Total War: ATTILA

Total War: ATTILA

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Tags: mod, Campaign
File Size
Posted
Updated
10.476 MB
14 Jul, 2020 @ 2:12pm
11 Aug, 2020 @ 3:17am
9 Change Notes ( view )

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aBetter Campaing

Description
Description: An extensive update for the Grand Campaign. It has both small and large changes.

When creating this mod, my goal was to improve the gameplay (quality of life) and popper the game around the main factions. Also combine other modes into one to avoid conflicts, etc.

The most important changes:
EMPIRE
Each empire now has its own heart where their power is concentrated. More specifically, it is the south of Italy, Constantinople and Ctesiphon as a local concentration of power. Serious forces will come from these places, and the closer the empires draw to these places, the more concentrated will be the rebuff. This is due to a good economy, well-developed logistics, high demography and migration. But the peripheral territories are still vulnerable.
SECONDARY FRACTIONS
Minor fractions were divided into playable and unplayable. Playable ones have more advantages and they will be more active. No more Abazgis are lords of the world! But in general, their overall strength is reduced. This approach is applicable due to the small population and poor development of home regions (from a historical point of view)
THE BUILDINGS
Most of the religious and administrative buildings have undergone changes. These types of buildings now serve to strengthen local forces and regions, providing various advantages. In connection with a change in their role, food requirements were withdrawn or exchanged for maintenance for money. In general, this approach improves cultural ties, strengthens key regions, and is better managed by AI.
SEIGE WEAPONS
If we consider siege weapons of the Onagar type, then this tool was used to shell the walls almost point-blank. From it it was difficult to get into something aiming. But this is a game and there is a place for gaming conventions in it. I compromised and slightly changed their effectiveness. In open battle, their role will be insignificant. Reduced the frequency and number of shots. Mercenary detachments of engineers appear less frequently and in smaller numbers. But with the siege of settlements and cities, their effectiveness increases, and can be used for their intended purpose. Even one detachment of hired engineers will be enough for you to storm the wall..
CHARACTERS, FAMILIES AND OFFICIALS
I reviewed all basic skills and abilities to make them look more attractive, I think you will like it. All of them now give tangible benefits. It also slightly increased the chance of positive traits and slightly reduced for negative ones.
For a cleaner geniological tree, the number of children is mainly equal to three. This value may vary by personal traits or by age. Keep in mind that starting family members do not count.
Ministers are no longer an empty place. Their effectiveness increases for each level, now they can give significant advantages. The significance of a high-level faction leader has also increased. His influence is growing. And at the highest levels, he deserves the respect of friends and enemies. The loyalty of generals is higher; it is easier to conduct diplomatic negotiations.
TACTICS
Due to the empowerment of the empire, blob tactics on blob are not the best choice. To gain an advantage, the chance of ambushes in forests and bolts has been increased. At the same time, funds in the form of fireballs are available, barbarians use this even more successfully. Desert pagans also receive some advantages in the home regions. Some fractions received new traits, which opens up new horizons for them. So for example, all Vikings are immune to seasickness, and the Dane in compensation receive a new trait on the sailing range. In general, this subculture now has an advantage on the coasts.
OTHER
For fans of achievements, reduced requirements for a small victory for small fractions. There are many more small changes for more enjoyable gameplay, but it’s easier for you to see for yourself. In the mode there are WIP functions, but nothing that would break your game. For example, I plan to introduce heavy strike ships, such already exist in the desert powers at the end of the tree of the development of military technology. The damage of the ram of these ships falls from the weight of those ships that it encounters. Light ships are a light snack, a heavy ship is a serious enemy. The problem at the moment is that I could not implement the switch between ram and boarding for them. Another WIP function is the Cantaberean circle for nomads (cavalry defensive stance). While it requires a lot of manual control. Application example[imgur.com].

Requirements:
Starting a new campaign * (optional, but highly recommended).
Recommend:
aBetter Reskin** (optional, but highly recommended)


* Much starting position has been affected. These are starting buildings, alliances, fixed family membership. Without the start of a new campaign, all this will not be applied to the current game.
** In mod, I added shields and changed weapons for some units. So without the necessary skins, they can look strange. These are mainly specific or elite units, so you may not meet them in the game.


Compatibility:
Wherever possible, I created new tables, but even so I can do without using the original ones. Therefore, some mods may disrupt your game. I recommend connecting third-party mods as needed. I tested my mod for a long time and did not encounter bugs or crashes.
5 Comments
Majordea 2 Oct, 2022 @ 6:49am 
compatable with overhaul mods? like ancient empires?
Fíníst  [author] 19 Nov, 2020 @ 3:09am 
Starting religions were not affected by the mod. But the mod enhances religious buildings, so it should be easier for you to spread it in a settled form.
Walpole343 19 Nov, 2020 @ 2:35am 
did you change the Visigoth religion into Arian? Since I am often bugged down by them being non-Arian and its quiet hard to accomplish a quest with them as non-Arian just asking
Fíníst  [author] 12 Aug, 2020 @ 3:40am 
Thank Pappirap. I just didn't quite understand what was there about the horde. I know english superficially.
Pappirap 11 Aug, 2020 @ 10:08am 
Really Great Mod! I only wish as a horde you could encamp whenever you moved too far or not.