VERSION 1.81 - Some Fixes
NOTE: You need to start a new campaign to get the sound bug fixes applied to all units.
Fixes
- Fixed some more sound related bugs with archer units.
- Otomo can now recruit heavy matchlocks.
VERSION 1.8 - FotS Patch Compatible
NOTE: I removed all movement reduction variants from the mod to make the mod compatible with my FotS mod. For S2/RotS movement in battles is still around 30% slower then vanilla.
HIGHLIGHTS
Naval Gameplay Revisited
Many thanks to weirdoascensor to let me use his ship ideas as well figuring out some stuff about ship editing!
- Reduced range of bows in seabattles.
- Increased power of matchlocks in seabattles.
- Removed mines from Rocket Kobayas.
- A number of smaller balance changes for ships.
- Matchlock Kobayas and the Bow Siege Tower Bune are available earlier.
- Added Mori versions of the Yumi Siege Tower Bune and the Rocket Kobaya (cheaper and higher moral).
- Wako pirates can have Sengoku Bunes.
-
NEW SHIP: Heavy Matchlock Kobaya (Shimazu and Otomo only)
-
NEW SHIP: Hojo Mortar Kobaya (Hojo only)
NEW PLAYABLE MINOR: Miyoshi
"Times are changing. The Miyoshi have long served the Hosokawa family as vassals. However their overlord’s greed and internal division have presented opportunities. Opportunities never present before, and unthinkable before…. Now in times of chaos, where the strong have shown pitiful weakness, the lord Buddha’s teachings must be followed, it is finally time to make the family the most outward circle! The opportunity is now! One of the most magnificent fortresses in Japan was completed under the close eye of Yukinaga in 1521. Built for the Hosokawa’s ambitions, the magnificent fortress of Saki in Settsu, nicknamed the "Mandokoro," commands access to Hokkaido and the Miyoshi’s native land of Awa across the strait. More strategically, it also commands all eastern approaches to Kyoto, giving the Miyoshi a very solid position indeed."
Faction Bonuses: "Masters of Fortifications" (-5% building costs for castles; -10% building time for castles; 15% higher reload rate for infantry bow units)
Special Unit: Miyoshi Bird Archer Ashigaru - Rapid firing veteran ashigaru archers (unit cap of 4)
NEW PLAYABLE MINOR: Hatakeyama
Faction Bonuses: "Masters of Farming" (10% increase in farm income; +1 food production)
Special Unit: Hatakeyama Daisho Household Samurai - Improved version of the Daisho Household Samurai
OTHER CHANGES
Fixes
- Fixed too much starting money for Mogami
Campaign Related Gameplay Changes
- Integrated Apk's ambush mod into the main file.
-
NEW UNIT: Daisho Household Samurai - The elite version of the daisho (katana/bow) samurai for all factions
-
NEW UNIT: Hatakeyama Daisho Household Samurai (improved household unit for Hatakeyama only)
-
NEW UNIT: Miyoshi Bird Archer Ashigaru - Rapid firing veteran ashigaru archers (unit cap of 4)
-
NEW AOR UNIT: Miyoshi Bird Archer Ashigaru - Rapid firing veteran ashigaru archers (available in Awa, Awaji and Settsu; unit cap of 2)
-
NEW TRAITS: Generals spending a lot of time as governors in cities can acquire the "Understands People" (+1 provincial happiness) and the "Social Studies" (+4% civil research) traits.
- Raised accuracy and reload bonuses of bow techs.
- Increased bonuses of highest level military techs to make them more worthwhile.
- Reduced ammunition count for most units to make ammo related techs more important.
SPECIAL CREDITS
- Apk for his ambush mod
- weirdoascensor for some ship ideas
VERSION 1.7
Fixes
- Fixed recruitment of Tae-yari Ashigaru in castles.
- Added missing Oda Tae-yari Ashigaru.
- Added missing spearwall ability to Oda Tae-yari Ashigaru, Ikki Ikki Tae-yari Ashigaru, and Tae-yari Ashigaru Garrison units.
- Fixed wrong projectile stats for Chosokabe Daikyu Masters.
- AI armies should have less ranged units (fix probably needs a new campaign to work)
- Fixed pike & shot ashigaru not properly used by the BAI.
- Hopefully fixed bribing super metsukes of the Ashikaga Shogunate.
Battle Related Gameplay Changes
- Added +2 to the defence of all units to slow down battles a bit more.
- Increased the moral bonus for gaining experience. The maximum is +9 moral instead of +5 moral (each level adds +1 moral).
- Ranged units (especially matchlocks) can hit enemies on walls better.
- Reduced melee and defence of all matchlock, firebomb, firerocket and artillery units by 1.
- Reduced ammo of matchlocks to 15.
- Reduced bow ranges in land battles slightly.
- Rebalanced matchlock and bow units: Matchlocks are better against low number of troops in strong armor, while bows are better against lager numbers in weak armor. Pitted against each other matchlocks are slightly superior. Both have a much higher kill rate at close range.
- Reduced armor of monks units by 1.
- Pike & shot ashigaru now use long pikes and have a higher rate of fire.
- Changed generals unit into long range horse archers. This should make AI generals less suicidal in battle.
- Readded the use of katanas for yari/tae-yari ashigaru. Removing katanas made these units far too powerfull when using spearwall.
- Reworked Ashigaru Sharpshooters (reduced men from 100 to 80, but improved accuracy & reload, gave them greater range and light infantry behaviour). Unit is now superior in long range firefights.
- Reworked Shimazu Heavy gunners (greater range plus body piercing but lower accuracy, reload rate and ammunition). Use this unit for devastating enfilade fire from the flanks.
Ashigaru Sharpshooters in light infantry formation
Campaign Related Gameplay Changes
- Reworked the costs all economy buildings.
- Improved CAI of Hattori, Ikko Ikki and Tokugawa.
- Increased movement range of ships in the main campaign.
- Reduced research costs in the Shogun campaign by 20% to allow for quicker research.
- Split the ammunition bonus into one for siege/gunpowder units and one forn bow units. The tech tree was updated accordingly.
- Added global upkeep bonuses to the techs for spear, sword, bow and siege/gunpowder units.
- Reduced recruitment time for early ashigaru to one turn.
- Bulletproof samurai need an armorer for recruitment.
- Added some optional submods which increases the campaign movement rate of all units by 25% or 50%.
RotS Compatibility Changes
- All core gameplay mechanics of TROM3 now work with RotS.
- Adjustments to the economy, building and technology effects.
- Changed victory conditions for greater freedom of play.
- Removed AI cheats that replace low level units with free high level ones (no more 19 samurai + general AI armies in the early game).
- Extended length of RotS campaigns.
- Added naval abilities (flaming arrows; warcry; battlespeed) to pirate ships.
- Added unit caps for samurai (20) and monks (15).
.
VERSION 1.51
Highlights of this Version
New ZEN building and technology chain.
Randomized starting help for major factions. No two games are the same now!
Rebalanced unit costs for bigger armies.
5 playable minor factions complete with victory conditions and faction specific bonuses.
5 new units (including a spear and bow hybrid unit).
Fixes of 1.51
- Fixed a problem with Oda and Hattori not being able to recruit AOR units (you need to start a new campaign).
- Major AI clans should no longer get extra units at game start if they are your neighbours.
TROM3 Battle Changes
Gameplay Changes
- Lowered incendiary chance of naval projectiles by 50%.
- Lowered the timeout for a number of abilities from 5 to 4 minutes.
- Active hiding runs for 90 sec now (was 60). This should make ninja s more usefull especially in sieges.
- The basic movement speed reduction submod for TROM3 (-30 % speed reduction) is now integrated into the campaign and battle mod pack. If you want to play the mod with any other speed reduction install the appropriate submod.
- Experience has an higher impact on the shooting skills of ship crews.
Unit Stats
- Tachi cavalry is equipped with additional bows and 6 arrows.
- Changed armor and defence stats of the bulletproof samurai since the bulletproof ability was fixed by CA in the latest patches.
- Unit strength of nagae-yari and pike & shot ashigaru was reduced from 240 men to 200 men.
- Reduced defense of all units with spearwall ability by 1 (spearwall is extremly powerfull).
TROM3 Campaign Changes
Playable Minors
NOTE: Read the readme for the playable minors submods for instructions how to start a campaign properly!
Otomo
The Otomo are bound to christianity as their faction religion. They start with two provinces, a Nanban trading port, a missionar, a small army with two units of imported matchlocks, and a small fleet ready for action.
Faction Bonuses: Masters of Faith - Cheap imported matchlocks, higher religious conversion rate, high army moral
Special Unit: Samurai Heavy Gunners (from Sengoku Jidai DLC)
Gameplay Tips: You start with two enemies right at your doorsteps. Crush the Shoni while blocking the strait to the mainland with ships. A quick move is adviced before the Shimazu can knock at your southern doors. The imported matchlock units you start with can be very handy in battle.
