Total War: ATTILA

Total War: ATTILA

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Attila-Main Community Startpos Improvement Project Fertility Edition
   
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7.067 MB
11 Apr, 2020 @ 11:01pm
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Attila-Main Community Startpos Improvement Project Fertility Edition

Description
StartPos Fixes and Improvements Fertility Edition

The original mod: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2048506500.
This contains all the features of that mod as of April 12.

Early Fertility Boost
This mod adds a 7th fertility level and boosts the fertility level of most regions on the map by 1.
(In effect, it boost the factions in low-fertility regions mid to late game).
It follows the idea of Cracker's excellent mod:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=454390345
"Climate change is a nice mechanic idea and does up the challenge of the mid-late game, but the entirety of Europe being meagre/infertile by 445CE is a bit much. This mod ups every province's fertility by one, and keeps the same number of climate change phases. This means that by the last climate phase the map will be a better mix of infertile/meagre/poor. This will make some buildings more useful in the long run (*cough* wheat farms *cough*) and still keep the incentive to migrate to greener pastures.

I have left the fertility of several regions unchanged and fix 1 bugged region (Transcarpathia).
Crackers was a bit too aggressive at making barren regions fertile.

Due to the historical climate deterioration, fertility will drop in all regions by turn 16 with this mod and again at turn 85.

This is only a Startpos mod.
It should be compatible with any mod lacking a Startpos.
You can leave it in this pack or extract it into steamapps\common\Total War Attila\data\campaigns\main_attila
It is meant to be the foundation for your own mod collection.
It seeks to combine all the startpos fixes for Attila while adding many more improvements.

StartPos Fixes and Improvements Release 2

This is only a Startpos mod.
It should be compatible with any mod lacking a Startpos.
You can leave it in this pack or extract it into steamapps\common\Total War Attila\data\campaigns\main_attila
It is meant to be the foundation for your own mod collection.
It seeks to combine all the startpos fixes from all the excellent Attila modders while adding many more improvements.

(Not included: Garrison, unit, abilities, combat, building fixes)

Goals for this Startpos
--Improve the historicity of regions, armies and resources
--Make changes that will benefit the AI in terms of their longevity (building settlements/camps)
--Allow migrating and nomadic factions to survive longer
--Encourage the factions to engage in ways that reflect historical reality
--Reorder sloppy settlement setup by CA (Especially for Roman factions)
--Maintain proper functioning of Total War games/AI by staying close to Vanilla whenever possible
--Fix bugs that can only be fixed in the Startpos
--Avoid changes that can be handled by modders in pack files
--Encourage the factions to engage with higher-tier units earlier in the game
--Give the WRE and ERE a few more turns of preparation before these higher-tier stacks emerge (except for the wars already started)
--Emergent and Rebellion factions overhauled to encourage historical outcome

Time Shift Forward
Calendar has been moved to 499 CE, four years later.

More importantly, it brings the advent of Attila closer.
There is need to wait 25 years (100 turns) for the Huns to become a significant factor.

In Vanilla, the Vandals and Suebi usually get wiped out early.
The Suebi have moved to Spain and the Vandals to West North Africa as if they just made the crossing.
This avoids the 5-10 turn Vandal war in Germany

Increased starting Treasury
By average of 10-15% for every playable faction and 5-10% for others.
Currently, the AI maxes out their treasury building armies and approaches bankruptcy quickly.

Diplomatic Relations Reflect History
Vandals not at war with German tribes given their movement
WRE vs Franci improved
WRE vs Vandals worsened to prevent Vandals from going after Gauti and Mauri
Huns vs ERE improved but they are still at war.
WRE has given gifts to the Iazyges and Alans to delay their war declarations.
Kartli is militarized and has tributes from Armenia and Lazica
Franci on good terms with most Germans even though they may roll a hostile personality
Suebi at war with WRE
Many more which I will detail in change log

Personalities Reflect History
Assigned 18/118 starting personalities (first 25 turns) to the historically most aggressive factions
Limit naval and and Burn-It personalities to those factions that will benefit from it.
It's pointless for them to roll a defensive personality and not re-enact history
After 25-35 turns, there is not much one can do to assign faction personalities.

Resources
Moved some resources around based mostly on historical documentation and to make them accessible for trade (on port cities!)
Many resources in Vanilla are untradeable because they are located in a region without a port or multiple connections to other factions.
My second priority was to have at least one resource per province and two if there's is a major city nearby
Thirdly, the resources of German 4-slot regions were moved to the 6-slot regions given that the 4 slots are needed to have a basic-functioning faction.
Fourth, certain resources are vital for faction survival.
ERE and WRE both get two Iron regions. Sass gets one.
All 3 get access to gems and gold from start.
Details change so I added it to the Discussion.

