Total War: ATTILA

Total War: ATTILA

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Actual Food Redistribution
   
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Tags: mod, Campaign
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526.136 KB
8 Jul @ 3:07pm
23 Jul @ 10:20am
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Actual Food Redistribution

Description
This mod changes the way food markets work. Instead of conjuring food out of thin air they now transfer food from the faction surplus to the province. In order to make this viable for feeding otherwise barren provinces the food amount has been increased. Since importing food costs money, food markets now give a (small) negative income. In turn the road development factor has been increased a bit to reflect the improved logistics.
The public order malus has also been turned into a bonus, as the people are happy that you don't let them starve. Squalor remains the same, though (the market's still a dirty cesspit, doh.)

Food Market:
100 food
-100 faction surplus food
-50 wealth from commerce
25 road development

Food Emporium:
200 food
-200 faction surplus food
-100 wealth from commerce
40 road development

Why did I make this mod?
I found it silly that you could have regions with food shortage while the rest of your empire was bathing in abundance. On the other hand I understand that Attila is a game about civilizational collapse and empirewide food logistics cannot just be taken for granted.
Therefore I didn't like the mods that simply remove the local penalties for food shortage as they don't reflect the cost of actually getting the food where it is needed.
Other mods that would solve the problem (like fertility from aqueducts) felt too much like cheating, too.
So I looked for a way to actually transfer food from the faction surplus to the regions that needed it and since the food market's purpose was providing food independent of fertility anyway, I chose to just edit that building, to obtain a non-immersion breaking, non-free-of-charge way of redistributing food across my empire.

It has been tried and tested in my own campaign and works like a charm.
11 Comments
lukasz85122 26 Aug @ 7:02pm 
pls make one for 1212 ad
Iskar  [author] 29 Jul @ 10:16am 
It changes what the existing food market buildings do (see description for the changed effects). When you enable it, it will simply change the effect of all existing and future instances of the building in your game (and reverts once you disable the mod).
gimmidum 29 Jul @ 10:11am 
How does this mod working in game? Will I make a building like Food Market??
Iskar  [author] 21 Jul @ 8:40am 
That is a fair point, though there are other buildings that give squalor but positive public order, like the winery. The reasoning is likely that the goods (wine, or in this case avoiding starvation) outweigh the bads.
I will consider lowering the bonus, though, so it is not overpowered.
TheBlackGrouse 21 Jul @ 7:08am 
Ingenious in its simplicity! Never thought about taking it from the faction surplus like this :)

The public order penalty makes sense, it's because of squalor. The penalty can be lower though. After all, the people get food from the faction.
Iskar  [author] 13 Jul @ 12:28am 
Yes, I added it to my own campaign midway through.
Karl Franz 12 Jul @ 6:30pm 
This is genius, is it save compatible? as well as your other mod?
Iskar  [author] 10 Jul @ 7:55am 
Will have to look into the files for that, whether there is a comparable building I could use for that.
ayberkztueket 10 Jul @ 7:20am 
Are you planning to make the 1212ad version?
Iskar  [author] 10 Jul @ 7:18am 
Haven't tried that. It is purely additive, but if MK1212 uses a building list of its own (which I think it does) then this will have no effect whatsoever, because it specifically changes the food market buildings from the base game.