Total War: ATTILA

Total War: ATTILA

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Movement + Supply System
   
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Tags: mod, Campaign
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25 Jun, 2018 @ 4:37pm
28 Jun, 2021 @ 2:13am
26 Change Notes ( view )

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Movement + Supply System

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
Integrity, Stances and Campaign Movement
Compatible with most mods but it contains scripts
Fully compatible with other submods of "Radious - Very Hard Campaign Overhaul"

This modification has been tested as a part of Very Hard Campaign Overhaul but I'm sure it will enhance experience of any other mods or vanilla. It contains reworked versions of no longer existing mod "Wont March to Death" by Damnatio Memoriae, "Sebidee's Better Army Stances" and "Standalone Supply System" by Niklas as well as my own tweaks and ideas.

Details
- Line of sight has been reduced to make it more realistic. Spies can still see a lot more than other characters
- Chances of you or other AI faction being ambushed has been increased by tweaks in few tables. It is rare that a player is ambushed but it happens at least where in Vanilla I never experienced it. It is due the fact that map information that you get from your friendly factions destroys all the fun in the game and I will eventually find a way to switch it off completely in the future.
- ground types and and movement cost has been edited towards more realistic. Rivers are much easier to cross but you can still be stopped by it if it's near the end of your move.
- Slightly higher cost of movement for using more advanced roads. This is to represent that europe has not changed that much in just couple of years in 5th century. In vanilla there is huge change between low quality and high quality roads.
- Imperium levels will impact ability of movement. This represent the level of faction's organisation, people who work and check the terrain, people who transport heavy equipment, more horses and mules ect ect. You may notice that Rome at the start of the game can move slightly farther compared to barbarians and this will definitely help with its survival till late 5th century like it was historically.
- zone of control has been slightly (around 25%) reduced to make it more realistic and make the actual campaign map bigger. Those red circles around all those stacks in late game cover a lot of space and with reduced size it really feels like the map got bigger and there are more possibilities.

Integrity
- Attrition gives -8 (Vanila -5)
- Bankruptcy -20 (v.-5) During those difficult times sending your troops to fight away from home is bad idea.
- Battle won +25 (v.+10)
- Battle lost -25 (v.-15)
- Casualties multiplier for loss of your soldiers is slightly harsher and this mean your troops will worry a lot if you lose a lot of soldiers during battle.
- Decimation gives +40 (v.+30) and the bonus stays for 2 turns instead of 1. such drastic measures should stay in someones head for longer don't you think.
- Faction Leader death -15 (v.-5) and it will stay for 3 turns instead of 5.
- Foreign soil -7 (v.-1) Away from your family, away from good food, away from everything that good and women...
- Idle 0 (v.+1)
- Faction Leader's own army +7 (v.+1)
- Looting +15 (v.+10) very nice bonus on top of winning battle
- Low level of integrity 10 (v.20) This is when system will actually warn you.
- Raiding +16 (v.5)
- Starting value =80 (v.=50) In this modification penalties are much harsher so its best to get to 100 before sending your people for some dangerous expedition
- Army mustering 5
- Fortification 20, Rome has 25
- Encamping hordes 15
- Civil war -5, Nomads -8 (v.-1)
- Laying siege +10
- Mustering +5
- Forced March -10, Horde -12 (v.0 <-- can you believe that? in vanilla you can push your troops anywhere you like for as long as you like)
- Integrity Food bonuses and penalties (this mod has no supply system included so penalties are harsher slightly to balance it): Forced march -6, Laying siege -4, Ambush -4, Raiding +6
- Navy blockading +15
- Navy double time -10
- Navy patrolling +15
- Navy docked +30
- Navy mustering +20
- Navy raiding +20
- Imperium levels gives penalties for staying in foreign territories/waters also: from -7 to -1
- Imperium levels gives also small penalty for all Navy at all times from -6 to 0 at highest.

