Total War: ATTILA

Total War: ATTILA

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Hadrian's Hard Building Effects | Better Vanilla Attila
   
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Tags: mod, Campaign
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Jul 9, 2016 @ 3:14pm
Jul 11, 2016 @ 3:24pm
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Hadrian's Hard Building Effects | Better Vanilla Attila

Description
As featured/demonstrated* in ETERNAL EMPIRE by Hadrian
* Using the standard Building Effects mod.

THIS MOD IS...
* COMPATIBLE WITH ALL CULTURE PACKS, INCLUDING SLAVIC NATIONS.
* FOR THE GRAND CAMPAIGN ONLY. IT IS NOT COMPATIBLE WITH NON-GC DLCs.
* SAVE-GAME COMPATIBLE (Fresh start recommended for best experience).



— CHANGES IN HARD BUILDING EFFECTS

Users of Building Effects will note the following improvements designed to increase the challenge of the mod while preserving its spirit & usefulness. New to the mod? These differences are also reflected in the full description below.

  • Food consumption has been increased, now approximately a 25-33% reduction from vanilla instead of 50%.
  • Public order penalties have been reinstated to industry buildings and higher-level food production buildings, but are still lower than in vanilla.
  • Public order bonuses from aqueducts added in the original mod have been reduced.

The original Building Effects remains available for anyone not interested in these changes.


— BRIEF SUMMARY FOR EXPERIENCED PLAYERS

This is a Grand Campaign mod for Total War: Attila. If you are familiar with the game's mechanics and don't want to read a full page of details, the mod does the following three things.

  • Systematically reduces food consumption
  • Adds sensible public order bonuses to certain buildings
  • Removes nonsensical public order penalties & reduces squalor penalties

The result, in essence, is a grand campaign experience that is faithful to vanilla mechanics while still reducing the most unrealistic deck-stacking elements inherent to the core game.


— DETAILS FOR NEWER / CURIOUS PLAYERS

So, having read that last part of the above... what does "deck-stacking" mean?

Deck-stacking is a cardplay term for situations in which the game is set up with the odds against you. If you're playing with total conquest in mind, Total War: Attila stacks the deck against you in three key ways:

  • Merciless attacks, particularly when playing as the Romans. This includes Attila himself.
  • Climate change at routine intervals, forcing strategic adaptation as the game progresses.
  • In a world of scarce resources, high level buildings are incredibly costly to maintain.

The mod leaves the first two completely intact, but addresses the final item on the list, BUILDING EFFECTS, by doing the following:

SYSTEMATIC REDUCTION OF FOOD CONSUMPTION

Food consumption is the most punishing mechanic in Total War: Attila's vanilla ruleset.

Even if you fully re-establish the Roman Empire, it is impossible to fully upgrade all of your buildings by the time climate change has run its course. This is because food consumption doubles with most upgrades. Food consumption at L4 of most chains, particularly regional capitols, is simply too staggeringly high to afford, forcing you to pick and choose which cities and structures get their final upgrades.

This can lead to... underwhelming total victories.

To curtail this effect, the mod reduces virtually every building-based food consumption requirement by 25% to 33%. The original mod reduces these values by roughly half.

The result is a campaign that starts out less punishing for the first shifts in the climate, but still forces you adapt in the same ways as climate change grinds down upon the world. You still have to keep a watchful eye on your food production as in vanilla, but the endgame will be more forgiving when it comes to being able to fully upgrade.

ADDITION OF SENSIBLE PUBLIC ORDER BONUSES

Buildings such as trade and spice ports now provide sensible, small bonuses to public order, as it is within reason to expect populations to be contented when living in a vital center of trade. These replace penalties present in the vanilla game.

For those who choose not to dismantle legacy Roman tech: As the game takes place at the inception of the dark ages, aqueducts are even more a shining beacon of civilization. Public order bonuses in response to the construction of aqueducts have been amplified. This provides a small incentive to hold on to legacy technologies without requiring it (this can be useful in conjunction with mods that remove the disabling of legacies).

