Total War: ATTILA

Total War: ATTILA

Not enough ratings
1212 Campaign Upgrade with Extra Armies
   
Award
Favorite
Favorited
Unfavorite
Tags: mod, Campaign
File Size
Posted
1.344 MB
9 May @ 8:42pm
1 Change Note ( view )

Subscribe to download
1212 Campaign Upgrade with Extra Armies

Description
Changes made to original mod: I moved the tiers of the imperium levels down, meaning you reach higher imperium faster without it affecting AI (they can still reach this point though but it will take them much more prestige). I've also given extra armies to some of the higher tiers, so instead of the max being 7, it is 8 for the highest level, then 7, 6, 5, 3, 2. This is balanced by the fact that you'll get all of the drawbacks of a higher imperium level, meaning Great Power issues as well as the corruption and other stuff. Spy, champion, navy, dignitary, and governor caps have been left untouched. You can add this mid save, the army limit will move up on the next turn because you're probably over the limit of the next imperium level.

Link to the original Campaign Upgrade mod: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2913155481

Thanks to DreamNegater for this mod, the overall 1212 team, DETrooper whose work this is based on, and Tycherious for pointing me towards editing the .pack file with rpfm.

Original description by DreamNegater

This mod is simply a combination of a few mods I have made that try to improve your 1212 campaign experience.
It should be save game compatible. Load above all other 1212 mods.

1) Luckier Nations. Now a few select empires will grow very large, so you will have formidable opponents for hundreds of turns! I basically just boosted the original Lucky Nations script 2x and also cut down on the amount of factions that are lucky.

2) Armies limited to MAX 7 for the biggest empires and only 1 for smallest factions, with most factions having access to around 2-3 armies. This means, however, that they will more likely be of good quality. It also means that you won't have a campaign map completely cluttered with armies, as 1212 can easily result in. Plus you will most often have 1v1 or 1+garrison vs 1 battles, though 1v2 or 2v2 still occur sometimes. It is also more realistic, because in normal 1212 small factions can have several huge armies. Historically, even big empires were screwed if someone surprised them by invading suddenly while their main army was away on campaign. Furthermore, 1212 allows for high walls and big garrisons very early, so it is only realistic that you just have a few main armies other than those garrisons.

3) More population growth. In my campaign, I specifically built Constantinople to be a monster city. Within 400 turns it grew to 2 million, which I think is almost realistic given the size of my empire. (Because of exponential growth it was maybe 1 million at 250-300 turns or something). I might consider changing the required population for units as well at some point.

4) Less squalor penalty for population growth. Very much required given the population tweak.

Credit goes out to:

DETrooper for making the Lucky Nations script that I more or less stole and edited slightly.

1212 gang in general because this is just a big submod that tweaks stuff they already made.
2 Comments
Holo  [author] 10 May @ 10:13am 
its so over
Finlay 10 May @ 9:51am 
found your mod :steamhappy: