Total War: ATTILA

Total War: ATTILA

Not enough ratings
Grand Campaign Flavor - Masema
   
Award
Favorite
Favorited
Unfavorite
Tags: mod, Overhaul
File Size
Posted
Updated
10.004 MB
28 Oct, 2015 @ 11:36am
5 May, 2016 @ 2:03pm
131 Change Notes ( view )
You need DLC to use this item.

Subscribe to download
Grand Campaign Flavor - Masema

Description
*All text below is subject to change and have only put down the broad strokes of the mod, it makes alot of small changes.

Overhauls nearly all areas of the game, but focus on making campaign challanging and interesting from the start to end game. This is the mod I personally use when playing so it is very well play tested.

Suggestions Ideas can be posted here or under each stand alone mods, all changes here can be found in one or more of my stand alone mods aswell.

What you can expect are:
- large battles with 3000 to 12000 men throught the campaign.
- Larger empires then in vanila campaign
- Huns that are relentles they can have up to 16 armies late game to send against you.
- Religion that are all unique with own mechanics and even a couple of new religions aswell.
- Confedirations, Subjugations and Unlikly alliances.
- Larger rosters for most factions.
- Some better camera and unit control.
- Deadly new and old tools stakes, refile ammo, longer ranges, firepits, fireballs and explosive rounds.
- Variants of many unit skins, if you meet Brittian Cohorts you will see the difference compared to there WRE for runners.

If you have questions don't hassitate to ask.

Planned Features:
- Expand Tech tree with techs from upcomming Age of Charlemagne (on hold)
- Add all units from, Age of Charlemagne in the new parts of tech tree.


Other Features:
- Rebalancing takes alot from Radius way of balancing unit but keeps upkeep as the vanila game.
- Streangthen the Eastern Roman Empire could now be in par with Sassanids.

Battle changes:
- First Person Onager View improved (you can find this mod seperate aswell)
- Re-instated Deployables in cities so with city level you will gain the old Rome 2 deployables
- Camera can now go higher and futher
- Both side of a siege battle will have more ammo for ranged and artillery units.
- All battles have victory condition kill or route the enemy army, capture points are for taking gates, towers or moral.
- Units killing generals, capturing gates etc will quickly gain experience.
- Defending army in sieges will have a small range adavantage.
- Elite unit standing in strait lines and barbarian levies more a mass of men then an orginized formation. (pictures above)

Religious Overhaul - Masema mod
- Mostly adds more flavor to each religion and play styles, for more information look for this standalone mod in the workshop.
- Greaco-Roman have unique playstyle with multiple stages and sects.
- each of the other religions have stronger buffs
- Religion spreads and and changes on the world map quickly

Diplomatic changes:
- Gepids and Greuthungians are not client but vassals under the Huns
- Sassanids Vassals are now client states with more diplomatic options
- Armenia has now defensive alliance with ERE but are Client state under Sassanids.
- Visigoths are at peace with ERE
- ERE have none-agressive pact militray access and trade with WRE but nothing more (to simulate the conflict in balkans between ERE and WRE)
- WRE have more tense relation with Alamanni and Franks
- White huns start at peace with Sassanids


Campaign Changes:
- Region Apulum in Dacia start under the controll of Gepids

Faction changes:
- Celtic cannot raze settlements and will not horde, but can absorbe other Celtic Factions with Confediration (named: Join Empire)
- Norse can also join up in Confederations.
- Romans and Sassanids will not Raze Settlements
- Huns and White Huns gains +6 to army cap limmite and nomads gains +2 (+8 total for Huns)
- White huns gains trait that gives growth when attacking settlements similar to regular huns.
- ERE and WRE are stronger defensive and will survive untill the huns atleast.
- Romans can join eachother in a greater empire.
- Vandals, Norse and Garamantian can recruite naval units into armies.

Champaign and Armies:
- Army cap from Imperium level reduced but all wonders gives 1-3 additional army cap
- AI changes some balancing from radius and some of my own, that makes alliances and trade easier but also large coalitions against you more likly as larger faction.
- AI more likly to settle and none horde factions less likly to raze.
- Fireballs, walls, firepits and caltrops
- Docked navies are cheaper to upkeep

Other Unit changes:
- Onagers can now fire explosive aswell
- Bastion Onagers now replenish ammo skill
- All non-merc slingers now have amo replenish skill

Unit Variants mod
- Changes so units difference in appearance are greater between factions.

Alamanni Changes:
- Suebi Nobles
- Royal Suebi Cavalry
- Suebi Oath Takers

Alani Changes:
- Bosphoran Warriors
- Bosphoran Infantry
- Armenian Slingers
- Savaran Cavalry
- Elite Savaran Cavalry

Burgundian Changes:
- Replace Germanic Hunters with Scattershots Slingers
- Captured Cheiroballistra

Eastern Roman Empire:
- Antesignani
- Foederati
- Skutatoi
- Bucellarii Guard Axemen
- Skutatoi Axemen
- Limitanei
- Skutatoi Spears
- Foederati Cavalry
- Hippo Toxotai
- Clibanarii
- Cataphracti
- Bucellarii
- Bucellarii Guard Cavalry

Franks:
(Germanic Warband upgrades to Frankish Skrimishers late game, to create a more unique Frankish Faction)

