Total War: ATTILA

Total War: ATTILA

Ancient Empires 2.0 - Part 1 of 2
Tactius 2018 年 7 月 22 日 下午 2:38
Slaves and some minor suggestions
Salve,

I'm hundreds of hours into this mod, and I’m constantly improving my strategies, but I feel that I have at least a decent grasp of the mechanics. I’m 400 turns into a campaign right now, with about 150k military upkeep and 200k/turn. However, there is one thing I really can’t get my grasp on, and that’s slavery.

Historically, slaves in the Roman Empire would come from two factors: military campaigns and slave born, and slaves stood for about 20% of the total population of around 50 million. However, slaves in my provinces rarely exceeds even 2% except in newly conquered regions with an staggering 70-80% and I can not understand why.

I’m constantly expanding, and I’ve tried to construct the slave market chain but to no effect, the economic effect in that province is still 0%. So my question is, it is something crucial I’m missing? I always choose the loot and occupy option when I capture an settlement, but still, yoo no effect.

If this is something you’ve yet to introduce to the game I can’t wait. The Roman Empires entire economy was relaint on slaves, and I, as an history nerd, would love to experience the same challange.


Also, completely off the point, I'm almost obsessed with historical accuracy. In my Roman campaign, I stubbornly expand just as Rome did (which honestly turns out to be rather efficient, slows down my campaign and prevents me from becoming overstretched) and station legions to their historical station. That being said, I miss some legions from the 1st and 2nd century which should already be in the game. Example: both the II Augusta and III Gallica becomes unrequiteable after the imperial legions tech is researched and many other legions can not be recruited in their stated province from the 5.1 Roman AOR charts map, and to my dread my own favorite, XXII Primigenia can only be recruited in Hercynia, a province Rome never controlled, but that’s my own problem though and nothing I expect the AE team to deal with...


Also, I noticed that when I tried to change legions emblem to their historical one, I noticed that every emblem was limited to one (or at least the bull, which is the emblem of Caesars legions), and I wondered if this is something that can be changed, in the favour to us more extreme history nerds.
Lastly, legionary cavalry is only requitable once I research the imperial legions tech, and then only in Rome, which perhaps is intentional, but thought I’d still mention it.


Furthermore this mod is the greatest I’ve ever played, and if I had the skill I’d gladly help which I unfortunately lack. If you’d ever need some help with research on Roman history though I’d be glad to help in every way I can, which I doubt you’d need based on everything I’ve seen.

Btw, are you planning on releasing an historical character system, or at least a system in which the cognomen remains the same, as it is in this point in Roman history hereditary. It hurts when the head of my previously Caesar family disappears, replaced by random names and even one Brutus or too. Also, I’d love to have the option to give persons an agnomen in honour of their military victories (Africanus, Germanicus, Asianus etc) but I understand that this might be extremely hard or impossible to implement, I personally have no experience at all in modding

Once again, thank for restoring my interest in TW. This mod was the only reason I bought this game, haven’t played a single campaign in what I’ve heard to be an rather boring original Attila. You great modders are the only reason people still buy these games!

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Philip  [开发者] 2018 年 7 月 22 日 下午 4:10 
Salve Tactius! Love your enthusiasm about this project and history in general.

To answer your questions (at the best of my ability): slavery is indeed a bit of an oddball. The reason why slavery is so high in some captured settlements is a mistake on my part after trying to correct a bug. Following CA's documentation, this attempt backfired without going into more detail. This has been corrected, but I fear a restart may become necessary or the cities would still have high slavery.

As you have pointed out, the economical effect of slavery scales in an odd fashion. The truth is, it's difficult to mod this mechanic. There seems to be no "roof" modifier, and since income scales in a non-linear way the mechanic is essentially broken on the extreme ends of slave population. We're looking for a solution.

Concerning the historical accuracy of the mod - we actively search for new members whether it be modders or historical researchers. The team would welcome your contributions if you feel that you have enough time to dedicate to a large project like this. We can discuss this further if you're interested. Drop me (Sheridan) a message with your email, and you will be invited to AE's private Slack channel to "meet up" with everyone
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