Total War: ATTILA

Total War: ATTILA

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Logistics, Stances, Integrity and Campaign Movement Overhaul
   
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Tags: mod, Campaign
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23 Feb, 2019 @ 11:07am
28 Feb, 2019 @ 6:58pm
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Logistics, Stances, Integrity and Campaign Movement Overhaul

In 1 collection by Sheph
Little Shepherd Innovations
36 items
Description
Note: New Mod Launcher is broken as of March 1. Go to Total War Game---->Properties----->Betas----->launcher_release_candidate- and your mods will work again.
A Composite Mod Focusing on the Logistics of Ancient Warfare.
Terrain and Roads
I believe it is unrealistic to give armies large movement bonuses just for the skill of the army, general or the faction-type. Mod bonuses I see exceed 50%. Everyone walks within about 15% of the same speed over a 3 month turn given terrain difficulties and water passages.
- Road mod included. Base terrain movement difficulty is increase for all types. However, 5 levels of roads have been added to make travel in your empire much quicker. Stick to your roads!
See the solo mod at https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=1415962615
In included my version of the befj table that adds road points to the major kinds of buildings. The idea is that buildings like cities automatically cause the creation of roads while farms don’t. Feel free to adjust this table as you please.
- Imperium level also affect troop movement to a small degree. But so do agent and ancillary qualities and several other factors. These are no included in the mod.
- Ambushes are 33% easier to create for you or the AI.
Integrity
I have my own setup for Integrity that is not too different than some of the best Integrity mods out there. My original sources is the non-extant amlio mod.
The reason I don’t dwell too much on this aspect is that it damages the AI far more than the human player. Integrity starts lower than you’ve mostly seen, which is not a problem except for navies.
Replenishment
Since land replenishment comes from so many sources, it has been left about the same as in Vanilla. See replenishment as been doubled. Garrisoning for land and sea has a bigger bonus than recruitment; afterall, if you’re forming new units, how are the old units going to get the care and time they need to reach new numbers?
Hordes are affected less by food shortages than provinces.
Army or Navy Stances
Extensive changes, but they are 80% similar to Sebidee, Radious or Greq stances.
Standalone: https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=1420191116
They are comprehensively represented in only one table unlike other mods where they are spread apart.
See the discussion
cdir_military_generator_unit_qualities
I have modified this significantly from Vanilla, with the intent of improving AI unit selection/diversity and improving the outcome of autoresolve battles.
000_cdir_military_generator_template_ratios and cdir_unit_balances
Is currently 90% the work of Better Army Composition by <blank>.
Check his excellent work out here, especially if you want to add more warhounds to your battles:
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=575505020&searchtext=Better+Army+Composition
Naval Integrity
Included the best part of my naval integrity mod which you can get as a standalone here:
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=575505020&searchtext=Better+Army+Composition
Reduced the cost and quality of equipment upgrades
The tech component both decreases the costs and makes the effect on armor or weapons about 15% more powerful. It only affects recruitment in 1 province, however.
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=1407278081
Rebellions
Slightly weaker, but your decent garrison mods should be able to handle 90% of them. Happiness from putting them down is increased by 40%.
I included parts of the excellent native rebels mod into this mod.
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=1092667769&searchtext=native+rebels
Gaul, Britain, Africa, and Hispania will reflect historical tribal groups in their area of emergence. For example, Africans will have Vandalic leaders/armies and Hispania will be Visigothic.
Other important mods
I highly recommend that you use this with these mods:
Better Autoresolve https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=1537559837
Bug-free Garrisons https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=1533421794
Supply System Integrated https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=1657026726
Trade
Because of the excellent cover photo, I included some elements that increase benefits of trade in campaign variables: gdp ratio and I reduced the trade hit from “raiding” and piracy by 10% since it often reaches 75% and seems overdone.
Notes
This is not a Beta. I’ve been working with elements of this mod for over 2 years.
This version contains no scripts or any startpos so its compatible with nearly everything out there
save game compatible
For all of these, the discussion will have the specific values chosen once I find time for that.
Otherwise, just download the pack and see for yourselves.
Thank you mod community!
Help those improving Attila


LS collection: https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=1420203491
14 Comments
Sheph  [author] 10 Jun @ 9:28pm 
Probably not but it's worth a try! I plan to test all my old mods soon.
SrbLeX 9 Jun @ 7:08am 
Is this compatible with 1212 AD ?
Ligon Flarius 4 Jun, 2019 @ 12:15pm 
Question. This mod increases the Ambush success chance by 33%. But does it change the likelihood of the AI to decide to set ambush? Because as it is in vanilla, they never ambush the player. And that sucks.
SPIRONIS 3 Mar, 2019 @ 7:51am 
вере вере гуд
Comrade_Xue 2 Mar, 2019 @ 8:39pm 
Calv on charge has it's damage split, charge bonus which is put into melee damage, and what i call physics damage. Collision damage can be only be inflicted on infantry in this game (thus war elephants peform like shit compared to Rome 2), and it depends on mass, the lighter the infantry vs the faster and the heavier the calv, the more impact damage it's going to do. It seems that soldires that got knocked to the ground and stepped on don't get back up even without charge bonus. Here is a good video that pretty much explains it for Rome 2 and since Attila run on the same engine, the damage model would be simillar. https://www.youtube.com/watch?v=_VmIAKHnqLc
formyer 2 Mar, 2019 @ 6:55am 
Hey, Google Cache is your friend! You can google for "Logistics Stances Integrity and Campaign Movement Overhaul site:gtm.steamproxy.vip" and open the cached page to get your old text back, or you can accept my invite and I'll send you the source HTML via private message!
Sheph  [author] 28 Feb, 2019 @ 9:08am 
Yes. Very.
kubelin 28 Feb, 2019 @ 6:03am 
Is this compt. with Radious mods?
formyer 27 Feb, 2019 @ 1:34pm 
No, no, in that case, feel free to ignore the horses. Cav is already really effective in this game, they need no silly increase in their effectiveness.
Sheph  [author] 27 Feb, 2019 @ 1:14pm 
It takes quite a bit of time to align a heavy shock unit for charge. They are barely faster than troops. They can be pretty deadly when they finally come in. Speed will allow them to pull out easier and charge again. I think I will add in a minor cav speed boost to this mod, but not so much. You can't just hire horse trainers to make them run faster. It takes generations of selective breeding which is why I excluded it.