Stances
Ambush
- 5% AP cost instead 50% (This helps Ai to at least try ambushes)
- 5% bonus to firing rate
- 5% bonus to melee damage
- +10 boost to morale
- some extra deployables
- 20% bonus to spotting chance
(hordes has slightly better bonuses)

Forced March
- 60% bonus to movement range (hordes only 55%, They generally have more people with with them and all those tents and stuff normal soldiers don't need - it makes chasing all those hordes a little bit easier)
- 6% to replenishment rate (from my testing this is a lot and it makes replenishment nearly impossible in most cases)
- If attacked units will be tired during battle
- -5% penalty to firing rate
- -5% penalty to melee damage
- -5 penalty to morale
- 5% penalty for upkeep
- -50% penalty to spotting chance (this is me trying to make AI ambushes a thing in Attila game)

Fortified
- 10% AP cost instead of 50% (this also helps Ai to fortify more often and keep integrity for longer when in foreign land)
- 20% bonus to reinforcement range
- 6% to replenishment
- some extra deployables
- 20% more ammunition
- Immunity from snow, swamp, desert attrition
- slightly better XP gain when fortified
- -10% cheaper recruitment
- -10% less upkeep
- slight bonuses for growth and public order from immigration (fots like these keep the peace)

Garrisoned
- 8% to replenishment
- +10 to morale
- +50% to ammo
- 20% cheaper to recruit
- 20% less upkeep costs
- 5% bonus to armour
- +4 bonus to public order (apart from usual bonuses for keeping number of units)
- +2 to province growth

Mustering
- 6% extra to replenishment rate

Raiding
- -15% to movement range
- Only 10% AP cost makes all those hordes raid and move across the map quicker
- Similar hit to public order like in Vanilla
- Units are winded if attacked
- Penalty to raided region's GDP -20% on top of usual penalties
- -5 growth penalty for that region
- +5 morale bonus (+7 for hordes)
- -30% to upkeep
- Coverts local province to faction religion by 5 points just like in Sebidies mod

Docked
- +10% to replenishment
- -10% to local piracy
- -20% to upkeep
- -20% to recruitment cost

Navy Mustering
- +6% to replenishment

Patrol
- 10% AP cost
- -50% to local piracy

Navy Raiding
- 10% AP cost
- troops are winded
- -40% to upkeep
- +5 to morale

Navy Double Time
- 120% bonus to movement range (hordes only 100%) instead of 25% (Its much more realistic but note that this is balanced with 4 turns per year)
- -10 penalty to morale
- troops are tired
- -10% to firing rate
- -5 to melee damage

Link to submod "Movement"


25 Comments
SrbLeX 9 Jun @ 7:11am 
Is this compatible with 1212 AD ?
Casper 14 Mar @ 4:55pm 
the icon of supply next to army stances, when I hover on it, it gives me a message that Developer Info says:"
This effect bundle is outdated and should be removed. If you can read this, please contact me.

So I did :)

Though it still detect some good buffs from fully supplied,
Integrity: +4
Campaign movement range +10%
Morale: +2
Replenishment: +2%

So it is up to you Dev & guys
Big Boxus 24 May, 2024 @ 2:12pm 
The mod conflicts with the '[MAGA] Region Trading (Reloaded)' mod. The '[MAGA] Region Trading (Reloaded)' mod should be placed higher.
Hug'Z 6 Mar, 2024 @ 8:41am 
i have the same concern as @JackBeauregard
JackBeauregard 1 Nov, 2023 @ 9:16am 
Very interesting mod. I want to try it out. Does it work with 1212? The supply mod for 1212 is bad adapted by the AI, they march to death. could this mod improve that? Thanks for your time!
Andy's Take 6 Oct, 2022 @ 12:35am 
Can you please make this mod compatible with the Rome era population mod (the one that works for vanilla)? Would love to have my population and supply mods working together, right now they dont :(
SEMI 6 Oct, 2021 @ 8:04am 
Calculation of supply system is same with standalone Supply System ?
Greq7  [author] 15 Jun, 2019 @ 11:01am 
update: garrisoned and fortified will give only -10% and -5% bonuses to upkeep now.
Greq7  [author] 23 Apr, 2019 @ 3:10pm 
"Ligon Flarius 13 Dec, 2018 @ 1:31am
Another concern: Do you guys know if the AI is capable of knowing the advantage of less movement cost for raid, ambush, fort, etc? or is it programmed to think as it is in vanilla?"

In my playtesting Ai handle it very well. You can look at Huns using it to travel a little bit further and not raiding same regions all the time. It is benefiting the game greatly in my opinion.
Greq7  [author] 23 Apr, 2019 @ 3:08pm 
@Ligon Flarius Your worries has been addressed in latest update: bonus to upkeep has been reduced to only -30% and penalties for region gdp has been raised to -20%. This will ensure lower gains from raiding own provinces.