!!! DOWNLOAD THIS PATCH FILE AND ADD IT TO DATA FOLDER !!!
https://drive.google.com/file/d/0B0y...hzRy1QVXM/view
This patch file includes reworked clan traits and effects, and reworked agent skills.
This patch file is not essential, but strongly recommended to enjoy fully rebalanced campaign.
You must remove this patch file from the /data folder manually to run Shogun 2, RotS campaign or uninstall this mod.
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http://steamcommunity.com/sharedfile...?id=1088548898
Steam Workshop link
(Choshu AI suicide bug hotfix)
Full-scale, real Boshin War mod for you!
1.0 Patch notes
24 July 2017
Faction rework
Note : Reworked Faction trait and Agent skill tree need the patch file(Ninja_FotS_patch.pack).
Without the patch file, you will have Vanilla FotS agent skills and faction traits.
Satsuma
Emperor's Ambition
The Shimazu of Satsuma domain survived the Sengoku Jidai, but the Tokugawa Shogunate always feared their great potential, such as regular tribute from the Ryukyu Kingdom and trade with China. Although Satsuma is inclined to follow Imperialist ideology, they rose to power by helping the Shogunate in the court of Kyoto in recent power shift, and they will not let this opportunity slip throught their fingers. Satsuma has abundant treasury at the start of the campaign, with an effective administration. They also have well-trained foreign veterans.
- Dominion : reworked, now "Begins with additional funds(10000)"
- Administration : +5% -> +10% reduction to administration costs
Note : Everybody starts with two provinces anyway. They need some buff too.
Frankly, their real trait was the position and their clan trait was so insignificant.
Choshu
Emperor's Fury
Choshu is the very heart of “Sonno-Joi” movement. Recently, Choshu domain was banished from the court of Kyoto by Shogunate loyalists' plot, and declared an enemy of the state. Although Choshu suffered financial disaster by recent conflicts such as their failed assaults against Kyoto and Western fleets, it also helped them to realize the importance of modernization and to nurture many strategists. Knowing the barbarian technology is essential, Choshu armies cost less, and have morale and movement range bonus. Also, Ishin shishi recruited in Choshu will be of high quality.
- Now starts with a Kiheitai unit. (Damn, starting general is Takasugi Shinsaku himself, the leader of Kiheitai!)
- Vanguard : replacing Marauding, +15% to campaign movement range
- Fanaticism : replacing Impetus, +1 to morale for land units
- Starting Ishin Shishi renamed : Katsura Kogoro
- Starting ally faction : Tsuwano (Iwami)
- Starting enemy faction : Kokura (Buzen)
- Starting with two provinces : Suo, Nagato
- -2000 to starting treasury
Note : I HATED Choshu always being wiped out in 2-3 turns. Choshu was in crazy bad situation in 1864, yes, no doubt about it.
But...you know. I want them to lead Imperialists and invade into eastern Japan just like they did in history.
Looting gives player very bad honour penalty, and it even stacks up to -3. I don't think looting bonus in Shogun 2 does any good, so I changed it.
Choshu had many great generals and strategists who led Choshu to victory in Boshin War. Why no bigger, greater bonus, such as movement range?
Also, my tedious tests proved AI Choshu was actually killing themselves by an AI malfunction.
That was why Choshu was always being crushed like worm even though they are normal difficulty in player's hand.
So I completely reworked its starting situation, and did almost 100 different solutions and test plays to do that.
(Historically, Iwakuni Domain was kinda vassal state of Choshu anyway)
Katsura Kogoro or Kido Takayoshi : google it.
Aizu
The Protectors
Aizu is ruled by the Matsudaira clan. The Aizu-Matsudaira family owes its position, and even the family name, entirely to the Tokugawa shogunate. Matsudaira Katamori, the lord of Aizu was recently appointed the Protector of Kyoto, which was nothing but a perilous suicide mission to the Aizu domain and its people. He reluctantly accepted this dangerous position and led Aizu armies into Kyoto to protect the Emperor from the traitors. Also, to protect Kyoto from the Imperialists, the Matsudaira sponsored Shinsengumi, a Ronin police force loyal to the Shogunate.
- Faction leader : Matsudaira Katamori now has historically accurate model.
- White Tiger Force : Slightly increased stats.
- Black Turtoise Force : Accuracy increased.
