Mettle Blades and Skill **BETA ver 005 12tpy RELEASED 30May**
Mettle Blades and Skill BETA VERSION 005
Updating to patch25 (aka Otomo Patch)
Using: Vanilla, Sengoku Jidai DLC, Saints & Heroes DLC, Ikko-Ikki DLC
*NO HATTORI DLC, and NO ROTS or FOTS
Forward
Remember folks, we are just in BETA right now. There will be bugs and other oddities but that is what this trial is for, to find and fix anything we can. Download links are at the bottom of this post. Give us your bug reports!
Mettle Blades and Skill (MBS) adds a new dynamic to Shogun2. It puts you in complete control of the people under your kokka (a mini-state which was defined simply as an area which could be defended). Each region you inhabit has its own strengths and weaknesses which shape the forces you are able to recruit and mobilize there. As your kokka expands you come into contact with new people and lands in which you must incorporate and organize into an effective combat and economic force. Using the weapons and resources at your disposal or absorbing new innovative technologies and ideas, you must take your clan from their humble beginnings to the Imperial Palace where you will impose your will over all the land.
Features At a Glance
Scope
Province Development
MBS brings a whole new level of detail to TWS2 with unique building chains for each region. Gone are the global building chains (with certain exceptions) and standard pools of units that are magically carried along into your new lands when conquered. Each region will be designed with its own unique buildings which are found nowhere else in the game. This allows the player to mod the effects of each bldg to only affect that single region potentially making some powerful economic provinces or military powerhouses. It also allows units to be recruited from a unique bldg meaning a spearman unit in one province can be completely different in stats from a spearman unit of the same type in another province.
Clan Development
Military Development
MBS boasts the largest roster of custom units of any mod. As with the custom building chains for each region, MBS also has unique rosters of units for each region on the map. No more of this: “I am Oda therefore my men are stronger than yours” straight out of the recruitment queue. This mod tries to simulate the fact that the men and women are as strong (or weak) as they are due to the geographic, industrial and technological development of the region itself. There is no global template which can be applied to every region simply because of the resource potential of the land. You may win a hard-fought battle to secure a region only to find out that the units that are produced there are not as good as the ones you brought with you from somewhere else. The opposite may be true if you capture a region you may discover that the units you produce there may actually be superior to your own clan! This feature gives the player more options as to where they build military and economic centers or whether to use the region for other purposes. As your kokka expands, your unit roster will reflect the strengths and weaknesses of the manpower pool from which you recruited.
In-Game Pics!
Introducing: Selectable Region Specialties...
In MBS, you will be allowed to choose the Region Specialty (Rspec) you want to use in a province with a few exceptions...
I have divided Rspec's into 2 categories: Common and Uncommon
Uncommon Rspecs are those that are not found except in highly specialized areas on the campaign map. In the end, I might change some regions from vanilla to have uncommon Rspecs to meet historical backgrounds of a region.
The Uncommon Rspecs are: Holy Site
Gold mining
Iron mining
Naval Tradition
Ninja
Horses
Uncommon Rspecs follow the normal vanilla building chain and are not modded in MBS. You start with the level 0 building in that chain and cannot change them once the campaign has started.
Common Rspecs are those that are more easily gathered in a region and are considered "normal in nature" in most regions. Common Rspecs follow a new building chain that I created especially for MBS. They will not follow the same chain as in vanilla so you need to keep that in mind when playing. Common Rspecs can jump from one specialty to another as you advance along the chain. (IE: jumping between the Intel chain and the Craftwork chain).
The Common Rspecs are: Wood
Stone
Intel
Smithing
Crafts
*Region Specialties in MBS will usually produce a commodity that will be required to recruit units in that province. Rspec bldgs will also produce more of a commodity than a farm or trade post. There are exceptions.
Introducing, Resource Farming...
In MBS, you will be able to sacrifice some of your province's farm lands to build resource farms. These farms do not produce as much of the resource as a Region Specialty and they reduce the amount of food produced in the region. The trade-off is that they can be used to meet resource requirements for unit recruitment or just to add wealth to your clan. Now you can plan to use that dusty old province you just took with poor soil as a resource base for unit creation instead of trying to squeeze out food from it!
Introducing, Trade Posts...
In MBS, you will also be able to sacrifice some of your province's farm lands to build trade posts. These buildings do not produce as much of the resource as a Region Specialty and they reduce the amount of food produced in the region. The trade-off is the same as with the resource farms.
How To Install NOTE: remove all other mods and previous versions before installing MBS!
