Total War: SHOGUN 2

Total War: SHOGUN 2

Expanded Japan (Portugal 12-TPY) [More Clans Playable]
235 Comments
EnumaEllis Jun 26 @ 4:12am 
Does this mods add in new regions like the other Expanded Japan mod?
Deep Space 69 Jun 19 @ 11:00am 
Bug: Ashigaru Bowmen make matchlock shooting sound
JDS03111990 Jun 10 @ 4:24pm 
For some reason land battles keep crashing. I can't figure out why. Sea battles and the campaign are fine, but land battles crash as soon as I hit the load screen.
Nanachi's娜娜奇 Jun 7 @ 7:43am 
Hello, I would like to ask how to modify the area that a clan needs to occupy
skoobeldoobel Jun 3 @ 9:16am 
I would recommend making musketeers 150 range (similar to sharpshooters) and arquebusiers 125 range (similar to matchlock hero samurai, or line infantry), like in the original mod.
skoobeldoobel Jun 3 @ 9:11am 
Portugese Arquebusier and Musketeers are way overtuned compared to the original Portugese mod. Them both having 200 range is just insane lol (especially the arquebusier, which is a matchlock unit). In fall of the samurai, set in the 1860's with modern rifles, sharphooter units only have 150 range, while regular line infantry has 125. I don't really understand why you decided to massively buff them in this mod, when they are already incredibly powerful in the original Portugal mod
RedFoxxx666 May 29 @ 6:25am 
Am I the only one having a hard time with bow men sounding like matchlocks ? Why is the sound effect so wrong and can we fix it ?... otherwise great mod.
Three Dog 47 May 12 @ 10:33pm 
葡萄牙的科技有问题,皇家狙击手放在弓术靶场解锁就不合理,火炮科技应该放在火器工厂解锁而不是弓术靶场,太混乱了。
Callumander May 2 @ 10:24am 
The besterios unit for portugal crashes the game every time. pls fix
Toast Apr 16 @ 5:38pm 
This is a very fun mod, adds a lot of variability to gameplay.
PootinApologist2333 Mar 28 @ 12:31am 
so i CAN form oversea trade routes, no one wants to trade though; guessing thats a feature? makes sense if it is although its a little miserable because of that early economy
PootinApologist2333 Mar 28 @ 12:10am 
also i had played an oda campaign and was able to form over sea trade routes, currently doing a portugal one and i still havent been able to
PootinApologist2333 Mar 28 @ 12:09am 
portugal needs cheaper militia troops (in terms of recruitment cost) early game is too slow.
PootinApologist2333 Mar 27 @ 11:16pm 
otomo's start is basically impossible because of all their vassals drawing them into an immediate war with portugal while theyre already dealing with like 3 other factions, can you get rid of their vassal so you dont get sucked into that war so fast?
PootinApologist2333 Mar 25 @ 2:02pm 
i dont think any clans have available trade routes...
ShermanXTsubaki06 Feb 18 @ 5:49pm 
Thanks for creating this mod, i've been looking for an all playable faction version of expanded japan
CELTÍBERO Feb 5 @ 3:16pm 
One question, are the portuguese arquebusiers and musquetiers suppouse to have 200 meters range?
I understand the musquetiers but the arquebusiers...
They also have 200 men and the arquebusiers reloud faster.
I don´t know if is like that the mod or is a bug, but I think that the arquebusiers should have a 150 meters range and the musquetiers 160 men as much.

