Total War: ATTILA

Total War: ATTILA

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Tags: mod, Campaign
File Size
Posted
Updated
322.116 KB
28 Jun, 2018 @ 4:38pm
25 May, 2021 @ 2:59am
38 Change Notes ( view )

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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
Faction Traits reworked
Compatible with other mods
Save game compatible

Submod of the "Very Hard Campaign Overhaul" (you don't need this if you are subscribed to Radious version)

Traits in this modification has been adjusted to the needs of Very Hard Overhaul philosophy and slightly more towards history. The effects are reflecting the strength of factions that were stronger during 5th century turmoil. In some cases I had to make factions weaker than in Vanilla. Please check above pictures and discuss the effects below. Let me know what you think.

This mod might expand with more positive or negative traits. If you are history geek please help me improve this little project.


19 Comments
pwner 16 Jan @ 8:52pm 
I play co-op and I was considering this mod, but the balance between the ERE and Sassanids ("sass") are way too off to the point that it's not worth using this mod anymore. To balance it I would suggest the following 1) Decrease ERE interest to 1% max 2$ per turn(think about it, should an empire make 12% interest a year on their gold?) 2) decrease the civil research of the ERE to 10% 4) decrease the recruitment capacity of the ERE to +1 and remove it completely for the sass as historically it was know it would take them a long time to build an army. 5) There should be more of an incentive to keep and grow puppet states for the sass it was historically, so I would keep it at 100% income or higher 6) cav was a major part of the Sas historically so do a "battle experience gain rate" similar to the Alani of maybe 50% or 100%. 7) the Sass where known to have a strong trade route so I would increase it like the ERE.
LaBamba 13 Jan, 2021 @ 11:47am 
Great work, love it, 5 starts!!!!!!!!!
Mattia 2 Dec, 2020 @ 12:10pm 
But Suebes not have -25 but -15 unkeep!
Greq7  [author] 18 Aug, 2019 @ 9:06am 
update: All separatists has received some more penalties and one bonus. Bonus to morale when attacking and penalties to campaign movement distance, melee damage, and melee defense. This should make easier for AI/player to defeat separatists and make the game more realistic.
Greq7  [author] 17 Aug, 2019 @ 5:55am 
Some buffs added to Vandals, Alamani and Saxons
Greq7  [author] 26 Apr, 2019 @ 8:10am 
update: Attributes has been improved for all factions settlements. This will ensure better defence from foreign agents.
Greq7  [author] 28 Sep, 2018 @ 12:23pm 
in my other mod "Empire" you can have up to 17 governors on highest fame level and its perfectly balanced and tested for 4 turns per year. Would that be enough governors for you or do you need more ?

ps. I have noticed that AI is not taking advantage of unlimited governors so it really might destroy the balance if you use more. But I'm happy to create a mod for you with more governors than 17 if you still want it. Let me know
Silver Eagle 99 28 Sep, 2018 @ 12:10pm 
I have a request sir. Could you create an unlimited province governors mod like sebidees? His is not updated and he has not replied to many requests to update it.
Greq7  [author] 12 Sep, 2018 @ 9:39am 
pictures with actual effects has been added