General Description
Since Version 2.9
The S2R+ modification aims to provide a completely different gaming experience to TWS2 vanilla.
It focuses on a new campaign play as well as on a new feel within the battle mode since both modes are modified
with deep and complex alterations.
What has been done, what does this modification aim to represent?
Many common valid "triggers" are set in such a way that 1:1 ratio battles now become really dangerous for the
human player (as well as for the AI) in the battle mode. The real action on the field feels much more realistic,
from the army structures to the length of the fights. Samurai can strike heroically, but can also fail, Ashigaru
actions can rescue certain situations, but can also be responsible for the defeat. It’s really hard to predict
outcome with certainty, when odds are approximately equal (under the circa 1:1 ratio).
A lot of emphasis has been done on the campaign mode which is completely unique and really stands out.
Realism as well as gameplay aspects have gotten highest considerations. Ever since publicly released 2.9 version,
possible army compositions per faction got historical relations to real army compositions, ie. which faction
deployed which kind of unit a lot, which in less numbers or not at all and also the quality of those units is
properly depicted. Many unit types are bounded to "resources" or certain kinds of buildings. There is the "Inaka"
pool unit, which is recruitable everywhere. All other pool units have a kind of dependence that might be a certain
kind of dojo and/or structure. Those units are tagged with the "Han" pool, or other according pool names. Only a
few units are recruitable uniquely for certain factions, but they are still in the mod. These have the faction pool
name. All units, except the "Inaka" pool units, are in principle ZoR units (zone of recruitment).
Art and building requirements, its properties and impacts have been completely redesigned. While the player
(and the AI) will get quick access to quality units, one must really think what structures to build first in order
to set a solid ground for a future expansion. Initial battles will be comprised mostly by Samurai class units,
as it was the case in history where predominantly skirmishing wars rather than mass deployments took place. Players
will be able to experience mass deployments of "soldiery" in the mid-late phase of the campaign when historically
Daimyos adopted new approaches to waging war on the Japanese battlefields. The typical Yari Ashigaru is a unit type,
which is not available in the starting 5 years (circa) and these types (which actually appear in many different
iterations) come into play when the requirements are reached (respective arts and building structures).
But does that mean that campaign stalls?
No, not at all. AI factions are pretty active from the first turns onwards and region ownerships will change a lot
in this initial first years' phase. Rebellions against new oppressors are the usual cause for an unruly early phase
which can in turn also ignite the Ikko movement. That movement grows when the player doesn't take care of it.
All in all, the player can experience a lot of action from the get go. The ones who survive these initial struggles
have the chance to secure their position and to grow. A huge amount of tweaking has been done in order to enable major
factions (the playable ones) to survive. Those are also the ones who left a true footprint in historical Sengoku period.
Another special feature shall be mentioned here - the dual faction support: Oda and Tokugawa offer nearly the exact same
unit recruitment. You can try a "roleplay" campaign, ie. playing the campaign on "historical paths" aka expanding either
with Oda or Tokugawa in the historical extension.
Now, start your campaign to find out the countless new details ... on the way to become Shogun.
***
DaVinci, with a lectorate by Hister
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