Total War: ATTILA

Total War: ATTILA

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Bellum Civile 01 pack
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Tags: mod, Graphical
File Size
Posted
2.942 GB
Mar 10, 2024 @ 6:18am
1 Change Note ( view )

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Bellum Civile 01 pack

Description
Global mod for the Grand Campaign from comrades Vadim and Mady.
410 A.D. - civil war in the Western Roman Empire... and more war
Current version 0.7.029 (2024.V.04)

New building system, modified diplomacy, campaign AI. New units and combat system. And much more...

Manual on Google[drive.google.com]
Manual on Yandex[disk.yandex.ru]
Page of Mod[imtw.ru]
Youtube Playlist
Discord channel[discord.gg]
Donation:
Donationalerts[www.donationalerts.com]
Yoomoney[yoomoney.ru]

IMPORTANT!
The mod has three assemblies (2 main and 1 sub).
Each assembly requires its own set of pack-files. Also follow the loading sequence in the game launcher as shown in the pictures.

LOOK AT THIS PICTURE[drive.google.com]
ALSO IMPORTANT
If you want to run a DLC campaign (non Grand campaign), disable the mod in the game launcher.

DESCRIPTION
STRATEGY
* New building mechanics (Assimilation System).
* New playable and non-playable factions (Including Roman faction which start campaign in the horde stance. Only in the assembly "ABC-OD").
* Introduced faction fusion to union for all subcultures.
* Factions property elaboration (Starting stacks, Nobles, Building. New victory condition).
* New traits for culture, subculture and factions.
* Imperium. New levels and effects.
* New technology for Roman culture. Roman culture
does not "forget" early techs.
Technology's Effects and Required Points changed.
* AI.
- Campaign-AI behavior Changed.
- New algorytm for moving stacks on the strategic map.
- Diplomacy has changed.
* Changing of the climate. Less snow and more fertility at the end of the campaign.
The maximum cooling occurs by turn 100 (down to "-3"),
followed by warming by turn 200 (up to "-1").
In vanilla: 20 turn "-1", 100 turn "-2", 150 turn "-3", 200 turn "-4".
* Characters (Nobles and Agents) have 3 (in Vanilla 2) skill point from experience level 3 to 6.
* Chance of capturing foreign agents decreased.
TACTIC
* Army Tradition. Added effects.
* Morale. Increase for AI.
* Armour, Shields and Weapons:
- Shield-armour value is reduced by 50% (to enhance armor);
- Shield removed from all Shock Cavalry;
- Changed characteristics of Armour, Shields and weapons;
- Added new Armour (stats and models).
* Units.
- Vanilla units. Changed stats, models, system of upgrade.
- Remove crossbow cavalry (replaced by bowmen).
- New unit rosters for Roman factions, Sassanid, Armenia.
- New limited elite units for any factions.
- East AOR-units for all factions.
- New unit roster by foreign culture (Renegades)
for all factions.
* Artillery.
- Removed explosion shot.
- changed stats for normal and flamming shot
(Normal is better for wall, flamming is bet. for infantry).
- For Cheiroballistra («Scorpio») added highkick shot
for shot behind own troops.
* Stack range of move on strategic map depends on type
of units (cavalry - faster, Arta - slowly).
* Faction that have undergone elaboration have a personal system for stack recruit.
* Field Camps has changed.
* City and Town have new defensive equipment. City\Towngarrison. The city itself has fewer until in defence, but any military building also provides units for garrison.
* New chain of building «Limes» has a most garrison.

Differences between assemblies «Aliud Bellim Civile»\«Aliud Bellim Civile: Orthodox Divide» from «Base»

VISUAL EFFECTS
* Changed the display of water (taken from the "Natural water" mod).
- Expanded camera zoom (plus and minus) on strategic and tactical maps.
- Visually, snowfall is tied to the changed Fertility Levels (the strategic map is not covered by snow for 9 months a year).
STRATEGY
* Emperium levels have less effect on traits faction. AI has an advantage in the development of the Empirium.
The possible number of recruiting Armies/Fleets and Characters (Governors/Agents) has been reduced.
* AI-controlled factions and has exclisive elaboration (21 factions have elaboration) are more active, and some are aggressive from the start.
* The probability of capturing foreign agents is reduced by 50% (Base BC by 25%).
* Religion. Reduced the % required to change state religion from 35 to 25.
* Religion. Added decrease public order in the provinces from a presence foreign religion.
* At the difficulty levels of the campaign "Very high" and "Legend", decreased public order.
* All factions have increased income from looting and raiding, depending on the faction group.
* Technologies. All global settled cultures have had their required research points for Block III military technologies reduced, or research points have been replaced with money.
DIPLOMACY
* Relations between factions depending on the difference of Religions/Cultures are of great importance.
* AI (with good relationship) more willing to Trade, Marriage and Non-Aggression Pact. But less accommodating in the payment of money.
* Decreased the negative effect in diplomacy at the Emperium levels.
* During a declaration of war - the puppets do not have necessarily to go to war for the senior.
TACTIC
* The calculation of auto-resolve assault is more shifted to vanilla set. The player suffers less critical losses when auto-resolve.
* Siege field weapons (Onagers, Large onagers).
Global reduction of weapons of mass destruction. All onagers are limited (small - 4 per faction, large - 2). The chance of capturing artillery in battle has been reduced to 10%.
Bastion onagers (standing on the walls in Cities) have been strengthened: ammo capacity, damage.
* Much reduced AI's desire to attack in bad weather (fog, rain, desert shtorm).
* Large onagers have increased damage (a fire shoot is better for manpower, stone shoot better for the destruction of walls and towers).
* Settlement defense. Decreased negative effects for the defending force, with a damaged (burnt) settle - from "-18" to "-4".

Only in Assembly «Aliud Bellim Civile: Orthodox Divide»
* ABC:OD assembly is the same as ABC, also:
- The Eastern Roman Empire is divided like the Western Empire
(ERE has only three provinces, the rest of the provinces are under the control of the rebels).
- Playable roman faction starting in horde stance (Romei Expeditio).
- In the factions that have undergone personal development, a rebellion mechanism has been introduced. When a faction reaches a certain strength.
70 Comments
Hazzard Aug 19 @ 4:19am 
Do any of the campaigns work with Multiplayer?
Mady  [author] Apr 3 @ 1:41pm 
2AlviseLeone:
No, the mod is alive. Version 0.7.03 (2024.XI.16) is currently available.
And working is continuous, but not quickly - things are in real life))
Дымок Mar 7 @ 1:45am 
хороший мод наш отечественный )))
AlviseLeone Dec 5, 2024 @ 3:19am 
Any update? Mod dead?
GreenJKing Aug 10, 2024 @ 2:09am 
This is a really good mod! Thanks :steamthumbsup:
Megarian Jul 26, 2024 @ 1:57pm 
I played some nations until short victory without any problems the mod is fantastic , maybe a bigger unit roster ?
Megarian Jul 24, 2024 @ 7:31am 
Fantastic mod ! many hours of fun . :steamthumbsup:
aleks5 May 25, 2024 @ 3:14am 
hello, I have such a problem installing mods from steam and there is no description of some fractions, as well as many buildings, what could be the problem?
Mady  [author] Apr 20, 2024 @ 9:25pm 
@Siagrio:
This mechanism is disable factions from settling before the conditions for a minor victory are met. For now, you can settle at any time, so skip the minor Victory and go to Triumph))
Siagrio Apr 20, 2024 @ 8:08am 
Hi! I find the mod very funny!
So I'm playing like Romei Expedition, I have alle requisites for the minor victory but there is no check on the status "not settled" and, in consequences, the mod don't give me the minor victory... Is this a bug?