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Life is not like that , then or now.... setbacks happen....
Don't you want a challenge in your games?
Nah man I agree! I am just curious what events are covered.
Note that the following points are true for all the events :
- All of them make are about usurpers or barbarian invasions.
- There is no buildup, no warning, nothing ; the event is scripted to happen at a specific turn and cannot be prevented. For example, even if the vandals are long dead or settled in China or whatever, they will still take control of Africa.
- Similarly there is no "progress" ie the event happens all at once. When you get that italian usurper, he will get all of Italy on the same turn.
- The governors in the province that you lose will die ; I advise you when an event happens to reload the auto save and kick the relevant governors out of office
- The event happens even if you have only a single region in the relevant province(s) (or maybe not at all even, idk) but all the relevant regions will be transfered to the new faction. This means that for example if you only have Londinium left, when the british usurper comes in, he will still get all of Britannia even if the other regions belong to the Saxons for instance.
- The factions are not strong and are easily beaten unless you already were in a critical situation but they are a huge distraction and require you to act quickly lest you lose too much income & let them stabilize.
Note that this is an approximation ; I neither remember the exact dates nor the exact regions you lose. The order in which they happen and the provinces should be roughly correct though. The list is as follows, in order :
1 Some british usurper will make you lose the two original roman provinces in Britannia, as well as Belgium around 405 AD IIRC
2 After a while you will lose Gallaecia & Tarraconensis (northern Spain basically) to some usurper
3 The following two turns you will lose the remainder of Spain to respectively the Alanni & another faction, the Vandals mabye or the Suebi. This faction will be your puppet state but will probably break very quickly. At this point you have lost the whole Iberian peninsula.
4 Shortly after you will lose Aquitania (except for Avaricum) to the Visigoths who will be your puppet. They're usually more friendly and you can keep them as puppets if you wish, they're actually pretty strong though because Aquitania is rich so act quickly whatever you do.
5 The next one will be some weak usurper, you will only lose the region of Rome.
6 After that you will lose Maxima Sequanorum IIRC. If like me you made this province your main recruitement center act very quickly.
7 After that IIRC you lose Lugdunensis & Belgium to a gaulish usurper
8 After that Tripolitana & Africa to some usurper
9 After that the whole of Italy except for Liguria to another usurper
10 And finally Africa and Mauretania to the Vandals
2,3,4 happen very close by but the other events are spread evenly, though 8,9,10 are a bit packed towards the end of the game around 430-435 AD IIRC.
Hi, isn it like a rebellion with armies from these factions that spawn in region to try to take your cities??? U said u lost all the cities like magic, is it true?
The gameplay with this mod IS SPECIFIC, that is what i wanted. More engaging, paradox-like gameplay.
If you don't share my taste how campaign should look like and look only for reskins or meaningless tweaks to play easier - there are plenty mods like that, go for.
To give one example, the ERE and I destroyed the Goths as a matter of priority in the initial decade of the game; to thus lose Aquitania to the Gothic settlement - historically only a response to a crisis that couldn't be resisted by conventional means - despite the Goths having been annihilated is thus both inconsistent with the in-game narrative and also completely arbitrary. An alternate idea might be that a tribe moving through the Empire in a region with particularly low public order could massively swell in numbers in a single turn (in the vein of Alaric recruiting from the Roman slaves during the sack of 410); or perhaps their presence may trigger a defection if the general is below some threshold loyalty, at which he might remain loyal (i.e. around 3 or 4 loyalty), or the defection of that region to said tribe if public order hits -100 there, the tribe is present with some threshold number of forces, and there is no Roman presence in that province or the nearby area (e.g. in Britannia and Pannonia).
In the example of Britannia in particular, it might be interesting for your event regarding the defection to Constantine III to be triggered by this circumstance, as in one alteration you provide the player with a highly challenging situation in a manner that is internally consistent with the narrative of their game and also with the internal mechanics. At any rate, I am still greatly enjoying the mod!
There is alway room for creating submod for your private preferences while it is up to you, not me. Again, my apologies.
I'm sorry, but having all romain Britain and Northern Gaul suddenly falling into the hands of some usurpers break all in game immersion and narrative given the fact that... I only had Londinium, the rest was either in celtics, saxon and Bagaudae (puppet), hands.
I had a nice "side campaign" with a made up army of mercenaries and levy trying to save the last stronghold while trying to reach Defectores romani in Lindum, I now must deal with a faction that just spawned for no reasons in territories that aren't even romans. A big mutiny in my last settlement that only target me would have been more realistic and immersive.
Because players just change the context in which those event occured the rigid lack of adaptation of said event is just; althought I can never thank you enough for your work since I enjoyed my campaign immensely until the british event, bad.
Don't get me wrong the idea of a difficulty spike mid-campaign to break the routine is awesome.
But the way it is executed breaks any "rp" the player can have, it breaks the dynamics the mod create (the way my WRE decomposed was pretty "organic" until the CONSTANTINE III JUMPSCARE).
The fact that the events cannot adapt to what the player created make them undesirable since it just destroys the (hi)story created by player action.
The problem doesn't come from the difficulty but from the fact that the players changes to history are just thrown out of the window.
Also, seeing factions that were either submitted or destroyed just respawn out of nowhere by taking all your provinces just feel illogical.
I'd get it if some Vandals stacks were created by the script after a certain point : they'd wreck their way in the empire the player created and ♥♥♥♥ and could eventually end up in Africa, it would feel logical (althought I understand if it's hard to create).
But just "you lose that province automatically without having even the possibility of engaging the invading army in a field battle", well...
I understand your wish of creating a challenging experience, but the problem is that Attila is a game where a lot of the enjoyment come from the immersion of the campaign, destroying that through rigid script that says "X event couldn't be changed in any way possible, no matter of how the romans acted"; it just frustrating.
Also I'd had that it creates a situation where the player could very well feels allowed to cheat and savescum given that the AI empire jumpscare, just feels like AI cheat in the end.
As a last note : thank you for creating the mod, take what I said as words told by someone who still loves the work made.
It's fine that you do not want to modify it, but I still felt that I had to add my 2 cent.
Spawning wandering armies is worst idea ever due to AI can't handle them correctly and to lack of historicity - barbarian kindoms were created with locals welcoming them into cities and Spain was their target for a reason. So their march into Spain was not opposed by Romans because they were mostly recognized as foederati - either by Honorius or his usurpers. The same happened to british usurpation - they didn't have to siege a single city on their way.