Total War: SHOGUN 2

Total War: SHOGUN 2

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Field Command: Sengoku
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Tags: mod, overhaul
File Size
Posted
Updated
156.253 MB
16 May, 2024 @ 1:51pm
5 Jul, 2024 @ 8:32am
39 Change Notes ( view )

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Field Command: Sengoku

Description
**BALANCED FOR LEGENDARY DIFFICULTY / SHORT CAMPAIGN**

**This mod is NOT fully compatible with other mods (unless stated)**

What is Field Command: Sengoku?

From the creator of Field Command: Napoleon, Field Command: Sengoku (FCS) is a light-touch hardcore overhaul of Shogun 2 systems, designed to deliver a more historically accurate, realistic, challenging, and immersive experience for seasoned Total War veterans. After over a decade of playing Shogun 2, I’ve drawn on my experience to refine what works and fix what doesn’t, bringing the game back to Total War’s roots. What made *Medieval 2* an all-time classic? What hooked us with the original Shogun? FCS captures that essence within the framework of Shogun 2.

What Field Command: Sengoku isn't...

  • Not a total overhaul - While FCS includes hundreds of changes, it doesn’t touch everything. Some vanilla features work well as is. There's a reason Shogun 2 is so well-loved, after all. Instead, FCS focuses on a complete de-arcadification of the game, prioritising realism.
  • Not a reskin mod - Feel free to use any reskin mods you like—FCS is fully compatible with them all.
  • No extra units - Sengoku armies weren’t diverse. You had yari, katana, yumi/daikyu (bows), teppo/tanegashima (arquebus), and occasionally naginata. No-dachi were nearly nonexistent in battle. FCS narrows the scope of available troops, reflecting historical accuracy. Unit diversity isn’t the game’s strength, nor does it need to be.
  • Not for RotS or FotS - FCS is strictly for the Sengoku campaign.


Core FCS Features
  • The Age of the Arquebus - Teppo dominated armies, as victory mattered more than tradition. FCS embraces this by encouraging both players and AI to integrate these so-called "dishonourable", yet powerful, weapons. This era is aptly referred to as "Pike & Shot Banzai."
  • Truly Terrifying Samurai - Samurai were professional warriors, and in FCS they live up to their reputation. Watch as these elite formations cut through ashigaru like a hot knife through butter.
  • Hyper-realistic Combat - Movement speed, terrain, fatigue, morale, unit mass, height, and projectile behavior have been finely tuned. Battles demand adaptability: a good Sengoku general will know how to manage a steadfast ashigaru line
  • Fewer APMs, More Strategy - Total War isn't about frantic clicks but strategic thinking, cunning gambits, and tactical execution. Think more, click less.
  • Immersive Sound FX - FCS introduces new arquebus and cannon sounds, enhancing the auditory experience of battle.
  • Better Special FX - Improved smoke, blood, and battle visuals make battlefields unforgettable.
  • Enhanced BAI - While modders can't rewrite TW AI, FCS tweaks values to make the AI behave more sensibly, mimicking human decision-making.
  • Enhanced CAI - AI Great Clans now actually behave as "Great" Clans, aggressively expanding while building balanced armies. Expect a tougher, more lore-friendly challenge.
  • More Historicity - FCS adjusts a host of naming conventions (e.g. Hattori -> Iga Ikki, Shogunate -> Bakufu or Kampaku), while replacing fictional units (e.g., Katana cavalry -> Chu Kiba-Tai), offering a more authentic Sengoku experience.
  • Realistic End Game - Realm Divide, while well-intentioned, often feels unfair and anti-player. FCS refines this mechanic by tweaking its effects and diplomatic variables to create a more authentic end game. Instead of every clan turning against you, alliances form along historical East vs. West lines (see: Battle of Sekigahara). Betrayals remain possible, but long-term, ironclad allies will remain loyal even after Realm Divide triggers.
  • Accessibility - Some mods obsess over fine details like weapon models and hidden mechanics, but FCS takes a different approach. You are the Sodaisho of a Sengoku army. Your job isn’t worrying about the length of yari in a 3,000-man division -- it’s about seizing the field and defeating the enemy. FCS deliberately sets the "level of abstraction" to that of a true general, letting you focus instead on tactics, positioning, and risk-taking without wading through intricate 5-page manuals. Just hop into a game and command like a true leader.

