Total War: ATTILA

Total War: ATTILA

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Tuskmod: Dynamic Garrisons Submod
   
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Tags: mod, Campaign
File Size
Posted
Updated
100.030 KB
9 May, 2015 @ 7:10pm
17 Feb, 2017 @ 9:33am
8 Change Notes ( view )

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Tuskmod: Dynamic Garrisons Submod

Description
As with most of the Tuskmod submods, this mod has made an attempt to preserve compatibility with the vanilla game, however, I strongly that you use it with the core mod, as the two are designed for one another.

You can find the core mod here: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=434182198&searchtext=

This mod adds garrison units to nearly every building in the game, (Save religions, resources, and a select few tier 1 buildings.) The goal is to create a more varied experience on the offense, create more pitched defensive battles for the player, and slow down the pace that the world is razed at.

The garrison schemes currently vary by culture group, as follows:

Barbarians: Balanced garrisons, good garrisons can be found in both the cities, and the towns: They need to make due with whatever piece of the earth they can carve out for themselves.

Romans: City focused, focus on high tier buildings. Romans rely more on development then other factions, but have dedicated garrison buildings as a quick fix. Due to starting in a state of poor repair, the Romans start off with most of their minor settlements being highly vulnerable.

Sassanids: City focused, cavalry focused. Expect Sassanid garrisons to be well optimized for sallying out, but they may struggle if placed in a situation where they must fight in the settlement.

An endgame settlement, with maxed out buildings will prove to be an incredibly difficult target to take down, regardless of it being a player settlement, or an AI Settlement. Expect the major factions capitols to be fairly hard to take.


Currently this is the 1.0 version of dynamic garrisons.

The 1.1 version will contain the resource buildings, which will take a long time due to every faction having every resource building.

The 1.2 version will contain religion, which oftentimes branches out, and also needs to be done for every faction for every religion.

Of course, this is a 900-1000 line mod, be sure to report any serious inconsistencies you notice.
144 Comments
Baxx15 31 Mar, 2024 @ 3:19am 
Could you make 1212ad verions of this mod?
Rooster 21 Nov, 2019 @ 9:32pm 
This mod crashes my game. I get stuck on the initial loading screen with the two Tuskmods together. The main Tuskmod seemingly works fine. I'm about 20 turns into a WRE campaign with it.
WalrusJones  [author] 13 Jul, 2019 @ 3:13pm 
Yeah, the new launcher always seemed a little broken to me.
a-really-big-cat 13 Jul, 2019 @ 2:23pm 
hoo boy
WalrusJones  [author] 13 Jul, 2019 @ 10:34am 
Says the steam workshops didn't accept the patch.
WalrusJones  [author] 13 Jul, 2019 @ 10:34am 
... It gave me an error.
WalrusJones  [author] 13 Jul, 2019 @ 10:32am 
Yeah, this can be very, very weird at times, but I can try clicking the update buttons.
a-really-big-cat 13 Jul, 2019 @ 10:22am 
I unsubbed, deleted all tuskmod files from the data folder, resubbed, and it's done nothing. I wish I could give you more info but I'm stumped. Maybe if you updated both mods so that the launcher doesn't flag them as out-of-date (though I do realize that if they work for you then that shouldn't have any effect for me)?
WalrusJones  [author] 13 Jul, 2019 @ 9:39am 
Ok, I just loaded the two mods together without a crash, and they are the version on the workshop.

.... Try reinstalling both mods, you may have gotten a corrupted copy of one or the other.
WalrusJones  [author] 13 Jul, 2019 @ 9:33am 
Wait?

One moment, the patch to the game may have done something funky.