- Starting province : Kyoto
- Starting ally faction : Kuwana, Sendai
- Starting Vassal : Aizu Elders(Region : Fukushima)
- War tax : replacing Tradition, +5% to tax rate
- Bushido : -10% -> -20% to recruitment costs of traditional units
- Starting Shinsengumi renamed : Saito Hajime
- Starting General renamed : Yamakawa Okura
Note : I gave Kyoto to Aizu without buff and only for historical accuracy, and it made its difficulty into 'legendary', and also caused AI malfunction.
I have decided the change of their starting province.
I want them to be REAL defenders of Kyoto(Kyoto-Shugoshoku) and the Vanguard of the Shogunate in Imperialist Campaign,
and wanted Aizu players to experience real 'Bakumatsu(Late Tokugawa Shogunate period)' as a defender of Kyoto.
FotS trad units usually come with 'expiration date' (in Korean gamer slang...) and do no good after mid-game, and that's exactly why this game is named 'Fall of the Samurai'.
So I thought it should be no problem even if cost bonus is doubled, for EXP bonus is now gone and Shinsengumi is limited to 3 units max.
Also, Aizu can use Kyoto Mimawarigumi Police Force as well now.
Yamakawa Okura : He changed his name into Hiroshi AFTER the Boshin War.
Saito Hajime : Rather well-known Shinsengumi agent who survived the war and served in Seinan War as Imperial soldier also.
(Many samurais of Aizu joined expedition force during Seinan War from their old hatred against Satsuma)
Sendai
- Starting General renamed : Date Kunishige
Agent Rework
- Shinsengumi : Skills give more bonuses to public order and conversion.
- Ishin Shishi : Skills give has more bonuses to inciting revolt.
Note : Considering their historical role, I felt their role in game is the reverse.
Historically, Ishin Shishi agents usually conducted political assassinations of Shogunate Samurais and Rangaku Scholars(foreign studies) while inciting Nationalist revolts,
and Shinsengumi agents usually chased them down personally and maintained peace through many violent actions.
- Womanizer : Now gives very small amount of movement range bonus.
Note : Who the hell made this trait?
Immorality option
- Every single one of starting general characters now have immortality option.
Even if they fall in battle, they respawn in clan capital after few turns.
Note : Who wants randomly generated riffraffs and Historical clans ruled by widows?
Use your starting generals wisely, for they are no longer feeble soldiers!
Victory Condition Rework
Fukushima(Aizu) added to victory condition for following Imperial factions, ONLY for long, domination campaigns :
Satsuma, Choshu, Tosa, Saga
: see Battle of Aizu(or Aizu War)
Nagato(Choshu) added to victory condition for following Shogunate factions :
Aizu, Sendai
: see Choshu expedition
- Now you must hold 20 regions under your direct control in Short Campaign.
Campaign rework
- Prestige(Fame) value per vassal is reduced to 1.
- Realm divide options give more bonuses.
Republic : +2 to happiness(factionwide), increased tax rate.
Shogunate : +2 to morale for friendly units(factionwide)
Imperial : -1 to enemy morale(factionwide)
- Buff buildings :
Tier 1 Training Camp : Build time 3 -> 1.
Tier 2 Military Hospital : Build time 5 -> 1. Replenishment bonus 50% -> 30%.
Tier 2 buildings : Build time is 5 -> 7
Note : What good is Military Hospital if it can't be built in the front?
You can build it much faster and cheaper in the front to help your armies replenish faster,
but tier 2 buff buildings take same build time as a result.
- AI will build railway ASAP no matter what their policy is.
Note : Waging war to ally just because they won't build railway I need? How terrible.
This change is made only to stop that nonsense.
Economy rework
- Increased income from early buildings, and lowered overall building, land/naval unit costs, upkeep greatly.
- Decreased town growth from buildings in half.
- Doubled Short Campaign research rate bonus.
AI Cheat rework
- Battle : same morale penalty applies to AI from following reason : Death or flight of generals
- Campaign map : following AI cheats are reduced or removed : movement range.
- AI cheat reworked.
- AI will research much faster and actually recruit many late units in endgame.
- Minor clans will get financial penalties.
- AI will no longer harass players with Navy.
- AI armies/fleets will have slightly shorter campaign movement range than player's.
Note : I just hated it. Your Daimyo is dead, you sons of whores! RUN!
AI will be more deadly if left unchecked and will develop more late game units, but (hopefully) will no longer give players frustration or steamrolling job.
