Total War: ATTILA

Total War: ATTILA

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@g_Europa Perdita 12 TPY Submod
Tags: Mod, Overhaul
File Size
10.566 MB
Apr 5, 2016 @ 7:29am
Aug 7, 2017 @ 8:12am
7 Change Notes ( view )

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@g_Europa Perdita 12 TPY Submod

In 1 collection by Augustusng
Europa Perdita Official Submod Collection
3 items
This is an official submod for Europa Perdita that changes the grand campaign to 12 turns per year, and changes the turn numbers for the climate change phases to match. It also doubles building construction times and research times, and cuts the rate of religious conversion in half.

You need to be subscribed to Europa Perdita in order to use this submod. It is still compatible with FotE.

This submod also requires a new campaign.

You can find a standalone version of this submod at the EP official submods thread on TWC:
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Arcontinnio Jan 29 @ 5:37am 
Oh, wonderful! Thank you so much!
Augustusng  [author] Jan 28 @ 5:39pm 
Of course I don't mind. You should be able to find that if you open up this mod with PFM. If I remember right, I think it's actually controlled by the campaign_climate_change_phases table. When those phases trigger, each of the Attila events triggers.
Arcontinnio Jan 28 @ 2:52pm 
If you don't mind me asking, how did you fix Attila's birth / becoming king / etc. to happen at the proper dates? I'm trying to make a 12TPY mod, but he's always born at the vanilla turn count. Is that controlled by a script or something?
Augustusng  [author] Aug 8, 2017 @ 10:37am 
24 TPY seems really slow, but I guess I could make that submod when I get a chance, just further changing the numbers that are changed here.
Еван Aug 8, 2017 @ 2:40am 
thank you for the fix , i have been very much enjoying the mod plus with FOE , i have restarted so many times ...watching youtube etc ....that legendoftotalwar bloke plays on a god level though not modded....again thank you very much

BTW 24TPY out of the question , a simpe request ?
Augustusng  [author] Aug 7, 2017 @ 8:09am 
Hm, I guess you're right. Not sure why no one noticed that before. Fixing now.
Еван Aug 7, 2017 @ 2:10am 
sorry , the building construction times are not double , the research times are doubled ,,,,,,,as i said the cost of buildings has doubled
Еван Aug 7, 2017 @ 1:42am 
does this sub mod double the cost of buildings ?
Augustusng  [author] Aug 1, 2017 @ 8:00am 
I'm not sure how the AI handles multi-turn recruitment. I know that was an issue with ideas like that in Rome 2 mods. As far as shorter distances... maybe. I'll think about that.
Deus Crapper Aug 1, 2017 @ 5:24am 
Nice mod , could you make it so recruiting takes more turns and armies move shorter distances