Improvement Suggestions for Shogun 2
This thread is for collecting together suggestions, both big and small, for improving Total War: Shogun 2. I've divided the list in 4 categories:
Minor gameplay changes: small things that could make a big difference to enjoyment.
Significant gameplay changes: major changes to gameplay that could improve playability/roleplay etc.
Interface improvements: how could the TWS2 interface be improved.
Potential issues: possible inconsistencies/things potentially not working as we believe they are intended.
Post or PM me your suggestions and I'll incorporate them asap.
Minor gameplay changes
- Sending all imprisoned/injured/perplexed characters all the way back to your capital is perhaps too extreme. Perhaps a random town outwith a certain radius (if there is one) would do, similar to the repatriation due to changing diplomatic circumstances? --19 March 2011
- Given their subservient status, shouldn't we be able to see details of vassal armies/agents/settlements? --19 March 2011
- Can we gift provinces as part of diplomacy? --19 March 2011
- Repair ships in allied ports? You can replenish armies in their provinces. --19 March 2011
- Land/board troops in allied ports? --19 March 2011
- Indicator of the diplomatic results of your actions: I'm often perplexed as to why I'm now an "alliance breaker". Also, not sure if this happens, but just in case: if an ally attacks another of your allies, especially a vassal, you should receive no penalties for entering the war against the aggressor. After all, your ally should ask you to break the alliance prior to attacking. --19 March 2011
- More recruitment slots would be very handy. Difficult to queue up units for Kyoto, for instance, which has 5 recruitment slots. --19 March 2011
- Changeable capitals. --19 March 2011
- My Daimyo should surely be called "Shogun" after my clan becomes the Shogunate?! --19 March 2011
- The enemy moves at the end of your turn are awfully fast, particularly when the camera no longer points north. Perhaps we could have the space bar toggle slow/fast enemy moves? --30 March 2011
- Additionally, would be handy if there was a "Demand you make peace with..." diplomatic option. —1 April 2011
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The food limitations are generally a good leveller/check on progress, but by having the the 2nd level market building consume one food basically prices it out of the market until much later in the game (the percentage of the extra cash isn't worth an extra level of castle). I'd suggest the first two levels are free, then 1 and 2 for levels 3 and 4 respectively. Moving this to potential issues. —1 April 2011 - More variably with trading posts, ie contact with the trading partners affecting trade. --1 April 2011
- 'Masters of Warfare' clan trait - occurs once you'd mastered Spear, Bow, Sea and Sword. Provides +2 recruitment slots across all cities but lowers tax clan-wide tax rates, representing your focus on waging war without regard for administrative matters. --1 April 2011
- Castle courtyard need more shelter from arrows. --4 April 2011
Significant gameplay changes
- Would be very nice to be able to act as the peacemaker on behalf of your alliance, particularly if you joined the war in support of an ally. --19 March 2011
- More trading ports would be good, especially more evenly distributed. --19 March 2011
- More diplomatic options to curry favour other clans, eg troop exchanges and food sharing. See #1-3 here) --1 April 2011
- Food sharing between allies (see #2 here) --1 April 2011
- More tools to control religion, e.g. ability to outlaw a religion, increasing conversion but significantly impacting on public order. Diplomatic status with clan of the outlawed religion would also be adversely affected --1 April 2011
- Balancing of archers vs. unit movement speed. Make the battles a bit slower, but perhaps slow down the archer firing rate to compensate. --1 April 2011
- Make the AI siege the player instead of assault unless it has substantial superiority. --3 April 2011
- Reflect the various land fertilities affect the amount of food each province produces. --3 April 2011
Interface Improvements
- More explicit units/ships/agents limits (eg you have 2 of 5 possible monks)? --19 March 2011
- Along those lines, would be nice to have an indicator of, eg, number of current monks vs number of current temples. The maximum possible number of monks could be displayed here. --19 March 2011
- Would be useful to be able to inspect towns when occupation/dilemma box comes up. --19 March 2011
- Indicator for which provinces will have the make vassal option (I assume it's those home provinces of clans who are not currently in the game?) --19 March 2011
- Can we have a ETW-like building tree for each province? --19 March 2011
- Enemy army/agent/fleet overlay on radar map? --19 March 2011
- It would be nice if selecting a town from the building/recruitment notification selected the town itself, not just moved the map to its location. --19 March 2011
- Similarly, selecting an agent from the agent tab should select the agent, not the army/fleet it's embedded in. --19 March 2011
