Total War: ATTILA

Total War: ATTILA

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Skidvar's Houses, Ranks, & Bonds*
   
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Tags: mod, Overhaul
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20 Sep, 2015 @ 2:42pm
13 Dec, 2015 @ 8:45am
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Skidvar's Houses, Ranks, & Bonds*

Description
Issue with desert factions having no quests is solved now. Only Charlemagne factions don't have any councils yet, but that should change soon ;)

This mod adds Noble Houses (cf. Rome II) to the Ranks & Bonds Mod for every playable faction, also in the Last Roman campaign. (Ranks&Bonds mod are included, you only need the Better traits mod I made with Prometheus, mainly to get the starting traits correctly distributed)

Family members will get a "royal blood line" trait, other nobles get a "noble house" trait the turn after they are hired when other starting traits are distributed.

There are 3 different noble houses with all of them their own interests as they get the bulk of their income from different sources.

Each noble house has two different profiles, one combat-based, the other support-based.

A character from the red house (income based on agriculture) will be assisted either by a local hero (charge bonus) or a local celebrity (replenishment bonus).

A character from the yellow house (income based on industry) will be assisted either by a weapon smith who makes arms (weapon damage bonus) or a blacksmith (upkeep cost bonus) who makes tools for the army.

A character from the blue house (income based on commerce) will be assisted either by a merchant who brings better supplies (fatigue rate bonus) or a negotiator who gets better deals for recruitment (recruitment bonus).

Families can have a positive, neutral, or negative attitude and after a council/senate meeting (see ranks & bonds) all of the characters may evolve together to a neutral or positive attitude (+1 loyalty). All characters can always instantly evolve to a negative attitude, so that's not only during the council sessions.

The negative attitude triggers (instantly) are:
- food shortage (red agriculture-based house)
- losing money AND treasury < 1000 (yellow industry-based house)
- treasury < 500 (blue commerce-based house)

The neutral attitude (after a positive council session) triggers when treasury is between 1000 and 10000

The positive attitude triggers (after a positive council session and starting from neutral) are:
- treasury > 10000 and at least 6 generals or admirals (red agriculture-based house)
- treasury > 10000 and at least have 4 armies (yellow industry-based house)
- treasury > 10000 and at least 2 allies (blue commerce-based house)

The evolution of a character's bond is individual, the evolution of the houses' attitude is in group. All characters of the same house will get the same attitude.
It is easy to have the house get a negative attitude. That can be achieved in one turn. However, to get it from a negative to a neutral attitude can take 12 turns and from a negative to a positive 24 turns under the right circumstances!

Thanks to Prometheus & Magnar for support


TWC: http://www.twcenter.net/forums/showthread.php?699181-HOUSES-RANKS-amp-BONDS-RELEASED
43 Comments
yowakusuru 16 Aug, 2017 @ 2:44pm 
ahh thanks :D
Skidvar  [author] 16 Aug, 2017 @ 1:06pm 
Skidvar's Traits, Houses, Ancs, & Ranks (Grand Campaign & Belisarius) is the latest version:
http://steamproxy.net/sharedfiles/filedetails/?id=914099103
yowakusuru 15 Aug, 2017 @ 4:08pm 
hello wondering if you're still updating this mod?
M33tballa 11 Jul, 2017 @ 2:38pm 
this mod doesnt work for me, i was playing imperium now tetrarchy, and neither have worked out
ivanpera 20 Apr, 2016 @ 10:27am 
I cannot seem to be able to make this mod and the War weariness for Grand Campaign mod fully compatible... I copied all tha files from the WW mod into this one, and for some reasons the bloodline on the character disappeared, could you help me with this issue?
GreatOldTreebeard 28 Feb, 2016 @ 11:16pm 
There is a version called Traits, heirlooms and better trait triggers. That one should be compatible to Houses, Ranks & Bonds
Fell Presidenté! 28 Feb, 2016 @ 12:58pm 
Good to hear!
Skidvar  [author] 28 Feb, 2016 @ 12:55pm 
Yeah, there will be conflicts as there is a file that indicates which scripts to read. We'll come with a solution for this...
Fell Presidenté! 28 Feb, 2016 @ 3:58am 
I had a problem with this linked to the legendary heirlooms mod, if I had ranks&bonds enabled I would never recieve the heirlooms unless I unsubscribed, this was using the Ranks&Bonds compatible better traits as well. Is there meant to be a conflict with the heirlooms and this? Because I'd like to use both.
Skidvar  [author] 24 Feb, 2016 @ 9:56am 
Okay, I'm working on a version that every starting / basic trait will be given at turn 1... ;) Just busy with other stuff, that's why it takes a while.