Dynamic Unit Cap Documentation
  1. COPY PASTE INTO BROWSER>>https://www.dropbox.com/scl/fi/ieuypsg3m2qilf2uozq42/FCS_unit-cap-building-effects_20240602.xlsx?rlkey=4llu1asvobt4au52dl8ntstqi&st=jzwwurt6&dl=0
  2. COPY PASTE INTO BROWSER>>https://www.dropbox.com/scl/fi/7epg8cvyqfxn1c1sa0t2i/FCS_unit-caps_20240601.xlsx?rlkey=5j764oc08oyt0f4g7olr61xgj&st=r4bzjke0&dl=0

Recommended Complementary Mods
*This list is organized by load order. Ensure FCS is loaded FIRST. This mod's screenshots were taken with the list of mods below activated
  1. Field Command: Sengoku
  2. Unofficial Shogun 2 Patch 1.7
  3. BullGod's Daimyos
  4. Improved armor visuals
  5. Less uniform colors
  6. More accurate armor reskin
  7. Marco's Bit Better Map
  8. Old 10th Anniversary Weather Tweaked

Historical Source Material

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427 Comments
TacticalPotato 19 Jun @ 3:32pm 
no yari wall???
seashell 15 Jun @ 4:23pm 
Hattori and Tokugawa kisho ninja have only 5 ammo, regular ones have 10
El Coach 22 May @ 1:38am 
Just dived back into the game with a Legendary Takeda campaign, I'm having a blast, fantastic work!

I noticed though that the research speed seems very fast (1 turn for the 1st tech, 2 turns for 2nd-tier tech, etc). Is this WAD? Perhaps I have a mod conflict with the Tech Tree Overhaul mod.
El Coach 20 May @ 1:15am 
The unit cap seem a bit extreme: do I read well that I would need 7 sword school to field a single unit of katana samurai (7 x 0.15 > 1)?
Mountain_Lotus 18 May @ 10:16pm 
I love this Mod Thank You, Thank you, Thank you! Assuming two players have the same mod we would be able to play a FC multiplayer match right?

Anyone here wants to play a Field command match, I can start a discord group and organize some tournaments.
niro 23 Apr @ 7:23am 
Could you tell me where the FCS files are located? I cant find them in the data folder.
pimpingbunny 8 Apr @ 2:13pm 
love this mod, AI now use a more "realistic" army build and with a lot of varity of units
Edward 1 Apr @ 2:29am 
please come to our lord and savior jesus christ, repent and ask forgiveness to him for your sins and tresspasses, only he saves, watch father spyridon ''the religion of antichrist'' pls
Lenny_Froggins 24 Mar @ 5:15am 
@Huskii Try my FCS tweaks. Should work fine without Expanded Japan + Portugal.

https://sp.zhabite.com/sharedfiles/filedetails/?id=3301645748

And as always, @Chewie, where you at my man?
Lenny_Froggins 24 Mar @ 5:13am 
@Carton22 I have just the thing for you. https://sp.zhabite.com/sharedfiles/filedetails/?id=3297211985

I havent seen Chewie on since last August, but he did tell me that I can use the FCS brand. In just a few days I am going to be releasing a new mod called something like "Ultimate Field Command." It will have Expanded Japan, FCS, Lenny's FCS Tweaks, and Ashina's extra buildings mod.

Of particular note: Portugal is a fully fleshed out faction with more correct period cannons, mortars. Samurai have been reworked to be more "historical" whole keeping game balance in mind. Samurai bowmen are called Kachi Samurai, and they get a bow with 5 ammo, and then excellent combat stats. The AI uses them well as deadly archers that charge into the fray as 2nd wave shock troops. Likewise, sword cavalry has been removed and replaced with Bow/Sword hybrid cavalry. I find it challenging. When the AI rolls up an army full of Yari Samurai and Kachi Samurai it's intimidating!