- Would also be nice if these notification lists didn't go back to the beginning (can be annoying if you've built/recruited a lot in one turn). --19 March 2011
- It would be useful to have the number of units in a stack (we get this indirectly for fleets). --19 March 2011
- Would be nice to have the option to remove event messages once they are read: by the mid game I'm often getting a couple of dozen or more per turn. --19 March 2011
- Mouse map scrolling is poor. This is especially true when the tabs are down. Keyboard scrolling seems better but could do with improvement. Scrolling in general is too slow. This is especially true of scrolling across the entire map. --19 March 2011
- Clicking minimap can zoom to a position quite far from the click. --4 April 2011
- Finding it harder than it should be to select ports, especially when there’s a fleet there. --19 March 2011
- Would be nice to have naval recruitment tab inside the town menu not just under the port menu. --19 March 2011
- Can be hard to tell the current range of your Line of Sight, especially when you've have multiple characters move through the region. --19 March 2011
- Clicking on an agent tab/radar map appears to go to/show where your agent was prior to movement. Minimising/maximising the map appears to cure this. --19 March 2011
- Sort by agent type in the agent tab? --19 March 2011
- Could we get details of the agent who's been imprisoned/executed/perplexed, rather than just the name? --19 March 2011
- Can we sink captured ships after the battle on the review screen rather than having to refind the fleet afterwards (especially true of inter-turn battles)?
- Tooltips can get in the way of seeing your town stats. --19 March 2011
- Game should direct you to start research into the arts on the first turn. --19 March 2011
- Can we get what the new art does on the notification (build this, recruit that), perhaps via mouse over? --19 March 2011
- Research complete notification should change if you change the next art to research. --19 March 2011
- Can we see the increased rank on those with enhanced field defence, rather than the base command? --19 March 2011
- Can we have an indicator that a town has potential construction, as with ETW? --19 March 2011
- Can we have a "orientate to the north" button? --19 March 2011
- Currently, the "come pick me up" option with fleets is sub-optimal: appears to want to get the ship to go to the nearest embarkation point, when sometimes its better to get the army to move to a point in between the fleet and army. --1 April 2011
- An indicator on the diplomatic screen of the clans with sons/daughters would be useful. --1 April 2011
- Sometimes, when I have the ship tab open, the map displays where my agents are instead of my fleets. - 1 April 2011
- Could you separate out the various armies on the Battle Details screen? This is especially important when you've fought an allied battle and don't know which troops are yours. --1 April 2011
- Notification boxes can overlap with each other, ie if two generals rank up from a battle, you can zoom to the first, but the 2nd level-up notification pops up before you are finished with the first general. --20 March 2011
- Ship repair costs should be proportional to damage. --20 March 2011
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Can be tricky to know which armies are reinforcing each other (edit: actually, seems better than previous TWs, with mouseover arrows been armies supporting each other). . --20 March 2011
Potential issues
- Armies/agents sometimes stop just short of a target even though they have the movement points to reach it. Case: moved 3 units of yaris from one town to the next, then decided to move a 4th, but it stopped short for some reason. Clicking on the town again doesn't seem to help. Although merging the 3 armies from the town into the 1 unit then retrying with all 4 appears to solve the problem. --19 March 2011
- Pathfinding shouldn't let fleets with weaker hullers shouldn't pass through Ocean waters on multi turn trips, although it's fine if you select the Ocean yourself. You currently have to manually check that the fleet will not suffer attrition, which can be annoying if you've set a long trip. --19 March 2011
- You can ask vassals for military access? Also, I've had vassals be reluctant to join my existing wars. Not sure if that is intended or not. --19 March 2011
- The food limitations are generally a good leveller/check on progress, but there is clearly a problem with how it is implemented in the market chain. It is not profitable under normal circumstances to build a Rice Exchange or above. This doesn't seem intentional. See this post and the rest of the thread for details. --19 March 2011
- Ships can get stuck on the campaign map: a ship merging with other ships on a trade route can become immobile. --20 March 2011
- Simialrly, units can get stuck on the battle map, especially on bridges. --20 March 2011
Re: Improvement Suggestions for Shogun 2
Updated and rejiged the list. Think I've incorporated the new suggestions, although PM me if I've left one out/misunderstood.
