Total War: SHOGUN 2

Total War: SHOGUN 2

Vanilla Supreme Mod (for Shogun 2, ROTS and FOTS)
130 Comments
Stinger-9000 9 Dec, 2024 @ 9:10am 
5. bruh what? have u never played legendary? u auto lose all auto resolve or get phyric victory and lose all ur troops if u do win lol
Austere Hare 24 Nov, 2024 @ 5:49am 
this mod sounds perfect, but need a version that does not increase unit sizes. the "weak" clans were not really weak at all... :lunar2020halodragon:
ShockwaveGT 7 Jun, 2024 @ 2:20am 
Does this mod still work?
Gaylad 22 Aug, 2023 @ 2:10pm 
I hope you can fix the issues that Ardyn has laid out.
Until then I gues i stick to vanilla
Ardyn_Izunia 13 Aug, 2023 @ 4:58pm 
This mod is amazing. Just gonna mention a few issues:

1. It breaks some sounds in the campaign, e.g. winter music in spring, hallowed ground makes "moo" sound when you click it.
This is weird and I don't know why it happens. It goes away if you delete every file that mentions building/sound/season with the mod manager. These files are overall untouched by this mod, so you don't lose anything.

2. Markets cost +1 food. I get why this is done, but it makes food so sparse that it begs you to rush Chonindo in every campaign.
Most notably, it breaks the Tokugawa campaign with an unnecessary food shortage.

3. The upkeep that the player pays is significantly lower than it used to be for difficulty >= hard. I feel this makes the player a bit too rich. Maybe increase it by 5-10%?

4. The extra Chosokabe farm income seems like a bad idea. It gives them about +200 wealth to every settlement, even unupgraded (compared to other clans). For upgraded rich settlements, it can even go up to +600.
Hexbug17 27 Jul, 2023 @ 11:57pm 
Does this mod touch naval at all?
Crackfox Junior 8 Jun, 2023 @ 8:40am 
@Gleen Cross I have just finished making a mod that starts the game 15 years later with the Tokugawa and Oda force allied, Ieyasu, Nobunaga and Yoshishige have replaced their fathers as ruler. It will not be compatible with this mod, but I could make it 12 turns per year. I haven't uploaded any mods yet, but if you're still interested I'll try to upload it to the workshop soon.
Ptfx 25 Feb, 2023 @ 5:03am 
Does it work with the unofficial patch?..
Gleen Cross 25 Dec, 2022 @ 12:04am 
I know this mod is dormant just like the game itself, but it doesn't hurt to ask... It's possible to include a submod that alters the start position of Oda and Tokugawa, making Tokugawa the vassal of Oda?

Ages ago there was a mod who did just that, but there's no such thing anymore in the Steam Workshop, neither in TW Center... so, can anyone resurrect that mod? It's such a waste to see either Oda or Tokugawa getting erased in 2 turns
Salmon 23 Dec, 2021 @ 8:54pm 
Nvm somehow fixed it. I disabled RemasterSashimonos 1&2 and RemasterFlags and it worked, but I tried enabling those again and it still works... Im so confused
Salmon 23 Dec, 2021 @ 8:39pm 
Units start at 400(Ultra) but when I recruit the same unit next turn it goes back to 200. Any fixes?
Anderson 20 Sep, 2021 @ 8:00am 
Other things that come to mind would be the following:
Agents - Reduce limit to 3, increase cost to 750, and give them better movement. The idea is to make them more impactful, as having lots of ninjas and monks running around is a bit annoying. These people should be few, but important.
Require the Gambling Den to recruit the Ninja - Since it doesn't require any research, you can build it as early as funds allow it, and it makes it a more meaningful upgrade. Sake Den can still give a boost to wealth and happiness (say, 300 wealth and +2 happiness), while Gambling Den unlocks the Ninja.
Tier 3 Agent buildings should give +1 to level of the Agent. So Crime Syndicate, Merchant Quarter, and Temple Complex should give their respective agent +1 to level. The Tier 4 buildings give +2, so this could be a good stepping stone.
Anderson 19 Sep, 2021 @ 12:44pm 
So far, it's off to a decent start. I thought the larger unit size would annoy me, but it seems to work fine.
- The added food consumption on Rice Exchange is odd, since it makes an already bad building even worse.
+ The lower anti-cav bonus for the Yari Ashigaru is nice to see, since it makes Katana Cavalry less terrible.
+ Glad to see the larger zone of control of navies.
= I think Yari Samurai should have Yari Wall (same as Ashigaru), while Rapid Advance maybe could be given to Katana Samurai, since that is a more offensive unit. I won't put that as a plus or minus, since I am undecided about this.


I will offer more feedback once i get further into the campaign.
Anderson 19 Sep, 2021 @ 5:36am 
Gonna try this out, been looking for a nice mod to fix up some of the annoyance from vanilla. I recently tried Ultimate Immersive Mod, but the game crashed at Turn 41, and there was no way to fix it. Also, it made Samurai waaaay to expensive in price and especially upkeep.

