Total War: ATTILA

Total War: ATTILA

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Total War Attila Ancient Empires
   
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Description
Collection for Attila Ancient Empires
Items (14)
Immersive Campaign: Roman Cities Restoration
Created by Sakanade
*Update I: Due to popular request I've made it possible to "restore" the full glory of Rome, by upgrading the classical antiquity chains to their highest level, you will be able to restore the buildings to their marble splendour. Notably, the West gets the...
Ancient Empires: Dust Particles
Created by UMCenturion
  INTRODUCTION ⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀ We are proud to present the Ancient Empires sponsored, Dust Particles modification. This is a modication that branches off the previous work of Enhanced Particles for Total War Rome 2, and is made for the At...
Ancient Empires 2.0 No fog
Created by najupear
No fog for Ancient Empires 2.0. You have to start new campaign and hire new spy. Place it on the top of the mod list. ...
Trade Routes x2.5
Created by GreenJKing
Increases "trade_route_value_combined_gdp_proportion" from 1.3 to 3.25. Makes trade a bit more important to keep hold of. Save game compatible Place top of mod loading order. Compatible with 1212 AD and most other mods....
Ancient Empires Unit Overhaul
Created by Pilcuan
DESCRIPTION This submod aims to visually improve, update and correct the units of the Ancient Empires mod. Visual bugs of all kinds have been fixed, new and more realistic variations have been created and totally new and unique objects have been added such...
Ancient Empires 2.0 Submod: Smaller Deployment Zones
Created by Will
This submod reverts the larger deployment zones on battlefield to the regular Total War Attila size. Load above pack 1 and 2. Join our Discord to discuss the mod and find other players. https://discord.gg/hQ4sc92Ssk...
Ancient Empires faction rename submod
Created by SGZ***71
All thanks to AE team for their great work. This simple submod makes faction names a bit easier to identify for those of us who are not PHDs in classical history. Don't know Massylii from Massilia ? No idea who Turdetani or Carpetani are ? Not sure where B...
Ancient Empires 2.0 Submod - One Turn Technology
Created by Will
This Submod makes all technology require only 1 turn to unlock. For cheating, or because you just can't wait for those Imperial Legionaries. Load it above Main Packs 1 and 2. Join our Discord to discuss the mod and find other players. https://discord.gg/hQ...
Ancient Empires Models & Assets - Part 2 of 2
Created by UMCenturion
https://image.ibb.co/c7baET/Ancient_empires.png   INTRODUCTION ⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀  We are proud to present the Ancient Empires overhaul for Attila. This campaign is set in 202 B.C., just prior to the climax of the Second Punic War at Zama. ⠀...
Ancient Empires 2.0 - Part 1 of 2
Created by UMCenturion
https://image.ibb.co/c7baET/Ancient_empires.png   INTRODUCTION ⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀ We are proud to present the Ancient Empires overhaul for Attila. This campaign is set in 202 B.C., just prior to the climax of the Second Punic War at Zama. ⠀⠀...
Classical Empires Total War (Campaign Pack) OUTDATED: NEW VERSION IN DESCRIPTION
Created by Garviel Loken
Hi everyone, thank you for your loyal following of Ancient Empires, and the new community project. Upon the release of our new battle AI, we are now officially rebranding as our own separate project, Classical Empires! Here is the link to the one mod you n...
Classical Empires: 12 TPY + Expanded Building Slots
Created by Garviel Loken
Seasons, building times, research rate set to 12 turns per year, includes expanded building slots. ...
Natural Water Mod
Created by dotvhs
UPDATED! Works with latest DLC. Enjoy! Natural Water Mod enhances the water in campaign map of Total War: Attila. It changes each type of water - from seas to lakes and rivers. No more jelly/milky thingy! Just pure, natural water. Color of water is differe...
ancient_empires_better_sanitation_buildings.pack
Created by sam.pidgeon
This is a small submod for ancient empires mod where sanitation buildings improve fertility by small amount for all factions let me know if there any errors. Food buildings will produce bit more due to increased fertility the fertility bonus increases if y...