You will see more playable factions actually served main role in Boshin War growing stronger.
Also, AI always bombards structures with small, cheap fleet. Player just couldn't block it no matter how strong their fleets are,
and AI could make players suffer great economic disaster with only a couple of gunboats.
AI will no longer cause such frustration which does not improve campaign experience at all.
Unit rework
- Kisho Ninja : Replaced with 'Kogatai Ninja'
Historically, Ninja soldiers of Koga asked the Shogunate for employment through centuries, but Shogunate turned them down.
They served in Imperialist Army as small, but modernized special unit called 'Kogatai(Koga Company)' to avenge their insults.
They are can shoot enemies from stealth. They are snipers with deadly charge,
but they are very vulnerable in melee and will be hunted down if they get discovered by enemy.
Shogunate factions can only recruit them in Traditional Dojo chain, but Imperialist factions also can recruit them in tier 3-4 propaganda buildings.
- Kyoto Police : Replaced with 'Kyoto Mimawarigumi Police Force'.
They are basically Shinsengumi with lower stats and old matchlock.
As I mentioned, I didn't like Shinsengumi is being the bulk of Shogunate armies.
Instead of Shinsengumi you can use this unit, which serves very important role in early game.
But remember : they will be outdated very soon, for their stat and weapon is far worse than Shinsengumi and they also have max unit cap of 3.
I made this change to help Aizu defend Kyoto(or conquer Imperialist domains around Kyoto).
- Armstrong Gun : Now have max unit cap of 6 and has only 1 gun per unit. AI will recruit these killing machines more often. Greatly increased amount of its ammunition.
- Parrot Gun : Now have max unit cap of 6 and has 2 guns per unit. Greatly increased amount of its ammunition.
- Gatling Gun : Now have max unit cap of 3 and has 2 guns per unit. Range, ammo and the lethality of bullets are greatly increased.
- Artillery units have better battle movement speed and better movement range in Campaign map.
Note : Artillery units were simply overpowered. They could kill 400+ men with only one unit!
I thought they needed some nerf seriously. They now have more ammo or better stat, as a reimbursement to their nerf, which worked great.
And their bad movement range only caused frustration. I changed it.
- Shinsengumi Police Force : Reduced size to 120, have greater stats and fearsome 'second wind' ability, but only can be recruited 3 units max. Now recruitable from tier 3-4 propaganda building.
Now has "Second Wind" ability and greater stats.
Note : Shinsengumi only had 200 men at its peak. I wanted them to be heroic unit leading the battle, definitely not the bulk of Shogunate Army. They are special, secrect police force.
- Yari Ki : Now have more charge bonus, but weaker in prolonged melee, just like Yari Cavarly in Shogun 2. Also, overall movement speed is decreased. Well, men are wearing heavy armour!
- Sabre Cavalry : Have increased speed and its cost is lowered. Better in prolonged melee.
- Many infantry units with rifle use bayonet in melee now. Some poorly trained militia or units with exceptional swordsmanship(like Shinsengumi) will still use their Katana.
- Unit HP is increased by 1(+50%), and damage of ranged weapon was increased by 20-30% to adjust overly fast battle speed of Shogun 2.
- Guns : Gunpowder weapons have adjusted range, but the gap is not critical. Your old-styled infantry can still deal some damage to modern infantry units if used wisely.
- Bayonets : Modern Gunpowder weapons now have shiny and razor-sharp bayonets!
Most modern units use bayonet in close combat with few exceptions.
Goal is simple : to save Choshu from early annihilation, and to make real 'Boshin War' between Shogunate and Imperial forces.
I understand that Choshu was on the brink of total annihilation in 1864, but who wants Boshin war without Choshu? They need some remedy.
As Shogunate factions, you must defeat Choshu, the leading domain of Sonno Joi movement and complete Choshu expedition to win campaign.
As Imperial factions, you must defeat strongest and most resilient Shogunate loyalist faction, the Aizu domain.
Some factions don't have this changed victory conditions. That's because they were not 'major factions' in Boshin war itself.
+ I tried to make change on Tosa Rifleman for historical accuracy. Their weapon actually could fire 15-20 rounds per minute.
And I thought it would make very unique and interesting unit if they have that high RoF and low accuracy(they made hell lot of smoke), but I failed to adjust the animation.
(FYI, other rifles and matchlocks have historically reasonable RoF)
+ Man, fixing AI Choshu suicide was one tough job.