Total War: ATTILA

Total War: ATTILA

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Diplomacy
   
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Tags: mod, Campaign
File Size
Posted
Updated
1.071 MB
21 Jun, 2018 @ 11:53am
2 Oct, 2020 @ 4:14pm
62 Change Notes ( view )

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Diplomacy

In 5 collections by Greq7
Sub Modifications of "Very Hard Campaign Overhaul"
31 items
1 click Vanilla "Very hard Campaign Overhaul"
25 items
1 Click ERE Campaign
23 items
1 Click WRE Campaign
25 items
1 Click Vanilla [Other than Rome] "Very Hard Campaign Overhaul"
26 items
Description
Logical and Realistic Diplomacy Enhancement
Compatible with other mods unless diplomacy has been edited. Please ask in the comments for compatibility.
This overhaul is save game compatible

Best results when combined with "AI" mod. This is a submod of "Very Hard Campaign Overhaul" so if you are subscribed to that overhaul you don't need this modification. It can be used to enhance or change other overhauls. I'm not claiming that this is better than other diplomacy mods but its different and some people may like the logic I have used in here.

18 tables in db has been edited:
- Diplomacy is very tricky and provides now with another previously nonexistent layer of gameplay in Attila.
- It's not too difficult to establish good relationship but you will notice that Ai will not allow you to grow your empire endlessly.
- I have managed to tone all stats down when it comes to hostility so It's easier to make peace over time, although war will continue if you show weakness to Ai (unless other overhauls you use edited prestige too much).
- Personalities of some leaders in the game has been changed. Especially in the first phase of the game. Some factions will basically admire Romans more at the start of your campaign. Huns will also behave slightly different over the course of whole game. Rome (WRE and ERE) will continue to defend their territory but now you might notice sometimes that they wish to expand more as well, especially when they got money. African nations are very friendly towards Rome to allow them to focus more on north. Note that if those good leaders are killed then Rome will suffer more and more over time. (note that admiration does not always mean a good thing. If negative stats overweight positive faction may agree to help others in destroying Rome.
- Evaluation of many deals and treaties has been edited to such degree that it does not feel like Attila anymore.
- The amount of money that are used in diplomacy has different ratio now to you and AI. You will notice that its much more expensive to deal with AI but also you can ask for gifts from your rich ally. This will compensate to that. Gifts are also more significant.
- Smallest diplomacy payment: around 500 but if faction is very rich it can be more
- Small gift=2500 in normal/average circumstances (vanila=5000)
- Medium gift=5000 (vanilla=2000)
- Large gift=10000 (vanilla=7500). please note that this can rise if recipient is rich so bribing should be more difficult.
- There is also automatic embargo on trade for three years if you cancel trade. In Vanilla there is no such thing.
- Culture and Religion relationships has been edited and will have noticeable impact: Cultural penalties, bonuses and multipliers tweaked into something more dynamic and realistic. I am not a historian but I've tried to represent every detail I have managed to gather about all these factions and cultures during 5th century and represent it in numbers. For example in Vanilla Barbarians are very friendly towards each other and that wasn't the case si I've tried to cool down their relationships slightly towards something more historical.
- Maximum client or vassal regular tribute is now 20000 instead of 25000.
- Regionless factions retain clients and vassals.
- Evaluation of economic power has been adjusted to higher numbers. So now you need much more money to be considered rich
- Chance of political intrigues=7% (vanilla=2%)
- Penalty for raiding other's territory has been raised to 15 (vanila=10). And because all stats has been toned down trespassing i no longer that hurtful as in vanilla but raiding can cause a war pretty quickly.
- There are no restriction when it comes to occupying new territories. Every faction is allowed to do whatever they want. Problem of razing has been resolved in "AI" mod where AI doesn't really wants to raze that much anymore because sacking is much better and profitable option. Some nomadic factions will still do it and even some barbarians may from time to time.

Attitudes values:................... (original game stats)
Bitter enemies >-100
Hostile >-50 ........................-60
Unfriendly >-25 ....................-42
Neutral =0 ............................0
Friendly >75 ........................50
Very Friendly >150 ..............52
Best friends >300

Imperium penalties are needed to keep the balance on the campaign map and adding to difficulty for a player who is always in front of AI with trying new tactics and finding ways of tricking factions and making them slaves basicly. Even though I have already made it much more difficult in this mod alone I'm sure there are still players who can exploit every little bit of the game and become an empire in no time. This penalty will insure your struggle even for advanced players. Stats are optimised and tested with "Empire" and "Progress" overhauls.