Imagawa
Those who live by the sword die by the sword. The Imagawa family has turned Suruga province into one of the largest trade centers outside of Kyoto. Although not descendants of the highest nobility, the Imagawa have acquired great honour from a line of the ablest administrators in the land. Today their power is more modern, rooted in the coin, the trained peasant, and the careful word.
Faction Bonuses: Masters of Trade - higher tax and trade income, greater economic growth
Special Unit: Mounted Gunners (from Sengoku Jidai DLC)
Gameplay Tips: You start with a comfortable strength and Tokugawa as your vassal. Oda is your natural opponent at first, but you also have to keep an eye on your neighbours Takeda and Hojo.
Honma
The Honma were included as playable minors because of their interesting starting position on an island north of mainland Japan. They are traders and seamen.
Faction Bonuses: Masters of Sea - cheaper and experienced ships, greater range for ships, higher trade income
Special Unit: none
Gameplay Tip: Build up a fleet that protects you from invasions and allows you to strike anywhere you want along the coast.
Mogami
The Mogami are natural opponents of the Date clan in the north of Japan. They became very powerfull during the Sengoku Jidai period and were famous for their cunning strategies at war.
Faction Bonuses: Masters of Strategy - land units have increased campaign movement range, replenishment bonus, lesser administration costs
Special Unit: Mogami Bushi Militia - A mixed unit with spears and some bowmen in the front line. Better trained then starting ashigaru (cap of 5).
Gameplay Tips: Beat Date to control the north of Japan undisputed. You next opponent will probably arise out of the struggle between Uesugi, Takeda, Hojo, Tokugawa and Oda.
Asai
The Asai are reputed for the beauty of their daughters, with frequent suitors knocking at the gates of Odani, diplomacy forgotten, eager to negotiate terms of marriage. A refined and traditional family, Sukemasa himself is famous from East to West for his poetry and flower arrangement, as is clear from the respect which his fellow lords accord him. As he is artistic, he is innovative in war, the new model army which he created is an emblem of discipline and trained tenacity, but other daymio have understood the value of trained ashigaru and are preparing to repave an even ground.
Faction Bonuses: Masters of Beauty - diplomacy bonus, research bonus for civil techs, experienced ashigaru
Special Unit: none
Gameplay Tips: Surrounded by 3 major factions forming alliances and building up strength before striking at any weakness may be wise.
ZEN Temples
Unlike some other buddhist sects, the Zen buddhist temples were not much involved in the political struggle during the Sengoku Period. However, many samurai were influenced by the Zen philosophy and practice and became followers of Zen. Zen also played a big role in the cultural development of Japan before and after the Sengoku Jidai period. In TROM3 Zen temples don't recruit warrior monks and their conversion rate is lower then that of standard buddhist temples. Instead they stimulate research in both the civil and military field and increase the experience level of all samurai units recruited locally.
- The basic buddhist religious building is the buddhist shrine that can be developed into a normal buddhist temple or a Zen temple.
- New Zen building line with 4 new buildings: Zen Buddhist Tempel, Zen Monastery, Zen Temple Complex and Famous Zen Temple
- All Zen temples increase the experience of Samurai units recruited locally.
- All Zen temples increase the research rate both in the civil and military area (the research rate of standard buddhist buildings was reduced somewhat).
- Zen temples can recruit monk agents but have a lower conversion rate and can't recruit warrior monks.
- If you have a zen monastery or higher building you have a chance to recruit a wandering yari, bow or katana hero.
Hattori Revamp
NOTE: I suggest to use the ambush deployment mod by Akp with TROM3. It's already bundled with the TROM3 installation files, so just copy it into your /data directory.
- Hattori infantry ashigaru and samurai units are no longer able to setup anywhere on the battlefield. They can hide easier on the campaign map instead (with the "paths seldom trod" ability). This makes kisho ninjas and bandits (nobushi from the DLC) more valuable.
- Hattori kisho ninja are available earlier, have a higher unit cap (5 instead 3) and don't need silk as a requirement.
- Kisho ninja masters (new hero unit) are available eralier and have better stats.
- Action costs for Hattori ninja agents are reduced by 5%.
- All Hattori generals get the new Ninja Strategies trait (+1 command when ambushing).
Building Changes
- Rearranged garrison units slightly to achive a more logical progression.
- Replaced yari ashigaru with tae-yari ashigaru as garrisons for lvl 3-5 buildings.
- Fixed missing garrison building.