1. Download the zip files (see Downloads section below) 2. Unzip the zip files
3. Place the unpacked MBS_main_v### pack files (yes, all of them) into your Shogun2 Data folder.
4. Place the Sinfonia Simplice pack (from the addins zip) into your Data folder then run the Sinfonia exe file to ensure your sounds work right.
5. Add any other MBS_addin packs you desire into the data folder. *you don't need all the addins to play this mod
NOTE: you will need to download 2 zip files... "MBS_main_v###" and "MBS_addins_v###"
Of the Addins, I would recommend the Sinfonia pack as crucial to use but the others are optional.
Mettle Blades and Skill Courage and Fortitude * Evolution and Adaptation * Organization and Combat
Change Log
BETA Version 005- (only use this one if you want 12 turns per year! Otherwise keep using v003)
Army balances = done (still need work)
Add Bullet Proof Samurai Nodachi to Rspec Armorer = done!
Add Hatamoto Heavy Samurai Naginata Retainer to Rspec Master Armorer = done!
Adjust campaign difficulty handicaps = done!
Move Buddhist Temple lower on tech tree to fix ai issue overbuilding it = done!
Remove Ikko religion requirement from some Ikko units = done (peasants and a few other units only require the Ikko buildings but not the Ikko religion. Full roster is available to factions with the Ikko faith as a national religion)
Remove Ikko religion from low level Ikko buildings to tempt ai to build them over the Buddhist ones. = done!
Lower upkeep of religious units to make them more viable. = done!
Add capture resistance to ai factions = done!
Move Hatamoto Kisho Ninja Retainer to the Ninja Rspec slot (over from the Intel Rspec) = done! Fix CTD when using mangonels = done! Fix CTD when fighting against Toyotomi Rebels = done!
Some special units (meant to only be available in 1 region) are available in all regions = fixed!
BETA Version 004- (only use this one if you want 12 turns per year! Otherwise keep using v003)
Implement 12 turns per year = done!
Adjust all income to match 12tpy = done!
Adjust build times to match 12tpy = done!
Adjust some bldg costs = done!
Adjust some tech requirements = done!
Remove resource requirement from imported matachlocks = done!
Adjust available farm levels to match soil of region = done!
Worked on reducing vanilla rebellion troops = (still not complete)
Worked on LUA file = (still not complete)
Add Catholic religion requirement to build Nanban Trade Port = done! (testing this, might change)
Work on CAI tables = done! (still adjusting for perfection)
BETA Version 003-
Crashes when destroying Rspec buildings = fixed!
Adjust CAI build synergies to improve AI build strat = done!
Beef up various clans to help them survive longer = done!
Some vanilla units appear when there is a rebellion = adjusted (may still appear but less likely)
Move horse and silk farms from level 1 to level 2 = done!
Raise Wako unit cap from 2 to 8 = done!
Fix Loc file text errors = done!
Add Wako raider and bow unit to Pirate bldgs = done!
Bug when upgrade castle slot to Fortress, you can't recruit units = fixed!
Make minor clans more aggressive = done!
Add caps to number of ships to stop ship spam = done!
Make changes to Lua file = worked on a little (but still not complete)
Make minor clans spawn in a region instead of standard rebels = done!
BETA Version 002-
Some provincial buildings do not revert to their proper level when a higher level bldg is destroyed by the player. = FIXED!
Some missing text names for a few units = fixed!
Need to make (ashigaru) units recruitable from trade posts and farms for PROV, CLAN, VASS OS. = fixed!
Brigadier Graham's music mod causing problems (remove for now). = Removed!
Delete duplicate village/Harbour bldgs. = fixed!
Adjust CAI Tech Synergies to make more balanced= fixed!
Adjust techs to improve CAI builds. = fixed!
Reduce costs of specific bldgs to aid CAI. = fixed!
*************************************************
May 7, 2013: Released BETA version 001
Dec 2, 2012: Updated MBS for the Otomo patch.
Nov 22, 2012: Began updating MBS for current patch (24). Opened new WIP thread.
May 2011: This is a revamp of my previous mod by the same name located HERE
These mods have been incorporated into MBS with permission from their owners. Later on I may break these out (ala Radious mod like) so you can remove any incorporated mods you might not like. Until then you'll just have to use them all.
