TROM3 Battle Changes
Gameplay Changes
Lowered incendiary chance of naval projectiles by 50%.
Lowered the timeout for a number of abilities from 5 to 4 minutes.
Active hiding runs for 90 sec now (was 60). This should make ninja s more usefull especially in sieges.
The basic movement speed reduction submod for TROM3 (-30 % speed reduction) is now integrated into the campaign and battle mod pack. If you want to play the mod with any other speed reduction install the appropriate submod.
Experience has an higher impact on the shooting skills of ship crews.
Unit Stats
Tachi cavalry is equipped with additional bows and 6 arrows.
Changed armor and defence stats of the bulletproof samurai since the bulletproof ability was fixed by CA in the latest patches.
Unit strength of nagae-yari and pike & shot ashigaru was reduced from 240 men to 200 men.
Reduced defense of all units with spearwall ability by 1 (spearwall is extremly powerfu
TROM3 Campaign Changes
Playable Minors
NOTE: Read the readme for the playable minors submods for instructions how to start a campaign properly!
Otomo
The Otomo are bound to christianity as their faction religion. They start with two provinces, a Nanban trading port, a missionar, a small army with two units of imported matchlocks, and a small fleet ready for action.
Faction Bonuses: Masters of Faith - Cheap imported matchlocks, higher religious conversion rate, high army moral
Special Unit: Samurai Heavy Gunners (from Sengoku Jidai DLC)
Gameplay Tips: You start with two enemies right at your doorsteps. Crush the Shoni while blocking the strait to the mainland with ships. A quick move is adviced before the Shimazu can knock at your southern doors. The imported matchlock units you start with can be very handy in battle.
Imagawa
Those who live by the sword die by the sword. The Imagawa family has turned Suruga province into one of the largest trade centers outside of Kyoto. Although not descendants of the highest nobility, the Imagawa have acquired great honour from a line of the ablest administrators in the land. Today their power is more modern, rooted in the coin, the trained peasant, and the careful word.
Faction Bonuses: Masters of Trade - higher tax and trade income, greater economic growth
Special Unit: Mounted Gunners (from Sengoku Jidai DLC)
Gameplay Tips: You start with a comfortable strength and Tokugawa as your vassal. Oda is your natural opponent at first, but you also have to keep an eye on your neighbours Takeda and Hojo.
Honma
The Honma were included as playable minors because of their interesting starting position on an island north of mainland Japan. They are traders and seamen.
Faction Bonuses: Masters of Sea - cheaper and experienced ships, greater range for ships, higher trade income
Special Unit: none
Gameplay Tip: Build up a fleet that protects you from invasions and allows you to strike anywhere you want along the coast.
Mogami
The Mogami are natural opponents of the Date clan in the north of Japan. They became very powerfull during the Sengoku Jidai period and were famous for their cunning strategies at war.
Faction Bonuses: Masters of Strategy - land units have increased campaign movement range, replenishment bonus, lesser administration costs
Special Unit: Mogami Bushi Militia - A mixed unit with spears and some bowmen in the front line. Better trained then starting ashigaru (cap of 5).
Gameplay Tips: Beat Date to control the north of Japan undisputed. You next opponent will probably arise out of the struggle between Uesugi, Takeda, Hojo, Tokugawa and Oda.
Asai
The Asai are reputed for the beauty of their daughters, with frequent suitors knocking at the gates of Odani, diplomacy forgotten, eager to negotiate terms of marriage. A refined and traditional family, Sukemasa himself is famous from East to West for his poetry and flower arrangement, as is clear from the respect which his fellow lords accord him. As he is artistic, he is innovative in war, the new model army which he created is an emblem of discipline and trained tenacity, but other daymio have understood the value of trained ashigaru and are preparing to repave an even ground.
Faction Bonuses: Masters of Beauty - diplomacy bonus, research bonus for civil techs, experienced ashigaru
Special Unit: none
Gameplay Tips: Surrounded by 3 major factions forming alliances and building up strength before striking at any weakness may be wise.
ZEN Temples
Unlike some other buddhist sects, the Zen buddhist temples were not much involved in the political struggle during the Sengoku Period. However, many samurai were influenced by the Zen philosophy and practice and became followers of Zen. Zen also played a big role in the cultural development of Japan before and after the Sengoku Jidai period. In TROM3 Zen temples don't recruit warrior monks and their conversion rate is lower then that of standard buddhist temples. Instead they stimulate research in both the civil and military field and increase the experience level of all samurai units recruited locally.
The basic buddhist religious building is the buddhist shrine that can be developed into a normal buddhist temple or a Zen temple.
New Zen building line with 4 new buildings: Zen Buddhist Tempel, Zen Monastery, Zen Temple Complex and Famous Zen Temple
All Zen temples increase the experience of Samurai units recruited locally.
All Zen temples increase the research rate both in the civil and military area (the research rate of standard buddhist buildings was reduced somewhat).
Zen temples can recruit monk agents but have a lower conversion rate and can't recruit warrior monks.
