Total War: ATTILA

Total War: ATTILA

TACTICA Imperium - Skills Redone for TERMINUS IMPERIUM TW
ChopChop92  [developer] 19 Nov, 2023 @ 12:57pm
SUGGESTIONS & GAMEPLAY
Leave your feedback, propose changes, or add new ideas
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Showing 1-9 of 9 comments
Strugglenaut 12 Jan, 2024 @ 2:42pm 
I find myself scratching my head a little with the balance of this mod. On the one hand, it adds a lot of really interesting ideas: Broader skill trees, with (theoretically) more interesting choices, and particularly the idea that a character's habits and the events that occur shape them. However, the way you've decided to implement "meaningful choices" is to stick these extremely significant maluses on skills. If you want to improve one thing, one other thing gets nearly equally worse. On the civic side, taking all three of the first skill option provides only a very small _net_ benefit.

Adding all these maluses might shape army composition and playstyle in a true skill "tree"... but the skill paths converge, not to mention that you can't put multiple points into a single skill at one time, meaning you must, by necessity, spread out your points anyways. With the maluses being quite dramatically overtuned, this leads to characters that are mostly just not very good at most everything. Governors (for example) are so incredibly bad that, for any single-province start, it is functionally impossible to avoid a revolt if you appoint a governor since they're adding public order penalties as high as -7, as well as at least -5% tax rate.

I have no idea if it's possible in Attila, but couldn't you make meaningful choices by fanning out the skill tree into an actual "tree" shape, and just locking certain skills when you make choices? As it stands, when a character levels up I'd rather just not spend most of their points at all.
Strugglenaut 12 Jan, 2024 @ 2:44pm 
I think you could cut the maluses applied by choosing skill nodes by two thirds and still retain the intent of the design. And please consider just fully changing how governor bonuses / maluses are calculated, because right now they're worse than useless.
ChopChop92  [developer] 13 Jan, 2024 @ 10:09am 
I disagree about the maluses allocation because when governors are combined with offices can be more than usefull, but I agree to the part of how I calculate maluses and bonuses for the governors and thus I will try to redesign my formula, I do not understand the "tree shape" you mention, as I think the trees are already shaped in way that you can branch out specialisations.
Last edited by ChopChop92; 13 Jan, 2024 @ 10:10am
Strugglenaut 13 Jan, 2024 @ 12:03pm 
By "tree" i just mean that they branch out and stay branched out, rather than branching out and then converging together later for the last few skills.
Strugglenaut 13 Jan, 2024 @ 4:03pm 
Anyways thanks for all your hard work on this awesome mod!
ChopChop92  [developer] 14 Jan, 2024 @ 4:16am 
I will take a look at all of these
Hey Chop could I recommend for Zeal to possibly add(to help governors) some % for recruitment cost for the settlement? I think it would be nice for governors to get a reduction cost for recruitment between level 7-10 of Zeal.

https://imgur.com/a/p3CtAOH
I'm also very curious is their a way to get a legendary trait or add this feature in the game? Its from Thrones of Britannia as shown in the image below. Think it would be cool if they possibly won a certain amount of battles or hit max rank etc. Will probably be impossible to implement but wanted to ask if this "trait" could possibly be added. See the image below:

https://imgur.com/a/p3CtAOH

As you gain this through being max level and then wining multiple battles etc but idk how this will connect with Terminus and other mods as i use Terminus and Radious together.
Sorry to spam but yeah i think i was mainly basing this off how for example i believe its the Langobards or picts that get a special quest which will have a general/ character come along that has special stuff with them but yeah just was an idea.
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