Total War: ATTILA

Total War: ATTILA

175 ratings
Better resource buildings
   
Award
Favorite
Favorited
Unfavorite
Tags: mod, Overhaul
File Size
Posted
Updated
57.861 KB
21 Mar, 2016 @ 3:21am
11 Apr, 2016 @ 1:04pm
9 Change Notes ( view )

Subscribe to download
Better resource buildings

Description
I hate it how in Attila a resource building barely gives you anything(except for gold).
I hate how having a resource in a settlement is just wasting a building slot, its unrealistic and annoying.
That is why I made this mod that makes resources worth your time and allows settlements with those resources to become rich and important! Just like in Rome II.

__________________
The mod was updated
__________________

*All resources give you money, stuff like gems and marble gives lots of money(but not more then gold) while stuff like wood and iron gives less.
Look for gold and gems to get the big cash.
I updated gold to give more money, as this was asked in the comments.

*Special bonuses to make unused buildings worthwhile- iron armory gives armor and weapon bones, marble sculptur gives public order and culture bonus.

*Some buildings modify income, for example wine modifies culture.

*Large empires with lots of resources will get more money, this will help factions like the WRE to survive for longer.

_________________
UNITS WERE ADDED
_________________

SILK: the units come from ERE, sassnids and the hephtelites("white huns")- these are the factions in the map that inhabit the silk road.
All factions can recruit the units shuld they posses silk, this will help factions to have more diversed armies, the out come is very cool and the ERE VS EASTERNS front becomes very interesting.
Rank 4 silk brings the best units but you will need research before you unlock it:
You will get unarmored elephants, naft throwers, Xial horse archers and Imperial drom's.

Wood: wood is simple, allowing factions to recruit all siege weapons from the buildings.

Gems: gems allow himyar to recruit special jewish units they never seem to use, this make sense
(They will have to take Palisteana for the gems) and will help them make up for their lack of good spearman.
Gems also gives lots of money, so watch for them/

Furs: Furs allows recruiting germanic and nomadic units, giving european factions cool, flexible units and helping the western romans survive shuld they hold on to the resource, the units are strong and can compete with their eastern counterparts(The silk road units).
Rank 4 will give Avar horses, Alani mounted veterns and cheiro balistra.
*note that desert factions cant use the furs as I dont want factions in aethiopia running around building germanic units in Axum.

________________________________

58 Comments
Joot Doctor 2 Jun @ 1:30am 
@Gutvald I agree, I appreciate the better resources but the fact it makes the warband recruitable everywhere is very annoying. Never mind that the AI loves recruiting them, impacting their historicity.
Gutvald 21 Apr, 2024 @ 11:06am 
This mod still work for one problematic point : it gives to many factions (barbarians & romans) Sarmatians warband in roster & garrisson directly in the beginning of the game. It makes the WRE almost unbeatable at the beginning of the game for most little factions, especially migrators. I recommand to avoid it unless you want to face a still standing and strong WRE.
cezary.kazmierczak 23 May, 2021 @ 11:15pm 
update , plz ?
Kardifall 28 Apr, 2021 @ 1:24am 
update?
Ratnips 1 Sep, 2019 @ 2:49am 
wat
-=|Yo-Yo|=- 2 Jul, 2018 @ 1:59pm 
Does it work with AOC?
Matan27d  [author] 19 May, 2018 @ 12:54am 
sure
A2O2 23 Apr, 2018 @ 1:52am 
I like your mod very much, so thank you for making it. Can I have your premission to modify this mod, and reshare it?
КЫРГЫЗКИЙ БРУС ЛИ 29 Sep, 2017 @ 1:12pm 
compatible FotE?
\/oron Agrrav 3 Aug, 2017 @ 2:51pm 
Sorry, I Had to be a bit more Specific, the Wood, Fur and Silk one loses their old units after upgrading the building,