- Removed building restructions for lvl 3-4 markets and stealth buildings (they didn't work as intended). Normal markets and sake dens still have a building limit of one, but as soon as you upgrade them you can build another one.
- Removed building restrictions for large resource farms to allow for more food production.
Recruitment Changes
- Increased campaign recruitment costs of all units by a flat amount of 200 koku. This change makes higher level units more cost effective (previously costs roughly resembled combat power, which is ok for custom battles, but does not take into account research effort and longer build times for higher level units in the campaign).
- While recruitment costs are increased, upkeep is reduced from 20% of recruitment costs to 10%. The net effect of this is that both player and AI can field more troops, but building up an army or replacing losses is more expensive and takes more time if you don't have the money at hand. Recruitment cost bonuses are now more worthwhile to get.
- Unit cap for kisho ninjas was lowered from 4 to 3, but raised for Hattori kisho ninjas (from 4 to 5).
- The Ikko Ikki can now recruit naginata sohei cavalry in the campaign.
- Raised unit caps of basic ashigaru from 10 to 15 (ikko ikki 20) to allow for more troops until you research advanced ashigaru units.
- The basic monk units (hoshi musha) can be recruited without a weapon dojo as requirement. This makes it easier for the AI to get them.
- Oda Ashigaru now cost the same as standard ashigaru (their higher stats are enough of a bonus).
Technology Changes
- NEW TECH BRANCH: Three brand new technologies that form their own branch in the civil technology tree: Way of Zen, Inner Wisdom amd Enlighted Actions
- Rebalanced costs of military techs.
- Removed experience bonuses for newly recruited units from the spear, sword, bow, ashigaru, and musket/siege tech branches and replaced them with stat bonuses for existing and new units.
- Many top level military and civil technologies will provide stronger bonuses now. Therefore, researching them makes more of a difference.
- Changed some bonuses of the ashigaru tech chain: Instead of reducing farm income the lack of workforce is now represented by a higher upkeep for ashigaru units.
- Moved the chinese and korean trading ports further down the tech tree.
New Units
- NEW UNIT: Tae-yari Ashigaru: The Tae-yari Ashigaru ("short spear ashigaru") are a improved version of the early yari ashigaru. They are available with the ashigaru sergeants tech, are recruited in castle buildings and have a unit cap of 10 (ikko Ikki 15). They are lighty armored and much quicker then nagae-yari ashigaru, but have lower defense stats and are therefore less able to pin down an enemy. They should be used as highly mobile force to protect the flanks of your own battle line or attack an enemy from the sides or rear. Tae-yari ashigaru replace early yari ashigaru as garrison of higher level buildings.
- NEW UNIT: Mogami Bushi Militia: These hardened farm men from the north of japan are proficient with the spear and the front line can also shoot with bows. They are available for the Mogami clan (cap of 5) and as AOR units for all other clans (cap of 2).
- NEW UNIT: Kisho Ninja Masters: A new hero unit that is available with the highest stealth building (cap of 1). The Hattori version of this unit is stronger and available earlier.
- NEW UNIT: Yabusame Household Cavalry (with a improved Chosokabe version)
Events and Dilemmas
- NEW TRAIT: Ninja Strategies - Generals staying in a province with a ninja region speciality building have a small chance to aquire the Ninja Strategies trait (+1 command when ambushing). All Hattori generals get this trait automatically.
Other Changes
- Starting help randomizer: The starting help for major AI factions is randomized now. There is a 25% chance that they get no help at all, a 50% chance that they get some extra units and/or cash, and a 25% chance that their starting help is doubled. This should make the development of games more varied (Tokugawa has a chance to eliminate Oda for example).
- Reduced trading and trade node income for the player slightly (-5%) and made buildings 25% more expensive (new campaigns only).
- Starting the game as Chosokabe, Date, Hojo or Shimazu is more difficult now.
- Increased movement bonus of roads by 10%.
- Increased campaign movement rate of all units by 5%.
- Siege units are now only slightly slower then infantry on the campaign map.
- Increased base income of minor factions from 800 to 1000 koku (majors have 1300 koku).
Additional Submods
NOTE: To install the submods just drop them into the data directory.
- TROM3_x_Mercenary_Mangonels_Submod: Adds mercenary mangonels to markets.
- TROM3_x_Takeda_Fire_Cavalry_Submod: Enables the TROM3 Takeda fire cavalry for those without the Sengoku Jidai Unit Pack. It's a custom TROM3 unit we did before the DLC was released. Don't use it together with the DLC.
UPDATE HISTORY (since v0.35)