Low-level settlement editing
Edited a few barb regions that had too much food and no troop-producing buildings.
For example, the burgundians could only produce skirms and spears for the first 20 turns.
Santitation buildings added to about 30% of Primary City slots
Made resource-level 1 buildings available in most regions with a resource. The AI tends to not build these.
WRE/ERE: Added a few farms to avoid starting starvation
since the AI tends to starve for these factions. I still recommend that AI be given a food bonus in the pack files.
WRE/ERE: Changed most of the fishing and military ports to trading ports based on history
WRE: Removed excessive garrison buildings & chapels and replaced them mostly with food slots or barracks.

Overall, most of the map is still similar to Vanilla.
Civil War bug
Fixed Himyar and Axum Civil War bugs as described here:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1777869354

Faction Change Specifics
Stack Improvements
Most vanilla factions had stacks full of nearly worthless units.
Two leading army from the WRE and ERE received two mid-level troops each. Most skirms were replaced with archers and a few more equites were added given that one can't recruit them for many turns.
Most barbarian stacks now have 2 more mid-tier warband units and fewer skirm units.
The quick-to-die factions (visi,ostro, vandals, suebi, tanukhids) received 6 mid-tier units.
Nomads were given a troop-producing tent upgrade, but no added troops, to prevent a blitz.

Faction Family and Leader Survival

Plus many more features in the discussion.

Credits
Athanasios: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1999136521
The One Who Knocks: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1513074313
Compatibility: You have to start a new game. Conflicts with FOTE, Perdita, Medieval Kingdoms, Ancient Empires, etc.
Now plays beside new AI-identification mod:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1553307437
Subscribe to both if you want to test the AI or know what you're really up against.
Help those improving Attila

Modder collection: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1420203491
7 Comments
Sheph  [author] 11 Mar @ 3:25pm 
Interesting. I won't be updating this soon unless I lose my job.
Smaug 11 Mar @ 5:53am 
Causes "Slavs" culture group to appear on the Grand Campaign faction selection screen even if the DLC is not purchased, pretty minor issue honestly.
MacKenzie 2 Sep, 2024 @ 8:22pm 
Hey sheph I love this version and the previous original one, could you please advise which one I should use as startpos? I like fertility but i can see that this fertility one is not as new as the other one which has 24th april update.
Sheph  [author] 20 Feb, 2021 @ 7:17pm 
I haven't tested this mod extensively so I have a few doubts as well. This mod will weaken the Romans by taking Spain and Africa from them and generating historic kingdoms of the Vandals and Suebic Spain. So strong Vandal or Roman armies are not a concern at the start.
Attila is programmed to go after the human after the first seal breaks around turn 30. You could shift that in the game files without touching the mod.
I can't be a startpos coach as it's been a year and I'm quite busy. I recommend approaching Anisvara of the 642 Dark Ages mod only if you are committed to making your own startpos. It is a bit complicated, especially when it comes to handling forces. The worst part is that there is no way to version it as far as I know. Sometimes building a startpos will corrupt the game and all your work will be wiped out when your reinstall.
Anisvara is the most accessible pro for now.
Karmapowered 20 Feb, 2021 @ 8:53am 
I'd love to play with this StartPos since I like almost everything about it, but I'm not convinced by the time shift. I guess if one plays one of the major factions, 4 years less could be OK, but if one also enjoys exploring minor factions like I do, less time to build up before the Huns come knocking on the door sounds crippling to me.

I don't want to bother you with releasing a specific version just for me, so could you perhaps give me some instructions on how I should proceed to adapt your mod to my tastes ? I've gone through Magnar's tutorials. I haven't put them in practice yet, but this could be the ideal opportunity.

Thank you in advance for your assistance.
Sheph  [author] 13 Nov, 2020 @ 2:54pm 
Regarding startpos. That's what we're told. However, there are no table conflicts between the startpos. If you don't see the resource or starting Vandal/Suebi movement, then it is unlikely this mod is activated. Theoretically, they should not be incompatible.
18TEX36 13 Nov, 2020 @ 2:37pm 
So any mod that uses a StartPos will cancel out this one if placed above in load order? Or only it it uses the same tables and such? I was trying out a mod called Regional Units for Grand Campaign which uses a StartPos and will not work, which is plainly stated in the mod description, when placed below yours. When I switch things around, the aforementioned mod works but I notice the resources in your mod have moved to vanilla locations. For the sake of being somewhat redundant; it's one or the other?

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1813896812