Will let you know how this run goes.
Alphakoka 29 May, 2021 @ 4:47am 
That's fair. I can see your point.
The Dopamine  [author] 28 May, 2021 @ 7:46am 
@Alphakoka Yes I did, because I feel the campaign a little bit too easy for player due to so much food income. I forgot to mention it in the patch notes. It totally my mistake and I'm really sorry about that.
Alphakoka 28 May, 2021 @ 7:40am 
Hey, did you tweak your food value recently? I loaded an old save that only have this mod running and I got a massive food deficit there.
Vic Crimson Cross Aider 21 May, 2021 @ 8:19am 
I understand, I'm not pretentious, good luck in college studies :Sanji:
The Dopamine  [author] 20 May, 2021 @ 11:16pm 
@Crimson Cross Ai I haven't created any others Mod except this, I'm sorry to say that. Due to the fact that I'm still in my college study course and my spare time is limit, but I'll try to do my best answering your question.
Vic Crimson Cross Aider 19 May, 2021 @ 11:33pm 
Do you have a similiar mod for Rome 2 ?
The Dopamine  [author] 19 May, 2021 @ 10:35pm 
@Ooh-la-la, It's GAGA!! "starting armies size" ONLY, my friend! Not the armies they recruit later on. Please read carefully before comment such thing. I'm not lying to anyone.
Ooh-la-la, It's GAGA!! 19 May, 2021 @ 7:34pm 
"But weak clans(unplayable clans) starting armies size remain the same as vanilla in order to make strong clans grow stronger and more realistic to their strength)."
A lie, take it out.
Smaller clans have the same double unit size.
Vic Crimson Cross Aider 27 Mar, 2021 @ 2:21pm 
@Elendil, I did start a new campaign, I guess it's because of the vassal, I'll write about the status when I reach full bar by conquest/province control. Cheers/
The Dopamine  [author] 27 Mar, 2021 @ 6:01am 
@Crimson Mane Please start a new campaign so all the features in this mod can fully take effect.
Vic Crimson Cross Aider 27 Mar, 2021 @ 5:53am 
how does Real Divide work for this mod ? I reached the full bar but I see no trigger for realm divide, no warning. Although I reached the full bar (says acclaimed, not legendary) via making the last province of an enemy clan into my vassal.
The Dopamine  [author] 16 Mar, 2021 @ 10:46pm 
@Knight of Amber No the Unit size does not affect the morale at all. Battle'll definitely last longer because of more unit in the combat.
In case you ask, I've tweak the unit morale a bit so the unit will fight a little longer (it's the same for every unit size so don't worry), some unit damage also reduce in a small value. Battle of course more epic and longer, but just in a fun and balance way, not battles that last for hours or so.
The Dopamine  [author] 16 Mar, 2021 @ 10:41pm 
@Voxrox I've tested the custom battle (ROTS clans) and the game run fine. No crashes detected.
The possible reason you encounter crashes is because of the conflict between clans (not in the same period) and battle type from previous game before you install this mod.
Make sure clans is in the same period and the units in the battle must be correct to your battle type, then the game should run fine. Good luck mate!
Amber 15 Mar, 2021 @ 2:20am 
Hey, this seems like an amazing mod so far but I was just wondering since I didn't see it listed in the desc, does the double unit size affect unit morale/routing at all? Like will battles last longer with units holding their ground for a longer period of time, or will it be about the same?
Voxrox 13 Mar, 2021 @ 11:31pm 
I might have encountered a bug maybe ... trying to load a (custom)battle for ROTS crashes the game for me. No other mods, fresh install etc. - I think I narrowed it down to one unit at least, the mounted Samurai Hero - ROTS
The Dopamine  [author] 11 Mar, 2021 @ 2:58am 
@CrazyCupcake Yup I sometimes encountered those bugs too. Of course Shogun 2 engine is build for base vanilla Unitsize. Doubling it will cause the engine be sluttered sometimes. But I still enjoyed playing massive battle with tens of thousands warriors rather than a few thousands because it's make the battle way more epic and destructive.
In case you want to enjoy smoother battle, I recommend reduce the in-game unit size to Medium or Small, it's equivalent to Huge / Large in base game vanilla unit size, and those bugs you mention will disappear.
jeremy 8 Mar, 2021 @ 5:22pm 
Hi, nice mod. I do have a few bugs to report. Sometimes while controlling a unit, half of the unit randomly stops and will remain stuck in place while the other half of the unit continues into the commanded formation. Additionally, units have an extremely difficult time traveling through gate houses in siege battles. If I were to guess why these bugs are occurring, I'd say it is because of the doubled unit sizes.
The Dopamine  [author] 3 Mar, 2021 @ 1:10am 
@wEn'X I've test on corei5-10400 & MSI Nvidia GTX 1070 & 1920x1080 Resolution with Maximum graphics settings in a battle of 25000 men, the game stable on 70-80FPS when zoom out and 30FPS when zoom close in soldiers combat.
The Dopamine  [author] 3 Mar, 2021 @ 12:13am 
wEn'X 2 Mar, 2021 @ 11:54pm 
That's cool man, just curious what's your Fps remain in the battle?
kinginora 2 Mar, 2021 @ 3:37am 
mod is not working but check marked this mod on mod lancher...i live in japan so may be bit number problem?idk unknown error.. tell me e-mail address i will sent main menu screen shot
The Dopamine  [author] 28 Feb, 2021 @ 9:02am 
@Emperor.I Would you mind sending me some pictures about your problem that you've encountered so I can support you? Thanks for your reply.
kinginora 27 Feb, 2021 @ 6:47pm 
still not working..what is problem..i dont know pretty sad
The Dopamine  [author] 25 Feb, 2021 @ 1:21am 
@BatMeetsEvil Yes.
BatMeetsEvil 25 Feb, 2021 @ 1:19am 
arrowcannon sound fix?
The Dopamine  [author] 21 Feb, 2021 @ 9:44am 
@Timmy Yes actually I did make zone of control of Naval army bigger. And it worked perfectly.
But in the case of Land armies control zone, when I made it larger, sometimes I encountered a bug that I cannot attack enemy army stacks when there are too many army stack stand close together (due to the zone of control overlap each other). Maybe because the game engine force the army to follow a specific Road in land when moving and attacking. Not freely like in sea.
So I have to reverse the Land army zone of control back to vanilla value.
Timmy 21 Feb, 2021 @ 8:14am 
Can I add a suggestion? Would it be possible to make the zone of control that each army has larger? Larger zones of control for settlements as well? It can be frustrating sometimes when an enemy army slips past one of yours when you feel like it shouldn't have. Expanded zones of control would also make it easier to catch armies that keep running away, and would make settlements more important as they can function as defensive bottlenecks, rather than just moving past them. Thanks again for all your hard work!
The Dopamine  [author] 21 Feb, 2021 @ 1:38am 
@User Yes I understand the fact that Total War scale will never equal real army scale. Siege battles will always a problem of sluggy fight because the Total War siege map and obstacles was small compare to the actual size.

