Total War: SHOGUN 2

Total War: SHOGUN 2

Extended Clan Unit Bonuses Mod
196 Comments
SomeGuy Mar 17 @ 5:18am 
The mod still works fine in my experience. Just make sure to not use other mods that change the stats of the same units this one does - as then you'll have compatibility issues.

Though you can always manually edit mod files to pick and choose which units they affect if you really want to use 2 balance mods at once.
Hexor Mar 2, 2024 @ 11:31pm 
can you update mod pls
Блядb пиздeц Cyкa!! Jul 15, 2023 @ 8:31am 
Interesting mod... Can anyone tell me if it still works in 2023?
DizzyDog Jun 10, 2023 @ 10:33am 
hi,i'm wondering why yari samurai is buffed,now my ashigaru is so fragile in front of ai's yari samurai sea
Creg Nov 13, 2022 @ 9:46am 
Make ashigaru even cheaper for oda
JungianHustler Dec 3, 2021 @ 5:22am 
this overbuffs nations I feel :(
Tschuangtse Oct 8, 2021 @ 9:51am 
@iMavy24
Are they, though? The Ikko-Ikki considered themself a peasent movement. You can see this in their lack of samurai in favor of larger infanterie corps.
They never really trained for war, it was more or less a by-product.
While I agree that - flavorwise - they should have stronger monks than default I feel like having them somewhere between Oda and Uesugi in regards to military bonuses makes a lot of sense to me.
If anything, I would like this being doubled down on with an economy-bonus / recrutment bonus.
Something like: having a temple gives an extra recruting slot, or monks can "convert" armies as metsuke can bribe them. I don't think this is in scope for this mod, though.
iMavy24 Oct 8, 2021 @ 8:43am 
why Uesugi warrior monks are stronger than ikko ikki monks? ikko ikki supposed to be the monk clan.
Donut Connoisseur  [author] Sep 26, 2021 @ 5:10am 
@Jagerlord Sorry about that. That was unintentional. Now all Hojo Siege Units have 15 units of ammo.
Jagerlord Sep 25, 2021 @ 2:37pm 
It looks like the ammunition of Hojo European Cannons has been reduced from 10 to 5.
Nite_Hawk08 Jul 16, 2021 @ 12:00am 
@Pizza and Donuts yeah I was able to figure that out when i opened it thank you!
Donut Connoisseur  [author] Jul 15, 2021 @ 5:20am 
@Nite_Hawk08 Steam should automatically download the mod after subscribing. Then, the mod loader should pop up when you start the game. At least, that's how it works on windows.
Nite_Hawk08 Jul 15, 2021 @ 1:35am 
don't know if it makes a difference that I am on a mac
Nite_Hawk08 Jul 15, 2021 @ 1:28am 
im new to mods and when i and done downloading it, how to do i actually apply it to my game?
Young Erusean Officer Feb 21, 2021 @ 12:07pm 
Can you enable Takeda Great Guard?
Tschuangtse Feb 6, 2021 @ 4:28am 
@Dreams are memes
I just had an idea regarding the fire cav: would it be possible to reduce to extra damage taken by speak units while also making the unit slightly slower?
This would allow for a charge against spear units, aka heavy shock cav, not with a great result but agreeable losses for creating a breach.
Tschuangtse Jan 13, 2021 @ 7:39am 
@Dreams are Memes
Wasn't a request, don't worry about it.
I just wanted to point up the unit is fundamentally flawed in that regard.
Having a support unit without tanks or damage dealers is pointless and the net damage is higher using two units yari cav than any buff ever could account for.
Donut Connoisseur  [author] Jan 13, 2021 @ 3:39am 
@Tschuangtse I'm sorry but that's beyond my modding capabilities :(
Tschuangtse Jan 12, 2021 @ 11:03pm 
@Dreams are Memes
I don't believe this would solve the issue.
The main problem is that a cav unit is not with your main force.
So, any support value it might have is nullified to an extend.

Only if I run fire cav with yari cav for instance their moral might be higher but when has wavering yari cav ever been a real problem?