Imperium Level (Penalty) [Vanilla]
II (-10) [-5]
III (-20) [-10]
IV (-30) [-20]
V (-50) [-30]
VI (-70) [-40]
VII (-100) [-60]
Please note that in "Very Hard Campaign" it is very hard to get to highest level of imperium therefore throughout most of game time is spent with low penalties.

Factions becomes treacherous when they break signed treaty or declare war quickly after broken treaties.
first diplomatic event / second event (max turn difference) (diplomatic repercussions)
CLIENT_STATE / CLIENT_STATE_BROKEN 8 25
CLIENT_STATE_BROKEN / WAR 8 45
DEFENSIVE_ALLIANCE / DEFENSIVE_ALLIANCE_BROKEN 12 20
DEFENSIVE_ALLIANCE_BROKEN / WAR 16 40
MILITARY_ACCESS / MILITARY_ACCESS_BROKEN 4 20
MILITARY_ACCESS_BROKEN / WAR 4 30
MILITARY_ALLIANCE / MILITARY_ALLIANCE_BROKEN 16 30
MILITARY_ALLIANCE_BROKEN / WAR 16 50
NON_AGGRESSION_PACT / NON_AGGRESSION_PACT_BROKEN 8 20
NON_AGGRESSION_PACT_BROKEN / WAR 4 40
PEACE / WAR 4 50
REGION_GIFT / WAR 8 60
STATE_GIFT_ACCEPTED / WAR 8 35
TRADE_AGREEMENT / TRADE_AGREEMENT_BROKEN 4 15
TRADE_AGREEMENT_BROKEN / WAR 8 30
VASSALAGE / VASSALAGE_BROKEN 12 15
VASSALAGE_BROKEN / WAR 16 40
VASSALAGE_FORCED / VASSALAGE_BROKEN 8 35

I have no idea what impact this mod would have on Charlamagne or Last Roman campaign I have only tested it all in main campaign.

If you believe this mod deserves 5 stars
80 Comments
RebelBuffoon 26 May @ 2:00pm 
I love this mod in most ways but one... Im obliterating the AI in war, I have them literally surrounded by my allies, AND they have no armies... yet they are asking for 30k + gold from ME for peace... Also as the one below mentioned, you do get rather excessive amounts of Alliance offers every turn.
Asgahn 27 Jul, 2024 @ 6:08am 
Great Mod in some ways. BUT, I think it gets really dumb in some ways, too. Everyone is far to friendly to me, even if I am an expansionistic asshole. Getting allianca request every turn from 3 to 4 factions is really unrealistic. This needs some balancing. If that would happen this would be a must have mod for me. Btw, I am using it with 1212 AD. Maybe that is the reason for my poor experiences with the Mod, but I can't tell for sure.
The Viper 18 May, 2024 @ 3:44am 
can you make a button so you can chance capital. or a Diplomacy decision.
shrome 12 Jan, 2024 @ 1:10am 
sets sassanid ai to be passive... why? very disappointing change.
Vindhler 9 Nov, 2023 @ 8:46pm 
Will this work with AoJ 555AD
matiyev.es 8 Apr, 2023 @ 6:27pm 
Awesome mod overall, could you just make it so ithe AI doesn't accept to become vassal or puppet as easily?
Killer Klown from Outer Space RU 23 Mar, 2023 @ 5:14am 
work in online ?
oddball 30 Jun, 2021 @ 4:17pm 
Playing with these mods (pretty much all yours except for Skidvar Generals, Skip Intro Vids and Skidvar Garrison all of which are safe)

https://imgur.com/a/QXpo1k5

I conquered the last territory of an AI and made them a vassal. They betrayed me _literally_ the next turn with the army I used to conquer them standing adjacent to their territory. This is frustrating in the extreme. Conquered vassals should not immediately betray their conqueror.
Solon 21 Jun, 2021 @ 6:39pm 
Using this for 1212 because that mod's diplomacy is completely dysfunctional...
Hoping to research diplomacy and improve upon it if possible.
Thanks, Greq
Hailz 2 Mar, 2021 @ 9:23am 
does it work with 1212 ad?