Total War: ATTILA

Total War: ATTILA

Earl's 4 turn per year For 1212
90 Comments
Nuasea 10 Jul @ 7:13pm 
AI doesn't get the reduction
Luckey 15 Feb @ 11:36pm 
@LowPrioWarrior u r genius,bro
junaedkhan609 25 Dec, 2024 @ 2:02pm 
The distance doesnt make sense altho yes vanilla would operate that way but in 1 year you would be able to cross most areas, in 3 months you should be able to cross half a peninsula
firstsunday2 25 Nov, 2024 @ 6:48pm 
Found a fix and a 4tpy mod that works without the movement penalty!!! Tycherious' 4TPY (1212ad submod)
marty 17 Nov, 2024 @ 7:10pm 
@MEAT-BALL big help man thank you. I ended basically removing all the files besides the weather one and it still works as of now
MEAT-BALL 13 Nov, 2024 @ 1:20pm 
@Herf Look up how to install RPFM (popular modding tool for Total War) and run rpfm_ui.exe. Open the .pack file in your steamapps/workshop/content directory (you may have to search through a few folders but you'll find it, it's called 1212AD_4tpyEE.pack). Then go to "About" in RPFM and "Check Updates". Update your schema and once that's done, you'll be able to open the tables from the .pack file. Remove all the files in "db" below "campaigns" besides the climate change and technology tables. Remember to save and go to PackFile --> Install to update the mod. Then place it at the top of your mod manager in the launcher and make a new campaign. Haven't gone far into my new campaign but seems to work. Hopefully that helps.
Ball 24 Oct, 2024 @ 11:02am 
Hello there.Seems like AI doesn't get the reduction.So basically player can never chase them down unless with a spy.
Herf 19 Oct, 2024 @ 5:29pm 
@Bilbo Baggins how
The † Faith † 19 Oct, 2024 @ 3:43pm 
fix issues?
Bilbo Baggins 18 Oct, 2024 @ 4:15am 
Just delete anything related to movement range in mod file. Use RPFM to unpack the file, it is actually really easy to do.
Bilbo Baggins 18 Oct, 2024 @ 4:14am 
That will mess up the scripted events and invasions etc.
LowPrioWarrior 18 Oct, 2024 @ 3:58am 
Guys i think i found a workaround! Start a campaign with this mod enabled, then after some turns disable the mod and continue the campaign. There are still 4 seasons but the movement has been returned to normal
LowPrioWarrior 18 Oct, 2024 @ 3:39am 
Please remove the mov penalty! or at least make it so the AI also gets the penalty.. It's so unfair right now
Cataphractal 17 Oct, 2024 @ 11:55am 
The only thing is I wish the movement speed penalty was removed, or there was a version without the halved movement speed.
Cataphractal 16 Oct, 2024 @ 9:13pm 
This works! Thanks for finally having a 4tpy mod that functions.
BloodW0lf 8 Oct, 2024 @ 7:21pm 
where should this be in load order? Its not working on my end when at the very top?
firstsunday2 5 Oct, 2024 @ 1:30am 
Yea I agree with Gormash lol
Gormash 2 Oct, 2024 @ 4:31am 
"because the same distance should be traveled at the same time as vanilla?" facepalm that is the point of 4TPY man so you can travel somewhat realisticly. If you think that Armies traveled this slow for half a year lol your army would age 10 years by the time they reach Jerusalem roflmao
Mesomorph 30 Sep, 2024 @ 3:35pm 
i just tried all what i can, this mod do fukn nothing, idk how it work for the other here
Mesomorph 30 Sep, 2024 @ 2:33pm 
doesnt work for me, its all like before, i hv it on the top of the mod order
grogbarbar 20 Sep, 2024 @ 12:31am 
Is it possible to have a version without the mvt reduction? thanks a lot.
CadianCastellan 12 Sep, 2024 @ 8:53pm 
Seems like ‘Turn of the Century’ event still fires on a 2tpy basis

And man there’s so many children in the family it becomes cluttered, heh
parpayot 8 Sep, 2024 @ 7:22am 
Can we get a 12 tpy mod pleeeease ? :3
Asken 3 Sep, 2024 @ 3:32am 
Thanks for the update
Bilbo Baggins 2 Sep, 2024 @ 7:41am 
@MiniManiac Just delete anything related to movement range in mod file. Use RPFM to unpack the file.

