Total War: ATTILA

Total War: ATTILA

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Update: 28 Jun @ 11:36am

In my haste I forgot to change the Aria General body guard unit you start off with.
Also I have fixed the Coop only showing the default factions. It now shows them all, however I cannot test this as I had no one to test it with at the time. (It probably will work fine)
Also fixed a bug of Makran + Aria when assigning Governors they would not get a General's unit in the settlement, now they do.

Update: 28 Jun @ 7:07am

Updated
Lugii removed moor cav, thank you for pointing that out
Varini removed Nordic skirmishers/javelinmen, hopefully the garrison is not too big now
Rugii - removed Axe levy,axemen,axe warriors, and peruns axes (Keeping the Germanic ones).Also removed Slavic levy spears and Slavic Spears. I added Slavic warriors and champions instead since this factions has no swords except the Germanic nobles and Chosen.
Mazun roster- removed Persian Levy, Armenian spears, Persian Cataphracts, Armenian Slingers. (They felt out of place)
Added Aria to Makran and Mazun roster
Changed the starting units for Makran and Aria removing the Persian Cataphracts and Persian Levy. They have been replaced with Desert Spears and Camel Warriors
Buffed the resource buildings income.

Update: 31 Mar @ 12:57pm

Fixed:
I realised the Greuthungi had two units missing in custom battle that they had access to in the campaign. Also realised they were missing a tech for the Gray Hairs so they could just recruit without it.

Factions traits:
I buffed the Kartli it was a bit underwhelming
I have redone the Arran trait it just never felt right and felt like a mess

Faction Rosters:
Mauri and Gaetuli now have the Garamantians roster (two extra units from the default roster they had)
The Arran roster don't have the Sassanid roster they now have the Caucasus roster same as Abasgia, Kartli and Lazica

Religious Buildings for the Celts, Tengri, Zoroastrian, Germanic have buffs
Celts have charge bonuses, Tengri have Missile bonuses, Zoroastrian have morale bonuses, Germanic have recruitment and melee bonuses.
Manichaeism buildings added an extra immigration income bonus to go along with the already existing immigration penalty reduction. Also I buffed it slightly.

Resource Buildings the Deep Goldmine line has been raised to 3000 in industry (reasoning for this it is a unique resource yet the other generic Industrial buildings offered the same income but, less public/sanitation penalties which makes no sense.
Also lowered the Gold buildings public/sanitation penalties to be on par with the generic industry buildings so it feels worth actually getting gold.

Units:
The Alani Swordsmen have had some changes since upgrading them from the Alani Warriors seemed like a major downgrade and extra cost. So they now retain their frenzy ability, slight changes to cost and some stat changes no buffs just copied the stats they seem to lose from the Swordsmen so they look worth getting.
(I don't really make changes to units unless they never get used and seem like a massive downgrade when they get their upgrade)
e.g. the Suebi Oath Takers that were worse than the Germanic Spear Master when you upgraded them. another e.g. the Germanic noble swordsmen took two turns to recruit for average stats (they do have a nice morale buff though) with an absurd upkeep cost of over 300.

I think that is it for now.

Update: 19 Oct, 2024 @ 8:50am

Mod description update