Total War: ATTILA

Total War: ATTILA

Attila Realism
Showing 1-10 of 15 entries
< 1  2 >
Update: 22 Sep, 2023 @ 5:53am

Update: 4 Apr, 2023 @ 1:00am

Update: 20 Oct, 2022 @ 10:30am

Update: 31 Jul, 2022 @ 6:03am

Many improvements to the beloved Relism Mod.
Here some of the patch notes:

I. Campaing:
1. Loyalty of Generals is now more fragile as each new skill will decrease their loyalty. The more powerfull your subjects get trhe harder is to control them.
2. Rebalancing of economy, buildings:
- Biggest change is with Building system - now lvl 1 of each building chain will serve as a foundation being the most expensive in time and money with high maintanace cost. With upgrading the building its benefits will slightly increase alogside its cost. No more free lvl 1 buildings that will do the job.
- Building slot unlock is way more expensive. All and all province management will be more difficult and regions will develop slower and more realistically.
- Icnome form many buildings as well as food is dependant of fertility. There will be a big difference between a fertile and a desolate province.
- Resource buildings are buffed so their effects gained from respective resourse is now factionwide.Protecting such resource deposits is of great importance.
- Damaged and ruined buildings not only receive reduction of their effects and income but also their food consumption so that a siged city won't ruin food balance of the faction immediately.
- Sanitation buildings provide smaller amount of sanitation but also to adjacent provinces as well. In order to create a healthy faction you need to build a interconnected water supply sysyem.
3. Political power tiers more deviated - lower levels bring less public, religious and immigrant unrest, but give more corruption, disloyalty and foregin powers will find you less appealing to negotiate with. Higher levels give the opposite effects.
4. Removal of recruiting foreing levies from your regions if the settlement is not converted. This is weird behavior of amssing troops fro mrecentlyconquered land. You need first to convert the settlement.
5, Religious differences penalty increased, but christian religions are more appealing to each other. Some roman culture buildings require Graeco-raman paganism as main religion.
6. Roman and eastern cultures cannot subjugate through conquest, only via Diplomacy. Roman cultures are able to annex separatist roman factions.
7. Skill, traits, retinues, ancillaries are rebalanced so all of the options are to be of similar value.
8. Religions traits buffed.
9. Inflation reduced, vassal income increased, espesially for the Sassanids.
10.Warship recruitment pool from fishing and trading ports reduced, so Military ports to provide much better ships.
11. Further campaign movement and LoS reduction of Armies (and character skills and traits). Rough terrain penalties reduced as well.
12. Winter attrition increased, but AI resistance from attrtition reduced too.
13. Recruitment time of all units increased - between 2 and 4 turns depending of unit tier. Cost also increased further, especially for mercenaries.
14. Startpos included in the mod. Most playable factions now receive proper startpos improvements like High level faction leader/general, army traditions, plenty of elite units. ERE starts at war with the Sassanids.
15. Garrision units of all cultures split from the recruitment pool. Now levy units will be used as garrison militia and not available for field armies. Garrisons will be of greater size but will remain of porrer quality till the end game. High level city buildings will provide some elite guarrison units. Roman settlements receive townsfolk as guarrisons depending on their size.
16. Technology cost increase.
17. Province public order effect range widened - Happy province will increase garrison and nearby armies morale and troop replenishment while rioting one will reduce them significantly.
18. Zone of control of cities and armies reduced so that campaign map is much lesss restrictive upon movement, less city reinforcements will join battle. Capmaigning is to be more tactical.
19. Roman cities will provide recruitment option of various Limitanei troops - wich are of poorer quality but cheaper. Comitatenses are more potent but slower to train and more expensive.
20. AI will migrate more often when climate deteriorates.
21. Bankruptcy cause major political control loss. Political incidents more often