At first I intended to create this mod for myself when I really love Shogun 2 vanilla and just want to improved some aspects and fix a few bugs remained. Then I upload it for people who has the same taste as me. And I was so bright that not only many players love this mod but also suggest some good improvements.
The Dopamine  [author] 20 Feb, 2021 @ 11:43pm 
@Emperorinora Maybe you need to restart your game, then ticking my mod in the mod manager, it will work.
The Dopamine  [author] 20 Feb, 2021 @ 11:41pm 
@Timmy Thank you so much!
kinginora 20 Feb, 2021 @ 7:24pm 
it looks so not working why? i sub this mod only but not working
User 20 Feb, 2021 @ 6:06pm 
The smaller garrison makes more sense and I do appreciate the more epic battles. Let's face it, regular army sizes in TW games would be rather pitiful on the historical scale. Cannae would have been like 200 units using Rome 2's ultra size even, I just feel like the siege maps in each game are built too small for extremely large unit sizes. Not sure here but in Darthmod for Empire I remember some units being so big that the entire unit wouldn't even fit inside a house.

I didn't expect my little information to be taken into account so readily but I appreciate the adjustments. Great work with the mod. Changes and improves the things that needed the attention from the vanilla game without going into overkill like some realism mods where I can't even maintain the economy.
Timmy 17 Feb, 2021 @ 9:03am 
Just wanted to thank you for your mod, can't play this game without it. Love how battles feel now.
The Dopamine  [author] 17 Feb, 2021 @ 5:27am 
@User The double Unit Size's purpose is for the epicness of battles and more likely to historical army sizes back then. You will have to keep less garrison forces in smaller castle, larger castle can still contain most of your army.

I've made some updates for the fatigue. I really appreciate your valuable information.
The Dopamine  [author] 17 Feb, 2021 @ 5:23am 
@User @[*R#A*] Konigstiger
I rebalanced the some of the Fatigue mechanic to your ideas. Unit stamina now decrease slower than before while running and climbing walls (compare to pre-update version).
Hope this change made the battle feel more realistic. Thank you for your helpful advice.
User 16 Feb, 2021 @ 7:04pm 
Honestly I've been going back between this and Realism + to figure out what I like most in each, but one of the things I can say is that some of the unit sizes get ridiculous to where you can hardly fit 3 units around the ramparts in a siege defense. In that case Large or Normal sound much more viable, but I still feel that the Large size could be the Normal one.

I don't recall how dramatic the fatigue was for armoured units, but if it really is fatiguing them after running 50 meters, I can assure you I've worn 40lb weight vest (that's all just torso, and heavier in that one area than even plate or samurai armor) for 6 hours before, with a good bit of that jogging. In Total War terms I'd say a solid 9mph run for 50 meters while wearing that would get me to the "active" stage at worst. Just an FYI.