Total War: ATTILA

Total War: ATTILA

Attila-Main Community Startpos Improvement Project
1-10 van 10 items weergegeven
Update: 23 apr 2020 om 22:44

Update: 23 apr 2020 om 14:30

Moved some resources.
Added a few more food buildings to prevent starting starvation.
There are effects included in the startpos that you won't see unless you use my bugfix mod or Athansios' mod.
Several regions now have boosted fertility. Nothing close to the fertility startpos that I uploaded, but enough to make a difference and reflect history.
Remember Africa/Egypt being the bread basket of history?
Persia and Atropantes get a total of two more fertility across one region in each.
They have trouble late game with the desert conditions.
A few more personality assignments were made to factions to ensure that the major playable factions will not be defensive in the first 25 turns.
Suebi and Vandals should start at war with WRE to prevent player from recruiting up their units then attack the stack while the Suebi stack can only recruit when encamped.

Update: 13 apr 2020 om 0:16

Update: 11 apr 2020 om 13:34

Update: 11 apr 2020 om 5:01

Update: 10 apr 2020 om 17:21

Update: 10 apr 2020 om 9:13

Update: 7 apr 2020 om 4:51

Update: 6 apr 2020 om 13:40

Update: 4 apr 2020 om 16:33

Ran out of space in main body:

Faction Family and Leader Survival
Faction leader death causes significant disruption.
Unfortunately, most nomad and desert faction leaders ride poorly-armored shock cav.
I gave the leaders well-armored melee cav to increase survival chances.
I gave all existing norse generals top-tier Viking Captain bodyguards.
Eastern Factions do well with Persian Noble Guards already.
The other factions lack in decent bodyguard units, except for the Langobards, Alamanns, Goths, Burgundians and Franks (who received their special bodyguard units.)
Removed all assigned guards for unnamed Roman and Barbarian factions so that your mod can assign your own preferred.
The assigned guards were already tier 1 and in need of replacement. If I left them in the startpos it would prevent you from replacing them in the packs.

Ostrogoths and Visigoths
High-tier General Bodyguards
Each horde still has 14 units, but all tier 1 units have been replaced
The Gothic Warband is overpowered already, making these the most powerful hordes on the map at game start
Special elite units. Removed the Onagers to slow their sacking
Little gain in starting treasury because they can recruit from Roman cities without converting them or just sack.
Personality: Aggressive, Balanced, Anti-Empire

Nomads
All generals given the att_nom_steppe_warlord bodyguard unit.
Instead of buffing units, I've increased population of all hordes and given a few hordes level 1 warrior buildings
The Huns get the att_nom_hunnic_warlord which is the only cavalry bodyguard that doesn't charge into battle in the game.
The Huns should eventually go after the WRE and the WH should push at the Sass harder

Sassanids
Developed towns and armies slightly to allow better defense against WH. Boost to treasury.

ERE
The starting armies in Thrace/Dacia slightly stronger
Slightly better Infrastructure and food reserves.
Replaced most skirms with archers because the AI has trouble using skirms.
Opened gems in Palestine
New resource wood in Crete. Crete was traditionally a ship-building region.
Iron replaces Lead at Meltene. This can be a fall back military province
Lead can be obtained via trade with Armenia or in Dacia
Many ports upgraded
Added a daughter for the second son of the late Emperor to allow more alliances

WRE
Slightly better Infrastructure and food reserves.
Iron to Dalmatia (Illyria was a major iron resource for ancient Rome)
Lead to Ajax (WRE has no lead aside from England which will not last long. Ajax and Sardinia were mined thoroughly.)
Armies start at 60 or 70% vs 50%.
The Emperor's army in Raetica has some mid-tier units
The Pannonian stack moved to the middle. It has some extr units.
Replaced most skirms with archers
Alans
Aggressive
Extra starting growth and treasury to build sustainable horde camps
Units unchanged
Two armies a bit closer
Chief horde has Level 2 Primary Migratory city now (cost 6000)

Suebi
All tier 1 units replaced with mid-tier and 2 high-tier units
15 stack near Asturica, Spain

Vandals
Elite Bodyguards for Family
Large Starting Treasury (8000) will allow them to convert cities they capture
Two stacks in North Africa are mostly mid-tier units so they can't lay waste very quickly
Personality: Non-naval. Aggressive, Balanced

Visigoths
Same bodyguard as Ostrogoths: att_ger_gothic_general
Personality: Sack and Anti-Empire. You could enable the razing feature, but I left that out.
If they destroy the ERE and build up, they may head West.
Hordes are as strong as Ostrogoths.
Removed the onagers to provide an initial respite for ERE cities.
Feature fewer warbands, but each horde has palatina defector units and pikes to fit the Greek region
Arian Christian now

Nordic Factions
Elite Viking Captain bodyguards
Each faction has only one smallish main army with only mid-tier and 1-2 high-tier units.
No more militia units to start!
Navies are smaller but have tier-three melee raiding ships (you can recruit the tier 1 ships if you/ai decide to go that route.)

The Jutes have a larger army and smaller navy due to them being in great dangerds
Geats and Danes have Militaristic, Naval Personalities
Saxons have only a tiny home army, but a powerful army next to England for a real invasion.
The Saxon home city has slots for expansion and the faction has the highest treasury of the Nordes.

Playable
Magyars, Slavic nations, Budini, Armenia, Baltic coast factions.
I did not add the Interface to make them selectable however.

Slavic
They are all playable, have a 15% Treasury boost, but not much else has been done.

Desert Kingdoms

Since the units general have low- morale, the generals must live.
To fix this, I gave them all Desert Warlord bodyguards.
Starting Treasure Increase. You should notice more fertility for the Nile factions

Tanukhids rebels replaced with mid-tier ambushers.
Queen Malia is the Faction Leader. However, you need to add Knock's UI to make her work.
Their hordes have more growth points in case they wish to wander and build up.
They still lack food buildings, so they should get the food bonus from most mods.

Family Trees
Fixed the ERE family tree.
The marriable heir -Arria - doesn't disappear now that she is a daughter of Rufinus Flavius
Gauti (Geats)[/h1]
Fixed the double-Gautrek bug by making him a general turn 1.
Made Gautrek adopted son of Gauti as in history.

Religion Changes
Visigoths and Vandals are now Arian Christians. Spain has more Arian population as well as Pannonia
Emergent Britain Celtic Pagan
Emergent Gallia: Celtic Pagan
All Emergent Roman: Graeco-Roman Pagans
Altered the Startpos religious balance of starting regions on Western side of map.
Basically a bit more paganism, but no Manicheanism.