Unless you can either create an area of effect buff affecting only other cav units (like def, moral and charge) OR make them less vulnerable by spears (think heavy riders being able to break a yari ashigaru wall frontal) I don't think there is much of a place for that unit to begin with.
Donut Connoisseur  [author] Jan 12, 2021 @ 6:39pm 
@MelillenseDE The additional general skills are intentional :) All generals have the additional skills so i think it's fair.

@Tschuangtse i could make the more defensive by increasing their armor (both mounted and unmounted), morale, and melee defense. But, i need to lower the other stats.
MelillenseDE Jan 12, 2021 @ 1:24pm 
Why do generals have extra abilities? It is not written here that they should have them?
Tschuangtse Jan 12, 2021 @ 7:50am 
@Dreams are Memes
Interestingly enough the changes show up on the unit info card (not talking about the Encyclopedia here).
For Yari Cav they are changed but Fire Cav has default values.
To be honest in the base game Fire Cav was like Yari Cav - just more elite.
I always felt the unit had an identity crisis at hand.

I wonder (going beyond a moral boost area of effect) if the unit can be more unique as support. Problem is: Cav is not meant to be with your main force.
Donut Connoisseur  [author] Jan 12, 2021 @ 3:14am 
@Tschuangtse
Encyclopedia doesn't show the modded values. I'm looking at the modded tables right now. here are the Modded / Default values respectively. NA means i couldn't fine the default values
Melee: 12 / 9
Charge: 25 / 25
Dismounted melee: 10 / NA
Dismounted Charge Bonus: 15 / NA
Melee Def: 7 / 6
Morale: 12 / 12
Armor: 6 / 6
Mount Armor: 6 / 6

The fire cavalry is meant to be a support unit. You could say that they're the extension of a general due to their influence circle. You know what I'm saying? Here's the Modded table [imgur.com]
Tschuangtse Jan 11, 2021 @ 10:54pm 
@Dreams are Memes
I believe I found a bug in the mod:
The Takeda Fire Cav has lower stats than Yari Cav on the Unit card. Testing it in a custom battle verifies this.
Given you wrote "All Takeda Branded Cavalry have significant combat boost." and Fire Cav being superior to Light Cav and Yari Cav I expected them to still be stronger.

Is this intended?
Malagor Złośliwy Dec 18, 2020 @ 11:23am 
ok, thanks.Maybe ronins cant be buffed by these also in vanilla, I didn't check it before.
Donut Connoisseur  [author] Dec 17, 2020 @ 5:08pm 
@Satan's Prophet I don't remember working on retainers. i don't think it's possible for my mod to fix it.
Malagor Złośliwy Dec 17, 2020 @ 10:40am 
Very good mod!But there is one thing - general's retainers that increases accuracy does not work on Ronins with bow :/ is it possible to fix it?
Stud McChad Dec 12, 2020 @ 6:18pm 
@Dreams are Memes - No worries, regardless awesome work.
Donut Connoisseur  [author] Dec 12, 2020 @ 5:42pm 
@Quiet sorry i dont have FotS.

@Reason not gonna lie the modding tool (MMS) fails to load the mod values of the current version of the mod whenever i try to edit it meaning i need to type all of the values all over again. I just tweak the values through Pack File Manager BUT i dont have a reference database/pack file to add a table to remove/edit the unit cap of the unique units. The unit combat stats (morale, attack, def, etc) and unit costs/upkeep/recruit cap don't share the same table. You know what I'm saying?
Stud McChad Dec 12, 2020 @ 1:18pm 
@Dreams are Memes - Love the tweaks to Vanilla, great work most necessary & the rest welcome changes.

One question.. would you consider changing the Unit Limit on Date Bulletproof Samurai from 4 to perhaps 6 or 8? IMHO 4 Just seems to limited, the best you can really do with that is put 2 Units in 2 Armies. There should be a Cap but perhaps more so that 3 or 4 armies can at least field a few. No other Faction that I know of Caps a Unique unit to only 4, it's pretty severe. No stat change from where you have them now, I think that is right where they should be as the Slowest & Heaviest Unit in the game. Just maybe a Cap Increase from 4 to maybe 6 or 8.

