Total War: ATTILA

Total War: ATTILA

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BRAN MK 1212 CAMPAIGN AI
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Tags: mod, Campaign
File Size
Posted
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44.416 MB
14 Jan, 2020 @ 7:54pm
24 Aug @ 1:11am
256 Change Notes ( view )

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BRAN MK 1212 CAMPAIGN AI

Description
New Campaign Ai behaviors that includes more AGGRESSIVE and EXPANSIONIST factions that will ATTACK!. Campaign is more challenging. Ai factions will defend regions and capitals better and help aliies more. AI allies will be more loyal. More field battles and tougher settlements. Diplomatic behaviors changes are that factions allied with you will be more likely to make treaties with your allies too. Better offers from AI factions. More diplomatic activity.Re balance of relations so more inner faction fighting less west vs east. Christian faction will fight each other more and Islamic factions will fight each other more. Ai should build bigger and better armies with better mix of units and construct buildings more. Better public order. Army reinforcement range has been increased by 50%. Better balance of field battles vs small settlement battles. Ambush and Raid stances more effective. Better chance of ambush attacks. More defensive deployables in Fortified stance. Religion has a bigger impact on public order and diplomatic relations. Better Building effects as they matter now.Better technology effect bonuses. Political Power revamp. New campaign movement modifiers through different types of terrain. Culture and Religion play a more important part in diplomacy.These changes will make for a far more intense DYNAMIC campaign! This IS now a TOTAL WAR game proper-it is not a CIV game but a WAR GAME. So. be prepared to FIGHT!


Recommended Difficulty is HARD or VERY HARD (Note: IF the Ai is too aggressive then play on NORMAL difficulty).

RECOMMEND YOU START WITH A NEW CAMPAIGN. Modified Pope Favor script included.

USE IN CONJUNCTION WITH THE BRAN BATTLE AI MODS FOR MK 1212 OR JUST USE THE SUPER SLAUGHTER VERSION.

LOAD THIS MOD FIRST. MUST BE LOADED BEFORE ALL OTHER PARTS OF THE MAIN MEDIEVAL KINGDOMS 1212 MOD. Mod is compatible with all unit mods and unit size mods. Turns per year mod most be loaded BEFORE this mod. Not compatible with any other campaign ai submods.
LOAD ORDER WITH BRAN SUB MODS: BRAN BATTLE AI FIRST THEN BRAN CAMPAIGN AI SECOND THEN ALL PARTS OF MEDIEVAL KINGDOMS. NOTE: YOU CAN ALSO JUST USE THE SUPER SLAUGHTER VERSION THAT COMBINES BOTH THE BATTLE AND CAMPAIGN AI SETTINGS INTO ONE.

BEST USED WITH THE FOLLOWING SUB MODS:

BRAN MK 1212 BATTLE AI: https://steamproxy.net/sharedfiles/filedetails/?id=1970248844

NEW ALTERNATE VERSION OF THIS MOD WITH LESS AGGRESSION MORE DEFENSIVE IN NATURE: https://steamproxy.net/sharedfiles/filedetails/?id=2010139879

NEW HARD ECONOMY VERSION https://steamproxy.net/sharedfiles/filedetails/?id=2016894914

*NEW: SUPER SLAUGHTER CAMPAIGN! Best challenge.Combined Campaign with Bran Battle Ai. https://steamproxy.net/sharedfiles/filedetails/?id=2140262571

NEW: LESS AGGRESSIVE AND HARD ECONOMY https://steamproxy.net/sharedfiles/filedetails/?id=2328592187

VANILLA ATTILA VERSION: Raised defensive factions defensive behaviors and made aggressive factions more aggressive. https://steamproxy.net/sharedfiles/filedetails/?id=1976410610

THRONES OF BRITANNIA CAMPAIGN AI https://steamproxy.net/sharedfiles/filedetails/?id=2156063756

Enjoy the LARGEST OVERHAUL mod for ROME 2: WARS OF THE GODS-ANCIENT WARS https://steamproxy.net/sharedfiles/filedetails/?id=193736354&searchtext=
Popular Discussions View All (8)
16
19 Nov, 2021 @ 4:25am
You Tube Let's Plays
BRAN MAC BORN
15
5 Jun, 2021 @ 3:16am
My opinion so far
CharlesWinchester
9
7 Jan, 2021 @ 3:11am
SCREEN SHOTS
BRAN MAC BORN
1,235 Comments
Bobby Ben 23 hours ago 
Galishnikov updated the 4 turns mod but it is not compatible with your mod. Could you make it work somehow?
Bobby Ben 23 hours ago 
Hi. Could you make this mod compatible with 4 turns mod? 2 turns is bad asf imo...
BRAN MAC BORN  [author] 6 Sep @ 11:21pm 
Yes better units are used by the AI.
as1031010 6 Sep @ 6:29am 
Does this mod also touch the configuration of AI units? This is because the AI units have the right ratio of infantry, archers, and cavalry, but mostly use low-end units such as militia.
Braincell 31 Aug @ 12:30pm 
Interestingly, I gave the pope a small gift and it stopped. Might be your code is messing with the Papal Favours mechanic that makes it so the pope views you negatively from the start of the game? Considering the mod might handle relations. Would it be possible to make the Papal states just not be affected by the mod?
Braincell 31 Aug @ 12:25pm 
I keep losing Papal Favour with this mod.
BRAN MAC BORN  [author] 20 Aug @ 9:08pm 
Will look into it.
Glædwine 20 Aug @ 12:32pm 
Enemy armies avoid besieging my cities but they fortify near them, any idea what can cause that ?
BRAN MAC BORN  [author] 16 Aug @ 6:15pm 
Keep building religious buildings to raise your favorability.. Big Chris is correct this mod was made to make MK1212 into a Total War game. You should be able to take out the Pope and the Papal States. I could make the Papal States weak so they are not a thorn in the side of the Catholic faction player.
SirChachsalot 16 Aug @ 8:50am 
Thanks, Bran.. I'll test this out and see how it works