If you have a zen monastery or higher building you have a chance to recruit a wandering yari, bow or katana hero.
Hattori Revamp
NOTE: I suggest to use the ambush deployment mod by Akp with TROM3. It's already bundled with the TROM3 installation files, so just copy it into your /data directory.
Hattori infantry ashigaru and samurai units are no longer able to setup anywhere on the battlefield. They can hide easier on the campaign map instead (with the "paths seldom trod" ability). This makes kisho ninjas and bandits (nobushi from the DLC) more valuable.
Hattori kisho ninja are available earlier, have a higher unit cap (5 instead 3) and don't need silk as a requirement.
Kisho ninja masters (new hero unit) are available eralier and have better stats.
Action costs for Hattori ninja agents are reduced by 5%.
All Hattori generals get the new Ninja Strategies trait (+1 command when ambushing).
Building Changes
Rearranged garrison units slightly to achive a more logical progression.
Replaced yari ashigaru with tae-yari ashigaru as garrisons for lvl 3-5 buildings.
Fixed missing garrison building.
Removed building restructions for lvl 3-4 markets and stealth buildings (they didn't work as intended). Normal markets and sake dens still have a building limit of one, but as soon as you upgrade them you can build another one.
Removed building restrictions for large resource farms to allow for more food production.
Recruitment Changes
Increased campaign recruitment costs of all units by a flat amount of 200 koku. This change makes higher level units more cost effective (previously costs roughly resembled combat power, which is ok for custom battles, but does not take into account research effort and longer build times for higher level units in the campaign).
While recruitment costs are increased, upkeep is reduced from 20% of recruitment costs to 10%. The net effect of this is that both player and AI can field more troops, but building up an army or replacing losses is more expensive and takes more time if you don't have the money at hand. Recruitment cost bonuses are now more worthwhile to get.
Unit cap for kisho ninjas was lowered from 4 to 3, but raised for Hattori kisho ninjas (from 4 to 5).
The Ikko Ikki can now recruit naginata sohei cavalry in the campaign.
Raised unit caps of basic ashigaru from 10 to 15 (ikko ikki 20) to allow for more troops until you research advanced ashigaru units.
The basic monk units (hoshi musha) can be recruited without a weapon dojo as requirement. This makes it easier for the AI to get them.
Oda Ashigaru now cost the same as standard ashigaru (their higher stats are enough of a bonus).
Technology Changes
NEW TECH BRANCH: Three brand new technologies that form their own branch in the civil technology tree: Way of Zen, Inner Wisdom amd Enlighted Actions
Rebalanced costs of military techs.
Removed experience bonuses for newly recruited units from the spear, sword, bow, ashigaru, and musket/siege tech branches and replaced them with stat bonuses for existing and new units.
Many top level military and civil technologies will provide stronger bonuses now. Therefore, researching them makes more of a difference.
Changed some bonuses of the ashigaru tech chain: Instead of reducing farm income the lack of workforce is now represented by a higher upkeep for ashigaru units.
Moved the chinese and korean trading ports further down the tech tree.
New Units
NEW UNIT: Tae-yari Ashigaru: The Tae-yari Ashigaru ("short spear ashigaru") are a improved version of the early yari ashigaru. They are available with the ashigaru sergeants tech, are recruited in castle buildings and have a unit cap of 10 (ikko Ikki 15). They are lighty armored and much quicker then nagae-yari ashigaru, but have lower defense stats and are therefore less able to pin down an enemy. They should be used as highly mobile force to protect the flanks of your own battle line or attack an enemy from the sides or rear. Tae-yari ashigaru replace early yari ashigaru as garrison of higher level buildings.
NEW UNIT: Mogami Bushi Militia: These hardened farm men from the north of japan are proficient with the spear and the front line can also shoot with bows. They are available for the Mogami clan (cap of 5) and as AOR units for all other clans (cap of 2).
NEW UNIT: Kisho Ninja Masters: A new hero unit that is available with the highest stealth building (cap of 1). The Hattori version of this unit is stronger and available earlier.
NEW UNIT: Yabusame Household Cavalry (with a improved Chosokabe version)
Events and Dilemmas
NEW TRAIT: Ninja Strategies - Generals staying in a province with a ninja region speciality building have a small chance to aquire the Ninja Strategies trait (+1 command when ambushing). All Hattori generals get this trait automatically.
Other Changes
Starting help randomizer: The starting help for major AI factions is randomized now. There is a 25% chance that they get no help at all, a 50% chance that they get some extra units and/or cash, and a 25% chance that their starting help is doubled. This should make the development of games more varied (Tokugawa has a chance to eliminate Oda for example).
Reduced trading and trade node income for the player slightly (-5%) and made buildings 25% more expensive (new campaigns only).
Starting the game as Chosokabe, Date, Hojo or Shimazu is more difficult now.
Increased movement bonus of roads by 10%.
Increased campaign movement rate of all units by 5%.
Siege units are now only slightly slower then infantry on the campaign map.
Increased base income of minor factions from 800 to 1000 koku (majors have 1300 koku).
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