Total War: ATTILA

Total War: ATTILA

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Imperium Prestige Fix for Attila vBuildings and Tech: A modder's resource
   
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Tags: mod, Campaign
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504.461 KB
4 Aug, 2018 @ 9:14am
4 Aug, 2018 @ 9:48am
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Imperium Prestige Fix for Attila vBuildings and Tech: A modder's resource

In 1 collection by Sheph
Little Shepherd Innovations
36 items
Description
Problem: Powerful empires tend to steamroll to victory too easily. However, Attila does a poor job at defining powerful empires. Issues that historically were problems for empires were not issues for smaller kingdoms. And vice versa such as tolerance and military morale.
Imperium problems rise parabolically. The difficulty curve here is less linear than other mods.
This means the major, early-game empires (Imperium tier 5 empires here) are able to survive and build a bit longer before they get swamped with invasions.
Unique: Around tier 5, prestige points are gained primarily from level 3, 4 and 5 buildings. Regions and techs are more a factor for smaller kingdoms. Hordes have separate dynamics.

Prestige comes from 1) Regions 2) Buildings 3) Technologies
1) Regions only get 3 points each. Cities get another 2. Playing as Rome, it is obvious that these have little value against 30 odd enemies and are actually liabilities.
2) High-tier buildings are the best indicators of power. However, many modders have their own building_levels_tables. I recommend merging yours with this one. if you remove it this table, bump up either 1 or 3.
3) I disagree with other Imperium patches that remove the prestige effects of technology. Having a research machine indicates surplus resources and capabilities of a true empire.

Corruption and Tax modification are the primary drivers here. If you have extensively modded these, there might be issues.

The fame table has been modified slightly to represent the parabolic nature of prestige points. This table is not critical and can be removed. Beware that you will hit level 6 and 7 imperium earlier.

Using this mod may require that you adjust the base recruitment and upkeep costs of troops downward.

My other mod of similar name will remove the building tables for increased compatibiltiy.

Effects of Imperium: Some worsen while others improve with Imperium
att_effect_economy_corruption_mod +
att_effect_economy_tax_mod +
att_effect_edict_rome_east_rural_development_growth -
att_effect_food_production_imperium -
att_effect_force_all_campaign_military_morale_factor_military_force +
att_effect_force_all_campaign_movement_range +
att_effect_force_all_campaign_recruitment_cost_mercenary +
att_effect_force_all_campaign_recruitment_cost_non_mercenary +
att_effect_force_all_campaign_upkeep +
att_effect_force_all_campaign_upkeep_costs_mercenary +
att_effect_force_all_campaign_upkeep_costs_non_mercenary +
att_effect_force_all_recruitment_points +
att_effect_force_army_campaign_military_morale_add_enemy_territory +
att_effect_politics_political_action_personal_influence_cost_mod +
att_effect_politics_political_event_occurence_mod +
att_effect_public_order_penalty_other_religions -

and more will be added