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2. But that thing also happens when your faction is not allowed to use that branch of buildings (like unromanized Germans). Nonetheless ERE/WRE can use them.
In that period Romans lost control of most gallic and spanish territory and that was brought into play for those germanic people who used occasion to move far from Huns.
Remember that hunnic chieftains considered germanic peoples who moved to roman territories as their subjects and constantly demanded them to come back under their rule so it is most probable they just wanted to be as far as possible from hunnic vincinity and possibility Romans decide to give them back to Huns.
Sources mention that those Vandals who crossed Rhein had mortal battle vs. Franks which was eventually won with help of some unidentified alanic support (how did they even happened there?).
It should be considered rather that vandalic remnants of that battle(s) were split to join those Alans and vandalic groups moving through southern roman borders via Raetia and Noricum.
Sources say that actually Suebi who emerged in Spain were consisting of alamanic, burgundian, alan and longobardian and some unidentified "Buri" bands/contingents. Later, when they settled in Spain they were joined even by significant force of Celts (or romano-celtic groups) leaving former british provinces of Rome.
Historically that group formed from gallic roman locals (incl. settled saxonic people there), lugdunian Alans (separate ones from Alans who joined spanish Vandals) and Vandals who served in roman ranks as foederati at Danube border. They essentially were mix of those (with probable contingent of burgundian people) and Hasdingi/Silingi Vandals who decided to cross roman borders in 407 AD.
Yet significant part of Vandals stayed in germanic territory (they are called in game "Lugians" which is partially truth because they were later joined by Vandals who didn't go to Spain). That is confirmed in sources that their envoys were send to Vandal king to Africa to arrange agreement over lands left in Vistula area.
Mod is hard for a reason (at first historical), but generally only for unexperienced players. If you know what tables to look after and how economy works in game that won't be problem any more.
Anyway i wish AI was ever that submissive within one gameplay i did.
Regarding animations if mods use their own tables (1212 and FotE do) then you simply replace them with incompatible tables making specifing units use wrong ones so making them useless.
All compatible mods are listed in the compatibility list.
https://steamproxy.com/workshop/filedetails/discussion/1494368909/598518128651051324/
- athanasios Attila Ultimate fixes
- FotE+EP Revised Additional units for WRE
- English faction name
- english unit name
- FotE+EP revised - Fx for Maga
- All occupation and diplomatic options - confe excluded
- FotE+ Revised
-FotE part 1
-FotE part 2
- EP reloaded
- MAGA region trading
Is there an AOR system in this akin to fireforged and DeI? (Find it to be much more interesting and historically representative of the armies)
But that's gonna be another mod definitely, not update here.