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Instead of vanilla (minimal = -1, low = -2, normal = -4) it could be minimal =- 3, low =- 3, normal =- 4, or maybe even make low and minimal same as normal at -4.
In my play so far I haven't found a massive difference in the economics of playing on minima as compared to unmodded: in fact, it should be slightly harder economically than normal even when going for an all-out growth strategy. What tax boosts are you referring to exactly? Maybe there's something I'm not accounting for in my modelling.
If you want to duplicate my spreadsheet from the link above, you can play around with some numbers regarding your idea to make static growth smaller and the % boost bigger and send me what you come up with. It would be fun to collaborate with someone on these numbers.
I like the idea of province development being a possible way to replicate some of a clan's unique tech tree benefits (e.g., unlocking a mid-game unit earlier). I think province development in general will be crucial, given that your modding journey (and this release here!) seemed to start in economic viability. The economy and province development are such areas of untapped potential within Shogun 2. Generally, I like the notion of acceleration and momentum when talking about bonuses - incentives for stylistic options without making obvious options.
For geography/expansion being meaningful, my hope is that having more interesting choices regarding province development makes that more rich, along with having unique specialty buildings in most (all?) provinces. There are lots of ways to differentiate provinces in interesting ways. Like one province could have a higher base tax rate; another could begin the game with A LOT of town wealth; another allows immediate recruitment of a unit-capped mid-game unit; another provides a diplomacy boost, etc. My hope is this allows province expansion to play a larger role in letting players express their strategic creativity.
My vanilla play throughs feel mostly same-y regardless of clan because the optimal strategy for things like army composition or economy is the same regardless of your clan choice. My hope is that clans in my mod allow alternative strategies to at least compete with these ordinary strategies, without making those ordinary strategies bad.
My current thought about factions is they will present very different strategic "dilemmas" to players, and that players won't be very limited in what they do between clan to clan, except that different clans get earlier access to some units than others and the way each clan boosts their research speed rate incentivizes different ways of playing the game. I am considering allowing some stat bonuses to be part of differentiating the clan technology options or play styles, but I also dislike some of this because bonuses like this are not as exciting as other potential benefits, and because stat bonuses can get kind of whacky balance wise: either it's so minor it's just flavor, or it's so significant it starts to break down the careful balance of how units in Shogun 2 are meant to serve very different roles in combat.
Overall, a lot of your ideas align with my preferences. I wonder about covering Long yari Ashigaru with upgrades/Oda bonuses. Might help address units being rendered obsolete by mere stat boosted DLC units.