REMOVAL OF NONSENSICAL PUBLIC ORDER & SQUALOR PENALTIES

In a vanilla campaign, upgrading farms can reduce public order in a province by up to 5 points. What?

No, really. What?

In a period of history where food was scarce, public order very probably had a positive relationship with food production, not a negative one. To address this while retaining challenge, public order penalties on farms and other industrial or resource production buildings have been largely reduced, particularly for farms. The original mod completely removes most of these penalties.

Squalor penalties to several workshop-type buildings (ex: Potters, Pewter casters, Tanneries) have been reduced, but not removed. Squalor penalties for most buildings have generally been scaled down similarly to food production; a Level 4 grain farm now only stacks up squalor by 3 instead of 5, and a Level 3 grain farm stacks it up by 2 instead of 3, et cetera.

However, squalor penalties to outdoor industrial facilities (ex: Quarries, Mines, Gem Mines) have been retained, even slightly increased in some cases, as it's harder to control the dusty mess when these are built in a town.

ONE SMALL CAVEAT... (Bonus for reading this far)

To help offset the slight cushion created by these changes, squalor penalties for damaged and ruined buildings have been scaled up across the board, amplifying the filth generated by damaged or ruined buildings and increasing the work required to compensate for them until they are repaired or removed.


— ACKNOWLEDGEMENTS

I'd like to thank all of of my viewers and the other users who downloaded Building Effects and provided the feedback leading to this mod's release. Your candor was extremely useful in tuning additional challenge for those of us interested in a Hard version.

I'd also like to acknowledge benjy619 for creating the "Easier Building Effects" mod. I played using his mod for several campaigns, enjoying the basic changes it made to the Attila experience while quietly lamenting how it nerfed some of the challenge of the core game.

The original mod was built from the ground up using his changes as a template and guide, so credit and gratitude is due to him for some inspiration. If you have experience with benjy's mod, you will find this a similar, but much more challenging experience, as well as more faithful to the vanilla Attila experience.


— HADRIAN'S BUILDING EFFECTS ON YOUTUBE

As I mentioned at the top of the description, this mod is featured on my YouTube channel.
  • If you would like to see the Building Effects mod in use, the Eternal Empire series is a full Eastern Roman Empire campaign featuring the original version of this mod and others.
  • Click here to watch the Introduction.


Version history:
  • v1.1 - July 11, 2016 - Reduced food consumption on religious buildings to be less than that of city upgrades.
  • v1.0 - July 9, 2016 - Initial upload.
Popular Discussions View All (1)
0
Jul 12, 2016 @ 3:18am
Balancing Feedback
Hadrian
22 Comments
Nature Respecter Dec 18, 2022 @ 2:27pm 
Wow great mod
KBZYN Mar 8, 2018 @ 4:41am 
I have played attila since it got released, never thought about using this type of mod, I really like the idea! I'm the type of guy who doesn't really want to change the vanilla challange of the game but this squalor is extra hard to handle as barbarian factions so I thought I would give it a go.

Looks promesing so far really enjoying it!
olivier.amiet Dec 23, 2017 @ 4:31am 
good MOD and great job....thanks a lot dude...
Alexander The Greek Dec 22, 2017 @ 1:44pm 
More realistic than normal version and ofcourse more realistic than vanilla.
Xeryx Sep 1, 2017 @ 6:22am 
Full credit will be given of course
Xeryx Sep 1, 2017 @ 6:21am 
Thank you for this mod!! May I have permission to use this mod in my overhaul mod.
Hadrian  [author] Jul 23, 2017 @ 8:07pm 
Then they either are using different tables, are using the same tables but I'm modifying different values that don't overlap, or ( no offense ) it seems to be working, but it isn't.

But hey, even if that last one's the case... have fun!
Nugs Jul 23, 2017 @ 5:47pm 
Weird, it does seem to work
Hadrian  [author] Jul 23, 2017 @ 4:50pm 
Yep. If another mod you're using messes with the same tables (building effects junction), they won't both work.
Nugs Jul 23, 2017 @ 3:25pm 
Oh, so it wouldn't because it messes with buildings?