Super Nova Attila
This is a submod for Nova Attila that combine a number of popular mods, adding more complexity to your campaigns. I can see why these mods didn’t make the cut for Nova Attila as a more focused, "Vanilla+" experience, but if you are like me, you like the campaign map feeling a bit more like a 4x game.
This is compatible with the Aug 28 2025 version of Nova Attila. It has an edited startpos.esf file, mainly changing fertility. Set up the load order for Nova Attila; this goes after the cosmetic mods, but before Nova Attila itself.
- IMPROVED CLIMATE CHANGE – 12 fertility levels, halved building effects
- SPECIALIZED MINOR CITIES – Fully integrated with other mods here
- BARBARIAN ROADS – Barbarian towns and cities give minor road effects.
- SUPPLY WAGONS – High level towns and cities have supply wagons and barrels
- SUPPLY SYSTEM – Implements the nice bar version of the Supply System
- REGION TRADING – Implements the region trading mod.
Increases fertility levels to 12. Halves the effect of fertility on most buildings, often rounding down; most fertility levels are increased (from 1/2/3/4/5 to 1/3/5/7/9), so they aren’t quite doubled – most players will plunk a sanitation building down that buffs fertility at least a bit, so that should balance out (and if it’s not enough, build a farming town with the next feature). The climate change script is untouched.
A fork of DETrooper’s mod that adds in Rome II style specialized minor cities. All building factions can make farming cities – they have inferior garrisons and no walls, but add food and buff fertility. Romans can also build limes (garrison cities) with high maintenance costs (perfect for that WRE campaign to harden up the Balkans and Rhine).
Barbarian settlements provide slightly more road growth – still a joke compared to the Romans, but not nothing. Barbarian farming towns provide less road work.
There’s two great mods out there that give you a little resupply unit that can reload your ranged units: Loewenstein and Caligula’s Supply Wagon + Barrel and Abror’s Supply Baggage. Caligula’s models are free to use, so I made a fork of that – but I mimicked the much more sensible way Abror implemented the reloading ability. It uses unused Arena abilities rather than modifying the resupply ammo ability from naval archers; this means it doesn’t turn marine archers into infinite ammo boxes!
Adds in Bruga’s excellent Supply system – the later version that adds a little bar, not just an icon. Integrates with Nova Attila’s implementation of Pigs, Slums, and Palaces as well as with Specialized Minor Cities; all agriculture/husbandry and city buildings give supply properly, and Roman fort settlements provide logistical buffs like a military building.
Implements the region trading mod you’ve seen floating around here.
Not compatible (yet) with the Dominium Macsen mod. Shouldn’t be hard to make those edits again, just waiting since the mod’s new to see if there is a patch or tweaks to come.
If you’re reading this, thanks, and I hope you have a great time relaxing and kicking back with or without this mod.
Not fiddly enough for you? Here’s a 12TPY version.
Here, add this to your load order if you want this to work with Dominium Macsen.
"Vanilla Plus" mods are more the purview of Nova Attila, so I’m really only thinking about "mods with mechanics" as potential additions.
The slot fix is shelved for now.