Total War: ATTILA

Total War: ATTILA

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Fall of the Eagles + Europa Perdita Revised
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241.780 MB
26. aug. 2018 kl. 16.51
10. aug. kl. 6.23
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Fall of the Eagles + Europa Perdita Revised

I 1 samling av Aurelinus
FotE + EP Revised - compatible mods
21 gjenstander
Beskrivelse
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/
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1 667 kommentarer
The Shredder 8. aug. kl. 4.58 
Hey there, congratulations for your outstanding mod!
I have a question regarding the harbor garrisson: playing as ERE and having a military shipyard, it lists an odd number on garrisson ships (like 20+). Though looking at the ACTUAL garrisson, no ship is listed there. Only ship garrisson that works is for the trade harbor. Is there any fix?
Regards
Penrice 21. juli kl. 4.22 
I cant find the mod "additional levies from puppets + horde recruiting for all" mod. Could a kind soul link this please?
Aurelinus  [skaper] 17. juli kl. 12.34 
FAQ, pt. 4.
Il-Khan of Persia 17. juli kl. 7.00 
FYI the Castrum Palatium and the Campus Militum (playing as ERE) side panels explaining what they do/ offer is blank.
Aurelinus  [skaper] 5. juli kl. 6.31 
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. juli kl. 22.23 
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  [skaper] 2. juli kl. 8.12 
@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. juli kl. 16.50 
instantly crashes when launched
got all 4 required parts and its this one that crashes it
changing load order didnt do anything
romy 20. juni kl. 9.07 
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"