But it would be nice to have a separete version of this mod. It is not fun to march your armies across France in 5 turns.
MiniManiac 1 Sep, 2024 @ 7:10am 
Can we have a version without the campaign movement range reduction?
[Army of Two] AXIS 30 Aug, 2024 @ 2:09pm 
@elbones1982 imagine the movement distance with 12 turns per year man xD
elbones1982 29 Aug, 2024 @ 10:09pm 
Earl please make a 12 turns per year mod
Emir Ismael 29 Aug, 2024 @ 6:24am 
thanks you
CYFERCYRF 26 Aug, 2024 @ 9:25am 
Hello ! Thanks for the mod. Could you possibly make a 12 turns per year version ?
Colithiel 17 Aug, 2024 @ 10:46am 
Thank you Earl for this.
Simas 12 Aug, 2024 @ 5:41am 
@EARL, could you make AI army movement reduction the same as Players ? Now it doesnt seem to Affect AI but only Player.

I checked another mod Which reduce Army Movement by 40%, and it works for Both AI and the Player. However, Player's movement is reduced furthermore and you can barely move when 2 mods are active.
SillyDemonLily 1 Aug, 2024 @ 8:37am 
Hello! Can you do a 12 tpy for the same mod?
EARL  [author] 27 Jul, 2024 @ 1:32am 
@farhianas2 This has nothing to do with this MOD, it doesn't adjust any tech bonuses
EARL  [author] 27 Jul, 2024 @ 1:30am 
@Herf Check your order
farhianas2 26 Jul, 2024 @ 5:25am 
Ai reach T2 around 1242 and i still have more than 120 turn to reach T2, do i still have the same problem ?
KMABoss 25 Jul, 2024 @ 2:25pm 
@Earl : My test was with a new game, and I've tested it now about 5 times now. I will play around with it a bit more, including mod orders, and see how it goes.

The mod is fantastic btw, as are your others, which I use most of them - thanks for them.:steamthumbsup:
Herf 25 Jul, 2024 @ 1:35pm 
movement is only affected, turns and year is the same with no change. this was a new campaign
EARL  [author] 25 Jul, 2024 @ 8:53am 
After testing,You need to start a new game to take AI effect
KMABoss 25 Jul, 2024 @ 7:05am 
Just tested the new update and the only thing (movement-wise) to have reduced is the Human armies. Everything else, Human & AI move at the normal rate.
grogbarbar 25 Jul, 2024 @ 6:12am 
it seems that the IA has not the movement distance reduced by half since the last update. Could you resolve this?
yutterh 23 Jul, 2024 @ 12:49pm 
Oh I was fine it once i learned it was part of your vision for the game. I think more or less people just thought it was done in error.
EARL  [author] 23 Jul, 2024 @ 7:32am 
@yutterh It seems like it's causing too much trouble for you guys. I have removed this research rate BUFF
yutterh 12 Jul, 2024 @ 10:01pm 
Oh, I thought it was messed up this entire time and was waiting on a fix hahaha guess I'll start a new campaign when I get around to it.
EARL  [author] 12 Jul, 2024 @ 8:19am 
This is on purpose, to make Civic tech faster so as not to slow down military tec
Emerald 12 Jul, 2024 @ 3:05am 
Commenting so that I can remember to check this out when bugfixed
Vargas 10 Jul, 2024 @ 3:06pm 
This mod messes up the Civic tech tree
libai 9 Jul, 2024 @ 1:50am 
能出一个12年一回合的mod吗?
farhianas2 1 Jul, 2024 @ 3:39pm 
Ai reach T2 units like in 1245 but me still have more than 100 turn to reach T2
Warboy 1 Jul, 2024 @ 6:24am 
This is the only 4TPY mod that's working but unfortunately you have the military techs matched with 4tpy but not the civil technologies, all require 5 turns to research compared to 20 turns for each military tech. Was this intentional?