Total War: ATTILA

Total War: ATTILA

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Fermat-mod (Fertility Matters)
   
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Tags: mod, Campaign
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6 Mar, 2016 @ 4:01am
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Fermat-mod (Fertility Matters)

Description
Fermat-mod, or Fertility Matters

This mod is named after the famous mathematician Pierre de Fermat but isn't connected with him at all. Just another abbreviation and wordplay.

The mod changes fertility system. It is aimed to make the game not easier but more various. In fact, the changes are few:

1) All city wall buildings give the fertility level (FL) and income penalties. The fertility level is not an integer number but a fraction one that is subordinate to the simple law of mathematical rounding. So, if you have 0,4 level, the real fertility level is 0. If you have 0,5 level, the real fertility level is 1. It means that you need to creat real irrigation system in a province.
The barbarian and civilized nations have different levels of irrigation technologies:
- Barbarians: in all main cities, the 4th level walls give 0,6 FL. In all minor cities, the 4th level walls give 0,2 FL.
- Civilized nations: in all main cities, the 3rd level walls give 0,4 FL and the 4th level walls give 1 FL. In all minor cities, the 3rd level walls give 0,3 FL and the 4th level walls give 0,5 FL.

2) All the bad seasons give -1 FL. Now the fertility can randomly change during the year.

3) The Garamantians have -3% penalty to all types of building income in order to balance their unfair fertility trait.

It's almost impossible to balance the Slavic Paganism temples because they can be build twice in a province and their fertilirty can be summed up. However, I recommend to combine this mod with my other work - the Roerich-mod. The Slavic temples are a bit more balanced there.
Popular Discussions View All (1)
0
1 Oct, 2017 @ 7:53am
For Rome 2 ?
Jesus Loves You^_^
15 Comments
true.tryggvi  [author] 23 Jul, 2017 @ 5:22am 
Nice!
Caliban 23 Jul, 2017 @ 5:09am 
Sorry my friend, seems like I've been not looking right. The (other) mods changed the buildings level, but with your great mod everything seems to work. Thank you again, really good idea bringing more depth to the game. greetz
Caliban 22 Jul, 2017 @ 7:41pm 
Yes there was the line in the infocard, but not the information on the fertility map, not about building impact nor climate. I am using quite a lot mods, as a base I use Herakleios - war of the three fates mod. It is Eastern Roman Empire, well in the mod's case only roman empire. Is the effect connected to the factions (buildings) ?
true.tryggvi  [author] 21 Jul, 2017 @ 9:15am 
Hi Caliban,
well, it used to work fine.
Did the building even work before destruction? I mean, was there an 'Irrigation' line in the infocard? Was there a line 'faction or building' on the global ferility map (as on the screenshot)?
What faction was it? What level had the walls in all three settlements of that province?
Do you use any other mods?
Caliban 19 Jul, 2017 @ 2:24pm 
Hey @truetryggvi ,
I really really like the idea of your mod, but I would really like to ask if its working like I think. Because I tested the following, I destroyed a main city (wall) building that give fertility, but after that the fertility stayd the same good with 4 points. Do you understand what I mean? Do you really can better/worse the actual fertility with your building(s)? thank you
mastervovan 4 Jun, 2017 @ 7:06pm 
Thanks for this mod @true.tryggvi but in description
'' The fertility level is not an integer number but a fraction one that is subordinate to the simple law of mathematical rounding.'' this doesn't make sense sorry ;P
true.tryggvi  [author] 21 Mar, 2017 @ 4:48am 
@Leuname, sorry, I don't have Rome 2. In fact, I've never played it.
Jesus Loves You^_^ 21 Mar, 2017 @ 2:07am 
Can you do this for Rome 2 ?
true.tryggvi  [author] 19 Mar, 2017 @ 3:37am 
Leshiy, вы точно могли бы ничего не писать.
Leshiy 18 Mar, 2017 @ 10:59am 
Мог бы и по-русски писать.