Total War: ATTILA

Total War: ATTILA

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Movement
   
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Tags: mod, Campaign
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18 Sep, 2018 @ 9:22am
19 Aug, 2019 @ 5:51pm
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Movement

In 1 collection by Greq7
Sub Modifications of "Very Hard Campaign Overhaul"
31 items
Description
Integrity, Stances and Campaign Movement Overhaul
This version contains no scripts or any startpos so its compatible with nearly everything out there
save game compatible

Details
- Line of sight has been reduced to make it more realistic. Spies can still see a lot more than other characters
- Chances of you or other AI faction being ambushed has been increased by tweaks in few tables. It is rare that a player is ambushed but it happens at least where in Vanilla I never experienced it. It is due the fact that map information that you get from your friendly factions destroys all the fun in the game and I will eventually find a way to switch it off completely in the future.
- ground types and and movement cost has been edited towards more realistic. Rivers are much easier to cross but you can still be stopped by it if it's near the end of your move.
- Slightly higher cost of movement for using more advanced roads. This is to represent that europe has not changed that much in just couple of years in 5th century. In vanilla there is huge change between low quality and high quality roads.
- Imperium levels will impact ability of movement. This represent the level of faction's organisation, people who work and check the terrain, people who transport heavy equipment, more horses and mules ect ect. You may notice that Rome at the start of the game can move slightly farther compared to barbarians and this will definitely help with its survival till late 5th century like it was historically.
- zone of control has been slightly (around 25%) reduced to make it more realistic and make the actual campaign map bigger. Those red circles around all those stacks in late game cover a lot of space and with reduced size it really feels like the map got bigger and there are more possibilities.

Integrity
- Attrition gives -8 (Vanila -5)
- Bankruptcy -20 (v.-5) During those difficult times sending your troops to fight away from home is bad idea.
- Battle won +25 (v.+10)
- Battle lost -25 (v.-15)
- Casualties multiplier for loss of your soldiers is slightly harsher and this mean your troops will worry a lot if you lose a lot of soldiers during battle.
- Decimation gives +40 (v.+30) and the bonus stays for 2 turns instead of 1. such drastic measures should stay in someones head for longer don't you think.
- Faction Leader death -15 (v.-5) and it will stay for 3 turns instead of 5.
- Foreign soil -7 (v.-1) Away from your family, away from good food, away from everything that good and women...
- Idle 0 (v.+1)
- Faction Leader's own army +7 (v.+1)
- Looting +15 (v.+10) very nice bonus on top of winning battle
- Low level of integrity 10 (v.20) This is when system will actually warn you.
- Raiding +16 (v.5)
- Starting value =80 (v.=50) In this modification penalties are much harsher so its best to get to 100 before sending your people for some dangerous expedition
- Army mustering 5
- Fortification 20, Rome has 25
- Encamping hordes 15
- Civil war -5, Nomads -8 (v.-1)
- Laying siege +10
- Mustering +5
- Forced March -10, Horde -12 (v.0 <-- can you believe that? in vanilla you can push your troops anywhere you like for as long as you like)
- Integrity Food bonuses and penalties (this mod has no supply system included so penalties are harsher slightly to balance it): Forced march -6, Laying siege -4, Ambush -4, Raiding +6
- Navy blockading +15
- Navy double time -10
- Navy patrolling +15
- Navy docked +30
- Navy mustering +20
- Navy raiding +20
- Imperium levels gives penalties for staying in foreign territories/waters also: from -7 to -1
- Imperium levels gives also small penalty for all Navy at all times from -6 to 0 at highest.

Stances

Ambush
- 5% AP cost instead 50% (This helps Ai to at least try ambushes)
- 5% bonus to firing rate
- 5% bonus to melee damage
- +10 boost to morale
- some extra deployables
- 20% bonus to spotting chance
(hordes has slightly better bonuses)

Forced March
- 60% bonus to movement range (hordes only 55%, They generally have more people with with them and all those tents and stuff normal soldiers don't need - it makes chasing all those hordes a little bit easier)
- 6% to replenishment rate (from my testing this is a lot and it makes replenishment nearly impossible in most cases)
- If attacked units will be tired during battle
- -5% penalty to firing rate
- -5% penalty to melee damage
- -5 penalty to morale
- 5% penalty for upkeep
- -50% penalty to spotting chance (this is me trying to make AI ambushes a thing in Attila game)

