Total War: ATTILA

Total War: ATTILA

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Fall of the Eagles + Europa Perdita Revised
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Tags: mod, Overhaul
File Size
Posted
Updated
264.827 MB
Aug 26, 2018 @ 4:51pm
Apr 9 @ 5:32am
249 Change Notes ( view )

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Fall of the Eagles + Europa Perdita Revised

In 1 collection by Aurelinus
FotE + EP Revised - compatible mods
22 items
Description
Prepared for my own use and taste attempt to balance game with both mods, that is FotE and EP together, but also to create more challenging, yet still playable environment.
Main campaign is meant to be played at least on VH (recommended), no recommendation for battle difficulty, however FotE opts for normal while hard seems playable as well.

You have to start a new campaign as i really touched startpos.esf file, if you need info about the updates, please read comments in changelog.

It is strongly recommended to avoid using any other mods that were not tested as compatible with FotE, EP or my mod. Combo is not compatible with any 12 TPY mods nor most unofficial patches - EP + FotE remove most bugs.

Reworked or compatible submods that work with main module:
https://steamcommunity.com/workshop/filedetails/?id=1575489072

Polish translation file here:
https://chomikuj.pl/aurelinus.pl/Modu*c5*82y+do+gier/Total+War+Attila

Main campaign vanilla changes (most important, thanks to @Athanasios95gr for startpos file building):
- fixed startpos file for Gautrek and ERE/WRE family tree:
-- Arcadius has his born daughter Pulcheria
-- Honorius has now a real sister Aelia Galla Placidia, Stilicho has real daughter Aemilia Thermantia, few characters meant dead at the time replaced with real ones like future emperor - Constantius III
-- in the game historical characters can spawn for ERE/WRE
- adopted bug fixes similar to community patch thx to Athanasios: https://steamcommunity.com/profiles/76561198882453168/myworkshopfiles/?appid=325610;
- renamed cities, provinces, armies etc. according to sources and their historical importance within the era;
- historically accurate religions for most factions;
- added scripted events for WRE and ERE that include most important revolts, especially those that drove WRE to collapse eventually (for player faction only, singleplayer only);
- doubled influence of political marriage (to 40, vannila was 20) and divorce (-80 vs. -40 at vanilla), the meaning of marriage is less symbolic now;
- revised ministerial positions within factions - now all offices are just military;
- some buildings now need much more time and money to build and maintain - factions are harder to build up higher tier cities too fast;
- armies limit upped to 14 (and +1 for legendary governor's building), governors +2/+3/+4 on higher levels (governor buildings may increase their number as well);
- doubled cost of ancilliaries and limited number per factions to avoid spy wars;
- cosmetic changes to variables like reduced chance for son, shortened time for waiting between wife's offers, etc.;
- edited mercenary pools for new and altered units;
- edited rebels in roman provinces according to later german states' possessions like Suebi in Galaecia, Vandals in Africa etc.;
- lowered some AI handicaps too restrictive to the player in my opinion - movement bonus, attricion resistances (only normal/hard mode);
- new rebel factions - Bagaudes, Caucasian Alans, romanized Burgundians, Romano-Britons and Mazices (Berbers);
- new building chains for selected subcultures - agricultural, commercial, sanitation and governor;
- added romanization functionality for Alani, Ostrogothi, Vandali, Visigothi, Suebi, Franci, Burgundii and Langobardi, they can expand some roman structures (main city, water, some industry) but cannot initialize constructing them from scratch;
- edited starting treasury for most factions;
- increased cost of recruitment and upkeep for siege engines due to uncontrolled recruitment made by AI;
- fixes, tweaks and playable Theme of Sicily for AoC campaign.

Europa Perdita changes:
- cities level changed for balance (ERE, WRE, Sassanids) + some buildings variety and corrections;
- added 1 point of sanitation for AI to prevent neverending plagues (excluding Legendary level);
- added some minor effects to various buildings;
- "Bread & circus" edict removed, added new and tweaked edicts;
- tweaked maintain costs and incomes for most buildings;
- tweaked effects for political power and imperium to balance incomes for later gameplay;

Fall of the Eagles changes (all tweaks moved to main FotE module):
- removed paper-scissors-stone system,
- expanded rosters for most factions,
- battle & politics tweaks.

New units:
- additional mercenary units worldwide
- roman units according to Notitia Dignitatum (full list available with submods for ERE/WRE).


Additional units for WRE campaign (full list of infantry and cavalry):
https://steamcommunity.com/sharedfiles/filedetails/?id=1646269860

Additional units for ERE campaign (full list of infantry and cavalry):
https://steamcommunity.com/sharedfiles/filedetails/?id=1646268443

All assets stored in the pack, including but not limited to models, textures, images, scripts are provided for the exclusive use of FotE + EP Revised only.
Essentially: users or modders are not allowed to copy, use or grant third parties any permision to use any restricted content from this mod.


