Total War: ATTILA

Total War: ATTILA

Europa Perdita
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Update: 21 Oct, 2016 @ 7:36am

v0.4

Bugfixes

Fixed AI crash on Lakhmid turn, thanks to Dresden!
Fixed some trait effect scopes.
Fixed Burgundian faction leader skin.
Fixed name of the Religious Fervour Edict for Judaism and Alexandrine Christianity (I had earlier assumed that this edict was only for Semitic Polytheism somehow, but all three EoS religions have access to it).
Fixed some religious effect scopes.
Fixed effect scopes of anti-plague bonuses on all buildings, and decreased their effects. Decreased some effects of the Quarantine edict as well.
Added in missing Desert and Alan garrisons to foreign cities, and rebalanced Alan garrisons.
Added recruitment entries to all city types for basic Alanic, Celtic, and Desert levy units.
Fixed vanilla bug where EoS factions didn't have technology requirements for religious buildings of religions other than their own, as well as non-Roman factions not having technology requirements for the Patriarchal See building chain.

New stuff

Grand Campaign
Changed Armenia, Abasgia, and Kartli, and Arran to Antiochene Christianity, and the local traditions in those regions too (requires a new campaign).
Changed Garamantia, Gaetuli, and Mauri to Greco-Roman Polytheism, adjusted local traditions, and changed one Garamantian optional objective to match. This change is a bit of a stopgap, a way to represent the varied beliefs of the Berbers. They have unique names for their level 4 religious buildings. We may look at giving some factions unique religious buildings in the future.
Rebalanced the economy. Reintroduced base income at a lower level than vanilla, and reworked some buildings according to suggestions by Jurand of Cracow.
Slightly increased the food bonus for the AI so they don't starve as often.
Rebalanced several building effects, boosted sanitation slightly, bigger penalties for industrial buildings, several other changes to buildings.
Added/changed some resource requirements for buildings.
Reduced maintenance costs for Christian religious buildings.
Increased maintenance costs for sanitation buildings (except food storage ones).
Changed Ebdani and Pict faction names.
Created a new Alexandrine Pentarchy See building chain to allow Alexandrine Christians to actually build a religious building in Alexandria.
Reworked garrisons slightly.
Nerfed several ancillaries, mostly the ones that give sanitation bonuses.
Nerfed the Ollam Ri's sanitation bonus.
Brought back high imperium penalties to unit and building upkeep.
A small number of experimental CAI tweaks - added chance for the AI to sally forth in minor settlement battles, increased chance of AI using night battles, a few things like that. Also the AI shouldn't chase player hordes around quite as much. You shouldn't really notice these. If you see the AI behaving more strangely than normal, let me know though.

The Last Roman
Rebalanced the economy and buildings.
Reduced maintenance costs for Christian religious buildings.
Allowed for minor sanitation building chain to be built in major cities (same as barbarians in the grand campaign). Also renamed those building chains, as they are in the grand campaign.
New faction symbol for the Roman Expedition.
Added/changed some resource requirements for buildings.
Reworked garrisons.

Age of Charlemagne
AoC is now playable in EP!
Some buildings rebalanced, sanitation/plague effects rebalanced. Maintenance costs and other penalties added to many buildings that had no negative effects previously.
Rebalanced recruitment slots as they are in the other campaigns in EP (based on the cities you control in each province mostly).
Faction symbols by ep1c_fail added.
Reworked garrisons. Garrisons for AoC work a little differently than the other campaigns. I may rework them further in the future. Garrisons in AoC are generally smaller than in the other campaigns right now. At the moment, only the "military" versions of major cities (long hall, court, and alcazar chains) give increased garrisons, and have higher maintenance costs than the other city buildings. Minor cities do not have a maintenance cost.

Update: 12 Apr, 2016 @ 4:39pm

v0.35a

Fixed ERE chapter 1 religious missions, and victory condition buildings (requires a new campaign).

Added new faction leader reskins for the Lakhmids, Tanukhids, Suebians, and Burgundians, and redid the Garamantian one.

Changed Garamantian uniform colors.

Added Council of Carthage event to Alexandrine Christian factions. There might be some other Christian events that also aren't normally available to that religion (att_rel_church_east), so let me know if I should add them.

Fixed missing anti-disease effects for Antiochene monasteries.

Changed the effect scope for barbarian Warrior Rites edict +XP effect.

Rebalanced barbarian livestock buildings.

Reduced loyalty penalties from character traits for Romans and Sassanids.

Update: 5 Apr, 2016 @ 4:53am

v0.35

Economic Rebalancing
Removed base income for all factions.
Gave AI factions a boost to avoid them going into negative income at the start. Bigger AI factions will be much stronger.
The AI will be much more likely to accept a trade agreement with you if they benefit more from it than you do. Big factions with access to more trade resources will have an easier time securing trade agreements, as more factions will want to trade with them.
Added bonus tax rate for factions at lower imperium levels.
Increased building maintenance costs at higher imperium levels.
Increased income from industrial, commercial, and agricultural buildings.
Increased the value of all trade agreements.
Increased income from raiding.
Decreased unit upkeep for smaller factions. Many do still start with negative income, but it should be manageable.
Changed some starting buildings for the Sassanids, so they start with better income.
Rebalanced corruption values (max 100% at 140 regions now).
Reduced food and income from horse buildings.
Reduced food from camels.

Startpos Changes (require a new campaign)
Fixed starting religions in Palestina, Cappadocia, and Arabia Felix.
Visigoths now start as Arian Christians.

Recruitment Changes
Added 1 base recruitment point for horde factions.
Removed recruitment point gain from imperium level.
Added 1 recruitment point to cities.
Added 1 bonus recruitment point for your faction capital.

Religion Changes
Added 1 point of Judaism to Aethiopian local traditions.
Slightly reduced public order penalties from religious differences.
Decreased imperium level penalties to religious conversion and public order.
Disabled EoS factions from building temples of their opposing religion unless they convert.
Added Alexandrine Christianity to the "Christian Following" and "Christian Support" effect bundles.
Slightly reworked Semitic Pagan "Military Fervour" edict, renamed to "Religious Fervour."

Other Stuff
New faction symbols and colors. All playable factions are done.
Reduced public order penalty from provincial food shortage.
Slightly reduced imperium gain from creating new hordes.
Added Lakhmid house traits.
Added higher resistance to occupation at higher imperium levels.
Reduced the diplomacy bonus from governor buildings.
Reduced many positive diplomatic modifiers.


Bugfixes
Fixed garrison compatibility with FotE. Garrisons won't be so absurdly large with both mods enabled now.
Fixed Roman unit recruitment faction trait for the Franks and migrators.
Fixed some faction names.
Fixed missing religion effect icons for EoS religions (vanilla bug ).
Fixed missing base food production from level 3 and 4 wheat farms.

Update: 26 Mar, 2016 @ 1:12pm

Reduced penalty to state religious influence at high imperium levels.
Renamed the Gothic factions, again. And changed several separatist faction names.
Added a reskin of the Vandal faction leader.

Update: 25 Mar, 2016 @ 8:27am