Total War: PHARAOH

Total War: PHARAOH

75 ratings
More Realistic Sacking and Razing of Outposts
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Tags: mod, campaign
File Size
Posted
Updated
523.247 KB
19 Oct, 2023 @ 9:09pm
19 Oct, 2023 @ 10:08pm
2 Change Notes ( view )

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More Realistic Sacking and Razing of Outposts

In 1 collection by Nuin
Nuin's Pharaoh Mods
7 items
Description
Description

Anyone else absolutely sick and tired of enemy armies sacking or razing an outpost, entering march, going to next outpost, sacking/razing, entering march, going to next etc? Sometimes one army will destroy 3 outposts, and then still march half a region or even into the next province!

This is silly, and doesn't match the historical aspect of previous games. Razing an outpost would take time and would tire your army (at least in this era, without proper siege weapons). Sacking an outpost may take even longer, as there would likely be a lot of loss-of-control of troops, which is historically what would always happen when leaders would let their troops sack a settlement/outpost.

To rectify this annoying problem this mod does the following:
  • Movement action points set to 10% after razing an outpost
  • Movement action points set to 20% after sacking an outpost
  • Now requires a minimum of 25% action points to enter forced march stance
  • To maintain balance, the above changes impact the AI and the PLAYER

Enjoy, and have fun catching pesky invader armies as they rest and recuperate after razing your hard-built outposts or stealing your hard-earned wealth.

Compatibility
  • Compatible with saves
  • Will work with all mods (action point changes are scripted in a custom .lua)
  • Any mod that affects the action points to enter forced march will override this or be overridden depending on your load order. This will only change the minimum % of action points to enter the stance, not the other changes.

Change Notes
  • Due to the new cost to enter forced march, added movement was reduced to 25% from 50%. Increased movement added by forced march to 75%. Total movement added remains the same as vanilla, 50%.
29 Comments
hamr57988 30 Jul, 2024 @ 12:28am 
can you make a mod for unlimited idle worforce
the dynasty version
Alex Zhao 26 Jul, 2024 @ 2:21pm 
Hi Nuin, I really enjoy your mods and hope you are planning to port this to the dynasty version. If not, would you like to give me permission to port it? I will show the credits. Thanks
gitrekt 24 Jul, 2024 @ 9:41am 
hopefully this one gets ported over to the updated game....there are few mods for this title as it is
Chuckawookie 13 Mar, 2024 @ 7:56pm 
In a fair world, people should be allowed to voice their opinions, however bad, without fear of permanent repercussions. Words are air.
Hecleas 22 Feb, 2024 @ 4:33pm 
@billhaskill As a modder, when I see comments like you without scruple.
If this world were fair, you should be denied access to the workshop.
Doncornbread 21 Jan, 2024 @ 9:18pm 
billhaskill I can respect if you dont find a mod useful or helpful but then dont subscribe to it. All comments like the one you made is dissuade those modders who take the time and effort to try and improve the game. Im not even using this mod but I came across it while browsing to see what all were out there. If anyone thinks they can make a mod better than those already out there in the community than do it. But if not dont say crap like this because for most people (like me) I have no idea in hell how this crap works and i am thankful to all those out there that do and make my gaming experience more enjoyable.
billhaskill 29 Nov, 2023 @ 3:58pm 
Why? That was the historical time period, not another game. This mod is lame, you can control this with settings in the game.
CezuSan 24 Nov, 2023 @ 12:09pm 
Does anyone dare to make a mod that somehow decreases siege battles and increases open field battles, as they have done for TW Warhammer 2 and 3? Thanks.
Verstüwungsmittel 26 Oct, 2023 @ 2:36pm 
long live Aton
유격병 24 Oct, 2023 @ 9:32pm 
you are my savior