Total War: ATTILA

Total War: ATTILA

More Road levels and more Road buildings
8 Comments
Mingles 2 Apr @ 12:43am 
could you update this mod so that roads at max level stand out?
Sheph  [author] 30 Sep, 2021 @ 2:20pm 
In this mod? I did add several road levels so maybe a graphic needs to be linked in.
GoatMutt 24 Sep, 2021 @ 7:39pm 
The roads on the campaign map disappear at max development it seems
Sheph  [author] 21 Feb, 2021 @ 8:56pm 
I'm glad someone noticed. Since there are only 4-6 slots per region, and the AI is dependent on certain buildings for armies and eco/public order, I believe that the best mods should not tie single effects to a building slot. The same goes with garrisons and building units allowed. I wish some of the major overhauls would take note of this.
Karmapowered 21 Feb, 2021 @ 6:51pm 
Still today we use the network that Romans laid down to build their roads. It's only fair that such a crucial civilizational advancement appears more prominently in the game.

The beauty of the system is that it meshes in smoothly with the rest of the game, so it's barely noticeable at the beginning, yet its effects eventually stand out as a consistent and worthwhile endeavour to pursue (unlike some Vanilla stuff that is sometimes expensive, time-consuming and with a questionable pittance as result).

Thank you very much for creating and sharing this great mod. Highly recommended (and compatible with mods that reduce movement speed on the campaign map, to further instil some "sense" into the game).
THE-GASING 22 Jun, 2018 @ 1:07pm 
Alright, cool
Sheph  [author] 19 Jun, 2018 @ 12:52pm 
See the discussion. On top of this, I simply changed the roads table. The game engine automatically goes to the next level when your province road points crosses the threshold. You will be able to walk across a province 50% faster at around a level 3 town.
THE-GASING 19 Jun, 2018 @ 5:20am 
So how does this work again?