One last point on this, the 2 best Musket Troops in the game don't have Caps, why should the Date only get 4 Bulletproof Samurai?! Thanks, just food for thought. If you reject the idea or can't implement no biggie, still going to Sub, Favorite & Award this Mod.
Quiet Dec 4, 2020 @ 1:21am 
Hey Dreams Memes , Can You Make Mod With The FOTS , Cause The Matchlock To Short Comparing To The Sengoku .... :lunar2019scowlingpig:
Donut Connoisseur  [author] Sep 29, 2020 @ 5:58am 
Alright i made some changes to the ikko units. Tell me what you guys think. The reason why I gave the Ronins a good stat boost is to compensate for their fewer troop count per unit.
Vepley Sep 28, 2020 @ 2:58am 
A very great addon, I've been looking for some workshops that tweak and balance units rather than overhulling the whole game. I love the fixes on some units and stats wise. Very good but somehow biased in some areas xD but never the less fun.

P.S. Ikko-Ikki is a powerhouse here, Bow Ronins are somewhat unroutable/unkillable. I just laugh when I played as the Tokugawa and see my Cav gets outlasted by Bow Ronins when the AI stacks them up. :2015cookie:
Since this mod alters all gunpowder infantry, does this result in it being incompatiable with mods that make all gunpowder ranks fire
DubiousDevil Aug 17, 2020 @ 11:59pm 
i feel like this will be so unbalanced, and some of it sounds bias. Why are the ikko ikki troops stronger than everyone BUT the Shimazu only?
K-PUNK Jul 15, 2020 @ 2:10am 
Maybe an update to consider if you ever come back to the mod

(great mod btw, i can barely play the game without it)
Donut Connoisseur  [author] Jun 30, 2020 @ 5:45pm 
@Aun No
K-PUNK Jun 30, 2020 @ 1:57pm 
does this mod do anything for the Chosokabe and Bow Cav?
Corpral_C May 30, 2020 @ 10:42am 
Does this mod work with Jaki's Unique Factions mod?
Corpral_C Feb 18, 2020 @ 2:15pm 
Are the unit numbers for the Ikko Ikki decreased?
Delanding Sep 11, 2019 @ 12:31am 
could you make the base hero's actally op? There siz will sill be a issue but it be cool if ther were like super soilder who can be thrown into a gap in your line? Also I kinda like if the smuria reteners got a bit bufed, would make better sense but idk if that is possible
GhostyGG Sep 2, 2019 @ 2:53pm 
is there any way for me to see the exact numbers changed?
B L A C K Jul 9, 2019 @ 2:33am 
Is this compatible with Jakis unique faction mod?
piggy lmao Apr 8, 2019 @ 7:17pm 
@LaseRaptor this mod only give yari wall to yari samurai, not all infantry.
And follow up question: Since yari samurai have yari wall and their stats aren't half bad, is naginata samurai even viable? I used to use naginata samurai as the main anti cav infantry but since yari samurai is so buffed, with super high defense make them a very good holding unit for hammer & anvil tactic and super good anti cav. I think yari wall on yari samurai can destroy no-dachi, naginata and can survive katana samurai as well.
Dżordż Żukow Feb 4, 2019 @ 5:13am 
Do you have a version of the mod that doesn't add yari wall to all infantry? I personally think that it makes them too imba
Ville Valste Jan 7, 2019 @ 8:29am 
Does this work with the Japanese unit names mod?
surco Jan 3, 2019 @ 2:11pm 
Good job with the mod. Have you also tuned Chosokabe Daikyu Samurai stats? Their numbers seems bit low.
Donut Connoisseur  [author] Dec 19, 2018 @ 7:05pm 
@sammrs91 they wont be. i'd suggest looking at their unit card and use the encyclopaedia for reference/comparison to see if the mod works. Sorry for the inconvinience.
Slinks Dec 19, 2018 @ 10:34am 
@blueshift09 Apologies if asked previously but will these changes come up in the Encylopaedia? As currently they don't and I can't tell if they work or not lol
PhanQuan Oct 22, 2018 @ 6:43am 
Hello BlueShift, did the Takeda's Fire Cavalry has fewer stats than the Yari Cavalry?, it cost higher but have fewer stats which is stranger.
Very good mod anyway, thanks.