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GShock

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Aug 16, 2007
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Do you guys have plans for 1.5? I would like to know what's in the cauldron for the future (and when).

I do have a simple request that shouldn't be hard to implement in a minipatch and we need it as soon as possible.
We need a "switch" in the code to prevent the upgrade of castle/province to add to the province characteristics so that it is not possible to build huge castles everywhere and not possible to give high revenue from i.e. farms in mountainous areas. That obviously (but not only) is targeted for the Genpei Mod but I think the SJ period would benefit with the reduction in the time taken to achieve siege progress.

If this switch was implemented we could prevent players and AI from building indiscriminately everywhere the max upgrades, kori by kori we should add this limiter but we need the code I guess, before we may build the limiters in each province.
 
Also it would be great if next patch simply included (lots of) more events. The game has seen big improvements over the release version, and might be there's not that many things left for a patch anymore, but I hope for at least this.

I suppose any bigger improvements have to wait for an expansion.
 
If you go to your game folder... For example, Paradox Interactive/Sengoku/History/Character/**Character Name.txt***

you will find lines that say add_trait="STARTING_TRAIT''

If you want to remove or add any starting traits to a character, just remove the line or add another add_trait line.
 
An option to allow us changing traits of the starting characters. Currently we can't touch them.

This will make random characters not "random". :)
 
If you go to your game folder... For example, Paradox Interactive/Sengoku/History/Character/**Character Name.txt***

you will find lines that say add_trait="STARTING_TRAIT''

If you want to remove or add any starting traits to a character, just remove the line or add another add_trait line.
Ah so it is possible - chatnoir, get rid of all the women military traits at the mods start!:D
 
I'm more asking for a "mod support" patch.
No new features but we could really use the HOOKS that allow us to build different things that are already there just hard coded right now.

Events are candy but we can do whatever we want already.
 
why not just make upgrades cost money? so your most valuable places will just get big castles

also the battlescreen should show how much defensive bonuses u get from fighting on castles
 
Ah so it is possible - chatnoir, get rid of all the women military traits at the mods start!:D

Do you mean I should make a ton of women for existing historical characters?
 
why not just make upgrades cost money? so your most valuable places will just get big castles

also the battlescreen should show how much defensive bonuses u get from fighting on castles

The problem is that in Sengoku you ONLY fight in castle provinces because all provinces have castles! :)
In reality the map is very suitable for management and politics but if you allow ALL kori to have a castle, even a small one there's no chance of swift conquest which is essential in war, especially when facing BIG clans.
It took more than 20 yrs to build the fortress of Osaka, don't think you could find so many resources (and the strategic advantage of placing one) in all kori.

We need to pick the capitals of Kuni as suitable places (eventually) for the max upgrades and a selective penalty in revenue for the constructions. This is how you actually SPEND money to build upgrades.
-70% of the revenue is a positive value. -100% is 0 revenue from that kori. Basically, I am asking for a set of "switches" real modding support not new features or changes in the engine. We already have everything.
 
Erm why? Would you need to do that in order for the women that are spawned at the beginning of the mod not to have militaristic traits?

We can change the characters in the history folder, but there are quite few women in vanilla (and in my mod). And we can not do anything with random characters.


By the way, I would also like to see further moddability, at least I would like to script what the game does. For example, in the current version we can not make pease between clans. The game does not allow to let characters create a new plot.
 
GShock said:
The problem is that in Sengoku you ONLY fight in castle provinces because all provinces have castles! :)

That's historically accurate for the Sengoku-there are well over a THOUSAND castle sites of all shapes and sizes in Honshu, Kyushu, and Shikoku. The Tokugawa Shogunate was pretty strict in enforcing a 'one han, one castle' policy in order to stymie potential daimyo rebellions-that took care of about 800 of them. The Meiji government embarked on a campaign of castle destruction for much the same reason at the end of the Bakumatsu era and wiped out most all of the remaining ones, and the US Air Force flattened several of the few that survived in WWII. There's only maybe ten or so partially original castles left in Japan and only the more famous ones have been rebuilt. Japanese military strategy revolved around castles, and so this aspect of the game is pretty accurate, if sometimes frustrating.


GShock said:
It took more than 20 yrs to build the fortress of Osaka, don't think you could find so many resources (and the strategic advantage of placing one) in all kori.

Three years (1583-6). Azuchi (Nobunaga's monster castle) took four (by the way, an excellent drama movie-Katen No Shiro-about the builiding of Azuchi was released in Japan a couple of years back). Kumamoto (another monster) six. A basic fortress with tenshu could easily be put up in less than a year. The biggest castle of the era (Hizen-Nagoya, built for the Korean invasions of the 1590's) only took a year, and it dwarfed even Osaka. If a daimyo had the money and was willing to divert the manpower to construct one, a huge castle could be built in no time. I'd actually be in favor of a system that allowed a player to allocate resources to speed up construction of some projects.
 
I'm actually quite fine with the combat and the warfare. It feels very correct. This period was a slog-fest, not a blitzkrieg.

More flavor is what we need, though. Events and political choices that force you to make more on-the-fly decisions, instead of allowing you to flawlessly plan too far ahead.
 
One minor thing I would like is to choose when the time pauses. For examples I would like it choose EVERY TIME I have a pop up display. I run the game mostly at 3x and it takes me some days before I respond.

Agreed. The popup's can be most disconcerting at times. Especially when one is at war, and trying to coordinate important moves; having a big message wallpaper your whole screen right in the middle of moving your army is a huge interruption. Breaks immersion, too. And that they are not opaque, but completely block your view of anything you're doing, is a poor design choice, imho, especially when 2 or 3 of them fire off at once.

There should be a way to set them so that they dump to the major/minor events tab, just like everything else, and you can make a decision when you're ready.