

- Shogun 2 total war trainer affects all clans mod#
- Shogun 2 total war trainer affects all clans mods#
Shogun 2 total war trainer affects all clans mods#
These mods help the AI along without giving them massive (and historically inaccurate/impossible) bonuses which allow them to train massive armies in no time at all and force you to fight stack .stack of enemy armies.
Shogun 2 total war trainer affects all clans mod#
Darth Mod seems to help in most instances and there are countless others as well (Shogun II Realism, Rights of Man, EB for Rome and Stainless Steel for Medieval II). In order to fix this I would recommend using a mod that helps with making the AI "smarter" and manages their resources and troops more efficiently. They are able to afford the upkeep on their armies (as insane as it may be) and even build/upgrade a building or two while they are at it. The upkeep on the units in many cases is dealt with by giving the AI massive income bonuses. Basically the AI is able to train all of their queued units in an explicitly short amount of time (sometimes in as little as one or two turns). Well as far as the rapid replenishment of troops go, I believe that was addressed by CA as being a "zero recruitment time" type of thing. 3 true "short_campaign_research_rate_mod" 25Ġ false "ai_region_resistance_modifier" -100Ġ false "recruitment_cost_mod_land_all" 10Ġ false "recruitment_cost_mod_naval_all" 10Ġ false "short_campaign_research_rate_mod" 25Ġ true "happy_resistance_mod_general" -20Ġ true "recruitment_cost_mod_land_all" -5Ġ true "short_campaign_research_rate_mod" 25ġ false "ai_region_resistance_modifier" -100ġ false "recruitment_cost_mod_land_all" -10ġ false "recruitment_cost_mod_naval_all" -10ġ false "short_campaign_research_rate_mod" 25ġ true "happy_resistance_mod_general" -30ġ true "recruitment_cost_mod_land_all" -10ġ true "recruitment_cost_mod_naval_all" -10ġ true "short_campaign_research_rate_mod" 25Ģ false "ai_region_resistance_modifier" -100Ģ false "recruitment_cost_mod_land_all" -20Ģ false "recruitment_cost_mod_naval_all" -20Ģ false "short_campaign_research_rate_mod" 25ģ false "ai_region_resistance_modifier" -100ģ false "recruitment_cost_mod_land_all" -25ģ false "recruitment_cost_mod_naval_all" -25ģ false "short_campaign_research_rate_mod" 25ĮDIT: This table is for campaign difficulty, not battle difficulty. 3 true "recruitment_cost_mod_naval_all" 18 3 true "recruitment_cost_mod_land_all" 18 3 true "happy_resistance_mod_general" 40 2 true "short_campaign_research_rate_mod" 25 2 true "recruitment_cost_mod_naval_all" 15 2 true "recruitment_cost_mod_land_all" 15 2 true "happy_resistance_mod_general" 34 1 true "short_campaign_research_rate_mod" 25 1 true "recruitment_cost_mod_naval_all" 5 1 true "recruitment_cost_mod_land_all" 5 1 true "happy_resistance_mod_general" 17 1 false "short_campaign_research_rate_mod" 25 1 false "recruitment_cost_mod_naval_all" 15
1 false "recruitment_cost_mod_land_all" 15

1 false "ai_region_resistance_modifier" -100 There might be other cheats that are not dependent on security, such as AI seeing through fog of war (as it does in just about every single game). This is literally all the difficulty-dependent handicaps. Then it's effect name and magnitude - hopefully self-explanatory, and generally in either %s (especially when it says mod) or in absolute points (like repression_gov_type or personal_security). Second column - true means player, false means AI.įirst number is difficulty, but it's reversed for AI, so "-3 true" is maximum difficulty, player handicaps, but "3 false" is maximum difficulty, AI bonuses. In patch14.pack (not the most recent, that's what I have here) the table is: In ETW/NTW/S2TW there is a db table defining precisely all the bonuses AI gets - campaign_difficulty_handicap_effects - and there's a ridiculous number of them even on normal difficulty. So here's a detailed technical explanation.
