Total War: ATTILA

Total War: ATTILA

Medieval Kingdoms 1212 AD - Local Traditions Removed
12 Comments
FilipeP_235 15 hours ago 
Would make sense if you were close to a region with a different religion but not if you have regions as far away as possible with no influence for more than 50 years
FilipeP_235 15 hours ago 
So your public order will not be punished by religious differences caused by tradition and you can keep expanding. (also since there is an immigrant mechanic i don't understand why they would keep their culture even if the whole freacking region was renovated
FilipeP_235 15 hours ago 
Hi. For those who don't understand what this is about (i just installed it):
If you get a big empire (i am talking about 40+ regions) you will waste half your campaign using priests and armies to increase local religion because the "local traditions" keep a certain amount of influence in the region even if you have had it for more than 200+ with more christians than muslims (or vice versa). It is really useful specially if you capture territories in northen Africa.
Wiseguy Jan 16 @ 12:33pm 
thank you friend. It will be very useful especially if you play as The Seljuk Sultanate
Memb Jul 15, 2024 @ 1:27pm 
Still works 2024. Used it on a saved game after getting giga frustrated.
I was thinking that a good way to offset this was for research/traits/imperium/building buffs to lessen the influence of non-state religions factionwide.
Firo Jun 10, 2024 @ 5:12pm 
It's to facilitate religious conversion. Due to how the cap on priests (and other agents) work in Attila, it's almost impossible to actually convert provinces permanently unless their local traditions are from your state religion, or you build up to the tier 3 religious building. I'm honestly not sure if this is an Attila thing or a 1212AD thing but regardless it's absolutely dumb. Maintaining PO and converting is already hard enough. Watching all your work eliminated because "local traditions" is asinine, especially considering that the act of converting itself is meant to eliminate said traditions, that's the entire point.
Ciaphas Cain Feb 10, 2024 @ 11:27am 
I dont really understand what this is for? Or why?

Can someone enlighten me?
Spcogg Jan 24, 2024 @ 4:20am 
This is a required mod for playing teutonic order.
B O N K U S Dec 24, 2023 @ 8:39am 
Me and my friend are blessing your name for making this mod
GreenJKing Apr 12, 2023 @ 10:07am 
Awesome! They made the affects of the traditions too high in 1212. Thanks for this 👍
Lord Antharg  [author] Apr 11, 2023 @ 4:39am 
@MerkJ
I mean the load order in the mod manager, it should look like this:

Medieval Kingdoms 1212 AD - Local Traditions Removed
Medieval Kingdoms 1212AD Scripts
All Settlement Walled - Siege Map Replacer
Medieval Kingdoms 1212AD Base Pack - Campaign Alpha
Medieval Kingdoms 1212AD Models Pack 1.v2
Medieval Kingdoms 1212AD Models Pack 2
Medieval Kingdoms 1212AD Models Pack 3
Medieval Kingdoms 1212AD Models Pack 4
Medieval Kingdoms 1212AD Models Pack 5
Medieval Kingdoms 1212AD Models Pack 6
Medieval Kingdoms 1212AD Models Pack 7
Medieval Kingdoms 1212AD Models Pack 8
Medieval Kingdoms 1212AD Music
MerkJ Apr 10, 2023 @ 12:44pm 
what you mean by before
like the what level or slot?