Total War: ATTILA

Total War: ATTILA

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Grand Campaign 2.0
   
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Tags: mod, Campaign
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13.692 MB
Jan 18, 2016 @ 3:30am
Jul 5, 2017 @ 11:30am
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Grand Campaign 2.0

Description
Hallo everyone,

This mod here is something I worked for a while on, its purpose is to make the Grand Campaign in TWA a more enjoyable experience. It includes several changes I made in my previous mod plus a number of additional changes, namely:


THE ROMAN FACTIONS

-increased garrisons for Romans. Roman towns now gain bonus units for every city upgrade (1 unit for T1, 2 for T2 etc.)

-all Roman armies start with full manpower

-Roman units have slightly increased stats, namely a bit more melee attack and charge bonus

-Romans gain Foederati cavalry, recruitable from a T1 barracks. Foederati Spears and Funditores now a T0 unit recruitable everywhere. WRE gains Germanic Hunters and ERE Kurdish Archers as additional Foederati

-Exploratores/Praeventores moved to the Infantry barracks. Palatina now only upgrade to Elite Palatina. Protectores/Defensores are now a separate line of units

-renamed some Roman units, Cohors becomes Cohors Limitanea and Legio becomes Legio Limitanea


GERMANIC FACTIONS

-all Germanic factions (not the Nordic ones) have revised rosters to give each faction a more individual feel. So are Ostrogoths a more heavy infantry oriented faction who get a more romanised slant to their units while Suebians focus on ambushing troops for example. The Alamans are the only faction fully retaining its vanilla roster with all generic Germanic units, befitting their name

-Franks start as Roman defensive allies now with military access

-Saxons and Jutes start at war with the Caledonians (renamed Votadinians) with military access from the Romans


THE CELTS

-Caledonians renamed to Votadinians as the Caledonians were really the precursor to the Picts and no longer around in the time of TWA

-Ebdanians renamed to Eblanians. Ebdanians is a typo

-Votadinians start at war with the WRE and have a defensive alliance with the Picts


THE HUNS

-Huns renamed to Black Huns

-Black Huns lose Uar units, gain some Gothic ones instead, both for recruitment and stack spawn. White Huns lose some elite shock and melee cavalry in return

-Scourge of God trait effectiveness halved

-Attila has to be killed only once to become "mortal" instead of twice


EASTERN FACTIONS

-Lakhmids no longer puppet state but defensive ally of the Sassanid Empire

-Armenia now starts as a defensive ally of the ERE

-Arran no longer affiliated with the SE


NAVAL TROOPS

-naval skirmisher now have more ammo per volley available. All Marauder, Corsair and Marine type troops get increased morale. Marauders and Corsairs gain the scare trait while Marines get the disciplined trait in additione to slightly higher melee defense


ARCHERS

-increased accuracy for all archers. Normal shot now has double the accuracy of the trick shots. Composite and reflex bows (used by Eastern and Nomadic factions respectively) now have superior accuracy compared to standard bows


BUILDINGS

-main city buildings now cost less food upkeep. The military recruitment facilities of civilised factions now cost no food but monetary upkeep instead

-Arian churches are cheaper to maintain to make up for the fact that Arian factions need to convert quite a lot of people wherever they settle down

-Horde main building chain no longer causes a global tax decrease and the Horde rivalry malus is halved

-legendary buildings can be placed everywhere, not just the capital


CAMPAIGN

-fertility rebounds after 432

-CAI tweaks to increase conquest/colonisation and reduce razing/sacking. AI-specific Victory regions are now a bit more evenly chosen instead of all being within the Roman borders

-colonisation cost halved (10000 instead of 20000)

-conversion cost for barbarian factions decreased

-seaborne replenishment increased

-attrition timer for sieges halved (from 8 to 4)


POLITICS

-base loyalty reduced

-actions and events with a negative effect on loyalty now carry a higher penalty

-chance for politcal actions increased

-cost for politcal actions revised

-ministerial positions now have no pre-requirements other than influence cost


I wish to thank Ron_Burgundy for aiding me in creating this mod by playing test campaigns and giving me valuable advise for its adjustments. I hope y'all enjoy what I wrought here. If you find any bugs or have suggestions for improvements, please let me know!


DISCLAIMER:

Mod does not work with other mods that influence the startpos file or alter unit recruitment

Screenshots taken with permission from Ron_Burgundy



UPDATE 1/28/2016

-fixed Alani military upgrades, they should now be actually available

-improved the reload speed of Alani horsearchers and skirmishers a bit. Vanilla for some reason gave them the worst reload stats in the entire game

-toned down Roman garrisons

-decreased the delay between AI global strategy calculations. That should lessen the amount of time the AI "idles" after having completed all of its strategic goals before deciding upon new ones

-differentiated Latin, Greek and Arian Christianity a bit more. Latin Christian church buildings now have a conversion bonus plus some osmosis, Greek Christian church buildings confer more public order and Arian churches are both cheaper to maintain and cheaper to build

-Onagers do less damage to buildings, but the same damage to everything else


Popular Discussions View All (1)
1
Apr 21, 2023 @ 12:50pm
Regarding the recent update
NapoleAn3
120 Comments
Sheph Apr 21, 2023 @ 12:49pm 
And which "Ron_Burgduncy" are you referring to?
Sheph Apr 21, 2023 @ 12:39pm 
IonizedMercury: Do you have the EmpireDesignData for the startpos? Please DM me on Steam.
Sheph Apr 16, 2023 @ 2:23pm 
It looks promising. Has anyone done a better balance patch like people have been asking.
Terroristfist Jan 14, 2023 @ 4:30am 
Cant play palmyra as shown on map, please fix
Hans von Hammer Nov 21, 2022 @ 9:54am 
@c39687 No thats a myth. The roman army in 400 AD was still a formidable force. Not as great as before but still very effective. In Attila vanilla The western roman empire is too weak. The entire empire collapses at turn 15-20 if you play as a non-roman faction. It defeats the entire purpose of the barbarian/hun campaigns. The WRE went belly up in 480 AD. This mod makes everything more realistic
CromX Jul 11, 2019 @ 1:40am 
Yeah someone post a fix to this mod....I am really lookijng to buff Rome and to weaken some of the ridiculous units for the Huns....the Chosen Uar in particular....need to die
CromX Jul 11, 2019 @ 1:39am 
Does this have 12 tpy version? Kinda I only play with that option
c39687 Apr 4, 2019 @ 12:56pm 
sounds good but it seems like you making the roman empire strong is not historically accurate, they were involved in civil wars constantly and the army was weak
Jwilly Mar 11, 2019 @ 7:46am 
Let me know if you ever post your mod. I'd be interested. I had many of the same complaints.
Chief Minister of Gaming Mar 9, 2019 @ 2:16am 
I played this some more. It is badly balanced. The romans slice through units. Play this mod if you want to be some super easy roman game. I am starting a mod from scratch. I DID LIKE some of the other overall game change tweaks in this mod. That is the only reason I give it some credit, for example, colonisation, and siege attrtition are all good tweaks.

But for me, it is unplayable and the balance of factions is totally off. I don't know how these guys figure they can tweak all these game units and simply assume balance as if they play god. Their are tonnes of mods like tthis, like I said, some dude on crack.