Total War: ATTILA

Total War: ATTILA

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Meaningful Resources [GC]
   
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Tags: mod, Campaign
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11 Jan @ 10:24am
11 Jan @ 7:34pm
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Meaningful Resources [GC]

Description
What is it, yet another resources-tweaking mod?

Most definitely is.

Why?
Have you ever thought "Omg, this will be my third marble site!" or "I need to build this iron faster, it is so good!" ? I certainly haven't. Because resources in Attila doesn't really matter, they aren't meaningful enough, i would say. Which is a shame, because they were in the previous game - Rome II. And so i thought "Someone had to fix it, right?". Alas, my searches were to no avail. No mod could satisfy my standards. For different reasons, but all of them weren't good enough. So i've decided to make my own.

How?
It wouldn't be that hard to simply add some random bonuses to the resources, but it wouldn't make them meaningful, would it? So i've come up with 4 principles of tweaking:
  1. every resource building chain should be appealing;
  2. every resource should be approximately equally appealing;
  3. all of the changes shouldn't shift original balance too much;
  4. every change should make at least some sense.
To fulfill those I did my very own little research [docs.google.com], and so the process of creation of the mod began.

What?
The full list of changes is presented in the mod's gallery, but since the pictures came out to be not really comfortable to read, here is a text version. For those who are also interested in my reasoning for each change, here is my decision-making table[docs.google.com].

Additional information
  • In addition to the resources tweaking, this mod partially contains hull strength bonus fix (provided by Athanasios95gr), it won't fix regular military upgrade buildings, but the bonus from Timber building chain will apply correctly.
  • For those, who would prefer version with factionwide military upgrades bonuses, you can find it here[drive.google.com]. Please, note, only a resource buildings would provide factionwide upgrades, it does not affect other military upgrade buildings. Although it should be fully compatible with such mods.
  • Для русскоговорящих: мод содержит небольшое количество строк, требующих локализации. Ввиду специфики создания оных (файл локализации игры требуется переопределять в моде, что ведёт к несовместимости со всеми другими локализациями модов), создание отдельной версии мода с русской локализацией посчитал нецелесообразным. Для тех, кто хочет играть с полностью локализованным на русский модом, просьба пройти сюда.

F.A.Q.
Is it compatible with mod X?

Yes, unless mod X modifies resources itself. In that case anything can happen. They can be fully compatible, applying all the changes successfully, partially compatible, applying something and overriding something else, or incompatible completely.
Is it compatible with campaign Y?

Technically speacking - yes, the changes will apply in any campaign, but this mod only covers resources from the Grand Campaign and balanced with this campaign in mind only.
Will you make another version or change the current the way i want?

Most probably not. I'm quite stubborn, and even though i'm not fully satisfied with the current version, i find it the most reasonable. Although, i can change my mind if I find your arguments weighty enough.

Credits
- Athanasios95gr for the permission to use Carpenter Building Hull Strength Bonus Fixed and some additional assistance in the process of the modmaking.
Popular Discussions View All (2)
0
12 Jan @ 5:16am
Локализация на русский
ErrataPraeterita
15 Comments
Techpriest Enginseer 25 Nov @ 9:09pm 
Do you mind if I borrow some ideas from this mod for my resource mod?
Commy 28 Aug @ 6:49pm 
Save game safe?
Leo 15 Jul @ 9:41am 
Thank you for your answers.
ErrataPraeterita  [author] 15 Jul @ 1:24am 
RESOURCES ARE NOT SPREAD ACROSS THE WHOLE MAP
Most of them actually are. There is rare resources like Spices and Silk, that are only present in the north-west corner of the map, but all other resources are spread more or less evenly on the map.

Now to the questions:
q: "does the bonus multiply?"
The local bonuses (with postscript "this region/province" or "province to all regions") only affect target region/province and are summed up with all other bonuses that effect target region/province.
The global bonuses (with postscript "factionwide" or "all regions/provinces") do affect every region owned by a player and are summed up with all other bonuses that affect target region (including all other global bonuses).

2) Regarding "can i upgrade already recruited units" - you absolutely can, just like any other military unit in this game. Once you're in the province with the aforementioned military upgrade available you can upgrade any military units there as long as you have money for it.
ErrataPraeterita  [author] 15 Jul @ 1:21am 
@Leo, sorry for a delayed answer, I rarely use this account.
Now regarding your messages... sir, literally every single point of yours holds no weight.

GLOBAL MILITARY UPGRADES BONUSES
I've already provided the version with this exact effect a long time ago in the "Additional information" section (the hyperlink to the google drive).

+10% AMMUNITION BONUS
I'm quite antagonistic towards the idea of cumulative military bonuses. Furthermore - timber is the most common resource in the game, so adding to it a cumulative bonus would be too strong of a change. Finally - there actually is an ammunition bonus, granted by a Fletching upgrade from the Fur resource buildings chain in this modification.

TIMBER BUILDING CHAIN
The main bonus of a timber building chain isn't a hull strength bonus (rather, i think, the hull strength itself play ridiculously minor role overall in the game), but the fertility bonus. It is much stronger than many others, so I see no reason to buff it any further.
Leo 9 Jul @ 12:09pm 
Resources are not spread across the whole map. So the better idea I think to give such bonuses factionwide. And not for the tier 2 building but for tier 4 my be. And make its construction more expensive may be. If you get an timber and build the full chain of buildings so you get a factionwide new ships’ hulls bonus and opportunity to upgrade you fleets wherever they are on the map.

But the general idea of your mod is really good. In fact the resources are not so valuable in the game and usually I build something up to level 2 only.
Leo 9 Jul @ 12:07pm 
Bonuses like Ship hull strength are supposed to be given factionwide and not just for new ships built in the province where the timber is given. For example I own an entire province Belgica. It has a timber but it has no port. So the timber is useless for me. I can’t build ships there. And how many provinces have a timber and a port? I found two like this. There is a bonus but it’s on the picture only. And can I upgrade my ships that have been built before I got a timber if I come to the province with a timber and a port/without a port?

The same thing with an iron. I own just Octodurum which has an iron. I can’t recruit any army there so the recruit rank and weapon/armor/shield bonuses are useless for me. And it’s unclear with an army upgrade. Can I upgrade my army that was recruited in another province if I come to Octodurum/without coming?
Leo 9 Jul @ 4:21am 
In other mod there is a +10% ammunition for ranged infantry factionwide for tier 4 wood building. I think that this is great and will be great if you add this bounce to you mod.
Tell me please, does the bounce you're giving multiply if I have two or more t4 buildings with the same resource in different cities?
Techpriest Enginseer 8 Jul @ 5:16pm 
For olive oil, I thought the better bonus would be to reduce conversion time from converting foreign buildings, using "olive branch" symbolism.
Parabellum168 18 May @ 9:52am 
nice.