Main Campaign Economy Overhaul Mod 2
OVERVIEW
This mod adds more to the economy of Shogun 2’s main campaign. The mod is a remake of the original Main Campaign Economy Overhaul Mod with substantial changes to the building chains and campaign settings. Thus, it is published separately to avoid overwriting the original.
***To play this mod, please subscribe and relaunch the game. See below for incompatibilities.
UPDATE
2023-06-11: Buffed the stealth, food storage, and clan building chain. Added more garrison units. Extended agent limits.
MOD CONTENTS
Several vanilla features have been changed. These include:
* Administration costs have been significantly nerfed for players and AI on all difficulties.
* Excess rice growth per turn has been nerfed to 1/8 of vanilla. (You would need 8 excess rice to get +1 koku growth per turn in all of your regions.)
* All building chains’ stats have been adjusted, except for resource building chains.
* Technology tree unlocks added features.
* 10 is the new limit for all agents, except for geisha. 4 is the new limit for geisha.
Building chains have been modified, expanded, and created. These include:
* Castle chain: Price and repression adjusted. GPT (gold per turn) growth added for higher leveled buildings. Increased garrison units for each level, starting with 4 extra ashigaru units on level 1.
* Farm chain: Unhappiness added as levels increases. Food production +1 for all levels.
* Road chain: Increased GPT growth.
* Port chain: New port buildings. Nanban trade ports’ stats adjusted and can be built multiple times. Level 5 buildings may require access to foreign resources and can cause unhappiness.
-Coastal village -> Harbor -> Trading port -> Nanban trade port -> Nanban quarters
-………………………………………………………………………………………………..-> Nanban slave trade
-………………………………………………………………………………………………..-> Anamese trade port
-………………………………………………………………………………………………..-> Chinese trade port
-………………………………………………………………………………………………..-> Korean trade port
-………………………………………………………………………………………………..-> Indonesian trade port
* Encampment chain: Level 2+ buildings: Food consumption +1. Extra garrison to the city.
* Archery chain: Level 2+ buildings: Food consumption +1.
* Cavalry chain: Level 2+ buildings: Food consumption +1.
* Sword chain: Level 2+ buildings: Food consumption +1.
* Yari chain: Level 2+ buildings: Food consumption +1.
* Siege chain: Level 2+ buildings: Food consumption +1.
* Stealth chain: Added minimal GPT growth.
* Leased land chain: Leased land now removable. Stats adjusted, but still causes dishonor.
* Christianity chain: Doubled the %GPT growth per turn effects of all buildings.
* Market chain: Adjusted stats and added buildings. Increased GPT growth.
-Market -> Rice exchange -> Merchant guild -> Kabunakama
-……………………………………………-> Large rice exchange -> Massive rice exchange
* Clan chain: New chain. Provides repression and bonuses to tax rates.
-Shinden -> Mandokoro -> Province magistrate
* Food storage chain: New chain. Provides happiness, replenishment bonus, and increased siege duration. Fast to build.
-Food stores -> Granary -> Grain warehouse -> Massive grain warehouse
* Additional farm chain: New chain. Provides excess food with religious side effects (conversion to Ikko Ikki).
-Additional fields -> Pastures -> Livestock breeder
-………………………………-> Dry fields -> Rice paddies
-……………………………………………….-> Tea Plantation
* Cultural chain: New chain. Provides more GPT growth and other stats.
-Village center -> Town center -> Food court -> Massive food court
-…………………………………………………-> Bathhouse
-…………………………………………………-> Sumo ring
INCOMPATIBILITIES
db/agents_tables/agents
db/building_chain_to_slots_tables/building_chain_to_slots
db/building_chains_tables/building_chains
db/building_culture_variants_tables/building_culture_variants
db/building_description_texts_tables/building_description_texts
db/building_effects_junction_tables/building_effects_junction
db/building_factionwide_effects_junctions_tables/building_factionwide_effects_junctions
db/building_level_armed_citizenry_junctions_tables/building_level_armed_citizenry_junctions
db/building_level_required_technology_junctions_tables/building_level_required_technology_junctions
db/building_levels_tables/building_levels
db/building_units_allowed_tables/building_units_allowed
db/building_upgrades_junction_tables/building_upgrades_junction
db/cai_base_building_context_values_tables/cai_base_building_context_values
db/campaign_difficulty_handicap_effects_tables/campaign_difficulty_handicap_effects
db/campaign_variables_tables/campaign_variables
db/slots_tables/slots
db/technology_effects_junction_tables/technology_effects_junction
text/db/building_culture_variants.loc
text/db/building_description_texts.loc