r/shogun2

▲ 88 r/shogun2+2 crossposts

Sengoku no Tenka, free browser dice strategy game about unifying warring-states Japan

Game Title: Sengoku no Tenka

Playable Link: https://sengoku-no-tenka.vercel.app

Platform: Web (desktop browser)

Description: Japan, 1570. Sengoku no Tenka is a turn-based strategy game of conquest across the warring states of feudal Japan. The closest plain-English handle is Risk set in feudal Japan, with dice. Pick one of eight historical daimyo clans, raise your banners, and take the country one province at a time. Dice settle each battle, but the war is won by how you move your banners between rolls.

Free to Play Status:

  • Free to play

Involvement: I'm the only dev. Design, code, balanceand art direction by me. Feedback on the midgame is esp welcome, I want to know if decisions still feel meaningful once you hold several provinces. thx

u/No-Ingenuity-5028 — 4 hours ago

What is the optimal deep rank for mathclok ashigaru?

Has anyone ever tried comparing kills obtained from 2 ranks and 3 ranks?

I want to know all the advantages and disadvantages of each rank

I know that 3 rank is suitable for killing melee units that advance directly to matchlock units.The result of which will make the enemy destroyed and morale break when touching the matchlock unit.

But in the multiplayer realm it is a bit different because you have to take into account, for example, the enemy's daikyu units. So it might take 2 ranks to minimize lost.

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u/CalmZookeepergame675 — 10 hours ago

blood dlc

hi my cousin recently bought shogun 2 on steam and because we are in a steam family i have the game but i dont have the blood dlc is there is a mod or a way to get the dlc for free

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u/BrickHistorical1808 — 1 day ago

Some thoughts for a tweak mod I’d like to create!

I’ve got lots of hours on shogun 2, finally should be wrapping up a legendary campaign soon, and I have had some thoughts for balance changes spinning around in my head for some time, and it seemed like a good convo starter! (I’ve been thinking about shogun 2 a lot, in case you can’t tell.) Please let me know what you think!

  1. Matchlocks and siege: there are a lot of mods that try to alter this but none that I love. I’ve always wondered what the thought process behind the gunpowder aspect of the tech tree. The smoking gun to me is that attack by fire has a matchlock samurai as the icon but doesn’t unlock any, I’ve thought for ages that the tech was meant to unlock matchlock ashigaru but they changed their minds to make Christianity more appealing. My thought is this:

- siege workshop available from start: Fire bomb throwers aren’t really worth using in general, but especially not when locked behind a tech that you might not get immediately. This cleans everything up; you have bomb throwers from start, where you have more reason to use them as you lack other killer apps like cavalry or kisho ninja, and then mangonels can be moved to Strategy of Attack, and matchlock ashigaru to Attack by Fire, which would also unlock the gunsmith, from which matchlock ashigaru would be unlock able.

Following that, gunpowder mastery unlocks the arsenal, which then unlocks fire rockets, matchlock hero, and matchlock sams as normal. An idea I also liked was making it so that this also unlocks matchlock ashigaru from castle chain, though idk how feasible this is, hopefully someone can advise me. This prevents the oddity of GP mastery unlocking two consecutive buildings and three units rather nicely, and gives you matchlock ashi in the midgame, which should also help the AI actually recruit more matchlocks.

Furthermore, it represents a unique opportunity to buff hand mortars, by leaving them at gunsmith/attack by fire rather than moving up to arsenal (obviously, mounted gunners and heavy gunners should stay at GP mastery).

  1. Otomo: otomo are really famously quite busted, and also don’t even enjoy the full benefits of Christianity with their worse church chain. The thought I had was this:

- turn off all ranks fire for donderbuss cavalry. No because like how the fuck are you shooting a shotgun behind four guys in front of you and not hitting any of them lmao, this would make them less busted.

- in return, they have a choice between their church chain and the normal one.

- Terços now have a dynamic cap, with the nanban quarter enabling 2, and then getting +1 for each normal church built, and +2 for each otomo church built. This seems to me like the best way to nerf Terços while also retaining an incentive to build the otomo church chain.

  1. Sword ashigaru: I really like this one mod that exists that adds weaker, more expensive generic sword ashigaru to all factions. I need to try it myself, but on paper it seems like a nice way to level the playing field for the AI, as they aren’t that much worse at using them than the player, unlike how they are with Yari ashigaru, and it diversifies earlygame armies.

  2. Spears: I have been advised that giving Yari samurai spear square makes them overpowered. I’d like to test it for myself and, if true, see what can be done to balance it out. As is, spear square, Yari samurai, and the spear branch of the tech tree all go unused by the vast majority of players; this would ameliorate that significantly.
    Additionally, I had the deranged thought of; what if you needed the first spear tech to unlock Yari wall? This would probably make earlygame too hard, but maybe sword ashigaru for all would balance it out.

  3. DLC unit changes: this is pretty miscellaneous but,

- give bandits 160 men and 50 upkeep: making them something akin to a ranged version of the wako raiders seems like the smartest change they could get while retaining their flavor.