Lakamids:
- excubitores cavalry guard
- amazigh spearmen
- shawia guard
- skutatoi axemen
- bucellarii guard axemen
- naft throwers
- savaran cavalry
- immortals
- equites promoti
- Large Onager
- hetaireia guards
- clibanarii
- mavias chosen
- antesignani
- sagittarii
- armoured sagittarii
- Imperial dromedarii

Langobards:

Ostrogoths (More or less copy of my Ostrogoth Flavor mod):
- Units gains Testudo Late Game
- Iuveness
- Cheiroballista
- Comes
- Scholae
- Sagittarii
- Elite Sagittarii
- Spear Milites
- Spear Milites Comitatenses
- Spear Veterans
- Milites
- Milites Comitatenses
- Veterans
- Domestici

Saxons:
(Archers and Hounds are upgrades from thier nordic counterpart)
- Nobel Archers
- Royal Archers
- Celtic Berserkers
- Protectores Defectors
- Gazehounds
- Sighthound Spears
- Foederati Cavalry

Suibi Changes:
- Chnodomar's Raiders
- Protectores Defectors
- Captured Cheiroballistra
- Bejewelled Retinue

Visigoths:
- Menaultoi
- Exploratores
- Praeventores
- Vandal Raiders
- Chosen Vandal Raiders
- Light Moorish Cavalry
- Elite Marines Ion Heavy (ship)
- Suebi Warriors
- Suebi Champions
- Horse Stabbers
- Horse Slayers
- Captured Sheiroballistra
- Protectores Defectors
- Antrustriones Cavalry Guard
- Agathyrsi Warriors
- Elite Agathyrsi Warriors

Wester Roman Empire ( Have alot I want to implement with this faction but havn't done as of yet )
- Antesignani
- Foederati
- Foederati Cavalry
- Equites Promoti
- Imperial Dromedarii
- Hippo Toxatai
- Bucellarii

UNIVERSAL CHANGES:

All Norse have:
- Huscarls
- Thrall Spears
- Thrall Spearmen

Credit other mods I used when researching how to do things:
- War Weariness, warmly recommending - https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=576628680
- Unit Balance warmly reccomend you check out - https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=396015150
14 Comments
Aristoxenus 8 Sep, 2024 @ 10:25am 
Visigoths having moorish cavalry? That would be the Vandals, no?
Kerovanka 9 Apr, 2021 @ 7:40am 
its start pos mod or not?
M33tballa 11 Jul, 2017 @ 1:57pm 
can you make this for the base game
Niklas  [author] 27 Feb, 2017 @ 1:46pm 
@DjEllers
Thanks and nice you enjoying it.

- "Heir issue" Hmm thats a new one for me thanks for informing me.

- "Sieges" that is a serious issue I will need to look into :/ sorry for that issue.

- Vassals when it comes to Sassanids isn't a bug the it is part of making Sassanids a more fracuted factions, it isn't perfectly historical (considering they where all same family more or less)
but before the change I made with sassanids they bloobed riddiculus, (I was fighting them of in brittain one campaign xD )

....
Niklas  [author] 27 Feb, 2017 @ 1:46pm 
...continues...

- economy is because the upkeep are reduced when you are in settlement, my logic behind this is to reward / penilize player for either making war effectivly and penilize when you take chanse that don't pan out.
An edditional effect of these is that small defensive NPC's then to survive against larger empires, considering the huge buffe to large empires my mod introduces.
I say this just to explain where I come from, if you have arguments against it or improvement I am happy to hear you out:)

Thanks again for your kind words, me and my friend have had a blast with this mod, I will try to come around fixing the most glaring problem (sieges) if possible, I wont promise anything because I am very busy.
Thanks for your understanding, and feed back:)
JaegerDan 26 Feb, 2017 @ 3:30pm 
Great mod, but I've picked a couple of bugs, I don't really know if they were caused by incompatibility with other mods (no startpos though).
- Heirs sometimes come of age as early as 14, then keep their child portrait forever, even as a general (quite bizarre!)
- Its sometimes impossible to build siege engines when besieging a city, forcing me to return to a previous savegame, or, at least once, restart all over again.
- Vassals can declare war on me independently of their overlords (a vassal of the Sassanids declared war against ERE, even though the Sassanids themselves were fine with me)
- Why our economy is so dependent of having an army stationed at a town/city?

Great overhaul mod though, perhaps could you address some of these issues? Thanks in advance
Niklas  [author] 30 Mar, 2016 @ 5:52pm 
@Ikuzmin007 lates couple of weeks I have updated so defenders have more options and more ammo aswell as and edge in range compared to the attackers.

Hope that the problems don't put you of the mod :)
ikuzmin007 19 Mar, 2016 @ 11:37am 
Thank You. Yes, breaking happens. This is because of unlimited armies, I didn't know. I try Your mod for deployables, load the mod before my city is attacked.
Niklas  [author] 19 Mar, 2016 @ 9:16am 
@Ikuzmin007 in this mod slavic have faction trait +1 army cap, so they will have same number of armies as vanila early game.

Tips: Slavic religious buildings gives garrison for your cities, may help in defense.

I agree that limiting armies isn't ideal, I have experimented with unlimited armies, but it mostly result in AI breaking, and the game runing slow considering the AI just keeps spamming armies.

Hope that answerd some of your questions :)
ikuzmin007 19 Mar, 2016 @ 7:59am 
I'm playing for Sclavenians and in the beginning of company there is a problem: Budins gather all their forces to my town Gelon and attack. I can withstand only with unlimited armies. For my taste there is no need to limit armies as I could do it myself. But I'm not the last reason.