Total War: ATTILA

Total War: ATTILA

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XAI: Research and Buildings
   
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Sep 30, 2017 @ 10:27pm
Dec 9, 2017 @ 5:41pm
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XAI: Research and Buildings

In 1 collection by Xeryx
!XAI: Attila collection
13 items
Description
This module contains research tree optimizations and implements a better food system. This module can be used standalone but is designed for use with XAI.

Research tree
This module primarily adjusts research costs, and purchased technologies costs. The level advancement is more linear, consistent and logical throughout the tree. The purchased tech costs are lower for each level up to a max of 12k. I also disabled the Roman ancient tech disabler in the tech tree. No other technologies have been changed at this time, if there is an issue you know about, please let me know and I will see if I can get it fixed. I have not played all factions, nor will I ever have time to do so, that is what communities are all about.

Buildings
By adding a food commerce to a number of logical building improvements, we can dramatically help the food situation. It only makes sense to have markets and other means use this instead of the goofy notion they should just be consuming food. The goal is to hopefully help the AI better cope with food shortages in their empires. (The Romans have other issues that affect their food production that I will address in the near future)

Some of the buildings included are; halls for barbarians, churches for the Romans some other cultures but not all, caravans for the eastern cultures etc,etc. Take a look at the building trees ;)

Since, hordes do not really have an issue with food, I am leaving it be for now and I also added food consumption to slave pens.

I did do some major reworking of the building's food consumption. Major and minor settlement upgrades have lower values, while special buildings like coliseums have large amounts of food consumption. All other buildings have been lowered to much more reasonable levels. I added food consumption to some buildings such as slave traders.
With all of these benefits there must be a cost and the trade offs are these. If damaged, they still will consume FULL food unless destroyed. Just because you suffer an attack does not mean you still do not have people to feed. Plus, all major and minor settlement building have a maintenance cost for ALL factions.

I also took inspiration from Yogi with his added fertility to the sanitation and waterworks buildings, but it is toned down and gives you a +1 at level 3 and +2 at level 4. There is one exception, and that is the Eastern factions, they get an additional level of fertility. This should just be enough to help survive the droughts and global warming.

Grand Campaign- complete
TLR- Started
AOC- Started

This module is a highly recommended but not required.
XAI Modules- designed for the Grand Campaign
XCAI: Advanced Campaign AI * (1)
XBAI: Advanced Battle AI * (1)(4)
XDAI: Advanced Diplomacy *
XAI: Dynamic stances and movement ! (2)
XAI: Vanilla Units ! (2)(4)
XAI: Leaders, skills, and offices! (3)
XAI: Family, integrity, loyalty, and honor! (3)
XAI: Research and Buildings !(3)
XAI: THARBBG module + (3)
XAI: Advisors, Generals & Wives +
Skidvar's Garrisons +
XAI: Bug fix compilation + (OBSOLETE and incompatible when using Skivar's Garrisons)
(*) is required, (!) highly recommended for best experience, (+) optional modules

This is still a work in progress and your feedback is important!
I would also consider this a live BETA


Please feel free to register and give me feedback at my forums
Xeryx's XAI: Total War Forum[www.twcenter.net]
Popular Discussions View All (1)
11
Jun 23, 2018 @ 3:39pm
Buildings & Research Discussion
Xeryx
14 Comments
ArgentShan Feb 15, 2018 @ 6:47am 
plz no unit upgrade replacement.
Linnek Dec 19, 2017 @ 12:43pm 
Just put my answer to the discussion thread; it didn't fit here.
Xeryx  [author] Dec 19, 2017 @ 11:00am 
Yes I agree, and I will be changing it more. I still like that there are now more food sources for the main region, but it may be too much? what do you think?
Linnek Dec 19, 2017 @ 6:58am 
(even though it stands in the ingame-despription of the buildung, but after being build wether the province itself nor the named adjacent ones getting any food out of it)
Linnek Dec 19, 2017 @ 6:56am 
It seems, that the food generation on the adjacent-effect is bugged. The food market (AoC) does not generate food for its own province nor for the adjacent ones.
Xeryx  [author] Oct 20, 2017 @ 4:00pm 
do you have a link?
SenseiJT92 Oct 20, 2017 @ 1:59pm 
*terminus, what am I saying
SenseiJT92 Oct 20, 2017 @ 1:59pm 
would this be compatible with Imperius?
Xeryx  [author] Oct 11, 2017 @ 6:55am 
I didn't but people have used XAI in medieval 2 mods
Speedkermit Oct 11, 2017 @ 5:36am 
Did you also do an XAI mod for Third Age some years ago?