Total War: ATTILA

Total War: ATTILA

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Attila-Main Community Startpos Improvement Project
   
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Tags: mod, Campaign
File Size
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25.275 MB
4 Apr, 2020 @ 4:33pm
23 Apr, 2020 @ 10:44pm
10 Change Notes ( view )

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Attila-Main Community Startpos Improvement Project

Description
StartPos Fixes and Improvements Release 4
This is only a Startpos mod.
It should be compatible with any mod lacking a Startpos.
You can leave it in this pack or extract it into steamapps\common\Total War Attila\data\campaigns\main_attila
It is meant to be the foundation for your own mod collection.
It seeks to combine all the startpos fixes from all the excellent Attila modders while adding many more improvements.
Fetility Boost version: https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2057851999

Goals for this Startpos
--Improve the historicity of regions, armies and resources
--Make changes that will benefit the AI in terms of their longevity (building settlements/camps)
--Allow migrating and nomadic factions to survive longer
--Encourage the factions to engage in ways that reflect historical reality
--Reorder sloppy settlement setup by CA (Especially for Roman factions)
--Maintain proper functioning of Total War games/AI by staying close to Vanilla whenever possible
--Fix bugs that can only be fixed in the Startpos
--Avoid changes that can be handled by modders in pack files
--Encourage the factions to engage with higher-tier units earlier in the game
--Give the WRE and ERE a few more turns of preparation before these higher-tier stacks emerge (except for the wars already started)
--Emergent and Rebellion factions overhauled to encourage historical outcome

Time Shift Forward
Calendar has been moved to 499 CE, four years later.

More importantly, it brings the advent of Attila closer.
There is need to wait 25 years (100 turns) for the Huns to become a significant factor.

In Vanilla, the Vandals and Suebi usually get wiped out early.
The Suebi have moved to Spain and the Vandals to West North Africa as if they just made the crossing.
This avoids the 5-10 turn Vandal war in Germany

Increased starting Treasury
By average of 10-15% for every playable faction and 5-10% for others.
Currently, the AI maxes out their treasury building armies and approaches bankruptcy quickly.

Diplomatic Relations Reflect History
Vandals not at war with German tribes given their movement
WRE vs Franci improved
WRE vs Vandals worsened to prevent Vandals from going after Gauti and Mauri
Huns vs ERE improved but they are still at war.
WRE has given gifts to the Iazyges and Alans to delay their war declarations.
Kartli is militarized and has tributes from Armenia and Lazica
Franci on good terms with most Germans even though they may roll a hostile personality
Suebi at war with WRE
Many more which I will detail in change log

Personalities Reflect History
Assigned 18/118 starting personalities (first 25 turns) to the historically most aggressive factions
Limit naval and and Burn-It personalities to those factions that will benefit from it.
It's pointless for them to roll a defensive personality and not re-enact history
After 25-35 turns, there is not much one can do to assign faction personalities.

Resources
Moved some resources around based mostly on historical documentation and to make them accessible for trade (on port cities!)
Many resources in Vanilla are untradeable because they are located in a region without a port or multiple connections to other factions.
My second priority was to have at least one resource per province and two if there's is a major city nearby
Thirdly, the resources of German 4-slot regions were moved to the 6-slot regions given that the 4 slots are needed to have a basic-functioning faction.
Fourth, certain resources are vital for faction survival.
ERE and WRE both get two Iron regions. Sass gets one.
All 3 get access to gems and gold from start.
Details change so I added it to the Discussion.

Low-level settlement editing
Edited a few barb regions that had too much food and no troop-producing buildings.
For example, the burgundians could only produce skirms and spears for the first 20 turns.
Santitation buildings added to about 30% of Primary City slots
Made resource-level 1 buildings available in most regions with a resource. The AI tends to not build these.
WRE/ERE: Added a few farms to avoid starting starvation
since the AI tends to starve for these factions. I still recommend that AI be given a food bonus in the pack files.
WRE/ERE: Changed most of the fishing and military ports to trading ports based on history
WRE: Removed excessive garrison buildings & chapels and replaced them mostly with food slots or barracks.

