Total War: SHOGUN 2

Total War: SHOGUN 2

Main Campaign Economy Overhaul Mod 2
20 Comments
greek_potato Jan 9 @ 1:26pm 
Thank you for this amazing mod. Imo it should have been included in the game CA gave us so as to add a little strategic depth other than cheated AI armies and a micro-fest. However, becuase building descriptions are bugged and names aren't shown properly much less the whole cyclopedia page.

Could you create an excel spreedsheet with all of the chains and bonuses they provide? I would love if you have the kindness to do so.

Still tho thanks for the mod.
Vzor24586170 Sep 27, 2024 @ 4:08pm 
could a version of this be made where it is just the clan chain, the food storage chain, the cultural chain, market chain and the port chain but nothing else.
GeneralTso  [author] Jun 17, 2024 @ 2:51pm 
Yes, thanks.
KrzyX Jun 14, 2024 @ 5:17am 
Hello could I take your mod remake it and used in my dynamic units cap mod? I will give u credits :) :steamhappy: :AngrySword::AngrySword::AngrySword:
Sisium Sep 2, 2023 @ 2:02pm 
I played the mod for several hours, and I will keep my comments as simple as possible:

1. Economy Buildings are too OP and need to be reduced or nerfed: you get to a point, when you control around 15 to 19 provinces, where the income is insane, I'm talking of an income of 20000 koku per turn + the upkeep of a significant amount of fleets and armies, this is way above what one can spend and makes you extremely OP.
a possible fix for this issue would be to limit the number of town Centers or Shindens you can get to 1, since the give way too much koku.
2. Having 10 Metsuke is OP Example: in my most rich provinces I had a Tax return rate of 99% using metsuke, which is insane and extremely OP.
3. Additional fields is useless: the ikko religion spread is not worth it, and I always had a crazy food surplus anyways. its a good idea but needs rework.
Idea: Explore the possibility of getting Ronin or Loan Sword Ashigaru units out of this building so ithe Ikko Faith spread is worth it.
horselats Aug 20, 2023 @ 5:08pm 
The strength of Shogun 2 was in it's simplicity. You probably started with a noble cause and a single build chain, but when you got to tinkering those charts, your mod evolved into a massive, autismo nightmare. I can tell you right now, and anybody whose played this game should know: one geisha is genocide, four is mass extinction. If you can't keep your hands off the agent tables, I can't take the rest of your mod seriously.
Pytherex Jul 29, 2023 @ 1:22pm 
Hi, if you were to summarise the aim of this mod how would you describe it?

I see the changes you've made but at first glance it just all looks like numbers to me. Thanks
GeneralTso  [author] Jul 28, 2023 @ 11:38pm 
Hi all!

I originally intended to update the mod today, mainly to nerf the castle garrison and add some extra buildings on specialty resource chains. Unfortunately, the new mod manager is taking forever to upload the mod, so I am unsure if that is going to happen. In the meantime, here is the mod for anyone interested in manually installing it:

https://drive.google.com/file/d/12n6izz9FCtbDdFFT6edPaEby9IpnpbSD/view?usp=sharing

2023-7-28
GeneralTso  [author] Jul 22, 2023 @ 9:50pm 
Regarding alternative language support, I currently do not know how to implement it. It is something I wish to revisit in the future, when I learn how to do it. If anyone knows how to do it, please feel free to do it and publish it. I currently only know English, Chinese, and a little German, so I welcome anyone that knows other languages to collaborate on the translation.

关于其他语言的版本,我目前不知道怎么加其他的语言。以后我学会了,我就会发布其它语言的版本。如果任何人会做的话,请随意去做,并发布。我目前只会英文,中文,和一点德文,所以我很欢迎和懂其他语言的作家合作。

Thank you all!
GeneralTso  [author] Jul 22, 2023 @ 9:50pm 
Thank you all for the feedback. It certainly seems that the extra castle garrison is a bit unbalanced. I'll have that moved to a separate mod in the near future. I'm very glad to hear your opinions and feedback on this mod.

Regarding the suggestion to make a garrison building to lower the upkeep of station troops, I don't think this is possible at the moment, unfortunately. I think that would be an awesome idea if it were to be implemented.

A lot of modding revolves around overwriting database values of vanilla/unmodded game contents (such as changing the cost of existing building) or reusing existing game mechanics by duplicating database tables (such as making a copy of the market building chain, thus making a second market chain- basically the cultural chain I added in this mod).
if have chinese , it shall be better !!!
very nice mod , thank u for a lot !!!
BertiBert Jul 11, 2023 @ 9:17am 
I really enjoy the mod and the level of depth it brings to the economy. feels way better to build up and not being always on the warpath to capture more town and actually getting some decision making like we had in rome 2 that sadly got lost in the more recent titles

The biggest problem i have is the INSANE garrison buff for the player.


4 EXTRA ashigaru lv1? the ai wont be a threat on any level below very hard for most of the game. they need like 2 stacks of grinding attrition to get that town since it is way to easy to abuse the ai behavior in sieges to force bows to climb and just slaughter them with yari walls.

1 or 2 would have been plenty.

If i may propose an idea.

How about a garrison building that reduces the upkeep of stationed troops?

This would give the player another level of interaction while also requiring active input and waging pros and cons towards devoting a building slot to it.

(i be honest i have no idea of modding and if this is even possible in shogun 2)
Poskitt9922 Jul 10, 2023 @ 1:53am 
Sounds like a good fix :)
GeneralTso  [author] Jul 9, 2023 @ 2:26pm 
Hi!

Thank you so much for your kind words and feedback!

Unfortunately, the extra garrison strength results in cities being harder to take. I originally intended to slow down the snowballing of the clans' power from conquering provinces by adopting Total War Three Kingdom's garrison mechanic. However, the tradeoff is the negative effect on the Ikko Ikki's play style. I currently do not know methods to mod rebellion sizes to compensate for this.

To address this, in the next update, I would probably move the extra garrison feature into a separate new mod, so that players can have more control over the features in their modded games.

Thanks again for your feedback!
Poskitt9922 Jul 7, 2023 @ 5:46am 
Hey

Have to say I love this Mod, has really breathed new life into Shogun 2 for me :) so thank you so much.

Only slight issue I have noticed is it actually makes playing the Ikko Ikki Campaign more difficult if relying on causing Ikko Rebellions in other clans lands; as while the additional farms help spread the Ikko Faith more quickly the increased garrison size at all levels of castles mean Ikko rebellions in provinces almost always fail.

Simply due to the average size of Ikko Rebel armies that spawn vs the garrisons, now they're almost always outmatched even without there being an actual army in the province.

Over than that though absolutely amazing :)
GeneralTso  [author] Jul 2, 2023 @ 6:30pm 
Thank you! :CrossedBlades::CrossedBlades:
Degen Specimen Jul 1, 2023 @ 9:26pm 
This is the best mod for overhauling Shogun 2 IMO! There are plenty of world map overhauls, new siege maps, and a million unit mods. Most of which seem to work quite well with this mod installed on top. Economy overhaul with a troop pack and new maps is amazing. The true 2023 Shogun experience. :papyruswacky:
GeneralTso  [author] Jun 12, 2023 @ 11:55am 
Thank you! Glad you found it interesting
Wolliver Jun 11, 2023 @ 5:26pm 
Looks nice! Shogun 2 has tons of unit mods, but not so many building mods. This is nice, gives a reason to build something other than the standard market + temple + sake den in non-recruitment provinces.