Total War: ATTILA

Total War: ATTILA

thunder's_ai_tweaks.pack
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Update: 3 Oct, 2016 @ 12:21pm

Update: 3 Oct, 2016 @ 11:17am

Update: 27 Aug, 2016 @ 4:04pm

This is where i will talk about part 2 of this mod. this is the part that requires more testing than part 1.


the garrisons for the civil factions was mentioned before so i will not say too much about it here. i did try to make each one somewhat unique depending on what type of building it was.(so a cav building will have more cav, but not all cav)

their buildings were buffed to make them usuable again and the upkeep lowered so as to not be suc a major drain.
200/400/600 upkeep per tier for the romans. only tier 4/5 eatern military buildings have upkeep. (600) their creation costs were also lowered. 3000 for tier 2 and 3, 500 for tier 4 and 5. military port construction times were also lowered.(now 4 from 8)

buffed the "upgrade" chain of buildings that use to provide 5/10/15 % of their respective bonuses to weapons, armor, shields, ammo, and hulls of ships. they now provide 10/20/30% of their bonus to their respective tier. i also lowered the PO and sanitation hits from them to make them a bit more attractive.

the military buildings provide more recruitment points, morale, better melee attack and defense.

1 recruitment point for tier 1 and 2, and 2 for tier 3, 4, and 5. as for buffs to stats on new recruits.

each type of building buffs its own type. meaning a cav military building will buff cav and not the other types of troops.

the base buildings provide 3 morale and nothing else. infantry provide melee attack, defense, and morale buffs. melee attack and defense boosts are 3/6/10 and morale 5/7/10. only the infantry building gives a heavy discount on recruiting heavy troops. (-5/-10/-15%) similar for cav stat wise and they get a boost with their charges instead of lower recruitment costs.(5/10/20%) skirmishers are a tad different, as there is no buff to only skirmisher melee attack and defense, i had to use the infantry one. i made their melee attack boost be 1/3/5 and left their defense at 3/6/10. morale is 5/7/10. they also get a boost to their accuracy by 5/10/20%.

tier 5 buildings are similar, they provide an additional 5 in melee attack, defense, recruitment cost and morale for infantry. accuracy is also buffed for all units recruited in the province by another 5. i believe i covered everything related to stat buffs.


now onto other minor tweaks i made. i made arty more likely to be captured.(20% now instead of 10%)

buffed the PO boost from colonizing. I wanted to make it so you had more growth after colonizing, but it is broken.(thanks CA)

when you take a city, the starting garrison if you have any will be at 20% instead of the useless 5. the units wont be great, but they wont be useless now either.

wanted to buff replenishment at sea but didn't have any luck there. might have to go a different route. to be test later.

nerfed large onager explosive shot because that was OP to the max.

tweaked the edicts that only provide 2% increase in civil or mil tech research rate. those edicts felt worthless to me compared to others. they are now 10%.

drastically lowered the time and cost in converting say roman cities to barbarian.(was like 200% the normal time/cost if memory serves, so that faction trait that some have only lowered it by 50%) should be a lot cheaper now. It may still cost a fair amount converting higher tier cities, but it shouldnt be too much. especially if you quickly convert the religion. it is now 50% of the cost, and 75% of the time it was. i personally like where it is at now.

i beleive this covers all of part 2. hopefully i didnt miss anything. let me know if you have any questions or concerns.