Total War: ATTILA

Total War: ATTILA

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Grand Campaign Mechanics Update: Roman Factions
   
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标签: mod, Campaign
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793.080 KB
9 月 15 日 上午 10:48
9 月 22 日 下午 9:21
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Grand Campaign Mechanics Update: Roman Factions

描述
Description

This mod adds several new lightweight scripted mechanics to the Roman culture factions in the Grand Campaign to add additional flavour and depth, while keeping to the balance and design of the base game. The faction features added to Western Roman Empire and Eastern Roman Empire by this mod include:

Presence of the Emperor

Roman faction leaders will leave lingering campaign bonuses for several turns in regions they visit. You can move them across different provinces to share the bonuses or concentrate them within a single province for maximum effects.

History of Administration

All new characters appointed as a Governor will start at rank 2.

The Long Arm of Rome

Once per player turn, the first agent action performed against a target will fully refund the agent's action points.

Roman Markets

Adds a new building effect for the Tabernae chain: Generals in the region have a chance to gain a new ancillary each turn. This is modelled on the military forges building chain from Total War 3 Kingdoms.

Foederati Recruitment

Adds a new building effect for the military recruitment (Rally Field) buildings: garrisoned armies in the region have a chance each turn to levy a unit from the local culture without a friendly horde present.

Compatibility

This mod edits the scripts att_fact_eastern_roman_empire and att_fact_western_roman_empire.

Bugs

The mod has been tested to confirm all features work correctly, however please post in the comments if you find any features not working.

Credits
Scripting/DB - Murranji
RPFM - DJFro-Fro
18 条留言
Rudi Böllert 10 月 5 日 上午 2:32 
Hello there, I was wondering if this would be compatible with the Nova Attila mod by any chance if I load this before it?
Mingles 9 月 23 日 下午 2:25 
this is really a great idea for a mod, that I think as I hope this grows could be a staple for a more rich GC playthrough, Will be keeping an eye on this!
Murranji  [作者] 9 月 22 日 下午 10:06 
@Techpriest engineer - thanks very much for those bug reports/comments, I have updated with fixes for those issues.
Techpriest Enginseer 9 月 22 日 上午 11:23 
I will also remark that the text for Foederati Recruitment building will still appear if you are not a Roman player, may lead to confusion for newer players but unsure. Could use a reword to clarify only Roman armies are affected (and possibly maybe Foederati can affect Ostrogoths...)
Techpriest Enginseer 9 月 22 日 上午 10:41 
Not sure if you caught it but att_bld_roman_west_military_1 has a 100% chance instead of "10%" chance.
Murranji  [作者] 9 月 22 日 上午 12:18 
@Techpriest engineer - thanks I will look at another balance pass.
Techpriest Enginseer 9 月 21 日 下午 10:38 
For the Foederati Recruitment, shouldn't the Western Roman Empire Guardhouse line also contribute to recruitment? Also, I'm not sure why the Celts have mercenary units instead of their own base unit equivalent.

For the Presence of the Emperor, you can replace the +2 Public Order with +1 State Religion, as the Emperor was usually the propagator of his religion. I would also argue replacing the +3% tax rate with a significant unit morale boost (likely 10 Morale), as those within the region would surely not flee in the Emperor's presence! However, I don't believe the +10 Morale would stack for local armies since it would apply in the region, but the state religion would stack in a province.
Hunter 9 月 21 日 下午 9:44 
I haven't seen new governors get promoted.
Murranji  [作者] 9 月 21 日 下午 6:10 
@techpriest engineer - thanks probably unintentional leftiver. I will update it to remove that.
Techpriest Enginseer 9 月 21 日 下午 3:06 
May I ask why building_levels is being datacored?