Re: Improvement Suggestions for Shogun 2
Nice list.
On archery, I think nerfing indirect fire against defenders in a castle courtyard would be a major improvement. It's too easy to shoot them to death often without even needing to storm the walls, giving a major imbalance against the AI (who is not so savy). It also feels unrealistic - if you are not storming the walls, surely the defenders would be sheltering from fire.
On the interface, I get frustrated by clicking on a province in the mini-map. I end up quite far from the province - often out to sea. It makes navigating around a large empire cumbersome.
Re: Improvement Suggestions for Shogun 2
Thanks, added those suggestions. Nice to see you around, btw.
Re: Improvement Suggestions for Shogun 2
Another UI request: Make it possible to review information in the diplomacy section when presented with the "Ally is attacked" choice. I hate it when one of my allies is attacked--especially when the attacker is another ally--and I have to try to remember who is allied with whom. I want to be able to get at the information that will help me decide who to side with, including alliances, trade agreements, geography, enemy strength, etc.
Re: Improvement Suggestions for Shogun 2
Quote:
Originally Posted by
gauch0
Another UI request: Make it possible to review information in the diplomacy section when presented with the "Ally is attacked" choice. I hate it when one of my allies is attacked--especially when the attacker is another ally--and I have to try to remember who is allied with whom. I want to be able to get at the information that will help me decide who to side with, including alliances, trade agreements, geography, enemy strength, etc.
This I definitely want.
I just had this happen to me and I had to reload because I triggered a major war with 3 clans because I sided with my ally.
Re: Improvement Suggestions for Shogun 2
Fix the Realm Divide negative relations modifier! Keep it the same at the point of Realm Divide and have it continue to cause declining relationships until you are Shogun. Once you are Shogun, it's affects on your allies and those who didn't fight against you should be gradually reduced while it is locked in for your enemies. This would better simulate the polarising affect of the change of power structure.
Re: Improvement Suggestions for Shogun 2
Quote:
Originally Posted by
econ21
On archery, I think nerfing indirect fire against defenders in a castle courtyard would be a major improvement. It's too easy to shoot them to death often without even needing to storm the walls, giving a major imbalance against the AI (who is not so savy). It also feels unrealistic - if you are not storming the walls, surely the defenders would be sheltering from fire.
Quoted for truth. I heartily endorse this request!
Re: Improvement Suggestions for Shogun 2
On siege defence (and possibly field batttles), the AI archers tend to fixate on an initial target and not re-adjust to new threats. This means that if you threaten one section of the wall first, you can get all the AI archers to line up on the walls to oppose you. This allows you to climb the other walls free from any archery fire, while the AI archers continue to watch their initial target, even though it has never been in range. The AI needs to be programmed to either deploy archers to more present threats or be deployed in a more dispersed fashion around the walls (a smart player will threaten multiple sections of the wall).
With this tweak, and protection from indirect fire, siege assaults vs the AI would be as murderous as siege defences.
Re: Improvement Suggestions for Shogun 2
I would like to add perhaps the adding of two three extra trade nodes to make sure the AI player gets the revenue and produces the respective resources. When I control almost all trade nodes I rack up immense amounts of money and the problem is that the AI cannot build legendary buildings/build citadels and all that because they do not have the resources available, even with imports.
Re: Improvement Suggestions for Shogun 2
I think castles are too easy to assault, especially when autocalcing. OK, so the enemy only has 30 samurai retainers against your 500 samurai, but surely they'd kill at least 1 for 1, unless they just stand around and get showered with arrows. After all, the castle defender is supposed to get a large bonus for putting all those resources into building that nice big castle.
