Fourstrider’s Japan: Power & Influence
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Note: This mod is a fantasy exaggeration and is not meant to be historically accurate. It is also more extensive than vanilla and very likely to take you over 450 turns to win on domination. Feel free to use any part of my mods or scripts for your own mod.
Informational
PC Specs
Beefy
Recommended Game Mode
Domination
Recommended Difficulty
Chase the Dragon
Domination Turn Count
1,140
Domination End Date
Winter of 1640
Provinces to Win
All of Them
Average Turns to Win
500
Summary of changes from vanilla
- 12 turns per year
- New technology tree
- Faction specific technology
- New General skill tree
- New Agent skill trees
- Custom models for all units & generals
- 500+ character portraits
- 300+ traits
- 200+ retainers
- 60+ new dilemmas
- 50+ loading screens
- New units, unit progression & stat adjustments
- Appoint Governors
- Governors have independent ranking
- Custom unit cards and UI changes
- New buildings & faction unique buildings
- Economy & AI reworked
- Over 70k lines of new scripting added
- Seasonal effects added
- New Music & Sound FX
- Fantasy-like Visual FX
- Religion replaced with faction specific influence
- Increase power level & difficulty when you expand
- Insanely strong Ashikaga & Imperial units
- No more ship spam
- Removed open ocean attrition
- Morale adjustments
- Faction effect adjustments
- Starting conditions adjustments
- Tokugawa starts as Oda’s vassal
- New strong unit & tower abilities
New Technology Tree

New General Skill Tree

New Agent Skill Trees

Quests, a new game-play mechanic
- Each Quest is 10 parts long
- Each agent type has a unique Quest
- Each Faction’s agent has a unique Quest
- Quests start 1 turn after recruiting an agent
- Once a Quest is started by an agent, it has to be finished by the same agent
- If your agent is killed during a Quest then you fail
- Gain special rewards for completing a Quest chain



Boss Type Game-play
- A Boss fight will take place when trying to capture a major faction’s stronghold
- Major faction strongholds are indicated with an interpunct ·Stronghold·
- A supporting army will spawn containing the Legendary unit attached to that stronghold
- The supporting army gets stronger as the faction that owns it gets stronger
- You will not be able to save your game or night attack
- Kyoto will spawn an army full of Legendary units you have not defeated
- If you capture all 12 strongholds first then Kyoto will not spawn additional units
13 Legendary Units
- Legendary units will always garrison their stronghold
- Recruit a Legendary unit by capturing it’s stronghold & meeting the tech requirement
- You can only recruit each specific legendary once per game
- The AI can also only get them one time with the same rules as the player
- Legendary units are super expensive to maintain, you won’t be able to keep them all
- I recommend trying them out in custom battle before you start a campaign
- S class: Mikawa Boom Ninja, The Rising Sun(Kyoto)
- A class: Izu Mortar Team, Tosa Yumi Champions, Kai Swift Cavalry
- B class: Echizen Fabled Ronin, Aki Ruthless Raiders(GIF below), Iga Dread Ninja
- C class: Iwate Ferocious No-Dachi, Echigo Endurance Monks, Bungo Wheellocks
- D class: Owari Unwavering Yari, Satsuma Veteran Samurai

Scripted Seasonal Effects
- Effects change every 3 turns
- Since this is scripted, there is no pop-up every season
- You can see the seasonal effects in the Clan Summary window
- The AI also receives the same effects
- Spring: +1 Happiness Faction-wide, +1 Growth Faction-wide, -10% Construction costs
- Summer: No artillery movement penalty, -10% Recruitment costs, +4 morale in battle
- Autumn: +10% Farm income, +10% Ammo in battle, +10% Trade resources
- Winter: Major movement reduction in battle & in campaign, -20 Accuracy in battle
Faction Specific Influence
- Each faction has their own influence
- One province can be influenced by many factions at once
- Major factions get special buildings that spread their influence
- Generals, geisha & monks can help the spread of your influence

Power Level
- Power level increases as you expand
- Each province you capture adds to your power level
- The higher level castles in your provinces add to your power level
- As your power level increases, so does the upkeep for your armies & navies

Economy, Food & Trade
- Multiple buildings added for player to balance food, money & defense
- Building construction times increase as the game goes on
- Power level dictates unit upkeep
- Scripted inflation at 3%/year for recruiting units & building buildings
- General recruitment costs will increase as you recruit more generals
- Create a General to govern each province, no more upstart penalty past 2
- Generals are capped depending on how many provinces you own
- There are 5 levels of Governor that your General can earn, increasing rewards
Other Notable Changes
- Agents require tech upgrades to make affordable
- Removed ship spam for almost every faction except Chosokabe & Mori
- The AI is more aggressive and less predictable
- You only make money on resources if you’re actively trading them
- Morale is much harder to break
- Increased morale trait & retainer stats to match overall morale adjustments
- Hammer & Anvil or killing a general has a much bigger impact to morale
- Stand & Fight, along with other abilities have been buffed
- All abilities are unlocked in the General & Agent skill trees or by Traits & Retainers
Compatibility
- Probably not
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Revisions:
Old revisions of this mod are available below. Click the link to download.