- Bulletproof Samurai: remove the cap. BPS are already 200 upkeep versus the standard samurai 150 (which is already hard to justify) an improved version of a unit no one uses, and their namesake buff is useless when AI doesn’t recruit matchlocks. Hopefully these other changes would ameliorate things, but there’s no way these guys need to be capped when heavy gunners or donderbuss cav exist.

- hand mortars: see above.

- Marathon monks: just removing the proving grounds requirement. I would most likely ask permission to roll the mod that fixes fatigue into this project, so that alone should help, but steep research requirement +proving grounds is a dick move.

  1. General skills: I think one of the coldest shogun 2 takes of all is that the general skill tree is unbalanced. It would be a longer term project for me to redo it, but for now my idea would be to make it where the left tree buffs unit ability cooldowns, reduces upkeep etc., and hopefully incentivizes building more elite stacks, but also gives the general all of the support abilities, i.e warcry, second wind, hold firm, as well as heavily buffing inspire and rally, while the right tree would make the general bodyguard truly outrageous, giving it rapid advance, banzai, the extra hit point that heroes have, increased size up to 100, and finally bows, in addition to much higher stats of course. Something strong enough to actually justify turning down all of the buffs the middle tree gives.

I know this has been a very long post, so thanks for reading to the end, and feel free to tell me I’m a dumb idiot!

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u/ChefGuevara — 1 day ago

Question about spear square

Spear expertise tech : enables spear square

Donuts mastery : yari hero

But sojutsu mastery is a higher tech than spear expertise. I've heard the spear square only works with the yari hero. But this makes no sense. Why would the tech to enable the ability be easier to obtain than the tech to get the unit the has the ability?

Can anyone absolutely confirm

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u/Jewtasteride — 1 day ago
▲ 10 r/shogun2

Best faction for yari square

I want to try out the yari hero so I can use the yari square special ability. Apparently the hero is the only unit that gets it.

Which faction would you recommend for yarimaxing?

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u/Jewtasteride — 1 day ago
▲ 49 r/shogun2

Do you go for the Amourer or the Weaponsmith?

I know this has been discussed a lot and the overwhelming majority favour the Armourer. I tend to go Weaponsmith and Jujitsu dojo to max out melee attack but I'm conflicted.

I feel like armour doesn't help me win. It makes my units tankier for obvious reasons but if they're losing then that doesn't really matter. It would obviously help them endure missile fire so there's that. You can't really get armour from anywhere else so far as I know.

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u/ancapailldorcha — 2 days ago

WTF

So basically i had the fame bar almost full and after winning a casual battle(not even a decisive or heroic victory) it triggered the realm divide.

Im so confused rn

EDIT:It was a simple campal battle where i even outnumbered slightly the enemy,no province was take and it was a close victory.

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u/No_Love_8901 — 2 days ago
▲ 16 r/shogun2

Legendary is as hard as expected

I am trying to go for my first ever serious legendary run. I have taken over the northern half of japan, but now I am struggling to go south. There are too many armies, hella strong, and they have killed a lot of my generals. Any advice as I advance?

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u/HOSHI-DESU — 2 days ago

Great shrine vs Master Blacksmith

Which of these is better? The great shrine's +5 morale, or the +4 attack or +3 armor from the master smiths? Or does it depend

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u/Jewtasteride — 3 days ago
▲ 27 r/shogun2

Clan you wish were playable

If there's one unplayable (minor) clan you wish you could play as, what would it be and why.

And what clan bonuses or unique units would you give it?

Honma, masters of gold...

Ouchi, masters of camping outside of kyushu with a full stack waiting for the strait to be clear...

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u/Jewtasteride — 4 days ago

What garrison for each clan

What garrisons should you use?

As Otomo I've been keeping 2 yari and 2 matchlocks inside a castle as a standard team. The yari can park outside the fort and hold the scumbag enemy off while the guns shoot.

Eventually ended up with 3 tercos everywhere and they just seem to repel everything. Especially if you use the forts native garrison as meat shield.

With chosokabe ofc bows seem more viable than guns.

Is there an ideal garrison stack for each clan?

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u/Jewtasteride — 3 days ago
▲ 163 r/shogun2

He's him

A single guy managed to rout two almost broken units after he was the last survivor

u/GreinBR — 4 days ago
▲ 9 r/shogun2+1 crossposts

My Shogun 2 on pc crashes on the start splash screen with no clearly appearent reason.

Hey so as the title states my game is not starting. What happens is is that the game seems to crash/close itself/shut off the software that is Shogun 2 but after the crash there is no crash pop up with an error to even direct my issue. In the past ive had this issue with Empire Total War bit that was fixed and i believe these are two separate issues. Ive tried to read up on some causes a bit and ive read about it might have to do with mods. From what i remember i was using a mod not from the Steam Workshop, however i believe that should not matter since i remember deleting it and ive reseted my pc more then once time since. Also i just recently checked i am not subscribed to any mods for Shogun 2 on Steam.

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u/Just_Bicycle_3948 — 4 days ago