Total War: ATTILA

Total War: ATTILA

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Fall of the Eagles + Europa Perdita Revised
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Tags: mod, Overhaul
File Size
Posted
Updated
241.780 MB
26 Aug, 2018 @ 4:51pm
16 Jun @ 3:11pm
236 Change Notes ( view )

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Fall of the Eagles + Europa Perdita Revised

In 1 collection by Aurelinus
FotE + EP Revised - compatible mods
21 items
Description
Prepared for my own use and taste attempt to balance game with both mods, that is FotE and EP together, but also to create more challenging, yet still playable environment.
Main campaign is meant to be played at least on VH (recommended), no recommendation for battle difficulty, however FotE opts for normal while hard seems playable as well.

You have to start a new campaign as i really touched startpos.esf file, if you need info about the updates, please read comments in changelog.

It is strongly recommended to avoid using any other mods that were not tested as compatible with FotE, EP or my mod. Combo is not compatible with any 12 TPY mods nor most unofficial patches - EP + FotE remove most bugs.

Reworked or compatible submods that work with main module:
https://steamproxy.net/workshop/filedetails/?id=1575489072

Polish translation file here:
https://chomikuj.pl/aurelinus.pl/Modu*c5*82y+do+gier/Total+War+Attila

Main campaign vanilla changes (most important):
- fixed startpos file for Gautrek and ERE/WRE family tree:
-- Arcadius has his born daughter Pulcheria
-- Honorius has now a real sister Aelia Galla Placidia, Stilicho has real daughter Aemilia Thermantia, few characters meant dead at the time replaced with real ones like future emperor - Constantius III
-- in the game historical characters can spawn for ERE/WRE
- adopted bug fixes similar to community patch thx to Athanasios: https://steamproxy.net/profiles/76561198882453168/myworkshopfiles/?appid=325610;
- renamed cities, provinces, armies etc. according to sources and their historical importance within the era;
- historically accurate religions for most factions;
- added scripted events for WRE and ERE that include most important revolts, especially those that drove WRE to collapse eventually (for player faction only, singleplayer only);
- doubled influence of political marriage (to 40, vannila was 20) and divorce (-80 vs. -40 at vanilla), the meaning of marriage is less symbolic now;
- revised ministerial positions within factions - now all offices are just military;
- some buildings now need much more time and money to build and maintain - factions are harder to build up higher tier cities too fast;
- armies limit upped to 14 (and +1 for legendary governor's building), governors +2/+3/+4 on higher levels (governor buildings may increase their number as well);
- doubled cost of ancilliaries and limited number per factions to avoid spy wars;
- cosmetic changes to variables like reduced chance for son, shortened time for waiting between wife's offers, etc.;
- edited mercenary pools for new and altered units;
- edited rebels in roman provinces according to later german states' possessions like Suebi in Galaecia, Vandals in Africa etc.;
- lowered some AI handicaps too restrictive to the player in my opinion - movement bonus, attricion resistances (only normal/hard mode);
- new rebel factions - Bagaudes, Caucasian Alans, romanized Burgundians, Romano-Britons and Mazices (Berbers);
- new building chains for selected factions - agricultural, commercial and governor;
- added romanization functionality for Alani, Ostrogothi, Vandali, Visigothi, Suebi, Franci, Burgundii and Langobardi, they can expand some roman structures (main city, water, some industry) but cannot initialize constructing them from scratch;
- edited starting treasury for most factions;
- increased cost of recruitment and upkeep for siege engines due to uncontrolled recruitment made by AI.

Europa Perdita changes:
- cities level changed for balance (ERE, WRE, Sassanids) + some buildings variety and corrections;
- added 1 point of sanitation for AI to prevent neverending plagues (excluding Legendary level);
- added some minor effects to various buildings;
- "Bread & circus" edict removed, added new and tweaked edicts;
- tweaked maintain costs and incomes for most buildings;
- tweaked effects for political power and imperium to balance incomes for later gameplay;

Fall of the Eagles changes (all tweaks moved to main FotE module):
- removed paper-scissors-stone system,
- expanded rosters for most factions,
- battle & politics tweaks.

