Total War: ATTILA

Total War: ATTILA

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Attila Realism
   
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Tags: mod, Overhaul
File Size
Posted
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36.441 MB
1 Jan, 2019 @ 2:10am
22 Sep, 2023 @ 5:53am
15 Change Notes ( view )

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Attila Realism

In 1 collection by Juvelira
Attila Realism collection
6 items
Description
This mod is a complete overhaul of the relatively arcade ATW's campaign and battle mechanics and features. The game will become somewhat harder and more realistic both in the faction management and during battle. Attila has a lot of potential and I just wished to expand the innovations and the cool features it posses. It includes various of changes listed below.

Campaign features:
1. Complete economic overhaul - now every building has its maintenance cost. Most wealth and modifiers from buildings are re balanced. It will be now much later in the game when you'll get infinite gold and the campaign lose its thrill. Resources are more important and provide additional campaign bonuses.
2. Armies will march less distance and will have more difficulties maintaining their integrity, which will make planning and maneuvering much more important instead of just teleport all around the map in no time.
3. Seasons are much more meaningful and will have greater impact on your campaign.
4. Religion is totally reworked as well as the base on which public order from religion is provided - now religious buildings will benefit public order base on the portion of the population following that religion.
5. War weariness, Political Power, Imperium, Corruption, Replenishment, Recruitment, Loyalty, Food Consumption and other campaign effects greatly reworked as well aiming to provide balance, more accurate, logical and most of all more challenging experience.
6. Campaign AI reworked. The enemy is more adequate - won't sack every time pointlessly. It will try to reconquer and resettle much more. Only Hordes will raze settlements now. Endless wars and infinite grievances between factions are less likely. Diplomacy in eddied so it should feel more realistic.
7. Upkeep, recruitment cost and recr. time of all units increased as well as unit scale to provide feeling of decisiveness of the large engagements and not just unit spamming and non-stop fighting between full stacks with no effective outcome. Mercenaries are less numerous and much more expensive.
8. Garrisons changes - small towns have very weak garrisons while cities are well protected especially bigger ones. Some elite units added to the most important cities -tier 3 and 4 /I know how much you like to cheat with the Scout Equites while protecting even the smallest villages, killing most enemy ranged units/.
9. Rebellions are more adequate and difficult to suppress. Rebel forces re-balanced - removed onagers, ballistas and some cav and crossbows for rebels as these units neither make sense to be present in the rebellious forces nor the AI could make proper use of them when assaulting towns.
10. Public order system reworked. Food shortage won't cause so much penalty because neighboring provinces that have surplus could provide food to the needing ones. However Famine will be devastating. Quelling down a rebellion is going to cause bigger and more lasting impact on the population so the province should be secured for some time once the rebels are defeated. Public order from most buildings reworked as well.
11. Auto-resolve is better. Casualties will be closer to the actual outcome of the battle. Cities themselves and Walls provide bonus to the defender so you won't be able to auto-resolve sieges only with single onager and cheat the AI. Siege equipment however will provide bonuses to the attacker to compensate so if you maintain siege for some time auto-resolve chance will increase.


Battle overhaul:
1. General's and unit's abilities are reworked - increase in duration, effect, radius, cooldown for more tactical feeling during the battle and not pointless micromanagement. Why do you need a skill that increases morale of 3 units with a value of 1 for 30 seconds - it's too small of a buff.
2. Settlement walls and towers greatly increased in strength as well as reduced siege escalation effect - it will require more effort and time to breach the walls of a settlement instead of just annihilating the entire city defences in a few volleys or 2 turns of siege. Siege engines reworked - now heavy machinery are much tougher and will be able to reach the walls easily while light towers and rams and ladders are susceptible to ignition and won't do much work against proper defence. Also creating siege units is slower so city assaults wont end with 16 ladders and towers available for the attacker after 2 turns of siege.
3. Unit stats like Melee attack, defence, weapon and missile damage, range and bonuses reworked so that battle will be slightly longer, will feel more realistic and more tactical. Less micromanagement - more tactics. Since engagements will be relatively less frequent there is no issue with increasing battle duration. Better Performance mod however is recommended.
4. Removed non-historical whistling arrows and useless heavy arrows. There is little no point in switching normal/heavy shots anyway.
5. Some armor-piercing values and effects are reworked to avoid some units (like axemen/ axe-throwers etc.) decimate enemies in a matter of seconds.
6. Town squares and towers require more time to capture.
7. Unit morale and all ability, skill or environment effect on army's morale are adjusted to increase the tactical deepness and simulate more authentic battles of this period.

And many many more ...
Popular Discussions View All (3)
13
10 Sep, 2023 @ 6:43am
Bug and Imbalances report
Juvelira
9
12 Feb, 2019 @ 7:29am
Updates to follow
Juvelira
8
29 Dec, 2021 @ 2:04am
List of compatible Mods
Juvelira
143 Comments
Warrior King - Conqueror 18 May @ 6:14am 
Is there anyone who would like to play multiplayer with this mod?
Krusarinn 19 May, 2024 @ 1:35pm 
Does this work with Age of Charlemagne
Redin5ide 10 May, 2024 @ 10:36am 
Does this work also for DLC?
Obergruppenführer Smith 1 Mar, 2024 @ 3:21pm 
Size of some garison units is not increase :{
Yellow Bear 6 Nov, 2023 @ 2:54am 
Don't set unit size to ultra, should be in the description somewhere. I got it working.
Yellow Bear 5 Nov, 2023 @ 10:58pm 
So is this not supported anymore? Other comments talk about a startpos file, but that's not here anymore. It's crashing my game consistently. I was exited to try it out.
RodriguesCIA 24 Sep, 2023 @ 10:00pm 
I noticed some Roman units lost their upgrade paths, but most have retained it. Also recruitment seem longer. Any particular reason for these changes?
Juvelira  [author] 26 May, 2023 @ 9:01am 
Army morale has plenty of sources unlike Vanilla. Now it is severely affected by
- unit fatigue (in many cases reinfocements come with forced march which cause units to be exhausted)
- general attributes, abilities, aura
- province public order
- Imerium level
- battle conditions - night battles/surprise effects
and many more. So yeah sometimes reinfocements will come shaken, weak units even wavering, but if you plan your movements correctly you'll have a much more entertaining and realisitic troop morale system.
Don Mosquitão 26 May, 2023 @ 7:17am 
Why reinforcements has "shaken" morale since they arrive?
Juvelira  [author] 22 Apr, 2023 @ 2:58am 
Hello, gimmidum. You can freely use Attlia realism alone or in combination with any/all mods in the collenction or any other UI or graphical mod in the Workshop.

Listed order of mods is fine, but with recent patches of the mod I would suggest against War Weariness: Attila Campaign. This mod was included to increase the artificial difficulty of a campign but is no longer necessary and might even make the palythrough extremely hard.