Fortified
- 10% AP cost instead of 50% (this also helps Ai to fortify more often and keep integrity for longer when in foreign land)
- 20% bonus to reinforcement range
- 6% to replenishment
- some extra deployables
- 20% more ammunition
- Immunity from snow, swamp, desert attrition
- slightly better XP gain when fortified
- -10% cheaper recruitment
- -10% less upkeep
- slight bonuses for growth and public order from immigration (fots like these keep the peace)

Garrisoned
- 8% to replenishment
- +10 to morale
- +50% to ammo
- 20% cheaper to recruit
- 20% less upkeep costs
- 5% bonus to armour
- +4 bonus to public order (apart from usual bonuses for keeping number of units)
- +2 to province growth

Mustering
- 6% extra to replenishment rate

Raiding
- -15% to movement range
- Only 10% AP cost makes all those hordes raid and move across the map quicker
- Similar hit to public order like in Vanilla
- Units are winded if attacked
- Penalty to raided region's GDP -20% on top of usual penalties
- -5 growth penalty for that region
- +5 morale bonus (+7 for hordes)
- -30% to upkeep
- Coverts local province to faction religion by 5 points just like in Sebidies mod

Docked
- +10% to replenishment
- -10% to local piracy
- -20% to upkeep
- -20% to recruitment cost

Navy Mustering
- +6% to replenishment

Patrol
- 10% AP cost
- -50% to local piracy

Navy Raiding
- 10% AP cost
- troops are winded
- -40% to upkeep
- +5 to morale

Navy Double Time
- 120% bonus to movement range (hordes only 100%) instead of 25% (Its much more realistic but note that this is balanced with 4 turns per year)
- -10 penalty to morale
- troops are tired
- -10% to firing rate
- -5 to melee damage

This mod has been created last year and has been tested thoroughly on few campaigns as a part of "Radious - Very Hard campaign Overhaul". When creating the mod I only looked at two mods: "Sebidee's Better Army Stances" and no longer in existence Integrity Overhaul "Won't march to death" by Damnatio Memoriae. The most difficult part was to playtest and balance integrity.

link to other version: Movement +Supply System where you can also look at some of the screenshots from gameplay


8 Comments
damianvincent 10 Feb, 2021 @ 4:07pm 
As per the 'vision' you get being allied to a nation, a full relief of the fog of war, instead, is there a way to make a circle radius around a city where you you can see what is happening in the immediate surroundings around the cities, but outside that circle you can only see things you've ran into, or have agents exposing. So a good enemy general could be unseen through the countryside... I don't know how possible something like that is, but it would be more realistic, you would very likely have high intelligence in the immediate surroundings of your cities, but the countryside could easily be hidden in.
maksk 8 Feb, 2020 @ 10:42am 
where you changed line of sight?
Ligon Flarius 4 Feb, 2019 @ 8:09pm 
Good. Thanks for the clarification, @Greq7
Greq7  [author] 27 Jan, 2019 @ 11:52am 
AI will use it because AI also keeps its armies garrisoned and calculations includes this discount for AI. It will however not plan for this but AI will not plan for many other things in the game. and their upkeep is always lower (if it's not the AI would have no chance anyway). It is balanced with my other mods like "Difficulty".
Ligon Flarius 11 Jan, 2019 @ 4:14pm 
This mod, Combined with "AI", seems to be working well. However, having reduced upkeep while garissoned, brings another level of problem to the game. To start with, the AI WILL NOT make use of it. This feature alone should be removed
TheBlackGrouse 2 Jan, 2019 @ 10:16am 
Now this is looking good, was thinking about modding these values but this mod seems to do it all. Just starting a new WRE campaign with my own new mod (Specialized Roman infantry for more interesting battles) and was looking for mods that add depth to the Strategic Map without making the game easier. If I understand correctly, this is the opposite, a more challenging game.
Ligon Flarius 17 Dec, 2018 @ 6:20pm 
Does the AI use the Financial bonuses by being garrisoned?
sixt 18 Sep, 2018 @ 9:48pm 
Perfect thanks :-)