Overall, most of the map is still similar to Vanilla.
Civil War bug
Fixed Himyar and Axum Civil War bugs as described here:
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=1777869354

Faction Change Specifics
Stack Improvements
Most factions have stacks full of nearly worthless units.
Two leading army from the WRE and ERE received two mid-level troops each. Most skirms were replaced with archers and a few more equites were added given that one can't recruit them for many turns.
Most barbarian stacks now have 2 more mid-tier warband units and fewer skirm units.
The quick-to-die factions (visi,ostro, vandals, suebi, tanukhids) received 6 mid-tier units.
Nomads were given a troop-producing tent upgrade, but no added troops, to prevent a blitz.

Franci
Since Franci and Rome were virtual allies (Franci were basically invited to settle in Gaul, I added a state gift to prolong the peace between them.
Franci own Colonia Agrippina. https://en.wikipedia.org/wiki/Franks

Armenia
Since Armenia and ERE barely fought, ERE has given a large gift to Armenia to boost their relationship and they are in a trade relatinoship.
Armenia is still a vassal of the Sassanids.
This makes it possible to break off their relation before the ERE war sets in and Armenia becomes a mortal enemy.
You can make them playable if you combine this startpos with this mod: https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=546474085.

Germanic/Norse Upgrades
Barbarian factions have tendency to pile on cheap units and go get their faction leader killed early.
Each faction has replaced their brigade-militia units with 2 warriors plus a berserker to get a faster start.
They will raid a few turns later, but with better units.

Tanukhids
Scattered as backup throughout the Levant/Syria
Gave some elite units.
Made Queen Mavia the faction leader.
She doesn't show up in diplomacy without Knock's mod:
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=155769624
Faction Family and Leader Survival

Plus many more features in the discussion.

Credits
Athanasios: https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=1999136521
The One Who Knocks: https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=1513074313
Compatibility: You have to start a new game. Conflicts with FOTE, Perdita, Medieval Kingdoms, Ancient Empires, etc.
Now plays beside new AI-identification mod:
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=1553307437
Subscribe to both if you want to test the AI or know what you're really up against.
Help those improving Attila

Modder collection: https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=1420203491
Popular Discussions View All (4)
7
14 Oct, 2020 @ 11:23am
Resource Overhaul
Sheph
4
10 Apr, 2020 @ 5:25pm
Troubleshooting
Sheph
0
6 Apr, 2020 @ 5:27pm
Starting AI Personalities
Sheph
123 Comments
Sheph  [author] 15 Aug @ 12:58pm 
Yes.
Techpriest Enginseer 3 Aug @ 7:29pm 
Does this mod include the slot fixes from this? https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2625696931
Sheph  [author] 20 Jan @ 9:38am 
You have some good observations. From my experience, after the phase 1 of the ai (turn 70 or so), having a liberated faction do anything but declare war on you is a rare gift. It's been too long since I modded Attila to have time for another startpos. I would like to hear of other defects so I can raise them on the discord channel I frequent.
SSDhillon 20 Jan @ 9:38am 
I see, thanks mate ;p, wish you all the best for your current mod project ! btw regarding atilla mods or TW in general which discord channel do you frequent the most ?
Sheph  [author] 20 Jan @ 9:17am 
You have some good observations. It's been too long since I modded this to have time for another Attila startpos. I would like to hear of other defects so I can raise them on the discord channel I frequent.
SSDhillon 20 Jan @ 6:05am 
I see, thanks for the reply, can you alternatively maybe alter the liberated roman factions like Gaul and Hispania`s diplomacy to permanent war ? Its funny when all the liberated roman factions via barbaric hordes immediately come to peace with me the next turn and become my allies
Sheph  [author] 19 Jan @ 3:48pm 
Try fireforged empire for Attila then. I have limited time; working on TOB updates.
SSDhillon 19 Jan @ 2:51pm 
hey can you make a version with a Gaul/England Roman faction which starts in civil war as WRE ? Curretly atilla is too boring witha massive wre
Gutvald 6 Dec, 2024 @ 11:36am 
I see. I've not changed my mod order since a long time, but it can be another mod or a mod combinaison. Thanks for your work anyway, your startpos is a very good one.
Sheph  [author] 5 Dec, 2024 @ 6:06pm 
I haven't had that experience. Too many possible causes. For me it occurs when I load a mod after starting a game or remove a mod after starting a game.