II. Battles:
1. Many roman units renamed so to make troops more distinctive between militia (limitanei), regular (comitatenses) and veteran (palatina).
2. Removed 1st person camera from all artillery pieces. Accuracy of those units increased to rebalance.
3. Troops/artillery on walls is more accurate.
4. Siege escalation reduction.
5. Capturing gates, towers and zones slower.
6. Morale is completely reworked:
- army size and strength is essential for morale, defending against much stronger opponent will be doomed without proper preparations.
- poor quality troops will have very low morale and will require proper boosts to endure during the fight.
- unit suffering casualties morale penalty increased tremendously - no more unbreakable units.
- units will break more easily but will be able to rally often.
- unit experiance, general skills, all abilities, flanking, charging, fatigue and all other battlefield effects on morale increased so fighting will be more unpredictable. A battle could be lost in a single moment if commander does not pay attention.
7. Unit experiance gain increased.
8. Projectiles damage increase but will disprence more - spread of bows and slingshots increased significantly so that range combat looks more realistic. Ammunition reduction, elevation angle reduced.
9. Ships catch fire more difficult.
10. Added Boiling oil to gatehouses - this was very difficult as this effect is does not exist in the campaign.
11. Terrain type affects unit speed by category - forests and swamps will devastate soldiers movement.
12. Further increase in unit size for massive battles. Performance may suffer and battles may drag longer. Old unti sizes of Large are now equal to Normal. Max troops per ship is 360 to avoid bugs, so on Large/Ultra unit size some units will have 2 transport ships.

Update: 9 Apr, 2021 @ 5:25am

An update which add plenty of new features and re-balances.

I. Campaign:
- Tax system slightly re-balanced.
- Income from all tier 2-4 building reduced.
- Greater variety and values of Imperium penalties
- Added new feature - Inflation (Crème de la crème of the update). This is a portion of each faction's current wealth amount lost each turn due to its worth being devalued, just like in real economy. The inflation % will increase via Imperium tier. This mechanic will apply to all factions (Human and AI) and its goal is to prevent of anyone accumulating infinite amount of money, which will make the campaign pointless to proceed from a certain point onward.
* old saves may be greatly impacted by this feature, so either need to end few turns in order for each faction to balance out its gold or better - just start a new campaign.
- Main settlements cannot be downgraded. Not that the Player tend to do this, but the AI often downgrades its best cities in silly attempt to resolve food issues, which fucks up the startpos.
- Army integrity reworked, some stances will give penalties like Force March, other will grand bonus like garrisoned.
- Recruitment cost of all units increased (Mercenary cost increased even further).
- Mercenary units morale is decreased - those troops are fighting only for gold and are much less willing to risk their life.
- Roman military buildings buffed.
- Roman high tier cities unlock Palatina and Foederati/Exploratores units.
- Armies can now enter seas without ports, at a movement cost (as was in Vanilla), Horde AIs pose higher tread this way.
- Many barbarian and eastern levy units (except Cav) have their recruitment time turn back to 1. Will allow non-roman factions to spam low tier units.
- Base Food income form buildings is reduced, Food and wealth income from fertility is increased. Will make division between fertile and poor provinces more impactfull.
- Some WRE garrison bugs were fixed.

II. Horde buffs:
- Hordes receive increased recruitment slots, to be able to mas troops more easily.
- Hordes got replenish in Normal and Raiding stances, as well as more growth.
- Nomad buildings receive construction time reduction. Settlement tents tier 1 provide wealth.
- Great Migrators group receives major bonuses as faction traits. Makes those key tribes much more resilient (Player will be much eased when play with them however).

III. Battle:
- Siege equipment balance updates.
- Most roman units receive officers and standard bearers.
- Onagers have their range increased by +50m (AI does not use them much in city battles otherwise).
- Longbow units have their range slightly reduced.
- All small missiles have reduced firing angle.
- Artillery 1st person camera reload bug fixed, no more projectile spam.
- Bows & Javelins have AP damage reduced. Crossbows have slight reload buff.
- Spears and pikes do more damage vs cavalry.
- Health is re-balanced to be more standardized, with weak units generally receive buffs.
- Fire ammo is removed from Cavalry units (Only top Hun mounted units have it). Also deal +10 bonus dmg vs Cav, but have slower rate of fire.
- Units placed on walls receive range and rate of fire buffs.

Update: 27 Feb, 2019 @ 11:43am

Update: 17 Feb, 2019 @ 2:52am

I. Campaign
1. Diseases are much worse now and have real negative effects on economy and public order.
2. Increase squalor of cities but they will provide wealth bonus from all sources in the province.
3. Recruitment of units standardized at 2 turns (except for a couple of top units).