FAQS
How do I know which OS I am using? The easiest is just to look at the units. If your unit has a simple name like "Short Spear Ashigaru" then you are using the Military OS. If your unit has the name of the region in its name like "Sagami Short Spear Ashigaru" then you are using the Provincial OS. If your unit has the name of a specific clan like "Hojo Short Spear Ashigaru" then you are using the Clan OS. If your ALL of your units have the term "Vassal" in their names then you are using the Vassal OS. Don't confuse the Vassal OS with the vassal troops you get for conquering a clan which are named the same but Vassal OS you can ONLY recruit vassal troops and nothing else.
Where are the Hatamoto and Kashindan troops recruitable from? The Kashindan troops are recruitable from high level (3 or 4) castle and dojos. The Hatamoto are primarily located in the Magistrate/Law School chain in the Rspec slot. If a region doesn't have an Rpsec slot then you cannot recruit Hatamoto there.
Where are the recruitable generals? They are located on the Library/Academy chain in the Rspec slot. If your region doesn't have an Rspec slot, you cannot recruit the general there.
Where are the Otomo troops? I do not have the Otomo DLC so I gave the Otomo the Military OS and that is all you can recruit, no Tercos units, etc. that came with the DLC.
How to Play Guide
Getting Started
Selecting an OS for your faction
Before you even start up the game, you have the option to either start with the default OS settings I have made for each faction or you can go into the tables and shuffle things around.
Open up the MBS_Primary_Mod_v### pack (from the MBS_main zip) using PFM
Go to the factions_table and locate the column "Group"
Enter one of these four groups into the group column based upon which OS you want that faction to play with: MBS_PROV, MBS_CLAN, MBS_VASS, or MBS_MIL
That's it! Now your factions will use the troops from the OS you have assigned them!
Default Clan OS Settings
*These are subject to change as new versions are released
Amako- PROV
Anegakoji- MIL
Asai- MIL
Asano MIL
Ashikaga- CLAN
Ashina- MIL
Bessho- PROV
Chosokabe- VASS
Date- MIL
Hatakeyama- PROV
Hatano- PROV
Hojo- PROV
Honma- CLAN
Hosokawa- CLAN
Hattori- CLAN
Ikko-Ikki- CLAN
Imagawa- CLAN
Ishida- PROV
Ito- PROV
Jinbo- VASS
Kikkawa- CLAN
Kiso- VASS
Kitabatake- MIL
Kobayakawa- CLAN
Kono- CLAN
Kuroda- MIL
Matsuda- PROV
Miyoshi- CLAN
Mogami- CLAN
Mori- CLAN
Murakami- CLAN
Nagao- MIL
Oda- MIL
Ogigayatsu- VASS
Otomo- MIL
Ouchi- CLAN
Portugal- MIL
Rebels- MIL
Sagara- VASS
Saito- VASS
Sakai- VASS
Satake- PROV
Satomi- VASS
Shimazu- CLAN
Shoni- CLAN
Sogo- VASS
Takaoka- MIL
Takeda- MIL
Tokugawa- MIL
Toyotomi- MIL
Tsutsui- VASS
Uesugi- MIL
Ukita- MIL
Urakami- PROV
Utsunomiya- VASS
Wako- Pirates
Yamana- CLAN
Yamanouchi- VASS
Building Chains
Depending on which OS you choose and which caste you want, the building chain to recruit units may be different.