Short FAQ:
1. Aggressive, ironic or however offensive comments are removed immediately and without further explanations. In most cases users are banned, particularly private accounts.
2. Reporting any bugs remember to list ALL mods you use or post will be deleted due to lack of background.
Only mods listed in compatibility list are valid, using anything out of the list means you are on your own.
3. Posts with spoilers or irrelevant informations are removed arbitrary and immediately if i find them so.
4. I can do nothing about blank descriptions for roman barracks:
https://steamcommunity.com/workshop/filedetails/discussion/429279205/6382186451022546171/
5. AoR or population/supply systems are not planned ever.
6. Compatibility issues:
https://steamcommunity.com/workshop/filedetails/discussion/429279205/3110266679776588272/
Popular Discussions View All (14)
21
Sep 5, 2024 @ 5:41am
Historical Events for WRE
jimqb19
5
Apr 14 @ 7:58am
Guides or tips for playing the WRE?
SUNRISE
4
Sep 11, 2022 @ 6:24pm
Frankoz faction
Wita
1,786 Comments
Aurelinus  [author] Nov 2 @ 7:32pm 
1. FAQ, pt. 2 - check other mods you are using. I can't see your mods' list so it is probable you are using something that is incompatible. That means i can't even think of what the problem is as i know only that compatibility list is safe and such things don't happen.
2. But that thing also happens when your faction is not allowed to use that branch of buildings (like unromanized Germans). Nonetheless ERE/WRE can use them.
Destrorso Nov 2 @ 10:21am 
I understand, anyway, i've seemed to have found a bug, when using one of the mod's industry buildings (for example the cattle market) if i place a second industry building it can only be upgraded to a quarry
Aurelinus  [author] Oct 31 @ 10:57am 
Hey, that is just a game, there is no point to create separate factions just to satisfy one customer. Close your eyes and use your imagination :steamhappy:.
Destrorso Oct 31 @ 9:20am 
It was the event Vandal invasion of africa, with the Wendiloz Hastingar, the same ones i previously destroyed in the campaign
Aurelinus  [author] Oct 30 @ 7:42am 
Essentially it seems that western migration period that happened between 406-411 was inflicted with Bagaudae uprasing and mutiny in Britain rather than any "climate change" or whatever pseudo-historical/social theories say.
In that period Romans lost control of most gallic and spanish territory and that was brought into play for those germanic people who used occasion to move far from Huns.
Remember that hunnic chieftains considered germanic peoples who moved to roman territories as their subjects and constantly demanded them to come back under their rule so it is most probable they just wanted to be as far as possible from hunnic vincinity and possibility Romans decide to give them back to Huns.
Aurelinus  [author] Oct 30 @ 7:28am 
There is even no single evidence the Vandals mentioned in sources to cross Rhein were the same who later settled in Spain. Vandalic people served in roman ranks as foederati at Danube border (some dacian/noricum locations) and most probably they are the people who moved to Spain (or joined those who theoretically crossed Rhein).
Sources mention that those Vandals who crossed Rhein had mortal battle vs. Franks which was eventually won with help of some unidentified alanic support (how did they even happened there?).
It should be considered rather that vandalic remnants of that battle(s) were split to join those Alans and vandalic groups moving through southern roman borders via Raetia and Noricum.
Aurelinus  [author] Oct 30 @ 7:12am 
The same issue should be considered when thinking of "destroying" Goths, Burgundians, Alamanns or whatever migrating people (yes, we should not say Vandals, Goths or Burgundians but gothic/vandalic/burgundian/saxonic etc. people as none of those "tribes" were homogenous nations but bands of joined raiders who apparently recognized dominacy of one "tribe" like that.
Sources say that actually Suebi who emerged in Spain were consisting of alamanic, burgundian, alan and longobardian and some unidentified "Buri" bands/contingents. Later, when they settled in Spain they were joined even by significant force of Celts (or romano-celtic groups) leaving former british provinces of Rome.
Aurelinus  [author] Oct 30 @ 7:12am 
Which Vandals have you destroyed actually? The ones that harrass alemannian domain? Those are not the group that spawns in Spain.
Historically that group formed from gallic roman locals (incl. settled saxonic people there), lugdunian Alans (separate ones from Alans who joined spanish Vandals) and Vandals who served in roman ranks as foederati at Danube border. They essentially were mix of those (with probable contingent of burgundian people) and Hasdingi/Silingi Vandals who decided to cross roman borders in 407 AD.
Yet significant part of Vandals stayed in germanic territory (they are called in game "Lugians" which is partially truth because they were later joined by Vandals who didn't go to Spain). That is confirmed in sources that their envoys were send to Vandal king to Africa to arrange agreement over lands left in Vistula area.
Destrorso Oct 30 @ 5:03am 
I'm really enjoying the mod so far but i have one complaint, I'm fine with the usurpations and local coups, but i destroyed the vandals, annihilated them, killed every single tribesman, just to find them spawning in mauretania, i understand it is something that happened historically, but couldn't it be modified so that if the Vandals are destroyed the event does not happen?
Aurelinus  [author] Oct 30 @ 4:01am 
Alexander - i'm sorry you don't enjoy the mod for whatever reason, but that is only your private, very subjective pov that simply can be posted somewhere on Discord, dicussion tab or else, not here.
Mod is hard for a reason (at first historical), but generally only for unexperienced players. If you know what tables to look after and how economy works in game that won't be problem any more.