Total War: ATTILA

Total War: ATTILA

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Attila Remastered
   
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28 Mar, 2016 @ 2:19pm
28 Aug, 2016 @ 4:08pm
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Attila Remastered

In 1 collection by Bruce_R
BruceR's Attila Mod set
7 items
Description
Combines Carolingian rules and Improved Fertility Fix Mod. Is overwritten by any other mod except the Attila Data Typos mod. Mods are also available separately on this workshop.

Works with Attila Data Typos mod (same workshop).

A. Carolingian Rules Attila
A conversion of the base game to give it the same combat feel as the Age of Charlemagne expansion. Changes:

1) Charlemagne factions playable alongside Attila factions in basic multiplayer and custom battles*
2) Shield and armour values for Attila units converted to Charlemagne values
3) Masses for horses and men converted to Charlemagne values
4) Sling attack reduced, ammo increased
5) Melee weapon values for some Attila units converted to Charlemagne values where different (primarily axes, clubs, and lances)
6) NEW: Ammo for Attila marines increased in line with Charlemagne. Ammo for elephant units also increased.
7) NEW: Javelin numbers decreased for javelin units in line with Charlemagne.
The base mechanics of the two games are basically the same... what has changed is increased infantry mass, increased armor, the conversion of shield bonuses to armor to shield block bonuses, and a reweighting of axes and lances. With these changes Attila benefits from the lessons learned through to Charlemagne.

B. Improved Fertility Fix
Compilation of the best ideas for improving the declining fertility issue in Attila without breaking the game in some other way. Works with existing save games.

Does three things:

--Adds a seventh fertility level (Very Rich)
--Increases fertility in all provinces at start of game by 1, as in the Fertility +1 mod. All standard fertility declines occur as scheduled, starting from the higher base level. So a rich province with no other modifiers that normally would start at 5 and end at 1, now starts at 6 (very rich) and ends at 2... if there are no other modifications.
--Barbarian and Sassanid minor town water buildings, starting at level 2, add a fertility bonus to that region of +1 per town with a water building, starting at level 2. Roman aqueduct line of city sanitation buildings also adds a regional fertility bonus, rising to a maximum of +3 at the level 4 building in the chain. Regional sanitation bonuses for all buildings above reduced to compensate. This allows every culture to engage in civic improvements to keep pace with the decaying economic infrastructure.

Historically, there is no strong evidence of drastic climate change in this period (as opposed to 100 years later, with the "Late Antique Little Ice Age," from 535 AD on, which severely depressed agriculture worldwide for two decades or more). It is better to consider what's being modelled here as a regional economy breaking down under population, immigration, and other pressures. It was more about grain laying fallow in the fields because centuries of established trade, etc., were breaking down. In reality, all these aqueducts, and wells, and qanats already existed; the sum total of the changes above is intended to reflect the real choices that were being faced... to reinvest in the economy, to keep it from falling apart, to repair the infrastructure in modern terms, or invest in war or short-term happiness of restless populations. Provinces that are paid attention to will stay about the same in fertility, but provinces that are sacked or ruined will see a rapid decline in the society-wide impacts of agriculture.
2 Comments
Yellow 17 Apr, 2017 @ 12:49pm 
Awesome! Is there any other mod that adds some of the UI improvements from AoC to the GC? And/or that removes the many redundant units, and standarises the names of units, etc?
Grizzly 15 May, 2016 @ 12:12am 
Rad! I do have one question though: The AI of the huns is based partly around the regions fertility level. Are there any changes to accomodate for that?