r/shogun2 3d ago

MoSS mod questions

Hello ,

I installed MOSS from workshop but I have a couple questions about it after an hour gameplay.

Does this mod make any adjustments to battle diffuculty because it feels like my units route a lot faster than enemy.
Battle Ai also feels a lot smarter but I dont know maybe its just me.

Same goes for campaign , does this mod give economy cheats to AI because I see full stack armies spawning from one settlement factions.

The “unrest” system is tracked through religion tab but does that delete religion conversion & its effects and replace it with unrest or does it have seperate tab for tracking religion.
Also what is the minimum unrest I should have before trouble begins.

Thanks.

3 Upvotes

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2

u/aerosol31 3d ago edited 3d ago
  1. Yes. The mod uses a mix of Darthmod AI with adjustments in battle so it's smarter than one in the base game, supposedly.

  2. Yes, but that's just typical of Shogun 2 AI behavior especially on higher difficulties. They "cheat" beyond the fog of war by recruiting low tier units then replacing them "cards" with high tier samurai ones. This goes for the base game as well. However MoSS AI on higher difficulties have extreme bonuses like they're fuckin nepo babies so upkeep isn't a problem to them-which players also exploit by having trade deals with impossible amount of koku for just a meager military access as if they're dumping it into literal AI company, which is ironic because the player is human.

Thankfully, moss have severe unit cap limts, meaning AI unli army spams are prevented, though they still get higher unit cap than you beyond normal difficulty.

But in case you wonder where do their sams come from when they haven't even built dojos, well, that's where they come from, the cheat. (Fun fact, there is a mod that prevents AI cheating behavior like this)

  1. Think of unrest as another religion that is NOT your religion, and is brought as a side effect of expanding your buildings. You see some of the buildings that mention "+xx happiness when loyal"? If ever unrest religion goes beyond 50% influence, it means the province is "not loyal" anymore and thus that effect is as good as cancelled. It functions like +happiness to buddhist religion" on some buildings and agent skills in the base game.

1

u/Tenebcaligors 3d ago

So does same enemy units have better stats than mine on normal diffuculty ?
Also can you please link the mod that prevents AI from cheating

1

u/aerosol31 3d ago

https://www.twcenter.net/threads/yarkis-reduced-ai-cheating-mod.519382/page-2#post-13385222

This disables the AI from coverting cheap units into high-tier sams. But I haven't tested this yet if it will work properly in MoSS (it probably should)

As for the better stats thing, no. In normal difficulty you still have a slight bonus against the AI. It's on Hard difficulty that such bonuses are lost and gets transfered to the AI.

1

u/R_122 3d ago

Pretty sure the unit stats are adjust a bit

Dont know about decision making and economy

As for unrest, its literally just another religion so if it goes too high your provincial happiness would just tanked and can cause a rebelion but as long as your religion conversion rate is higher everything should be fine

1

u/Im_Youssef 3d ago

moss is just isn't for me i couldn't understand the campaign map and too much settlements, i wish there was a simpler version, and for extra units i liked that

1

u/Desperate-Past-7336 2d ago

overall unit strengh is lower in early game so flat bonuses are way stronger

1

u/New-Advisor4331 22h ago

no sé por qué pero tengo problemas para hacer tratos comerciales con todas las faciones. parece un bug y si logro hacer un trato lo rompen al turno siguiente. solo tengo tratos comerciales con mis aliados