Totally Troy Shogun2 – ONLY PLAY IF YOU’VE GOT THE HEART OF A LION

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Author: Crooper103

Last revision: 3 Apr at 14:29 UTC

File size: 4.92 MB

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Description:
Introduction

Mate, I never said that I was going to make Troy into Shogun2. What I meant was that I would create the greatest Troy experience ever. two totally completely separate things mate.

The Crunch Princess knows you crave peak Total War. She knows you’re tired of cucked infantry combat. She knows you crave more than missile spam and chariot crutches being the only effective army comps. The Crunch Princess is here to bring you deliverance from this dysfunctional game.

To clarify, this mod prioritizes the battles. Realism is a tertiary priority. If you would like a realistic mod, then there are plenty out there. This mod is all about the GAMEPLAY. The meat of the game where the main determiner of enjoyment is. If you’re familiar with Shogun 2, then, as the title suggests, you will love this mod.

I made this mod because I really liked the idea of maximizing the effectiveness of expendable troops. I’ve kept the direction as vanilla as possible. There are no custom units, only number changes.
This description does not catalogue all changes, just the major ones

Important!

Units do not lock slots with eachother, they run right past each other easily, you need to make sure your units arent running through enemies, cause they will chase and won’t be stopped. Ranged entities occasionally freeze due to congestion while trying to fire.

Battle

Morale&Rules

Morale from Shogun 2 is copied. Rules from Shogun 2 are copied with a few exceptions
Important changes

  • Height advantage for missiles applies now. Height advantage for melee has been upped from 30 to 50% max. Shogun2 had a height delta that was valued at 1.5
  • Routing units lose a quarter of their speed and all of their defense stats. Jump attack charge animation increased to 100%. Both of these combined, makes killing routing enemies a real thing
  • Friendly fire has been added back in (LOL)
  • Armor rolls had a minimum percentage that was .5, meaning that at the very least you half of your armor was effective. This has been reduced to 0
  • matched combat is 10% and needs it’s own sub-mod
  • Docked ranged units gain 20accuracy 20reload.(ranged increase don’t exist)
  • Unit drag width has been doubled.
  • AI stat buffs have been nuked
    Mounted

    Cavalry and Chariots have been significantly weakened. Three reasons for this: mass works weird in this game; it allows you to bypass collisions and literally flatten anything with lower mass. This leads to chariots and cav being able to pass through units by tipping entities over during collision, without getting stuck. It keeps the focus on infantry, and it fits in historically.

  • Melee Chariots cause fear and stack fear via melee weapon property. This is to emphasize their roll as a chasing/morale shock unit.
  • Archer Chariots counter other chariots via superior range. They also cause fear with both melee and ranged, but lack the unit attribute of fear
  • Javelin Chariots are the worst but their niche is in having both melee and ranged weapons having a -6 morale penalty. Making them a high-risk high-reward archetype. They also lack the attribute of fear
  • Spear Cav are shock cav who rely on the charge to kill, they melt quickly in extended combat
  • The only melee cav is an axe cav who has high base stats to sustain in the melee
  • Archer Cav out ranges other cav and shoots behind itself
  • Javelin Cav melt melee and shock cav but are susceptible to attrition by archer cav. They cannot shoot behind themselves
    Infantry

    Infantry has been given more significance. They are more than impotent meat shields for cav and missiles. They can kill too! Troy has no inherent properties for weapons.They have 5 new sub-archetypes.

  • Swords beat spears and have the highest damage
  • Axes ignore 80% shields, most units have shields, very versatile
  • Clubs ignore 80% armour, making them very cost-effective against heavy units who are typically more expensive
  • Spears have the highest defense and beat cav/chariots
  • 2-handers cause fear and have high charge/attack with the lowest defense. Ideal for cleaving trash. 2-handed spears all have javelins.
  • Chargers have the equivalent of banzai. With their shields, they are able to sustain limited exposure before crashing headfirst. This comes at the cost of raw killing power. Both Chargers and 2-handers have the fastest charge of all melee infantry.
  • Yari-Sam are independent, high-charge multi-purpose units who shine with their flexibility. They have the highest base speed for melee infantry. They can cover for missiles, put their shields on their backs; becoming 2-handers, and they can scout with rapid advance, chasing forwards, or withdrawing to safety.
  • Naginatas have been resigned for the most part, The only Naginata units is Ajax’s Wall. They are the sturdiest unit, with the highest base defense, with better stamina and the encourage attribute. Ideal for sieges and occupying high melee attack units
  • Marathons have the second wind ability, being able to instantly rejuvenate a single allied unit. Critical for slogs such as sieges, or clutch scenarios.
    Missiles

    Missiles are specialized and further distinguished from each other

  • Slings are anti-rush/anti-missile. They posses the highest range, lowest damage, highest firing rate, and slow down enemies
  • Bows are more accurate and deal more damage. Making them better against armor
  • Javelins have the shortest range, but the highest damage. They hard counter mounted units and thrive off shooting into the flank of melee infantries
    Speed

    Every unit is faster than in both Attila and Shogun2. This was done to emphasize infantry maneuvers. This extends to flat speed, acceleration, deceleration, turn speed, etc.

    Fatigue

    Fatigue values have been changed. MAX fatigue threshold for is 30,000. Exhaustion is at 25,000

  • Units can fight for a max of 3 mins before exhaustion
  • Units can only run and fire for 2 mins before exhaustion
  • Charging takes twice the amount of stamina as running, you can only charge for 1 minute straight before exhaustion
  • Light Cav can only run for 1 min 40secs before exhaustion
  • Medium/Heavy Cav can only run for 1 min 30 secs before exhaustion
  • 1 min 30secs idling to fully recover from REACHING exhaustion
  • 2 mins walking to fully recover from reaching exhaustion
  • 2 mins 30 secs idling in RAIN to fully recover from exhaustion
  • Movespeed+Chargespeed decreases by 10% then by 5% twice, then by 15%. Exhaustion leads to 75% movespeed
  • Melee attack, Defense, reload, charge are reduced by 15% for each stage of fatigue reached. from 100% to 40% at exhausted
    Campaign

    All garrisons have been reworked. IT TAKES 1 TURN FOR THEM TO CHANGE on campaign start. idk why
    All resource buildings have been very slightly buffed

    Miscellaneous
  • All traits/skills(trees)/ancillaries have been changed to be in line with new combat numbers

    FINAL PRODUCT – This mod is finished for now. All important changes have been made. The only thing left is catching bugs/corrections. I might revisit this mod for TbtM and Myth sometime in the future. But first I will be going back to Attila. I might need to overhaul my mod because I learned a lot from Troy that if applied to Attila, might screw up the whole mod.

    HELP! – Units given javelins w/javelin animations are not displayed as having javelins when throwing them

    If you have a question or suggestion, leave it in the comments!!!
    (Discussion for more DETAILS/thought process