For the rest, the mod is very good, nice job to the debelopers
Skilling4killing Jan 30 @ 2:53pm 
It seems that due to the tech tree for the Portugal faction being altered it is interfering with the "updated regional buildings mod" by Hauser and other similar mods which provide aditional bonus when researching heaven and earth or tea ceremony. Is it possible to fix this somehow so I can use the buildings from these mods? It does not cause any crashes, it is just that the buildings are not available for the faction. When playing as other factions the mods work just fine, so I believe the problem is in the tech tree alteration.
艾露莎蕾 Jan 26 @ 11:54am 
I'm not sure if it's a mod issue, players don't have a threat to the Shogun, The tolerance is too high, it won't trigger the encirclement network
wither Jan 15 @ 1:44pm 
Not sure if its a mod error. But the campaign's ive been starting, at least 5 clans declare war on me within a few turns regardless of faction picked.
geomek Nov 5, 2024 @ 10:00am 
ive conquered half of japan as portugal and realm divide still has not hit yet.
CS Oct 27, 2024 @ 3:40pm 
can you add Portuguese voices in battle?
geomek Oct 26, 2024 @ 8:47pm 
Is there an ancyclopaedia for all the units in this mod?
fuwuviヅ  [author] Oct 24, 2024 @ 11:16am 
You must use higher resolutions, something like 16:10 or 16:9 [1920 x 1080 or higher] to view the UI. if you can't use higher resolution, there's a settings in nvidia/amd/intel called display scaling iirc.
redfox4755 Oct 23, 2024 @ 9:17pm 
hey for some reason when i go to do this in MP where i go to select a country its invisible it used to only do it when i hosted but now its doing it when i join my friends
fuwuviヅ  [author] Oct 13, 2024 @ 7:14am 
It has been awhile everyone. It seems the mod doesn't work with other OS besides Windows 10/11 OS, therefore I recommend not to use this mod if you're not using Windows 10/11 OS. For the future bug it would take maybe months before it's fix released, the only reason is that I am quite busy with other stuff so you may fix it yourself or ask someone for the meantime... the mod is for everyone to use and modify privately unless the other authors permits you, then you may do it publicly and publish it anyway. Ty everyone I hope u understand.
DietDR.Price Oct 3, 2024 @ 7:06pm 
Cant even load my saves for the Portugal campaign I did.
fuwuviヅ  [author] Aug 21, 2024 @ 6:34pm 
Try the FAQ Potential Fixes in the Description.
ChapterMasterMal Aug 21, 2024 @ 6:31pm 
For some reason when i load the game up with just this mod active it doesn't display near as many factions as it's supposed to.
BigGamingGamerMan Aug 19, 2024 @ 1:52am 
It seems that the realm divide problem is still here
kazuyeah Aug 15, 2024 @ 5:20am 
why would you not want portugal
fuwuviヅ  [author] Aug 11, 2024 @ 11:16pm 
@黛玉秦文子, Yes, there is, but I don't know how to do it.

@absie, I've increased the Realm Divide and Shogun Threat it should be doable now.
absie Aug 11, 2024 @ 8:41pm 
not sure which mod is responsible but realm divide starts WAY too early, i'm at 16 provinces and already had the entirety of japan declare war on me, this wasnt a problem on other expanded japan mods because they changed how much fame you needed for that to happen.
黛玉秦文子 Aug 5, 2024 @ 1:32am 
It is crashing after 30 turns, is there any way to decrease amount of clans?
Lenny_Froggins  [author] Jul 30, 2024 @ 12:41pm 
@kocheng_oren Should have just fixed the Culverin. Also gave the Yumi Kumi arrows same damage and samurai. Try it out.
Lenny_Froggins  [author] Jul 30, 2024 @ 9:12am 
@kocheng_oren I both fixed their reload glitching and lowered the base innaccuracy spread a little. Am still testing as I play.
Miyashita Touka Jul 30, 2024 @ 8:59am 
@lenny
yeah i'm using your patch along with FCS. Yumi Kumi was more useful at least.
Lenny_Froggins  [author] Jul 30, 2024 @ 8:51am 
@kocheng_oren Are you using my compatibility patch? It is still a work in progress. I am working on Cannons right now. Removing explosive shells from Culverin and adding Grapeshot.

1) Models in this mod are representational. The culverin would have had little baby wheels, and wasnt breechloaded, but I am not a modeler nor animator, just a humble modder making a game more fun. :)

2) I am also still working with Archer balance :)

It's a work in progress. I highly recommend Lenny's Compatibility Patch + FCS + this mod. I have added a bunch of stuff to Portugal, the base portuguese mod that fuwuvi took from is barebones. A lot was broken. I had to fix ships bigtime for instance.
Miyashita Touka Jul 30, 2024 @ 2:57am 
also thanks for the description of Amako Clan "Master of Tax Evasion", i laughed.
Miyashita Touka Jul 30, 2024 @ 2:53am 
are culverin actually breech loaded? also please correct me if i'm wrong but why are they also using explosive ammunition, aren't solid shot more common in this time period? tbh they seems to be based on reskinned armstrong guns from FOTS.
fuwuviヅ  [author] Jul 30, 2024 @ 2:46am 
That doesn't happened to me. Check if you have a conflicting mods or old mods and yes it might be an issue with load order.
Millennium Jul 29, 2024 @ 7:53pm 
Portuguese muskets seem to have cannon sfx, but havent noticed an issue with their other gunpowder units like the arquebus. Is there an additional mod im missing? Perhaps an issue with load order?
Lenny_Froggins  [author] Jul 27, 2024 @ 2:27pm 
Since I mostly used your caps from the FCS Compat mod you made in my file, I just need to copy over the effect_bonus_value_unit_recordsblahblah folder over?
fuwuviヅ  [author] Jul 27, 2024 @ 2:09pm 
Regarding the special units for each minor clan, they do not replace vanilla units but introduce a new entry in the db tables, slightly or significantly stronger than normal units. If this disrupts balance, the dynamic unit cap mechanic may be necessary.

