Total War: ATTILA

Total War: ATTILA

Europa Perdita Reloaded
397 Comments
Aurelinus  [author] 10 Jun @ 5:10am 
Should be the same.
o8cbazz 9 Jun @ 2:09pm 
Does the Roman garrison building have the same troop roster as the Limitanei military building? Im wondering so I know whether I have to build both to get different troops or if both of them have the same roster but different buffs to settlement.
Aurelinus  [author] 9 Jun @ 4:09am 
Mostly can via rebels in some places, the same way factions emerge (like roman regional subfactions). Condinion is they must be wiped from map permamently
o8cbazz 7 Jun @ 10:07pm 
Quick question it might seem dumb but can ai factions respawn once they are destroyed or no?
bb 80 7 Jun @ 1:35am 
Yes, I'm aware of the people involved and what happened when but that is my point. The huge crossings happened much later start but in the mod it happens almost immidately. Same with the invasions in Britain which are too large and happen too early as well.
Then there is the fact that even if one would get rid of all the armies of the WRE one would still lose money which is just completely ahistorical.
If you just wanted to make an ahistorical, very hard mod, that's fine. Creating a mod that so many enjoy is an impressive achievement. So why call it historical when it is not.
People on reddit constantly call this mod historical which is bothersome.
Aurelinus  [author] 7 Jun @ 1:07am 
Tags: Alaric, Stilicho, Gildo, Bagaudae, Radagaisus, Constantine III, crossing Rhine 406.
bb 80 6 Jun @ 5:47am 
I asked it in the fall of the eagles page but I guess here is the better place. The mod seems to be fairly ahistorical. i have read a few studies about it but I'm by no means an expert. From what I read it seems that the majority of historians now reject the sudden collapse narrative. The WRE was a viable force with a working state. Different from that, in the mod the WRE has huge public order and money problems. Furthermore, the attack of Germanic tribes seems to come too soon.
An AI lead WRE will probably implode very quickly. Is this on purpose to make the mod harder or are there any scientific books or papers this is based on?
Aurelinus  [author] 1 May @ 5:00am 
As simple as that.
The_Pursuer 1 May @ 12:39am 
@Aurelinus

Thanks for what looks to to be the stand - out mod combo, ie EP Reloaded with Fall of the Eagles, for Attila.

I already have vanilla Attila, and Age of Charlemagne ( and Viking Forefathers, and Blood and Burning ), last played ages ago.

Re "Requirements" -

Do I need to have any DLC at all, ref The Last Roman and the other "culture packs", for EP Reloaded, and FotE?

In other words, do Age of Charlemagne and The Last Roman scenarios, and the culture packs, relate to your mod combo in any way ?

Do I just click "Subscribe" here, in order FotE1 then FotE2 then EP Reloaded .......... and start my New Game ie as simple as that ?
Knight 27 Apr @ 12:49pm 
Oh sorry, but is there a reason for that mechanic? It seems very harsh
Aurelinus  [author] 27 Apr @ 12:29pm 
Life is brutal.
Anyway EP does not provide Sicily to be playable but FotE + EP Revised.
Knight 27 Apr @ 12:08pm 
Thema Sikelias -15 public order for every concurrent war with a neighbouring faction??
Aurelinus  [author] 22 Jan @ 5:05pm 
It is not FotE/EP or Revised neither any compatible mod related but either wrong order or using mods that conflict.
I suggest disabling all mods and adding one by one (in correct order) to check what causes that.

First EP (or FotE if you use this) then next and so on.
Gavin The War Criminal 22 Jan @ 2:31pm 
Using this with Fall of the Eagles, having a huge problem: I've played the mods for a long time with no issue, but now when I go to start up with those mods, it just keeps loading and I end up having to like restart my PC because its just stuck loading.
Hans der Gewalthaufen 19 Jan @ 4:17am 
Loving the mod and the continued work you are putting in. Thanks!

I have one suggestion probably for a submod (I guess I am not the first to have thought of it):

Independent Roman provinves: Gaul, Britain, Illyricum, HIspania and Africa.

The main reason being gameplay: The WRE tends to fold almost instantly after around 405. Neither the WRE nor the barbarian invaders can handle the size of the WRE. The WRE has to many enemies and seems unable to build armies. And the barbarians tend to conquer territories completely remote from one another.

I believe that strong 5-10 province states focus on their enemies and be a formidable enemy. More so than the current WRE. Also no more Celts in Spain and Franks in Illyricum (or at least only in a later stage of the game.

I am pretty poor at late Roman history, but I think there could be some historical analogy. So the factions could be called Magister Militum in Gallias, in Hispanias etc.
Aurelinus  [author] 12 Dec, 2024 @ 5:42pm 
Depending what mods you use. But about -50 is possibly base for sacking. So if you started with -25/-30 then another -50 adds and numbers seem correct.
Abu Hajar 12 Dec, 2024 @ 5:30pm 
Got -81 instability (-1 a turn) in a province as the ERE after the Tanukhids sacked one of my settlements. Is this intentional?
Aurelinus  [author] 4 Dec, 2024 @ 4:07am 
Making it compatible with FotE + EP or FotE + EP Revised is another chocolate bar that you probably get choked with. :steammocking:
Anyway - best luck.
Aurelinus  [author] 3 Dec, 2024 @ 7:40pm 
Even if you follow those two tutorials (one linked inside) your new faction still will be unplayable (it will crash whenever faction leader dies) unless you create completely new family tree which none of those tutorials mentions.
Il-Khan of Persia 3 Dec, 2024 @ 7:39pm 
Thanks! I've done a few bare bones mods for R2 but for the most part I haven't touched R2 or Attila, the two games I have the most ambition to mod for. I'll look into this! :)
Aurelinus  [author] 3 Dec, 2024 @ 7:36pm 
You need to study bunch of tutorials for Rome 2 and Attila and keep as far as possible from Magnar's ones since they are pretty useless.
http://www.twcenter.net/forums/showthread.php?719126-Adding-victory-conditions-to-new-playable-factions-in-your-Attila-mod&p=14884050&viewfull=1#post14884050
Il-Khan of Persia 3 Dec, 2024 @ 7:33pm 
I've been slowly learning more about modding over the past year. I'm trying to learn how to do more to be able to do more complex stuff, but I've certainly learned that modding complex stuff is far more difficult that I'd originally thought. 😬 Especially on Warscape TW games, unlike the significantly easier R1 and M2 modding.
Aurelinus  [author] 3 Dec, 2024 @ 7:25pm 
You know it is a work for about year or two? Since you miss basics you will need to understand how AK works and how to build startpos + detailed knowledge of PFM editor so within those years one is to operate tools.
MK1212 does it with scripting but that is not a step easier. If it was i would add Armenia already.
Il-Khan of Persia 3 Dec, 2024 @ 7:15pm 
Does anyone here know how to add factions and create new factions via modding and would be willing to show me? EP+FotE is essentially Attila's version of DEI, but it's missing five playable factions to really complete the faction list: Armenia, the Ghassanids, the Angles, the Magyars, and (custom Scandinavian faction) Odoacer's Herulians. For the last one, I imagine most of their units can be pulled from the Geats and Goths. I just feel a submod of this would do wonders.
Aurelinus  [author] 3 Dec, 2024 @ 1:29pm 
No, it is not a bug. I'm sure you have seen the difference between hippodrome and amphitheater and you know they cannot be "upgraded" into something completely else.
Anyway this fix is not introduced into EP but to FotE + EP Revised only.
MrSunnfield 3 Dec, 2024 @ 1:21pm 
Hi Aurelinus,
Since the last update the circus and amphitheater for the ERE are now next to each other in the building chain instead of beneath each other. I presume this is a bug?
Other mods I'm using are FOTE and FTOE + EP Revised.

By far the best overhaul mod I played, keep up the great work!
Aurelinus  [author] 17 Nov, 2024 @ 1:34am 
There are no garrison tweaks in EP. If you refer to garissons brought with FotE then tier 1 settlement with 7 (12 for cities) units is best possible balance i believe.
A1987M 16 Nov, 2024 @ 7:09am 
Aurelinus, a little feedback from the campaign that i am playing out with the ERE on VH difficulty. With the high levels of garrison that are provided with settlements (level 1), i personally think it is too easy to sit and defend the lands you start with. Plus these garrison levels can be easily increased further with the additions of garrison buildings and other military buildings. Would you consider scaling these back? Its great to see this mod being updated after so long, keep up the good work.
Aurelinus  [author] 10 Nov, 2024 @ 11:40am 
Check at Fall of the Eagles + Europa Perdita Revised.
Hiketas 10 Nov, 2024 @ 9:52am 
What is the load order with Fall of the Eagles?
suppalala 30 Oct, 2024 @ 6:49am 
Quick question, is Arcadius scripted to die in 408 no matter what?
Dyonisiux 28 Oct, 2024 @ 7:15am 
is there a mod to make hayasdan playable?
A$$clOwn 9 Sep, 2024 @ 9:43pm 
why doesnt the guardhouse provide garrison?
Asep_Hejo 10 Aug, 2024 @ 9:21am 
the lakhmid
Asep_Hejo 10 Aug, 2024 @ 9:20am 
is it fixed now?
Aurelinus  [author] 10 Aug, 2024 @ 6:29am 
This mod (Europa Perdita) doesn't need fix for christian Lakhmids, but FotE + EP Revised.
Fixed with newest update (probably needs a new game).
Asep_Hejo 3 Aug, 2024 @ 11:05pm 
lakhmid faction trait has +1 influence for antioch cristianity but thevictory condition is for alexandrine cristianity, it is a bug or not?
CanonBomb 2 Aug, 2024 @ 2:47am 
the germans get a op unit called pedites spartharii germanorum and they dont seem to die even when i attack in the rear routing all their friends and they being ther only ones left almost none die and they have alot of morale so my units begin to flee for some reason and i lose to 1 unit while that unit is sorrounded and outnumbered
XxbakerxX 26 Jul, 2024 @ 3:27pm 
.3. the romans still go down too fast and constructing buildings that cannot provide them with good units.playing as the WRE the eastern empire (with a great help from my side ) recovered most of thier lands but when i betrayed them for the ultimate showdown between empires (long after Atilla died ) they still had very crappy units. playing now as the ERE the west is utterly shattered in the first 10 turnes ' r even before attila could say "momy". playing as the west was challenging indeed and i thank you for that. i dont know if scripts are yours or FOTE thing but i think should applyu some scripts that give the WRE at least 1-2 full stacks the regenrate in rome( like the huns script in the base game) in a ballance that suits your ideals that only stop regenrate when rome falling to enemy hands.
XxbakerxX 26 Jul, 2024 @ 3:26pm 
2. upkeep in the late game (if you want better cites ) do not go hand to hand with the fact that somthing is not ballanced with the curraption penalty that couse for every single capture of enemy settelments a huge drop of taxes (far more then logical to me ) with the ERE you can negate it with the totally broken feture in attila for the 3% intrest so in this case playing as the ERE is the only faction you can play for full map complition.
XxbakerxX 26 Jul, 2024 @ 3:26pm 
hey firstly had to say this mod is superb and i really mean its really revive the campian and the factions overall.
got couple of questions and issues for the capian that evetually have great impact on the later campain:
1. playing as the ERE in some point even having 2 or more churches +infulence and edicts from buiding and agents christianity still was going down for me and unfortunatly (more for the game base problem) you have to stay in it to get the last of the tech tree. so i stayed and altough i was doing every thing to keep it chritian still other religins without real influance spread like wildfire with an enurmus penalty for -35 public order.
Aurelinus  [author] 22 Jul, 2024 @ 3:08pm 
It is normal for all empires and it is playable, yet it doesn't mean easy.
Munggo 22 Jul, 2024 @ 6:59am 
why is my WRE maintance cost so high, its unplayable at the start? is it normal?
Aurelinus  [author] 7 Jul, 2024 @ 1:47pm 
Yeah. no idea why CA decided to add Lakhmids. Anyway adding playable faction is way too absorbing and not planned ever as well.
Il-Khan of Persia 6 Jul, 2024 @ 2:20pm 
That makes sense. But nothing in vanilla also like unlocking factions that should have been playable since the start like Armenia or Ghassania at the very least? Maybe also Kartli, Mazun, and/or Makran?
If not then that's fine, I just found it very weird that Armenia wasn't default playable and Lakhmids are playable but Ghassanids aren't.
Aurelinus  [author] 6 Jul, 2024 @ 6:26am 
There are no plans for any further development - neither FotE, nor EP.
Mods are supported and bugs are fixed if needed but that's all.
Yet, there is always space for someone who wants to continue work as submod(s).
Il-Khan of Persia 5 Jul, 2024 @ 4:15pm 
So in your opinion, there's no reasonable way to make a faction that Odoacer is apart of that (if we choose to continue the campaign past the end date) we could use to RP their conquest of Itally), ends the WRE and places Odoacer as the first non-Roman leader of a united Italy?

If no, then is there any possibility of you making a FotE + EP styled campaign mod set during the 450's (if that's something you're willing to tell us)?
Aurelinus  [author] 27 Jun, 2024 @ 2:25am 
Since campaign formally ends about 430-440 or even earlier there is no place for events after 450. With FotE + EP Revised Heruls are in game anyway as well as Scirians and other minor factions attested about those times.
Odoacer probably was Scirian and his forces were mixed foederati people not a nation.
Il-Khan of Persia 26 Jun, 2024 @ 6:04pm 
@Aurelinus

Hey would you be interested in adding the Odoacer's Herulians to this mod? When the WRE fell but for like a decade before the Ostrogoths created their Italian kingdom, the Herulians under the leadership of Odoacer ruled Italy.

Idk why this faction isn't in the base game, because they are literally THE faction that ended the WRE.

Picture of this faction in the 481: Age of Clovis mod: https://imgur.com/a/WaRVLrx