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I tried to balance the mod so that most of the units were useful + the different types were different in effect (although perhaps not strictly in use), but melee and cav were hard to fit into the gameplay without breaking everything (hence why they were so slow).
Close order infantry is also pretty hard to fit in the balance, although forming a column of them can sometimes be useful for the maneuverability and staying power (requires too many units to be practical in MP I think, and you might be better off with melee infantry). In a Nagaoka campaign, I was able to shoehorn in a reinforcing army of 8 veteran levy infantry that way, and they were very decisive after I rolled up a flank. If you can figure out how to use them in MP, I'll tip my hat off to you.
If you'd humour me for another question, what did make you want to make this mod?
You've changed FotS cannons to no longer be a low effort, high kills unit. With the mod, if you get the right angle (say firing on a reverse slope, what'd miss would hit right behind them, nullying the inherent inaccuracy to a certain degree), thus turning highground against the enemy (this happend in multiplayer and I was the victim
I like Shogun 2 matchlocks because it's a unit that can do well if you put in effort, and disappointed by FotS vanilla cannons requiring such little effort and micro and still getting 400 kills easy.
Just very confused by my units and enemy units breaking for little reason.
Managed to convince some friends to do mp and I wish I had the replay of one particular battle that shows what this mod is capable of
You've managed to make a distinction between line infantry and breechloader infantry mean more than just 'unit better because bigger number'. I'm still miffed how they went from the different use cases of Yari, Samurai, Monk, No-dachi, Bow, Fire rockets/guns dynamic to FotS having no difference use case for Line Infantry and Shogunate Guard. (we don't talk about Mangonels, Euro/Wooden Cannons)
@ImperialForce9 I have reduced fear effect. It never had an effect on causing units to shatter instead of rout, however.