Total War: ATTILA

Total War: ATTILA

Classical Empires Total War (Campaign Pack) OUTDATED: NEW VERSION IN DESCRIPTION
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Update: 4 Sep, 2022 @ 1:34am

Update: 4 Sep, 2022 @ 1:21am

Campaign Update 4-9-22 Traits, Army Composition

- doubled price of resources
- tweaked traits to reduce large swings in attribute levels, especially AI generals
- negative traits take longer to occur
- REWORKED ARMY COMPOSITION: armies will field their full roster, with armies that make sense (no more meme archer armies), further tweaked to incentivize armies to deploy shock infantry, and field artillery, when available (AI will attack cities with artillery)

Update: 21 Aug, 2022 @ 3:34pm

Update: 15 Aug, 2022 @ 12:19am

Update: 11 Aug, 2022 @ 4:22am

Update: 18 Jul, 2022 @ 3:24pm

Update: 17 Jul, 2022 @ 10:34am

Major Campaign Update 7-17-22 courtesy of @Hecleas

-AI will spend more money on agent actions
-AI will spend more money on building constructions
-The priority of recovering a lost colony has been increased
-AI will be more likely to attack regions that produce food
-AI agents will be more likely to attack the player if they are within range
-A better distribution of the economy has been put.
-Fixed an AE team bug that removed all money spent on agents
-The AI ​​will now spend their money as much as possible and invest it as smartly as possible.
-increased the possibility of the AI ​​choosing to fight at night to 35%
-increased the possibility of the AI ​​betraying a faction
-the AI ​​will defend a colony for a while from the moment it has just captured it
-the AI ​​will focus more on defending a region close to an enemy rather than the majority of its regions
- Trade will be more complicated from the neutral diplomatic relationship
-The ability to make peace with a faction has been slightly reduced
-We increased the possibility of declaring war for factions that are too passive and the like.

Update: 7 Jul, 2022 @ 2:25pm

Campaign Changelog 7-7-22

Traits and skills, reworked

- Made traits and skills less punishing towards attributes, removed some that didn't quite make sense (like loyalty diminishing management skill), and removed others altogether

Update: 5 Jul, 2022 @ 3:31pm

Update: 5 Jul, 2022 @ 3:33am

Campaign Changelog

Food Effects, Season Effects, Disease Effects, Loyalty, Army Integrity

- Food Surplus increases up to 25% a city's wealth growth
- Faction Food cap for maximum buffs and debuffs to apply decreased to 350 units of food, from 500
- Faction Income Cap from food surplus increased to 1500, from 350, Multiplier from food surplus increased from 0% to 50%
- Diseases now give substantial debuffs to melee attack, defense, fatigue rate, depending on the disease
- Diseases all give attrition damage to armies infected, depending on the severity of the disease
- Harsh Winters give worse food debuffs, increase the chance of plague, stops recruitment altogether
- Colossus of Rhodes decreases naval unit upkeep and recruitment cost
- Slightly increased morale buff-debuff from food effects
- Increased loyalty buff-debuff from a general's son being made\unmade faction heir
- Slightly increased chance of rebelling at level 2 loyalty
- Increased military integrity loss, and duration, for faction leader dying
- Increased military integrity loss per casualty by 5%