Regarding the merchant caravels, I understand your decision, so I will leave that choice to you.

Lastly, the revolts in all the minor clans that were made playable are intended, as the Original Expanded Japan did not revolt them. Whether or not I decide to add the revolt is uncertain, as it would consume considerable time due to the numerous clans to be included.
fuwuviヅ  [author] Jul 27, 2024 @ 2:09pm 
I understand, no worries.

Your understanding is accurate. To implement these mechanics with the units in this mod, I utilized the "effect_bonus_value_unit_record_junctions_tables" and adjusted the "Total Cap" entries in the units_tables, ranging the total cap from 2 to 17 based on FCS caps. The "effect_bonus_value_unit_record_junctions_tables" is where the dynamic unit cap for the selected units operates, and for the building value, it was within the "building_factionwide_effects_junctions_tables."

Your understanding is the same as my understanding, and it might be prudent to seek Chewie's input.

If you wish to explore the dynamic unit cap mechanic, here's a pack file showcasing how I integrated it to function in a submod like yours: https://drive.google.com/drive/folders/1P5Cc-p9qy-wwsx7M6uEgFpck3DWYXP-r?usp=sharing
Lenny_Froggins  [author] Jul 27, 2024 @ 12:48pm 
OH. And it seems like if there are revolts on Goto and Tsushima islands...the revolting armies do not spawn on the islands...intended?
Lenny_Froggins  [author] Jul 27, 2024 @ 12:45pm 
I am getting back into modding after a long time so bear with me if my questions are dumb:

-My understanding of the dynamic cap is that each building adds something like +1 ashigaru. Then any unit classified as ashigaru should be affected, no? I havent really looked at it the mechanic. I can ask @Chewie too. If you know the answer to where in the files this can be done, please LMK.

I havent played any of those factions yet: do the special units replace the standard units? Because if not, I would actually tend to leaving a hard cap into represent special trained units vs peasant levies.

-Right now in my file the merchant caravels are 150/90 before the campaign affects it. Right now if I load my port game (with tech and stuff) I get between 175-235 income per ship depending on the node's quantity. The upkeep is 105. Median being double profits seems very Portuguese but I dont want to make it too easy for the player. One reason to keep a cap is that the other port ships can trade too
fuwuviヅ  [author] Jul 27, 2024 @ 12:16pm 
@Lenny_Froggins, I understand. Best of luck with the Ikko Ikki clan. I don't have detailed historical research on Portugal to suggest new units; I simply integrated them into the Expanded Japan mod. The Portugal faction units were created by several modders credited in the credits section. From my perspective, the unit additions and changes you've implemented are excellent and would enhance gameplay. Introducing new units will surely add excitement to the game.

Regarding the merchant caravels, I primarily use them for trading in trade nodes. Therefore, I believe their cost(make it 169) and upkeep(maybe a little bit more 110) should be reasonable. As for the unit cap, maybe capping it at 10 and incorporating the dynamic unit cap feature from FCS could be beneficial.

Do you have any plans to include the dynamic unit cap feature(the thing that have +1 units +2 units in the buildings etc) from FCS for the unique units of this mod in your compatibility patch?
Lenny_Froggins  [author] Jul 27, 2024 @ 11:45am 
Oh I hadnt gotten the high enough fortress. It was late. I am gonna be playing Ikko Ikki now with FOW off to balance. This will be a good opportunity to see what the AI Portugal does.

I am not strictly following History with Portugal. Is there any more flavor you think they could have for their armies?

The last thing I am thinking is to make a Carabineiro foot unit. Basically:

Musketeers: 200 men, no all ranks fire (which is an FCS choice for the Teppo to make them more dynamic for battle feel), weak melee, best gunners, uses long matchlock

Arquebusiers: 160 men, has all ranks fire, ok melee, uses standard tanegashima matchlock like everybody else

Carabineiros: 120 men, has all ranks fire, good melee and armor, uses same 150 range carbine as the cavalry, with less ammo.

Only thing I think needs real balancing is how expensive to make the no-cannon merchant caravels? Is 177 cost, 105 upkeep reasonable? Set the cap at 25 so those can only fully inhabit 2.5 trade nodes.
fuwuviヅ  [author] Jul 27, 2024 @ 10:38am 
The Grenadier unit is a welcome addition; it reminds me of Hojo's fire bomb throwers. Also, both the Goto Islands and the Portugal Faction receive the Nanban port after constructing the trading port, just like in the vanilla game.