Total War: ATTILA

Total War: ATTILA

3,213 ratings
Medieval Kingdoms 1212 AD Scripts
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Tags: mod, Campaign
File Size
Posted
Updated
343.427 MB
11 Dec, 2019 @ 6:10pm
26 Mar @ 6:45am
50 Change Notes ( view )

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Medieval Kingdoms 1212 AD Scripts

Description
MK1212 Scripts Component:
This component contains all the scripts for Medieval Kingdoms 1212 AD, aiming to further enhance the gameplay experience with the addition of new mechanics and quality of life changes. This is a required component for MK1212's campaign.

Special thanks to Causeless, Drunk Flamingo, Marthenil, Hardballer, and various C&C Modding Den discord users for their help!

Main Features:
Annex Vassals: Diplomatically annex vassals who have been subjugated for 10 or more turns.
Buffer States: Release vassal buffer states from conquered territories where your direct control may be tenuous.
Challenges: If you find the campaign too easy or just want to shake things up a bit, challenge campaigns are available when starting a new campaign.
Crusades: Travel far from your homeland to retake the Holy Land, in service of God or perhaps in search of glory and power.
Decisions: Enact decisions that can affect your ruler or your realm.
Frontend Overhaul: The frontend has been overhauled with changes such as a Grand Campaign start date selector (currently only 1212 AD is available), a modified faction selection screen, and increased room for factions in custom battles.
Dynamic Faction Ranks: Any faction in the campaign can grow from a county to an empire.
Holy Roman Empire System: Factions in the Holy Roman Empire are represented in the HRE system, complete with elections, imperial decrees, and reforms.
Increased Building Slots: Increased the number of building slots in settlements from 6 to 10.
Ironman Mode: Play with manual saving disable and unlock custom achievements!
Nicknames: Characters gain nicknames as a consequence of their actions or the traits that they have.
Population: Cities now have population, which directly affects their squalor levels and economy. All non-mercenary units require population of their respective classes to recruit.
Region Trading: Regions can be traded with AI factions, with weighted values based on diplomatic attitude, distance from their borders, and the value of the regions' buildings.
Story Events: Various factions have scripted story events, offering unique challenges for certain factions.
The Pope: Catholic factions may find themselves with a thorn in their side in the form of His Holiness himself. However, those who placate the pope may receive certain boons.
War Weariness: Returning from Age of Charlemagne but modified to suit the needs of MK1212, War Weariness encourages shorter and fewer wars.
World Events: The world itself will not stand idle as you progress through the campaign. Invasions, great plagues, famines, and climate change can all ravage the land.

Coming Soon:
AI & Multiplayer Population System Support
College of Cardinas & Playable Papacy
New Decisions & Story Events
Republic Mechanics

Recommended Mod Load Order
Medieval Kingdoms 1212AD Scripts
All Settlement Walled - Siege Map Replacer
Medieval Kingdoms 1212AD Base Pack - Campaign Alpha
Medieval Kingdoms 1212AD Models Pack 1.v2
Medieval Kingdoms 1212AD Models Pack 2
Medieval Kingdoms 1212AD Models Pack 3
Medieval Kingdoms 1212AD Models Pack 4
Medieval Kingdoms 1212AD Models Pack 5
Medieval Kingdoms 1212AD Models Pack 6
Medieval Kingdoms 1212AD Models Pack 7
Medieval Kingdoms 1212AD Music


Note: This mod currently only supports English unless you also have a translation submod enabled.

View a more detailed FAQ on the main mod workshop page.

MK1212 Scripts Github[github.com]

MK1212 Development Trello[trello.com]

Please let me know of any bugs you encounter!
Popular Discussions View All (164)
9
20 Oct @ 12:02pm
Saving is broken
yf
10
9 Mar @ 1:39pm
Mod missing
Squee
9
29 Oct @ 8:49am
HRE doesn't work anymore?
Luke_Lykos'91
2,031 Comments
Horsti 4 Nov @ 7:18am 
Why doesn't Bavaria show up in the faction selection screen (both for campaign and custom battles)?
DemocratsTriedToKillTrump 3 Nov @ 3:54am 
Is the Buffer State feature gone?:steamfacepalm:
I can no longer find the "release buffer state" button.
Do anyone else have the same problem??
Carlos Danger 1 Nov @ 6:11am 
anyone know if it is possible to play as or restore a Jewish state? Can factions convert religions? Would I have to take a specific faction and build the Jewish Diaspora building and go from there? thanks!
Iviatus XII 29 Oct @ 8:56am 
Great Mod but please add Knights Templar and Hospittaler for England and France, the main european crusaders, bcs it doesnt make sense that they dont have order knights and factions like Scotland, Wales or Norway have.
Pedro Crq 28 Oct @ 6:37pm 
Please fix after-battle-crash. Im playing with Seljuk Sultanate
Robelt Bobelt 20 Oct @ 12:02pm 
Playing with friend on coop, on 7 turn game crash. Help to read that desync report pls

Campaign DESYNC DETECTED at game tick 7253
---------------------------------------------------------------------------------------------
I:\SteamLibrary\steamapps\common\Total War Attila\attila.exe
---------------------------------------------------------------------------------------------
IN SYNC:
JP
OO SYNC:
RobeltBobelt
---------------------------------------------------------------------------------------------

LOG FOR TICK 7253 (sum F68CD38A, 1 items logged / 1 items) Destroyed: false Log fails: 0
0: CAMPAIGN_MODEL::advance_turn_after_all_end_turn_phases_handled 8CDE05ED 0 0 LINE 3471 entry 0 (400) checksum F68CD38A
firstsunday2 17 Oct @ 8:03pm 
2 turns per year makes this game borderline unplayable late game with every single turn having to replace generals, governors and leaders. It's annoying and cumbersome.
Rileyb329 16 Oct @ 2:29pm 
Dont know what the others are on about its 4 turns per year. Fun mod but definitely incomplete. Some things are super annoying like public order being impossible to deal with late game, fertility levels switching up on you, but those are mistakes that they made in creating Attilla so cant really give any fault to the modder.

Cities as a result aren't unique. between different towns you might have a couple different buildings but largely your towns have to be orchestrated to pump out public order food and sanitation unless you want to deal with revolts all the time.

For the record I don't think most total war fans care for overseeing naval battles and wouldn't care if navy's just auto battled it out like older games. I'm assuming doing otherwise is whats adding to the length of developing the naval side of the game.
dgb1 12 Oct @ 5:52pm 
I like the mod but it is frustrating. Only 2 turns per year, should have option for 4 or twelve. Everything is super expensive for the settlements and the tech tree takes too long to get anywhere.
Bagel Bandit 12 Oct @ 5:38pm 
Campaign works...custom battles it crashes the game.