Total War: ATTILA

Total War: ATTILA

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642 Dark Ages - Submod Weaker Goths
   
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Tags: mod, Campaign
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1 Aug, 2020 @ 8:36am
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642 Dark Ages - Submod Weaker Goths

In 2 collections by Anisvara
642 Dark Ages - Latest Version & Allowed Mods
17 items
634 Fire & Swords - Latest Version & Allowed Mods
11 items
Description
- This Submod for 642 Dark Ages - Rise or Fall of Islam makes the Goths weaker.

- Savegame compatible, works for AI & Real Player
- The submod changes the faction trait of the Goths (watch screenshot)
- Less income, more recruitment and upkeep costs

- Please support the work of all modders and give all mods you use a "Thumbs Up"!

Some claimed the Goths were too strong. That's right, the Goths perform very strong in most games. From a real history perspective, this would have been possible. The Franks had problems and AI like to solve the problems with the Basques, which the old Goths should have done as well. I personally like the strong Goths and I also wanted to have a larger faction that is easy to play. So now we all are the testers. Please write comments.

Have fun!

AD642 - the whole world in crunch. The Arabs overran Palestine, Syria, Egypt and Mesopotamia and advanced to the Persian highlands. The showdown there is imminent. The Byzantine Empire, led by the 12-year-old child emperor Constans II, is on the edge of a catastrophe. The tribes are becoming renitent throughout Africa. The Avars rage in the Balkans and in Italy the Langobards are out for revenge. Furthermore Turk tribes threaten the empire. The Persians are also in a two-front war and lost areas in the north to the Göktürk Khaganate. After the death of King Dagobert, the Franconian Empire was divided into 3 allied realms, two are run by children. The Slavians have their first realm, Sámová Riše, and the Thuringians are insurgent. In Britain everyone fights everyone as usual.
Popular Discussions View All (1)
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1 Aug, 2020 @ 6:14pm
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Anisvara
10 Comments
Aristoxenus 25 Jul, 2024 @ 2:16pm 
What you mean with

" The Franks had problems and AI like to solve the problems with the Basques" ?
Anisvara  [author] 31 Jan, 2024 @ 10:02pm 
@Mortarch Of Blood - In fact there is no difference. You can use both for multyplayer battles, but 634 should be more intersting, cause of the unit settings. MP Campaign I cannot recommend. Vanilla has enough problems. With modmaps it's more instable.
Ciaphas Cain 30 Jan, 2024 @ 9:25am 
Ah! Sorry I went further and looked around, seems the 642 version is the multiplayer and the 634 is the single player.

No problem :)
Anisvara  [author] 27 Jan, 2024 @ 10:05am 
Mortarch Of Blood - i do not understand. The mod has influence on the Goths (Visigoths). It should work generally on the faction code (Attila).
Ciaphas Cain 27 Jan, 2024 @ 9:11am 
The dates on this mod and the required mod are different...are they the same mod or something?
Anisvara  [author] 1 Jun, 2021 @ 2:28pm 
@BaulSackTorturer - this submod is made for playing against the Goths, cause I got claims, cause of the strong Goths. It works fine and as intended, cause AI can cheat a little. If you play the Goths using this mod it gets very difficult, as you wrote.
Z&K 1 Jun, 2021 @ 1:11pm 
is there a mod you can release that still nerfs the goths but can they can still be playable? I find that the income penalty is too severe. Thanks!
Anisvara  [author] 6 Aug, 2020 @ 9:14am 
In most of my games they arranged with the Basques and expanded. But I never ever saw them in the steppes. In the submod there are no changed relations, only the possibillities for the Goths are limited.
Ludovici œ Strangulatōre 6 Aug, 2020 @ 9:08am 
in my games they always became friends with the franks and take all germania and the stepes
Anisvara  [author] 4 Aug, 2020 @ 9:58am 
My first test was OK, after 20 turns the Goths had 13 Regions, they started with 15. They are at war with the Franks. I started as Laguatan (Mauri) and was stronger than them. :steamhappy: