Total War: ATTILA

Total War: ATTILA

1212 Campaign Upgrade
34 Comments
Akainu 10 Jun @ 9:06am 
@DreamNegater My game crashes with this mod now why
Holo 9 May @ 8:58pm 
Hey to those of you interested in getting extra armies, I made a slight modification - https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3478888297

Its basically the same exact thing as this but with edited imperium level thresholds so its kinda balanced.
SackAbreisser69 11 Jan @ 2:37pm 
would it be possible to deactivate the army limits for the player faction? Playing as England and just having 3 armies makes the crusades kinda impossible and all the trading money worthless
AutarchSpar09 7 Dec, 2024 @ 9:23pm 
@DreamNegater Does mod also affect the Mongol and Timurid invasions?
Mixolyd 16 Feb, 2024 @ 5:09pm 
I modded it myself. If someone wants to do the same you must go to your attila workshop folder and find the mod, the mods folder name is 2913155481 (or you can hower over each folder to see the real name), then open the txt file and change lucky nation to false and save.
Mixolyd 20 Jan, 2024 @ 1:42pm 
Can you make aversion without lucky nations? I like the other changes
PaulPacea 2 Dec, 2023 @ 2:01pm 
Exactly what I was looking on the store, thank you dude
悬月教教徒~大佬の似雪 10 May, 2023 @ 4:57am 
Hello, can you tell me which one is Less square dependency for population growth?
population Which file is inside?
TR3 25 Mar, 2023 @ 4:10pm 
Alright, thx! 👌
DreamNegater  [author] 24 Mar, 2023 @ 11:43pm 
Well you can just conquer the other factions and conquer Constantinople and then you will have done that yourself. But I cannot do that, it is only possible for the 1212 developers to change the startpos (who was which cities etc) of the 1212 mod.
TR3 23 Mar, 2023 @ 11:09am 
I know, it will not be historical for that period, but is it possible to create a unified byzantine faction mode? So, one faction Byzantine Empire? Thank you very much! 🙂👍
DreamNegater  [author] 4 Mar, 2023 @ 12:15am 
Bran? In general the mod is compatible with anything that doesnt do similar changes. If it's the bran battle mod then yes they are compatible. If it's a campaign mod then there may be conflicts where the one placed above in the load order works. My guess is that it will work fine.
The † Faith † 3 Mar, 2023 @ 1:22pm 
compatible with bran mod?
DreamNegater  [author] 17 Jan, 2023 @ 7:10am 
"mk_fact_austria",
"mk_fact_castile",
"mk_fact_france",
"mk_fact_goldenhorde",
"mk_fact_ayyubids",
"mk_fact_ottoman",
"mk_fact_timurids",
"mk_fact_venice",
"mk_fact_nicaea"
[Army of Two] AXIS 15 Jan, 2023 @ 3:21pm 
Who are the lucky nations?
☥-ZΞƧus-☥ Imperaтor 14 Jan, 2023 @ 2:37am 
As Emir says, though I understand you with if too many lucky nations the concept is nullified. But that said, the Mongols should be emphasized above other nations. I've yet to even encounter the mongols in my campaigns due to them really never having a chance.
Emir Ismael 10 Jan, 2023 @ 2:36pm 
@DreamNegater if i may suggest boosting the mongols to create their historical empires is the most important historical event that should be presented in your kind mod with their taste of vassalizing the defeated factions
DreamNegater  [author] 10 Jan, 2023 @ 11:20am 
Before everything
a.k.a DMDonahue 10 Jan, 2023 @ 10:53am 
Do you load this before the scripts file as well or after the music one?
DreamNegater  [author] 10 Jan, 2023 @ 6:45am 
Hm true, I may update at some point. It's just because if you boost too many factions then none of them will become very big.
Emir Ismael 9 Jan, 2023 @ 2:43pm 
thanks for the answer anyway but why the mongols are not boosted while it is their era!!
DreamNegater  [author] 8 Jan, 2023 @ 11:14pm 
But it will only be the lucky nations part, you still have to load this one below it for the other changes (or find the individual mods I made this compilation from)
DreamNegater  [author] 8 Jan, 2023 @ 11:13pm 
Emir Ismael: No
Sycyl: Hm ok I will make a separate mod
Emir Ismael 8 Jan, 2023 @ 8:29pm 
are they beasts?
Emir Ismael 8 Jan, 2023 @ 8:29pm 
what about the mongols in this mod??
Szubrawca Nikczemny 8 Jan, 2023 @ 1:31pm 
Personally, I would boost Ayyubids, Abbasids, Almohads, France, Nicea, and Poland, because these nations disappear from the map most often, and are (at least for me) important because of immersion
Szubrawca Nikczemny 8 Jan, 2023 @ 1:17pm 
Hey, looks like this mod will be perfect for me, so thanks a lot. I only have a small suggestion to strengthen France instead of England. I've already played a dozen campaigns on the 1212 mod and England is doing great anyway, but the French disappear from the map often before mid game.
DreamNegater  [author] 8 Jan, 2023 @ 12:36pm 
Ok I think I made an error so that it would turn itself off after the first sessions (so if you the campaign as a save it will not work anymore). Should be fixed now, I have updated it.
DreamNegater  [author] 8 Jan, 2023 @ 7:23am 
As you can hear Ayyubids, Nicaea, and England are three of the Lucky Nations.
DreamNegater  [author] 8 Jan, 2023 @ 7:23am 
I just tested it. I did two campaigns, one with my mod and another with the normal Lucky Nations from 1212 enabled. I played as Genoa and did absolutely nothing except skip to next turn. I played for 30 turns in each campaign. In the normal 1212 Lucky Nations Campaign, Ayyubids had 10 regions, Nicaea had 4 regions, and England had 8 regions (after 30 turns). In the campaign with my mod enabled, Ayyubids had 15 regions, Nicaea had 8 regions, and England had 9 regions (after 30 turns). So it seems to work for me. Remember to load the mod above the normal 1212 mods.
DreamNegater  [author] 8 Jan, 2023 @ 6:22am 
OK I will test the mod now to make sure it works.

Weights? What are you talking aobut.
Háry 8 Jan, 2023 @ 3:02am 
no, because I also set 2 weights, but I still don't see a big change
DreamNegater  [author] 7 Jan, 2023 @ 11:23am 
You sure you don't want it to be a surprise?
Háry 7 Jan, 2023 @ 10:18am 
which major factions grew ?