II. Battle
1. Reduced the devastating effects of rear and flank attacks - they are still useful, but not brutally effective as they are in the Vanilla.
2. Reduce friendly fire further than before. This may cause some skirmishers to retain shooting at enemies behind your troops - much better than killing your own troops.
3. Troops stationed on walls receive range buff - like in Empire TW.
4. All factions receive +25% ammunition when defending a city during a siege.
5. Armour and shield values slightly reworked so the difference in their types aren't too great. Even low armored units will have some protection against missile fire although not much.
6. Missile fire reworked:
- Onagers will have their range reduced and increase in reload time
- Bows will have slightly increased reload time, Longbows' range is reduced to 175m from 200m - it was too OP.
- Crossbows receive reload time buff.
- Slingshots are greatly reduced in range to 100m - they are useless further away but their reload remain intact.
- All projectiles max elevation rounded to 80 degrees instead of 88, so that archers won't just pass above high city walls and still cause massive damage.

Update: 6 Feb, 2019 @ 11:21pm

I. Campaign
- Public order penalties from occupation reduced. rebellion crush down effect increase. It will be longer after a revolt is suppressed before the population rise again.
- Immigration decrease slowly over time when taxes are set to Normal (in vanilla only higher taxes reduce immigration and it easily become a problem).
- Increase in upkeep and added squalor to Roman and Eastern Military buildings, but adding a few units as garrison forces provided by them.
- Buff to armour and weapon bonuses provided by weapon-smiths - so they would be useful.
- Looting and occupying will cause less Instability. This will remain the primary effect of sacking a city.
- Bonuses and penalties of Tax polices will be reduces further, so Changing taxes will be a viable option and not catastrophic no matter if you reduce or increase them.
- Line of sight of armies generally reduced. This will work for fog of war purposes in foreign lands, since you have clear vision on all yours and allied regions so armies don't need line of sight in your own territory.
- Removed morale bonus against eastern people faction trait of the White Huns - hope it will affect even autoresolve and they won't annihilate the Persian factions. We'll see if that is going to work.
- The 1st tier bonus of military research for the Roman factions will increase movement speed of armies (+5%) rather than +2 Integrity.
- Imperium penalties on upkeep slightly reduced ~10%. However high Imperium levels lower Integrity.
- Slight reduction to public order penalties from most mid and high tier buildings.
- Army movement range slightly increased (previously reduced to 50% of vanilla, now 60%).
- Seasons Overhaul - seasonal effects increased so that good and bad seasons will be much more important:
a) North Europe: Summers are great time, Public order will increase, fertility might as well, while the Winter season will be negative, and Harsh Winter devastating for the people. Campaign movement reduced during Autumn and Winter because of the mud and snow. Replenishment and fertility may decrease during Winter.
b) Mediterranean: Summer and winter provide average Public order effects, fertility might increase during Summer. Only Autumn will cause movement reduction. Replenishment and fertility might decrease during Winter.
c) Asia: Public order bonuses and penalties are small and are not of a serious concern.
Campaign movement reduced during Autumn. Fertility is affected by Bad Winter and Good Summer. Replenishment and fertility might decrease during Winter.
d) Africa and Arabia: Bad Summer gives negative Public Order because of the extreme heats but Winters are mild and won't cause penalties. Fertility is not affected by the seasons. Campaign movement and replenishment are reduced during the hot Summer.


II. Battle
- Naval units number of men equalised and standardised similar to land units.
- Reduced numbers of siege vehicles on the battlefield per constructed engine during the siege. In vanilla 1 Siege tower and Ram result in having 2 units during the battle itself and now they will provide only 1. Ladders correspondingly 2 engines instead of 4. This results in less equipment available for the besieging force. Previously the AI just constructed dozens of Siege towers and Ladders which first of all they can't use properly and secondly this give the attacker enough equipment to take any city even after 1-2 turns in siege.


III. Artificial Intelligence
Some AI buffs in various difficulties lowered to be more suitable to the new Economy and Political features of the Mod like:
- Bonuses to occupation resistance
- Corruption reductions in higher difficulties
- Tax bonuses
- Every Attrition resistance
- Chance and duration resistance of Plague
- Sanitation bonuses
- Building maintenance resistance
Result is less cheaty AI and more realistic various effects on the AI factions, while the enemy could still be challenging without breaking the game mechanics.

Update: 6 Feb, 2019 @ 10:27pm

Update: 27 Jan, 2019 @ 6:24am

Religious buildings of the listed religions: Latin, Greek and Arian Christianity, Roman, Germanic and Celtic Paganism as well as Zoroasrism now give Public Order based on the percentage of population following those relligions instead of just a base value.
It makes much more sence a Church to appease the people if they are mostly christians. Religios buildings will give no public order bonus in provinces where no followers are present until at least portion of the popolation is converted. The more believers there are the bigger the Public order impact of the temples will be.