And another castle related problem. You melee units just stand behind the wall getting shot, even when there aren't any troops to attack. Crouching down would be a good idea. And yes, more cover. Weird how you have that nice big keep and it does nothing useful at all. The ETW option of putting people in a building would be an excellent idea.
Plus, shouldn't missile units defending a castle get extra ammo? Say, +10 or + 50%. After all, they've stockpiled food, why not ammo? Historically they grabbed as much food, water, and weapons as they could.
Oh, and more than 2 different castle designs would be nice. How about those near a river having the river right next to the walls, to make assaulting more difficult?
Re: Improvement Suggestions for Shogun 2
There's one that's kind of on an island with streams around it, right?
Re: Improvement Suggestions for Shogun 2
I'd really like to see a change on how Metsuke work in the game.
Basically, I'd like more incentives for them to move around, instead of just standing in the most wealthy city from day 1.
One idea I had to fix it, was that you would not get the +tax-% ability right away. The "stars" from Metsuke would instead be +X to growth. Top tier skills could then be +5% tax or similar. That way, unexperienced Metsuke could move around and spread growth, but only experienced ones would boost tax. You could actually take the Metsuke to your "front line" and do missions other than boosting economy from time to time, and then go back to the city until you get yet another enemy agent showing up or such.
Currently my Metsuke are only sitting in the wealthy cities from the start. It is very rare to see them move from those cities.
Re: Improvement Suggestions for Shogun 2
Quote:
Originally Posted by
Rothe
Basically, I'd like more incentives for them to move around, instead of just standing in the most wealthy city from day 1.
But that is your choice, isn't it? You are finding more benefit from them staying in a city than moving them about, so you are chaining them to the city. Forget the taxes! Free your metsuke! Unleash their terror upon the whole of Japan! :laugh4:
Re: Improvement Suggestions for Shogun 2
One word: Camels.
Camels are a staple of the Total War franchise. It saddens me greatly that they've been left out.
Re: Improvement Suggestions for Shogun 2
Quote:
Originally Posted by
quadalpha
There's one that's kind of on an island with streams around it, right?
OK, maybe 3 or 4 then. But none where the river goes right up to the walls. They really should have gotten their hands on a book of Japanese castles and borrowed designs from there.
Re: Improvement Suggestions for Shogun 2
UI Suggestion: when a vassal/ally gets attacked, the popup asking you to join the war / break alliance has flags for all of the allies/vassals listed, but not for the two principals. Sometimes i forget which clan is which just by name, it would be helpful to have the flags displayed.
Re: Improvement Suggestions for Shogun 2
The siege assault AI seems to break down when there are two AI armies attacking together. If the first one is routed, the second comes on at the edge of the battlefield but just clusters in a tight ball. You then have to wait out the battle, which can take about 5 minutes even accelerating to the fastest speed. You can nudge the reinforcing AI into action if you attack it. But otherwise, the AI army should either attack or the battle should end.
Re: Improvement Suggestions for Shogun 2
Quote:
The siege assault AI seems to break down when there are two AI armies attacking together. If the first one is routed, the second comes on at the edge of the battlefield but just clusters in a tight ball. You then have to wait out the battle, which can take about 5 minutes even accelerating to the fastest speed. You can nudge the reinforcing AI into action if you attack it. But otherwise, the AI army should either attack or the battle should end.
I have also experienced this. It seems like it may only be on certain maps. Definitely a bug, though.
Re: Improvement Suggestions for Shogun 2
Quote:
Originally Posted by
gauch0
I have also experienced this. It seems like it may only be on certain maps. Definitely a bug, though.
Here's my list
Some units from the orginal Shogun game has been missed out.
The historical accuracy must be improved.
Aslo,can we ask vassals to give armies?
The game feels new,but it does not have much similarity between the old game,if you could step that up please.
Make a Mongol expansion,China and others.
Get rid of the star rating system,put a new system like:Noob,Legandary,General,or something like that.
and please stop these freqeunt rebellions!They're insane!!!!
Thats my list.
Re: Improvement Suggestions for Shogun 2
I would like something like environment for "cover" or "suppressed" by missiles like in the COH/DOW from Relic.