PROVINCIAL, VASSAL, CLAN OS Bldg Chains
1. Kashindan Building Chains:
Legendary- required for many Kashindan units (all weapon classes) however, some Kashindan are garrison only units
Legendary Dojos - Kashindan units + secondary bldg at castle (see unit card)
Castle (top level)- Kashindan units + secondary bldg at castle (see unit card)
2. Stone Building Chains:
Stone- required for siege/firearm and specialist class weapons
Stonemason - early siege class units (all castes except peasant) + secondary bldg at castle (see unit card)
Library- late siege/firearm class units (all castes except peasant) + secondary bldg at castle (see unit card)
Academy- late siege class and specialty siege/firearm units (all castes except peasant) + secondary bldg at castle (see unit card)
3. Horse Building Chains:
Horses- required for recruitable Generals and cavalry (all weapon classes)
War Horse Stables - General units + secondary bldg at castle (see unit card)
4. Intellectual Center Chains:
Intellectual Center- required for Hatamoto units (all weapon classes)
Magistrate - early Hatamoto units + secondary bldg at castle (see unit card)
Law Court- late Hatamoto units + secondary bldg at castle (see unit card)
5. Ore (Iron) Building Chains:
Ore- required for sword class weapons, heavy and bulletproof class armor
Blacksmith - early sword class units (all castes except peasant) + secondary bldg at castle (see unit card)
Weaponsmith- long sword class units (all castes except peasant) + secondary bldg at castle (see unit card)
Armourer- heavy class units (all castes except peasant) + secondary bldg at castle (see unit card)
Mstr Weaponsmith- late sword class units (all castes except peasant) + secondary bldg at castle (see unit card)
Mstr Armourer- bulletproof class units (all castes except peasant) + secondary bldg at castle (see unit card)
6. Wood Building Chains:
Wood- required for bow class weapons
Lumbercamp - early bow class units (all castes except peasant) + secondary bldg at castle (see unit card)
Fletchers- late bow class units (all castes except peasant) + secondary bldg at castle (see unit card)
Mstr Bow Maker- late bow class and specialty bow units (all castes except peasant) + secondary bldg at castle (see unit card)
7. Crafts Building Chains:
Crafts- required for spear class weapons
Artisans - early short spear class units (all castes except peasant) + secondary bldg at castle (see unit card)
Paper mills- late and long spear class units (all castes except peasant) + secondary bldg at castle (see unit card)
Lacquer ware- late and lance class units (all castes except peasant) + secondary bldg at castle (see unit card)
8. Farm Building Chains:
Farms- required for peasant class units (all weapon classes)
Trade Posts - only weapon classes based on the resource the post creates (see unit card)
Resource Farm- only weapon classes based on the resource the farm creates (see unit card)
Cotton Farm- special farm that creates all weapon class peasants (see unit card)
Non-Resource Farms- vanilla farms that offer more food but no resources and only a single peasant class unit
9. Port Building Chains:
Ports- required for naval class weapons, special resources and imported firearms
Coastal Village - early naval class units
Harbour- vanilla naval class units
Trading Port- vanilla naval class units
Chinese Trade Port- imports incense for hospital
Korean Trade Port- imports iron
Military Port- vanilla war ships
Nanban Trade Port- imports early matchlocks
Chinese Quarter- imports incense
Korean Quarter- imports iron
Drydock- vanilla war ships
Nanban Quarter- import matchlocks
Military OS, Mercenary and Religious units are recruit the same way as in vanilla TWS2 using the castle slots as usual with only slight variations in the building chain. The other OS may require these bldgs too as secondary requirements so read the unit cards!
MILITARY OS + RELIGIOUS & MERC Bldg Chains
1. Spear Building Chains:
Crafts- required for spear class weapons
Encampment- preparatory bldg for spear class weapons
Drill Yard- early spear weapons
All other bldgs on this chain are self explanatory + required resource
2. Bow Building Chains:
Wood- required for bow class weapons
Hunting Lodge- preparatory bldg for bow class weapons
Archery Dojo- early bow weapons
All other bldgs on this chain are self explanatory + required resource
3. Sword/Armour Building Chains:
Ore (Iron)- required for sword/armour class weapons
Barracks- preparatory bldg for sword/armour class units
Nodachi Dojo- continues on the sword class weapons chain
Armoury- braches off to the heavy and bullet proof class units (some sword units may not be available)
All other bldgs on this chain are self explanatory + required resource
4. Siege/Firearms Building Chains:
Stone- required for siege/firearms class weapons
Jiujutsu Dojo- preparatory bldg for siege/firearm class weapons
Workshop- early siege weapons
All other bldgs on this chain are self explanatory + required resource
5. Peasant Building Chains:
Farms- required for peasant units (all class weapons)
See the Provincial Bldg chain (Farms) for more info
6. Religious Building Chains:
Buddhist Religion- required for Buddhist class units
Ikko Ikki Religion- required for Ikko class units
Christianity Religion- required for Christian class units
Holy Site- required to create Ikko Bldgs
All other bldgs on this chain are self explanatory + required resource
7. Mercenary Building Chains:
Stealth Bldg- is the only requirement for most merc class units
Pirate Lair and Fortress- required for Wako merc units
All other bldgs on this chain are self explanatory + required resource
Gameplay Strategies
Each OS has its strengths and weaknesses thus each must be played differently.
1. Provincial OS:
Units are recruited from the provincial buildings and require certain secondary bldgs within the castle.
Provinces without a Rspec slot means you can only recruit peasants from farms, mercs, and religious units in that region.
Stacks are primarily peasant armies with weak stats.
Recruitment is the fastest of any OS (except the mercs).
Units lack the superior weapons and wear little armor giving them the least uniformity of all OS.
Last edited by Hazbones; May 30, 2013 at 02:45 AM.
