Total War: ATTILA

Total War: ATTILA

62 ratings
Roman Paganism
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Tags: mod, Campaign
File Size
Posted
7.612 MB
Jul 29, 2021 @ 12:38am
1 Change Note ( view )

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Roman Paganism

Description
It's a mod for Attila in 2021! So... I started playing this game recently and was bothered, like a lot of people back on release, by how little design support there is for the Paganism path for the WRE. This mod is basically a fix for that. It puts together a few things that were done separately in the past.

Specifically:

☑️ StartPOS is edited so that WRE (and ERE) victory conditions don't require building the Latin/Christian churches.
☑️ Tech tree is edited so that you can take all the techs without losing access to ye olde concrete. Keep in mind that some Church building unlocks are tied into this mechanic, so if you want to do a Christian playthrough you should disable the mod.

I also made some small changes to the minor settlement greco-roman religious building, which was 100% useless. It now does *something*, though other buildings are still better at any one task. It would be pretty ridiculous if it was as good as more specialized buildings at food or eco, after all. But now you can at least justify considering it as a building option, especially in low fertility barbarian provinces (which, happily, is also probably where you'd want to teach the savages about the wonders of Jupiter!).

And that's all. Let me know if you run into any issues.
25 Comments
Apotheosis Apr 28 @ 5:22pm 
Any help on loading the mod? I have subrscribed here and downloaded, it says active in the mod manager when I launch but it is not making any changes in the new campaigns I have started. Thanks
Edward Feb 13 @ 12:33pm 
please come to christ, only he saves
Corin  [author] Jun 17, 2024 @ 9:18pm 
@Generic
Startpos mods are never save game compatible. You'll need to make a new campaign--the original grand campaign is my recollection, since the different campaigns are all their own "world" in the database.
Generic Apr 5, 2024 @ 12:34am 
Is it save game compatible?
dragonfable211 Jul 3, 2023 @ 11:29am 
great mod for sure
osobomba Jan 14, 2023 @ 11:03am 
you are my hero!
PathFinder Sep 14, 2022 @ 10:56am 
ok thanks
Corin  [author] Sep 13, 2022 @ 9:48pm 
To further clarify, the only thing that should conflict with the objectives part of this mod is STARTPOS mods. *However*, and this is a very big however, I have no way of knowing how other mods have decided to do things. It is entirely possible they sloppily copied over entire unrelated parts of the vanilla code (which is something a lot of mod tools do automatically if you don't know what you are doing). You would have to open up any mods you are using to double check if you wanted to know for sure... but like I said, simplest way is simply to disable all other mods and see if it still doesn't work.
Corin  [author] Sep 13, 2022 @ 9:45pm 
I mean, try disabling mods and only loading this one. If it still doesn't work (or it does), that will tell you more reliably whether it's the mod at fault, or the combination.
PathFinder Sep 13, 2022 @ 7:31am 
Yes I play original campaign. I have few mods but none of them alter crucial elements of campaign. Oh wait I have "Buildings" mod. But it would be ridiculous if it cause conficts.
So you are not planning to update this mod or reupload? This is the only mod that changes this parts of gameplay...