Total War: ATTILA

Total War: ATTILA

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Tags: mod, Campaign
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101.474 KB
18 Nov, 2016 @ 11:16am
23 Jan, 2017 @ 3:25am
17 Change Notes ( view )

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thunder's_bar_buffs.pack

Description
This mod is only for the barbarians in the GC. This does not touch nomads. i made a mod for nomads here https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=849675825 This does not touch the other campiagns. It provides buffs to new recruits and a better garrison from farm buildings. You will also have lower upkeep. The idea was to have more offensive troops and more of them. more details below. This does not require any of my other mods to work. You should still be able to have a better garrison and get the buffs even if you use vanilla recruitment. When you start a new game or use an old save, the effects will still be there. you may have to wait a turn before the garrison pops up.(since the game doesnt normally start with those extra units there)

i made a different mod that buffs the civilized factions recruitment among other improvements. i can give a quick summary what i did in that mod below. here is the link if you want to read about that mod https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=753263176

in THAT mod, i made it so that recruiting units comes from your city building chains rather than other buildings. This was done to help the AI among other side benefits. After that change, military buildings for the civilized factions lost their meaning and became a burden on the AI who would still building them. I went through the civilized factions military buildings and gave them buffs to make new recruits stronger, and also lowered their upkeep and cost of the buildings. I also gave them a garrison. This made the Roman and SE factions very strong.(same goes for any factions who use their buildings)

THIS mod was made to do something similar for the barbarians and to help overall balance. the barbarians have a very large variety of "military" buildings, each one giving a unit or 2. They are different from the civilized factions who have almost all of their recruitment out of a handful of buildings. I wanted to confine the new buffs to a few buildings, rather than spread them across 10 different buildings. I decided that the various farms would be the best buildings to do this. All of the barbarians share these, even if they are in a different culture group.

The farms now give different bonuses. They also provide a decent garrison.

Wheat farms were buffed to give more food from fertility. They also give a minor boost to charge for all units(increase by %) and melee attack for infantry only.(increase by +) they are both increase the stats by 3(so +3 melee attack and +3% charge as an example) at tier 2, 6 at tier 3 and 10 at tier 4. They also lower upkeep of all your troops in THAT region only.(not province) -10/-20/-30 per tier. This should make wheat farms a little more worthwhile, even if fertility is low.(20/30/40 food per fertility level depending on the tier of the farm)

Goat farms were similar but they provide better stats than above. 5/10/15 per tier and they also provide another bonus in missle damage for all units. (5/10/15 % as well) as this building is better in providing buffs, the amount of upkeep it reduces is lower and it only lowers it on infantry.(-5,-10,-20) This building also gives a slightly better garrison more often than not.(faction dependent) These farms are still useful for getting food and you get more base income.(vanilla)

The horse farms are similar but only provide buffs to cav. They provide 5/10/15 for melee attack(+) and charge.(%) They also have their speed buffed 5 per tier.(5/10/15) The way CA did it, they used a "tier 1" equipment(% speed) on a tier 3 building. Tier 2 on a tier 4 building. When i slid everything down so tier 1 was on a tier 2 building,(you can imagine the rest being moved) the tier 3 and 4 buildings were showing both my changes and the vanilla when it comes to equipement. So i had to undo the sliding, but i kept the #s as is.(so when it says tier 1 equipment on the tier 3 building, it should give you a tier 3 bonus. ) The upkeep reduction only applies to cavalry. because cavalry tends to not be what makes up the majority of an army, i decided to let its upkeep reduction go province wide, not region wide.

The unique celtic farm doesnt give you the equipement like the horse building does, but it gives you melee defense for your cav.(5/10/15 +) instead. other than that, it gives you the same buffs the horse farms do.(including upkeep.)

The unique burgundian farm building is different. It does not buff your troops in any way. It instead drastically reduced upkeep for your units province wide. On top of that, it also reduces upkeep in neighboring provinces.(same amount) They reduce it by -15, -25, and -40%. Because one of the "effects" when it came to reducing upkeep doesnt work.(thanks CA) and you cant use the same effect on the same building, i had to add in upkeep reduction for each class. it gets you the same result. so that is why you will see 4 lines when it comes to reduced upkeep.

i stumbled across a garrison bug that applies to all of the germanic and gothic barbarians. they are not allowed to have more than one of the same spear unit.(like a germanic levy) if you noticed that some of the vanilla city garrisons were unbalanced between inf and missle, that is why. i went ahead and gave the city buildings other units to make up the difference.(axe warband and noble germanic swordsmen) i dont believe i can fix the bug.

i also lowered a few buildings squalor and PO by 1 or so.(mainly higher tiers)

if i missed any barbarians factions, messed up some bonuses, or something else you would like to know or talk about, feel free to comment. i tried to make sure every barbarian faction was included. i have not had the chance to try out a full campaign with these, but only a few turns.(I have only done an alan campaign so far with this,) From what i seen, everything does work. if not, please let me know.

change notes as of 1/18

Industry has been buffed for the barbarians. check the change notes for more detail

change notes as of 1/23

buffed the germanic and celtic religious buildings. check the change notes for more details.
13 Comments
Frederick_William_of_Prussia  [author] 30 May, 2017 @ 4:48pm 
NP, let me know if you have any other questions
Thijs209 30 May, 2017 @ 7:56am 
Okay thanks :)
Frederick_William_of_Prussia  [author] 29 May, 2017 @ 5:33pm 
it does count for the vikings.
Thijs209 29 May, 2017 @ 12:41pm 
with the babarian factions, you also mean the vikings if it doesn`t pls make a mod for that to
Frederick_William_of_Prussia  [author] 18 Jan, 2017 @ 10:22am 
buffed the barbarian industry chain. You can see the details in the change notes or in the soon to be updated OP.
Frederick_William_of_Prussia  [author] 19 Dec, 2016 @ 3:51pm 
All good. Let me know if you have any other concerns. :)
mmm...coffee...YUM! 19 Dec, 2016 @ 2:56pm 
I apologize for getting back so long. I was wrong. It is not your mod causing my issue. My issue occurred the same time I started your mod and when I deselected your mod it seemed to fix it at first. But no, your mod is not the issue. Thank you for your quick attention, and keep up the great work.
Frederick_William_of_Prussia  [author] 12 Dec, 2016 @ 7:07pm 
which faction were you playing as? and do you have any screenshots of the province and anything else that may be of use? I didn't notice any missing garrisons in my alans campaign, and looking at some of my other saves i didnt notice a difference either after passing a turn.


are you sure the port is of your culture?(just want to make sure)

i didnt touch any of the ports in my mod,(or in any of my mods) but that is not to say that the game still doesnt work in its own mysterious way and remove them.

if i can pinpoint the issue, ill see what i can do. and are you using any other mods outside of mine that might conflict with them?

anyways, let me know and i will see what i can do if anything to help :)
mmm...coffee...YUM! 12 Dec, 2016 @ 6:36pm 
I have noticed that this mod removes fleet garrisons from ports. Without the mod the fleet garrisons return. With the mod the fleet garrisons disappear. Is this fixable? I like the mod and will continue using it despite this fault, though.
mmm...coffee...YUM! 6 Dec, 2016 @ 6:39pm 
Thanks for the quick reply and fix. This mod adds some tasty flavor to game!