Total War: SHOGUN 2

Total War: SHOGUN 2

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Iron Stone Timber Resources Global Effect
   
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Tags: mod, campaign
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109.922 KB
17 Apr, 2024 @ 2:16pm
9 Sep @ 4:39pm
3 Change Notes ( view )

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Iron Stone Timber Resources Global Effect

Description
Resource effects or Iron, Stone and Timber are now global for Sengoku campaign.

What I hope to achieve with this mod:
Reduce frustration.
Sawmills, Ironmines and Stoneworks were left by the wayside because of the smith and master bowmaker provinces.
Roads and trade ports were left unupgraded because they were too expensive for their payoff. Making it not worth the investment.
Your trade ships would only be made in either timber or pirate cove cities, leading to slower trade node buildup.
Now with cheaper ships, and cheaper building, it pays to have military ports everywhere and spam out trade ships 2 at a time from all of them.
You'll probably still make your navy in pirate cave provinces, but your merchant marine can be distributed.
The increased growth from roads also help offset tax burden.

Iron, Timber and Stone resources are now valid strategic targets to hold on to.
Yes, having 3 duplicates stacking is overpowered.
However, by the time you acquire your second/third duplicate resource you wouldn't be building economic buildings or (trade)ships anymore, because the investment breakeven point would be after you already won the game.
This hopefully changes that breakeven point, making it still worthwhile to invest in buildings lategame, rather than just dumping all koku into your armies.

FILES ADDED
building_factionwide_effects_junction tables SHO_Region_Specialty_Iron_Mining_1_Iron_Mine recruitment_cost_mod_land_all_global -5
building_factionwide_effects_junction tables SHO_Region_Specialty_Iron_Mining_2_Deep_Mine mod_unit_recruitment_cost_land_all -10
building_factionwide_effects_junction tables SHO_Region_Specialty_Iron_Mining_3_Mining_Complex recruitment_cost_mod_land_all -15

building_factionwide_effects_junction tables SHO_Region_Specialty_Stone_1_Stonemason building_cost_mod_all_global -10
building_factionwide_effects_junction tables SHO_Region_Specialty_Stone_2_Quarry building_cost_mod_all -20
building_factionwide_effects_junction tables SHO_Region_Specialty_Stone_3_Stoneworls building_cost_mod_all_global -30

building_factionwide_effects_junction tables SHO_Region_Specialty_Timber_1_Lumbercamp recruitment_cost_mod_naval_all_global -5
building_factionwide_effects_junction tables SHO_Region_Specialty_Timber_2_Lumberyards recruitment_cost_mod_naval_all -10
building_factionwide_effects_junction tables SHO_Region_Specialty_Timber_3_Sawmills mod_unit_recruitment_cost_ships -15

FILES CHANGED
SHO_Region_Specialty_Iron_Mining_1_Iron_Mine mod_unit_recruitment_cost_all -10 -> 0
SHO_Region_Specialty_Iron_Mining_2_Deep_Mine mod_unit_recruitment_cost_all -20 -> 0
SHO_Region_Specialty_Iron_Mining_3_Mining_Complex mod_unit_recruitment_cost_all -30 -> 0

SHO_Region_Specialty_Stone_1_Stonemason building_cost_mod_local -10 -> 0
SHO_Region_Specialty_Stone_2_Quarry building_cost_mod_local -20 -> 0
SHO_Region_Specialty_Stone_3_Stoneworls building_cost_mod_local -30 -> 0

SHO_Region_Specialty_Timber_1_Lumbercamp mod_unit_recruitment_cost_ships -10 -> 0
SHO_Region_Specialty_Timber_2_Lumberyards mod_unit_recruitment_cost_ships -20 -> 0
SHO_Region_Specialty_Timber_3_Sawmills mod_unit_recruitment_cost_ships -30 -> 0

INCOMPATABILITIES
db/building_factionwide_effects_junctions_tables/building_factionwide_effects_junctions
db/building_factionwide_effects_junctions_tables/building_effects_junctions
14 Comments
Scr(A)tch 12 Sep @ 5:46am 
Update: reducing the global stone effect is needed, as you can achieve negative building cost which prevents building anything at all.
Lawojin  [author] 9 Sep @ 4:40pm 
@MaxRavenclaw Fixed the effects so it has the prefered localization
Scr(A)tch 8 Sep @ 6:30pm 
15% global reduction would be more than enough for stone, also you could use both a local and a global effect (like -15% local and -15% global), especially since the UI would then make sense (no more 0% line).
Don't forget we can already get up to -12% building costs from general appointments.
Roads are mostly worth it for movement speed and replenishment rate tbh.
Also what MaxRavenclaw said.
MaxRavenclaw 8 Sep @ 10:42am 
By localization I refer to the text that's displayed in the UI (dependent on what language you have set in the game settings). You're using existing modifiers which already have some localization attributed. It's been a while since I wrote that comment, but IIRC the text displayed for the modifier of the Level 1 buildings best described what it did, while level 2 mentioned "local" effects (though they applied globally), and level 3 modifiers I don't remember what said.

For example, I believe mod_unit_recruitment_cost_land_all is an effect that's always tied to a province level modifier and as such the existing localisation describes it as local in the text in the UI, whereas recruitment_cost_mod_land_all_global is related to a global modifier and is referred in the UI as such. So you're better off using recruitment_cost_mod_land_all_global for all levels of the Iron Mine, IMHO.
Lawojin  [author] 8 Sep @ 10:35am 
@MaxRavenclaw thank you for testing! Just before I go ahead and change that up, please clarify what you mean with localisation?
Lawojin  [author] 8 Sep @ 10:34am 
@Smiley thanks for the feedback. The Stone is really OP, making it as strategic important as Blacksmiths and craftsmen. My thinking was, by the time you reach your 2nd stone resource, you'll be like a turn away from triggering Sengoku, and from the Sengoku its like 10 turns to victory, really skewing the investment horizon for lots of buildings, but with a whopping 60% discount, its still worth it to invest rather than just pour everything into armies
Smiley 21 Jul @ 10:45pm 
This is a great mod, but I feel like the Stone one is really OP and you should decrease it the same as the other ones; getting 2 means a potential -60%. I really like the balance with the other ones; potentially I would make it -10%, -15%, and -20% to make those early levels feel more impactful.
MaxRavenclaw 27 Feb @ 1:36am 
I've tested and can confirm that all effects work as intended (globally), but I'd advise you just go with the effects you used for the Level 1 buildings as their localization fits best. Level 2 effects mention local effects in their localization (though they still apply globally). Level 3 are hit and miss.
foot 29 Aug, 2024 @ 4:51am 
Really makes a new campaign feel fresh with your mods installed :D
Lawojin  [author] 16 Jun, 2024 @ 3:20pm 
@MidnightWinter I wouldn't know how you could reduce building costs apart from capturing stone mines and the odd chi research. as far as stone mines, I think there are 3 of them on the map. so they should only total up to 90% and never push you into negative prices. same for iron