File information

Last updated

Original upload

Created by

1conoklast

Uploaded by

1conoklast

Virus scan

Safe to use

About this mod

Combining the best aspects of Ambition and Master of Strategy, Master of Ambition is set in the tattered Sengoku Jidai. Players will encounter over 100 clans, researching dozens of new "technologies" in the Rengou and Neo-Confucian arts, carefully shaping their armies ranks for one, final outcome: the mastery of Japan.

Permissions and credits
Mirrors
Master of Ambition
Combining the best aspects of Ambition and Master of Strategy, Master of Ambition is set in the battle-tattered Sengoku Jidai. Players will
encounter over 100 clans, researching dozens of new arts in
the Bushido and Neo-Confucian arts, carefully shaping their armies ranks across 840 turns
for one, final outcome: the mastery of Japan.


What is Master of Ambition?
This is a compilation of Master of Strategy and Hayabusa Sushi's Ambition, for what I like to imagine is a more appealing campaign. Models and textures were ported from Hayabusa Sushi's Ambition where I thought the clans of MoS needed improving, and while the labyrinthine tech trees and unit diversity of MoS may be tampered for balance and "historical accuracy," they are mostly preserved. Players still begin in 1545, choosing from one of the vanilla Great Clans, and clash with new and old clans alike. Starting positions are pretty much where you'd expect them to be, if you've played Master of Strategy before. Unless you're reading this page for the updates, consult the ReadMe for further details.


Requirements:
Master of Ambition has no requirements, but you're missing a ton of great content without Weierstrass' Master of Strategy.packs 4-8. I recommend his veteran mode settings until in the near future, after the technology trees are reorganized, when I'll be making difficulty changes of my own.

Updates:
[3/24/17] - V. 0.6.2 is up! I've fixed the recruitment bug and all playable clans can hire ashigaru on turn one. With this patch behind us, unit balancing is next, and I've asked asked several modders from the S2 community, including Destin Faroda of Total Realism, for their assistance. Following my work on unit balance, I'll jump ship to buildings. Buildings have important effects, and of course determine your unit pool. Finally, I'll revisit Tech trees, to make sure my changes to units and buildings gel with them.
[3/19/17] - V. 0.6 is out, and you should definitely download and provide feedback. Because modding the start_pos to add camps in every settlement is taking longer than expected, I've made lvl 1 camps available at no research cost. This is only a temporary fix, until the start_pos tables are complete. In addition to new tech trees, you'll notice I've begun modifying aesthetics, such as clan colors, and mons and flags. For v. 0.7, I'm working on unit balancing and buildings, and all that goes into this. That means the tech trees may change just a little, next time. As with any plugin, I recommend a clean start, no other mods besides MoA, and Master of Strategy 4-8. Enjoy!
[3/18/17] - I've added several techs to the Bushido tree, as well as re-map it's core branch: tech trees are now complete! I'm waiting to release v. 0.6, until I've finalized edits to settlement slot start_pos. These edits will build the first level of ashigaru camp, for every region upon start up - ashigaru will be recruitable from start. V. 0.6 will also include changes I've begun to aesthetics, such as to agents and clan flags, unit uniforms, and clan colors. I hope v. 0.6 will be to your liking. :)
[3/13/17] - The Bushido Tree is in its final beta. This means I have only to tweak technology effects, juggle the icons a bit, and decide what to name the techs themselves. I have not uploaded this beta, because it is in testing. Small things, like the research count, may change.
[3/2/17] - Now that the Neo-Confucian tree is finished, I am moving on to the Rengou (Bushido) arts.
[2/26/17] - The Neo-Confucian tree is in it's third and final beta. All that remains are reassigning effects and finalizing icon choices.
[2/26/17] - I've solved the texturing issues of the Ikko Ikki and Otomo Daimyos. Now they look right in the frontend ui and battlefield.
[2/25/17] - Thanks to Weierstrass, I figured out why my tech tree wasn't aligned with the menu.
Top