@Loger- yeah, this is a revamp of my old mod that I abandoned. I couldn't seem to keep up with all the patches CA was throwing out. Every time I started getting somewhere, CA would update the game and my mod would stop working.
Now that CA has slowed down with the patching, I should be able to make some headway this time.
There's just one problem I've thought of: how is the AI going to deal with clan OS that with low rec/high up?
Yes, there will need to be lots of play testing and I may need to use the AI bonus tables to give some income boosts to counter that.
CA has created several tables to help the AI cheat so I can use that to my advantage.
I hope there will be alot of help from the community on getting this mod tweaked for balance.
Can anyone point me to a tutorial or mod that describes how to recruit a unit straight from a provincial building (IE: ashigaru recruited at the farm building rather than at the castle)?
That would be very helpful.
It appears that the new Otomo and Optimization patch has completely merged all patches into the data pack. This means that once again, I have to make changes to our startpos file within MBS to get things to work again. I don't see any changes to tables (thank goodness) so the tools (IE: PFM) still work. I just need to go back and work on the startpos again. Luckily I wasn't too far into the mod to set me back.
Success in creating a new feature!!!
Well, not sure if any other modder has already done this but I don't play other mods so I'll just enjoy the fact that I actually discovered something on my own.
New feature:
Selectable/changeable provincial Resource Specialties!
Provincial Resource Specialty chains can be created and changed in the middle of a game.
Don't like the fact that your favorite clan sits in a province that only has Naval Tradition as a Resource Specialty (when you don't like manually playing naval battles)? Pick a new one! It basically works just like the Smithing Chain where you are able to choose Weapon Specialization or Armour.
I am creating all new Resource Specialty chains to allow you to specialize in whatever resource you want.
Success in creating a new feature!!!
Well, not sure if any other modder has already done this but I don't play other mods so I'll just enjoy the fact that I actually discovered something on my own.
New feature:
Selectable/changeable provincial Resource Specialties!
Provincial Resource Specialty chains can be created and changed in the middle of a game.
Don't like the fact that your favorite clan sits in a province that only has Naval Tradition as a Resource Specialty (when you don't like manually playing naval battles)? Pick a new one! It basically works just like the Smithing Chain where you are able to choose Weapon Specialization or Armour.
I am creating all new Resource Specialty chains to allow you to specialize in whatever resource you want.
Thanks for the cheer section. It really does keep a modder working.
I am tying the resources available in vanilla to specific unit types IE: wood is required for archers, iron required for sword units, crafts for spears, stone for siege, war horses for high level cavalry, etc.
The Regional Specialty you choose is basically the "Industry" which provides the commodity required for the unit type.
Since all units will require a resource to train, there is now a need to get those resources more readily than having to go take a certain province before you can even start training units.
For this reason, I am borrowing a feature from TROM where you can also choose to "farm" a resource IE: cotton is for peasants, horses for low level cavalry, silk is for Kashindan units, etc.
This feature is possible by creating new farm types that you upgrade at the "farming" chain in the province. These farms produce a commodity which is used to recruit specific units.
Another feature from TROM I am using is the use of markets which also produce a small amount of certain commodities for use in recruiting units.
It works the same way and all markets will be located in the market bldg chain.
Resource farms/markets do not produce a lot of resources, their purpose is to give you a commodity to enable unit recruitment.
They produce a small amount of food but not as much as a normal (vanilla) farm.
With the addition of selectable Regional Specialties, resource farms and markets, you will have an industry in place to support your armies and all those provinces which do not have a direct purpose in your conquest plans can now be used to churn out resources and revenue!
Ok, I have incorporated some pieces of TROM but mostly just borrowed some of his ideas to use in MBS.
I've updated my progress so far in the first 2 posts and listed Yarkis' work for credit.
The Basegame file is complete and now moving over to unit creation. I am not going to try re-creating the wheel here, I will probably ask to use someone else's mod for the units (like AUM) and just apply my MBS Organizational System to them and adjust the stats to fit my mod. This should speed things up and get me closer to releasing at least a pre-alpha sometime in the near future for play testing.
There will be plenty of time to evolve the mod after all the pieces are in place.
Ok, the first in-game pics of the Basefile in use have been added to the OP.
What I am showing in the OP pics is a new feature I call "Resource Farming".
This is created by using the farm slot in each region to host 2 new building types: Resource Farms and Trade Posts.
The Resource Farms produce a small amount of certain commodities that you can use to recruit units.
The farms are: Silk, Horse, Cotton.
