Total War: ATTILA

Total War: ATTILA

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Sebidee's Better Army Stances
   
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Tags: mod, Campaign
File Size
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2.227 MB
20 May, 2016 @ 9:35am
21 Aug, 2019 @ 11:32am
7 Change Notes ( view )

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Sebidee's Better Army Stances

Description
Sebidee's Better Army Stances
- Updated 21.08.2019



Hi guys,

This is a simple mod that makes the various army stances like raiding, fortified and ambush stronger and more useful. In vanilla I find that the army stances are pretty much useless. They cost too much AP and don't really do anything worth while and as a result I hardly ever use them. I always have my armies in the neutral stance. I thought it was a shame that such a nice feature was mostly being unused and so I thought I would buff them up!

But first, why not check out these other mods that also improve army stances. They are compatible with this mod if you also use the patches that come with them!


CHANGES
Here's a comprehensive list of all the changes in the mod:

Ambush
  • Requires 25% AP instead of 50%.
  • Adds 5% bonus to fire rate, 10% bonus to melee damage and 5% bonus to morale.
  • Allows you to use 3 deployables of stakes and 3 deployables of sharp stones.
  • Ambush stance is now much more powerful, if you can pull of an ambush (which is still difficult to do) then you will be able to take on much larger armies.

Forced March/Double Time
  • Forced March now adds 75% to the army's movement range.
  • Adds 5% penalty to fire rate, melee and morale.
  • Forced march is now much more useful for moving armies around but leaves them more vulnerable to attack.

Raiding
  • Requires 25% AP instead of 50%.
  • Triples the penalty to local public order.
  • Increases army morale by 10%.
  • Reduces upkeep by 50%.
  • Coverts local province to faction religion by 5 points.
  • Raiding is more useful as an aggressive tactic. It also makes you a lot of money. Historically raiding was a major source of income for most factions but in vanilla it only gives you a few hundred gold! With this mod your armies can make thousands. But beware, long periods of time spent in enemy territory will leave you vulnerable to attack and you won't be able to raid for more than a few turns.

Garrison
  • Double replenishment.
  • Double public order benefit.
  • 20% cheaper recruitment and upkeep.
  • Contributes 2 points to province growth.
  • Long term garrisons are now more feasible and are not such a waste of rescources. It also makes armies more useful for establishing control of new provinces.

Fortified
  • Requires 40% of AP instead of 50%.
  • More deployables.
  • upkeep cost of units reduced by 20%.
  • Doubles the army's reinforcement range.
  • Contributes 1 point to province growth.
  • These changes make it easier to have long term fortifications.

Mustering
  • Doubles the replenishment rate.

Naval Raiding
  • Requires 25% AP instead of 50%.
  • Increases unit morale by 10%.
  • Reduces upkeep by 40%.

Naval Patrol
  • Doubles reduction of piracy

Docked
  • Upkeep cost reduced by 25%.


IS IT OVERPOWERED?
Looking at the numbers you might think that the mod makes the stances a little overpowered but it's really not true. I have been using this mod in my own campaigns for the last month and never had any problems, mainly because the vanilla stances are so ridiculously underpowered and because the AI will also make use of the changes.

This mod will make you more likely to use all of the different stances in different situations which adds to the strategy of the game. Armies can be more useful for things other than attacking and defending. You can use them to build provinces and to save money too and in my opinion makes the campaign much better!

Thanks for reading and I hope you enjoy the mod!

You should also check out my unit overhaul for the Age of Charlemagne campaign Sebidee's Charlemagne Expanded - Unit roster overhaul.

- Sebidee
Popular Discussions View All (2)
1
6 Dec, 2017 @ 4:06am
Rome 2 porting ?
[JesusLovesYou]leunamE
0
9 Sep, 2021 @ 11:30pm
Mod missing
leonardus
118 Comments
Du'u no Dewae 11 Oct, 2023 @ 3:07am 
I want Player ONLY Forced March!
Du'u no Dewae 11 Oct, 2023 @ 3:06am 
STOP! READ THIS: https://imgur.com/a/dG0qP3q

I have many questions. Please answer them.
Start Turn Completed vs. Start Round Completed?
End Turn Completed vs. End Round Initiated?

Too many different variables! What does this all mean? Why Should I care?
And just tell me how to mod ACTUAL Forced March into my game (Because your mod needs tweaking!)
Praise_Lord_Gaben 17 Aug, 2023 @ 7:10am 
As others have pointed out, some aspects of this mod aren't working like the upkeep reduction from raiding for navies specifically. I looked at the mod in Rusted packfile manager and everything seems to be in order so I'm guessing it's yet another Attila bug.
Lateralus 1 May, 2022 @ 2:55am 
For some reason Forced March is still only +25% not +75%.
Malkivon 15 Mar, 2022 @ 3:39pm 
Hello, I'm using this on a save game and it seems that some parts of the mod are working and some now. For example, garrisoning my troops drastically reduces my upkeep, but my ambush AP requirement is still at 50%. Also, I still see the ability to use deployables on the ambush even though the AP requirement hasn't changed. Very strange. Any idea what's going on? Do I need to use it on a new game?
sam.pidgeon 2 Apr, 2021 @ 2:38pm 
any chance u can update for medieval kingdoms mod
sam.pidgeon 11 Mar, 2021 @ 3:58pm 
ok it works with ancient empire great mod i cannot play attila without this great mod
Sebidee  [author] 11 Mar, 2021 @ 10:35am 
I have no idea
sam.pidgeon 10 Mar, 2021 @ 11:42am 
and is it compatible for medieval kingdoms mod to
sam.pidgeon 10 Mar, 2021 @ 11:41am 
is this compatible with ancient empires