Total War: ATTILA

Total War: ATTILA

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AoC Buildings - Structured and Reworked
   
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Tags: mod, Campaign
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998.783 KB
Mar 9, 2016 @ 6:55am
Mar 13, 2016 @ 3:36am
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AoC Buildings - Structured and Reworked

Description
Introduction
In this mod I tried to structure the sometimes very confusing building chains of Age of Charlemagnes. There are two essential types of cities: either trade or politics. So I structured the buildings which can only be built in one of these cities in the classical grand campaign way, i.e. there's a precursor building and then it can be upgraded into different chains (See the pictures above).
Furthermore I reworked the effects of some buildings and added some additional building levels or building chains.

Please note that this mod can be used for the original Age of Charlemagne but also for Theme of Sicily mod or any other faction mod.

Description
The new introduced precursor buildings are small market and small court.
The small market can be build in a trade-type city and it's the precursor from food market, wine market and tavern (and cloth market, munya for the muslim faction).
The small hall can be build in a palace-typecity and can be upgraded into treasury and regarding the faction scriptorium, elder hall, court, fighter, horse show or race track.

According fighter, horse show and race track: I introduced a t3 building for each of the three to normalize the length of all palace-type building chains.

Furthermore there are now two different types of farms, which will either be effective for income or food in lower fertility regions.

Additionally all precursor buildings have an increased building instance, i.e. you are allowed to build up to three of the in one settlement at the same time, instead of just one.

Furthermore I increased the income, public order bonus and so on, where it would be easier to experience them ingame than to describe it here.

Compatibility
This mod is save game compatible and should work with any non-building affection mod. Since I grouped and therefore deleted some internal building chains it might not be compatible mods that modify buildings too.
It works with Theme of Sicily mod and should be compatible with any other factions mod.

Current Issues
You might have noticed it, I'm not very talented at creating or modifing the building icons, therefore I just used already existing ones. So there might be some repetition.
Another issue: the AI might focus a little bit too much on the market chain, I might have to look into this again. This happened when I adapted the AI building behaviour.
If you find another problem or aren't happy with a value of a building feel free to comment below.

German Localisation
I wrote a german localisation for this mod: click me.
Unfortunatly for any other language than english and german you will see only empty spaces instead the building names, due how localisation works in this game.

My other mods
Precursor Building Instances increased
You might have noticed it: the AoC precursor buildings can be build and upgraded several times in one settlement. I wrote a mod for the grand campaign which allows you to do the same.
For example:
Want to build a military recruitment city, no problem it works for military recuritment precursor.
Or need some food, it works for farm precursors, build up to three at the same time in the same settlement.
11 Comments
broncos1600 Nov 1, 2023 @ 1:52pm 
Could you make a mod that doesn’t restrict the building of trade ports sanitation or barracks etc
Xeryx Oct 30, 2017 @ 6:47am 
well that is too bad you quit playing, it is just starting to come together.
Namy  [author] Oct 30, 2017 @ 3:47am 
Thanks for your comment. To be honest I'm pretty sure that I'm not going to update this mod anymore, stopped playing Attila several months ago.

Nevertheless I uploaded two function plots to give insight in the food and income productions of farms (see picture 5 and 6 above).
Shoogy Oct 29, 2017 @ 12:46pm 
Thanks for the effort put into the mod, currently my game is working fine playing AoC with Age of Vikings and Radious. However I just wanted to offer some insight into building selection, namely Chicken Farms and adding an additional Commerce building for small towns - Chicken farms pose no real benefit considering the other 2 options - they output less food and income as far as I can see, and they also introduce squalor to boot.

Mod works okay, some buildings are missing for me, but its a really great idea and I look forward to seeing how you develop it - because this seems to be the only AoC buildings mod on the workshop - so you have an opportunity to really capitalise on this.

Thanks mate
Xeryx Jul 3, 2017 @ 11:14pm 
Also the level market does not show up in the chain.
Xeryx Jul 2, 2017 @ 11:16pm 
Oh yeah I forgot the description for the Chickens is the same as the cattle. Also you may want to warn people that if they have a mod that changes building values then they will not work with your mod, becasue your tiers are different.
Xeryx Jul 2, 2017 @ 10:39pm 
Hello, I really like your mod overall. I am a bit confused with the different benefits for the different farms. It seems like the base farm is still the best? Is it a fertility thing? like the lower fertility is better for cattle and chickens? Also can you modify minor settlements to unlock the level 2 the ports and shipyards? Currently you can only have them in a major settelment in AOC and that is really annoying. Please!
Cat Girl Enthusiast Mar 16, 2016 @ 1:44pm 
I liked the Charlemagne buildings already, now I love them :)
Namy  [author] Mar 12, 2016 @ 4:34am 
I already had the same idea, but to be honest I don't know how to do it.
It is easy to add the wall-effect to the t3 cities. Then the ai has to build siege weapons, but finally after some turns on the battlemap there isn't a wall around the city.
Radious also adds the wall-effect on t3 cities, but again, as far as I tested it right now, on the battlefield there are no walls.
Gewürzgurkenpriester Mar 11, 2016 @ 7:59am 
Is it possible to add big walls to the level 3 cities?