The Trade Posts produce small amounts of other resources representing a barter system. You get something and pay with food.
The Trade Posts are: Iron, Stone, Crafts, Wood.
These Resource farms reduce the amount of food your province makes so keep that in mind before building alot of them!
*And yes, the pic does show a sneak peak into the "Selectable Region Resources" I am working on but you have to stay tuned to hear more about that later.
In MBS, you will be allowed to choose the Region Specialty (Rspec) you want to use in a province with a few exceptions...
I have divided Rspec's into 2 categories: Commonand Uncommon
Uncommon Rspecs are those that are not found except in highly specialized areas on the campaign map. In the end, I might change some regions from vanilla to have uncommon Rspecs to meet historical backgrounds of a region.
The Uncommon Rspecs are: Holy Site
Gold mining
Iron mining
Naval Tradition
Ninja
Horses
Uncommon Rspecs follow the normal vanilla building chain and are not modded in MBS. You start with the level 0 building in that chain and cannot change them once the campaign has started.
Common Rspecs are those that are more easily gathered in a region and are considered "normal in nature" in most regions. Common Rspecs follow a new building chain that I created especially for MBS. They will not follow the same chain as in vanilla so you need to keep that in mind when playing. Common Rspecs can jump from one specialty to another as you advance along the chain. (IE: jumping between the Intel chain and the Craftwork chain).
The Common Rspecs are: Wood
Stone
Intel
Smithing
Crafts
*Region Specialties in MBS will usually produce a commodity that will be required to recruit units in that province. Rspec bldgs will also produce more of a commodity than a farm or trade post. There are exceptions.
I will update the OP in a bit to include this info.
Feel free to give me some feedback on these ideas. I'd love to answer any questions.
First of all, it's looking amazing. But I want to know, do you have to choose between using the resource for yourself or for trade? Also, because all units in MBS will require a resource, does that mean to upgrade say Archers you will have to have two provinces? One for Wood industry to be able to recruit the Archers (assuming that is the resource they require) and one for War Machine to improve them? Or does the War Machine Wood Chain enable recruitment of Archers?
But I want to know, do you have to choose between using the resource for yourself or for trade?
The game will automatically use the resource for trade assuming there is someone that wants that resource and you have trade relations with them. As long as you are producing the resource, you can also use it for recruiting units. So to answer the question, the resource serves both purposes.
Originally Posted by weeeee659
Also, because all units in MBS will require a resource, does that mean to upgrade say Archers you will have to have two provinces? One for Wood industry to be able to recruit the Archers (assuming that is the resource they require) and one for War Machine to improve them? Or does the War Machine Wood Chain enable recruitment of Archers?
MBS allows you to choose a resource to specialize in (Region Resource slot) AND you can build resource farms and trade posts (in the Farming slot). So, you can actually produce two resources in one province!
Wood is required to build archers so you only need to build a wood resource bldg (either in the farm slot or the Rspec slot).
You still have a free slot in the province (either the farm or Rspec that wasn't used for wood) so you can use that to produce another resource like iron which is required for sword and heavy units.
So, you can produce 2 resources and be able to build the units requiring those resources.
You also have the resources that you will get from neighbors and allies in trade. This will unlock other units depending which resources you are able to trade for.
If you still can't get the resources you need then you need to go get them by force!
War Machine bldgs are buffs to enhance certain units. IE: Fletchers and Master Bowmakers enhance archers on the wood chain and Armourer and Master Armourers enhance sword and heavy units on the iron chain. Wood is the only resource needed to train archers plus the correct bldg level.
If you decide to change your Rspec from simple Lumbercamps to Fletcher for example, you will get less wood commodity and of course your gdp will go down accordingly.
The opposite is true if you decide not to go down the Archer chain any further and instead build Paper Mills and Sawmills (Wood Industry Chain). You'll lose the buff to your archers but in return you will produce more wood commodity and increase your clan gdp.
Did all that make any sense?
Last edited by Hazbones; December 11, 2012 at 10:45 PM.
Ahhh okay I get it. I love how this mod is adding things like this. It seems like it is going to give you a LOT of different options making campaign play throughs differ from each other which seemed like it was lacking in vanilla Shogun 2. It looks like you will actually be able to decide what you want to specialize in.
That is what I am hoping for, to never play the same campaign twice!
I am working on region specific building chains right now so units themselves will be completely different from one another from region to region.
Once I got the Basegame file working it is now a pretty quick process repeating it for each region. I should have more updates up soon so stay tuned for that!