Total War: ATTILA

Total War: ATTILA

Fall of the Eagles - Part 1
Review of the Mod as of 5/2023
Played around 4 different campaigns on VH campaign and N battle difficulty, so feel like I can put out a reasonable review. First want to say great job, the mod is really a step up from vanilla and it is clear a lot of passion went into making it. All my suggestions are intended to help improve the mod experience.

Good Things

1. Unit rosters are far better than vanilla, especially for Romans where the vanilla forced upgrades were unhistorical and nonsensical for the Roman playstyle. Playing as a barbarian horde is immensely fun as well, as it provides a greater challenge than vanilla but is still reasonable.

2. The economic changes are good IMO. Makes it more difficult to steamroll the AI in a way that doesn't involve just giving the AI tons of armies.


Areas for Improvement

1. The AI barbarian horde faction dies too easily and quickly because they can't handle the new, larger garrisons and won't replenish or settle at the right time and place. They sack a few towns, take major damage, and just sit around raiding until a Roman fullstack cleans them up. They don't know to encamp and replenish. They also refuse to settle until its too late, or choose the worst possible location. All the major historical migrators like the Suebians, Alans, Ostrogoths, and Visigoths etc. always die before turn 50 on all my campaigns, even when I am playing as a horde faction too. Maybe related to the below point.

2. The auto resolve seems unbalanced in favor of Roman units. Playing as Visigoths, I could easily win fights against WRE/ERE that were <50% in my favor in autoresolve by just rushing with melee troops. This hurts the barbarian AI a lot since they can only fight other AI through autoresolve. In my current ERE campaigns, the strongest faction after WRE and ERE is rebel Roman Britain, because all the other barbarian factions get smashed in autoresolve vs WRE. It may have to do with low tier barbarians having so little armor and how the autoresolve weights that. Perhaps also related to below:

3. The AI does not recruit higher tier units and seems to only use levy tier or tier 1 units. Following the above trend, this hurts the barbarian factions the most because barbarian tier 1 units are not that good, but tier 2 and 3 units are excellent. Meanwhile, the Roman tier 1 limitanei units have fantastic value, but tier 2 and 3 don't compare as well relative to the barbarian ones. Since the AI only uses levy or tier 1 units, AI Roman armies almost always beat AI barbarian ones. It also means that if you can survive the first 30-40 turns as any faction, you are in no real danger as your armies are always far better than enemy armies, except for the Huns.


Conclusion

The mod is definitely still enjoyable in its current state, but could benefit from changes that will allow horde factions to survive and extend the challenge later into the game. I'm not a modder, so I don't know how difficult making the above changes will be or if they are even possible, but something to consider at least.
Last edited by thedennisinator; 11 May, 2023 @ 1:33am
< >
Showing 1-4 of 4 comments
bofan 13 May, 2023 @ 3:57pm 
Point 3 is my biggest pain as well. The AI builds the recruitment building sometimes, but not always. What's more, it decides to recruit armies in regions where there are no recruitment buildings. It seems that unit availability is not a deciding factor when recruiting.

The rare occasions I've seen the AI with t2 or t3 units were single region factions.

Since the AI is evidently retarded, some kind of workaround is necessary for AI factions solely, to be able to recruit their available roster from wherever if they have the recruitment building built, or just give them all of their units via the main settlement building. Whatever solution is feasible via modding.
Aurelinus  [developer] 19 May, 2023 @ 1:54pm 
AI faction can recruit pretty effcient units as long as they obtain or build buildings. None of mods can improve that. I just added printscreen to the section so you can see effects.
bofan 20 May, 2023 @ 11:21am 
While I do agree that it is possible in certain circumstances, as I said in the previous reply these instances are the anomaly rather than the rule. Obviously this is caused by the genius AI which this mod doesn't touch directly. I'd argue that FOTE indirectly hinders the AI by removing the unit upgrade system, so the AI gets t1 units and is stuck with them until they die.

I've finished 4 campaigns with this mod (all 200+ turns) and got the 5th on the way. Only the Huns get armies with high tiers of units because they spawn that way. The only other high tier army I've seen the AI field is ~10 units of t3 saxon axemen in a campaign where the saxons control only Tulifurdum and have 2 recruitment buildings there. The other situations have been <4 t3 units per army.

So without any knowledge of what's possible via modding or the amount of work required, I'll throw these proposals in the discussion:
- letting the AI recruit all available units regardless of province
- restoring the unit upgrade chains for the AI (a lot of work for sure)
- implementing unit caps (linked with buildings) to make higher tiers limited for all and harder to obtain (making the Huns even harder)
Aurelinus  [developer] 20 May, 2023 @ 2:25pm 
Mod development is closed, it was stated earlier, but nothing can stop you from creating your own submod that will fix all those issues whether they exist or not.
Last edited by Aurelinus; 31 May, 2023 @ 3:35am
< >
Showing 1-4 of 4 comments
Per page: 1530 50