Total War: ATTILA

Total War: ATTILA

Less useless resources
30 Comments
Leo 11 Jul @ 4:25pm 
I would give a ship's hull hitpoints bonus factionwide for tier 4 Wood building. It does make sense.

As for iron, I think the "melee attack bonus" that you added is not really correct. Iron buiilding cannot teach solders fight better but can ugprade their weapon which suggests an increasing of "melee damage".
Iskar  [author] 9 Jul @ 8:58am 
Bonuses stack if you have more than one of a building. I didn't include anything for shipbuilding because recruitment cost bonuses are mostly useless and naval warfare is really not the core of the gameplay.
Leo 9 Jul @ 3:48am 
In vanilla all these resources tier 4 buildings are too expensive and have a very low effect on the game. I think they will never start to give a profit.
This is interesting mod. Now there is a reason what to build tier 4 Wood building for 
I'll try it.
Tell me please, does the bounce you're giving multiply if I have two or more t4 buildings with the same resource in different cities?
And it’s a good idea to give some bounce for ships for tier 4 Wood building. It does make sense. But what bounce..?
accordionchen 25 May @ 10:05am 
Lead - +2 sanitation factionwide ,please increase it
Ġedryht of Wōden 1 Apr @ 6:23am 
What if you got these bonuses for simply owning the resource, even through trade, rather then owning buildings?
AI could also be more likely to accept & request trades from factions that have resources they lack. It could also increase the chances of war being declared if a faction army is nearby a resource point.
If possible, owning additional buildings could also increase the value of exports & imports if that isn't a mechanic already.
Attila would really benefit from more strategy outside of just battles imo.
Wingnut 20 Oct, 2024 @ 10:43am 
AoC?
ZarmehrAswari 15 Oct, 2024 @ 9:59am 
man is this MK1212 friendly?
LandMarine47 9 Oct, 2024 @ 8:00pm 
Wouldn't it make more sense for Timber/Wood to give cheaper naval unit recruitment or any other buff related to ships?
Mr.Ma\/erick 8 Oct, 2024 @ 9:05am 
So... more useful resources?
Iskar  [author] 6 Oct, 2024 @ 3:21pm 
The main point is not that I reduce the number of useless resources (implying some useless ones would be left), but that the present resources are rendered less useless. Hence less, not fewer.
Mr.Ma\/erick 6 Oct, 2024 @ 12:35pm 
I'm not saying you are an idiot or you don't speak english but the title is wrong. It should be 'Fewer'; not 'Less'.
Iskar  [author] 5 Oct, 2024 @ 3:39am 
Are you trying the mod in the vanilla Attila grand campaign?
ballxxx123 5 Oct, 2024 @ 3:32am 
Oh no we got scam this don't work ?
royaad 29 Sep, 2024 @ 4:47am 
this doesnt work
CENTURION 25 Sep, 2024 @ 6:28am 
I like the idea of this mod it would be great to have in Rome 2 :steamhappy:
Rancerd 20 Sep, 2024 @ 7:34am 
ja
yummy guinea 16 Aug, 2024 @ 1:07am 
You are a genius!
RagsSublime 15 Aug, 2024 @ 3:25pm 
@Greηdel
Sorry to be that guy, but salt wasn't used as currency.
Yes, the term salary comes from solarium. Which was a salt ration given to soldiers. But that would be like going to the government, and reporting your boss for trying to pay you in a warm lunch, only for them to investigate, and find that on top of actual pay, you are also provided a free lunch. Soldiers were paid in coins. If you are using "Salt" as a currency, that's just bartering, I swap this much salt for this many chicken. Or even, I swap this much salt for some actual currency.
GangstaBoudi 11 Aug, 2024 @ 8:24pm 
cool mod :)
Elbrato1995 25 Jul, 2024 @ 5:19am 
nice
Iskar  [author] 19 Jul, 2024 @ 2:57pm 
Depends on whether 1212AD uses the same resource building entries in the database file or whether they have made their own. I may have a look into it when I get to downloading 1212AD again.
Gluteus maximus 19 Jul, 2024 @ 2:11pm 
Super Awesome! Is this compatible with 1212AD?
Iskar  [author] 16 Jul, 2024 @ 10:49am 
PS: TL;DR - In real life wood is more common than salt, but in Attila it isn't, so it's not unbalanced.
Iskar  [author] 16 Jul, 2024 @ 10:48am 
It would, if wood was actually really common and salt really scarce, but neither is the case:
In the Attila main campaign all resources are relatively equal in scarcity, with wood (7) being just slightly more common than salt (5), but in turn being located much more peripherally (Caledonia, Mauretania, Scythia, Armenia, Scandza among others). So if you actually manage to control so many wood sources at once you will basically already have conquered the larger part of the map and the game is over anyway.
Greηdel 16 Jul, 2024 @ 10:32am 
Doesn't this make, for instance, wood (a common resource) with its faction wide bonus vastly better than salt, a resource that was far rarer and literally used as currency at times?
Iskar  [author] 15 Jul, 2024 @ 11:21pm 
That's plausible, but salt already gives food and income, so I fear it would be overpowered with another faction bonus added.
lawenck 15 Jul, 2024 @ 4:43pm 
Little idea that popped into my head, salt should boost army range by 0-10% due to preserved food.
Iskar  [author] 12 Jul, 2024 @ 2:17pm 
I could add that for wood, though I personally am not a huge fan of recruitment cost bonuses and I think the hull bonus is broken in Attila.

As for fur, it already adds food and commerce income, so I didn't add any further bonuses (analogous to wine, olives, etc.), ad I deemed it already useful enough.
Amaranthen 12 Jul, 2024 @ 1:36pm 
Love the faction-wide bonuses like back in Rome 2 for smith and shieldmakers.

Wood can also give buffs to shipbuilding, reduce cost of shipbuilding.

I think you forgot "FUR" resource (albeit it's deep in barbarian territory), +2 food or population growth? We eating exotic tonight boys....
Redin5ide 10 Jul, 2024 @ 11:42am 
Love the concept, bravo!