New units:
- additional mercenary units worldwide
- roman units according to Notitia Dignitatum (full list available with submods for ERE/WRE).


Additional units for WRE campaign (full list of infantry and cavalry):
https://steamproxy.net/sharedfiles/filedetails/?id=1646269860

Additional units for ERE campaign (full list of infantry and cavalry):
https://steamproxy.net/sharedfiles/filedetails/?id=1646268443

Short FAQ:
1. Avoid offensive comments, especially containing "lol" or you will be silenced forever without warning.
2. Reporting any bugs remember to list ALL mods you use or post will be deleted due to lack of background.
Only mods listed in compatibility list are valid, using anything out of the list means you are on your own.
3. Posts with spoilers are removed arbitrary and immediately if i find them so.
4. I can do nothing about blank descriptions for roman barracks:
https://steamproxy.net/workshop/filedetails/discussion/429279205/6382186451022546171/
5. AoR or population/supply systems are not planned ever.
6. Compatibility issues:
https://steamproxy.net/workshop/filedetails/discussion/429279205/3110266679776588272/
Popular Discussions View All (11)
19
21 Apr @ 7:00am
Historical Events for WRE
jimqb19
4
11 Sep, 2022 @ 6:24pm
Frankoz faction
Wita
3
19 May, 2023 @ 7:26pm
Guides or tips for playing the WRE?
SUNRISE
1,663 Comments
Aurelinus  [author] 5 Jul @ 6:31am 
Yeah, the function builds walls only for IV level towns and it is used at IIIrd level only to stop AI from marching attack, so you can have time to react.
Kontra 4 Jul @ 10:23pm 
Noticed that the 3rd level garrison of the Romans (Burgus building) does not grant walls as the description says. It grants the additional garrison troops but no walls even though armies have to create siege equipment to attack.
Aurelinus  [author] 2 Jul @ 8:12am 
@overweight - if it crashes it means only you do something wrong. I can't tell what without details.
https://steamproxy.net/workshop/filedetails/?id=1575489072
overweight 1 Jul @ 4:50pm 
instantly crashes when launched
got all 4 required parts and its this one that crashes it
changing load order didnt do anything
romy 20 Jun @ 9:07am 
hey man, thanks for keeping the mod updated. i'm curious about the names of the units that have been added here.
"exclusive ERE Protectores units for Magister Officiorum (needs ERE expanded roster submod"
Aurelinus  [author] 18 Jun @ 3:14pm 
Factions use agents, not always, not every faction, but they do.
Any changes to mechanics are excluded. You don't like some of them, others do. Neither can I nor intend to satisfy everyone. Sorry, modding rule no 1.
Kontra 15 Jun @ 6:52pm 
Thank you for your reply

Sorry I just read about the agents and now I understand. Can I ask though if the AI will eventually use agents by mid game or late game?

Also another question, is there any submod that removes the penalty (increased upkeep cost) to garrisoning a city with an army? I hate that I get punished for putting my army inside a city to defend it. On the other hand, the AI it seems is not affected by this penalty
Aurelinus  [author] 8 Jun @ 5:23pm 
That is known vanilla bug that occurs since you can add 1 general in the pool per turn and when armies with generals die faster than they can replenish faction stops to raise armies temporary. Help ERE and they start recruiting within few turns if they keep at least one region.
For agents - read mod's description, please.
For Huns - i did nothing to prevent them from attacking your faction, it may be their leader is passive or defensive character or whatever reason like too many enemies.
Kontra 8 Jun @ 5:18am 
Played 70 turns as WRE and noticed some weird observations

-Enemy AI does not use agents. Only ERE uses agents and only then are they just priests. No
champions or spies

-Huns for some reason are not declaring war on me. They're consistently raiding my lands and hate me but never tried to declare war. They also seem to not be attacking anyone else besides me and ERE (who they are at war with) even though many factions are at war with them.

-ERE stopped making armies around 50 turns into the campaign. When Sassanids declare war on ERE, ERE lost many armies. Even though they still had most of their lands, ERE never raised a new army. Sassanids and vassals easily occupied most of ERE after they stopped making armies.

Unfortunately had to stop the campaign because of the last point. Did anyone else experiences these observations? If so, any fixes for these?