Total War: ATTILA

Total War: ATTILA

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No AI Razing and No AI Start Migration
   
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Tags: mod, Overhaul
File Size
Posted
Updated
30.107 KB
26 Jul, 2015 @ 6:25am
25 Feb, 2016 @ 12:26pm
6 Change Notes ( view )

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No AI Razing and No AI Start Migration

Description
Is desolated settlements all over the campaign map becoming a problem.

This mod does the following.

AI can no longer raze.

AI can no longer start migration, this is to prevent addition desolation.

AI can no longer subjugate other factions, this is because its a complete nightmare to un-vassel a faction once its been subjugated by the AI, note AI still retains starting vassels. This part of the mod will be removed once I find a suitable way to make it more possible to break the vassel treaty via diplomancy.

AI colonize has been increased from 1 to 10, this is to increase the chance of AI colonizing a ruined settlement.

AI resettle has been increased from 1 to 10, this is to increase the chance of AI to settle its migrating horde, note that this doesn't effect hunnic hordes.

Most occupy and sacking values have been reverted back to previous patch numbers, this makes the AI have a slower expansion speed like that before patch 1.5. This means factions like Ghassanids should no longer be destroyed on turn 2, it is still possible just a lot less likely to happen.

Note: This mod doesn't effect the player, the player can still choose to raze or start migration. Barbarian factions can still migrate, they just can't start a migration, loss of all settlements will still cause a barbarian faction to horde.

Save compatible.

Updated to latest patch 25/02/16

Other mods
Barbarian Hordes Expanded
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=447307792

Horde Variables
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=485653867

No AI Razing except Huns and No AI Start Migration
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=485654082

Note: No AI Razing except Huns and No AI Start Migration, No AI Razing and No AI Start Migration, and AI Occupy Only use the same db tables, they will conflict, only use one at a time.

Unit Tweaks
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=599049692

Very Heavy Cavalry 65
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=599051335
Popular Discussions View All (1)
1
30 Sep, 2018 @ 4:00pm
Requested Modding Notes
Nick Naughty
17 Comments
El Chapo 28 Jan, 2019 @ 1:34pm 
I agree with @Non Serviam

You can easily influence subjects, it shouldn't be included in this mod.
Sheph 30 Sep, 2018 @ 3:56pm 
What happens when the Huns occupy? Don't they settle down and become vulnerable? I agree that we should minimize vassalizing by AI because even when you conquer and vassalize it, that faction will hate you after two tries. It's better to let them liberate. Letting barb hordes vassalize can be done separately and is a good idea. Most of them die out anyways. When the Huns vassalize, it imitates history and we need more of that.
Updates?
Serviam 7 Jun, 2018 @ 5:56am 
I strongly disagree with making the AI unable to subjugate other factions. Otherwise this is a great mod -- if only that part wasn't in it... With clever politics and patience you can make a vassal state forsake its host faction. Armenia is the best example, playing as ERE I just had to increase relations, give them some money, make sure they don't convert to another religion.. and then when Armenia likes me more than the Sassanids I declare war on the Sassanids and Armenia joined ME and willingly became my vassal!
Nick Naughty  [author] 6 Dec, 2017 @ 8:54am 
@Michael

While I have plently of information on building tables, I haven't tried artillery placements yet, and I haven't changed agent numbers before.
Michael_v_Anken 7 Oct, 2017 @ 4:04am 
Hello Nick,

thanks for the informations. I included them in my data.pack and I hope it will work ;)
Do you have an idea how to change and increase the number of defensive artillery per town and the number of agents. It seems that the agents are (hardcoded?) - normal chnages through the fame_levels_table and agents_table won't work.

greetings
Michael
Nick Naughty  [author] 25 Aug, 2017 @ 12:56am 
Np, I'm just very late, hope it helps.
Michael_v_Anken 24 Aug, 2017 @ 1:32am 
Hello Nick Naughty,

better late than never ;)

thx for your answer
Nick Naughty  [author] 20 Aug, 2017 @ 3:35pm 
Sorry for the very late reply, placed information in discussions as "Requested Modding Notes".
Michael_v_Anken 6 Apr, 2017 @ 8:12am 
Hello Nick Naughty,

can you tell me which datas you changed with PFM. I'm interested in: (1) no start migration (2) AI colonize 1 to 10 (3) AI resettle 1 to 10

I hope you can help me

greetings
Nick Naughty  [author] 25 Feb, 2016 @ 2:08pm 
No problem, just getting all my mods updated asap :)