Dlc to make sure it was compatible with all of them! So feel free to download without worries!
Mascarada Mar 6, 2023 @ 12:38pm 
This mod sounds awesome! Is the blood pack really mandatory tho? I don't have it and can't spare the cash for it rn.