Total War: PHARAOH

Total War: PHARAOH

Not enough ratings
Nuin's Overhauled Campaign
   
Award
Favorite
Favorited
Unfavorite
Tags: mod, overhaul
File Size
Posted
Updated
728.206 KB
25 Oct, 2023 @ 7:24am
7 Nov, 2023 @ 12:54am
7 Change Notes ( view )

Subscribe to download
Nuin's Overhauled Campaign

In 1 collection by Nuin
Nuin's Pharaoh Mods
7 items
Description
Change Notes
*** NOT MULTIPLAYER COMPATIBLE ***

7th November 2023
  • Was a chance for battles over forts to not be correctly identified, spawning a fort army. Fort armies now correctly do not spawn if you are fighting over a fort.
  • Fort armies that were completely destroyed when reinforcing occasionally were not identified properly. Now identified properly. If a reinforcing fort army is completely destroyed, it is also destroyed in the fort (units deleted, not set to 1hp).
  • Was a chance for battles relieving settlements to not be correctly identified, spawning a fort army. Fort armies now correctly do not spawn if you are relieving a settlement (fort already reinforces through game code).
  • Improved detection of 1 unit army spawns, fixing a potential crash.
  • Increased preference for all types of AI faction to target settlements by 5%

6th November 2023
Added forts reinforcing all
  • Tracks characters moving through a region with a Fort
  • Tracks any battle fought
  • If a battle takes place in the region;
    • Spawns an army from the direction of the fort, with all fort units in it
    • Spawned army has the same experience levels as any unit in the fort
    • Any damage done to the reinforcing fort army is transferred back to the fort
    • Reinforcing units cannot be destroyed, they are set to 1hp if destroyed so they will regenerate in the fort
    • Reinforcing units do NOT gain experience. If you want more experienced units in your fort, put them in there.
    • Allows the player to opt into a fort reinforcing an allied battle in the region
    • Forts will not interfere between neutral/enemy battles in the region

STILL COMPATIBLE WITH SAVES, JUST NOT MULTIPLAYER
Mod is still compatible with any mod.

BETA
As the fort reinforce all part is completely scripted with an entire built function for reinforcing in regions, there is potential for crashes or forts not properly reinforcing/transferring damage/or spawning with proper experience. If this occurs, please let me know.

For you?

I only recommend trying this if you are:
  • Experienced in Total War games
  • Have finished a playthrough of Total War: Pharaoh and want more of a challenge

I've played every single Total War game. Ever. I'm old. The more recent games, this one included, are much more arcadey, and SO EASY.

This mod is intended to increase the difficulty as well as increase the management required for your campaign to proceed successfully.

Early game is SIGNIFICANTLY harder and requires you to make some carefully thought-out barter agreements with other factions, depending on what resources your regions contain and what resources the regions you are planning on conquering contain.

More focus is put on maintaining your recently conquered regions and keeping armies nearby until the region is successfully assimilated into your great king(queen?)dom.

My current experience, at the highest difficulties with the lowest resources, is that once you've conquered a region as long as you aren't silly, it's almost set-and-forget. You can have NO happiness buildings, and still have +10-+30 happiness. In a region that isn't your culture, you can build 1 or 2 max influence buildings and forget about it.

THE CAMPAIGN IS A CLICK-AND-FORGET FEST

Description

I am currently incessantly trying and testing ways to improve and increase thoughtfulness and difficulty in campaign gameplay. I have a lot in store, not all of which is implemented as I am still testing, however what I am working on is listed. In its current state this mod has been tested in 6 successful playthroughs.

Currently, changes:

Upgrading settlement main chains (major and minor) past level 1:
  • Increases movement speed in the region. This reflects improvements in roads/supply chains in the region, similar to previous (Attila/Rome2 and past) historical TW games.
  • Decreases happiness. This reflects increased squalor, as during this time period there was limited or no sanitation facilities, such as sewers/aqueducts in the later Rome.
  • Costs Food. In Egypt and Hatti, the Pharaoh/Great King owned everything. They owned your house, your clothes, your food, your belongings. This also means they were responsible to feed you. This also reflects previous historical games where as cities got bigger, the costs got larger.
  • Costs Gold. This reflects the same costs as the above. You may own everything in your kingdom, but you still have to pay some minor costs in upkeep as some things need to be traded in. Historically, in the Bronze Age, kingdoms had vast trade networks.
  • Forts reinforce any battle in the region. Garrisoned troops should reinforce any battle in the region. Plus, it's cheaper to garrison troops than maintain standing armies.
  • Increased preference for all types of AI faction to target settlements by 5%
To support you in managing the above, the below is currently implemented:
  • Major settlement chain happiness buildings provide more happiness per level (and at high influence, even more)
  • Minor settlement chain happiness buildings provide more happiness per level

Please note
This mod is currently in testing, and significantly more will be added, with additions every single day for the foreseeable future. If you run into any issues and/or bugs please let me know in the comments or in a discussion, as I can only test so much as campaign playthroughs take some time.

Currently working on:
  • Increasing all settlement capital chains to 8 slots (6->8 in most). This has required a lot of hours editing the startpos.esf. Currently stable?, I want to test it a lot more before release. This would have been easier once the assembly kit was out but I'm a sucker for punishment.
  • +1 slot to all port settlements. Why should a port take away a building slot? It's a bonus. Implemented privately, still testing, not in release.
  • Low influence increases settlement gold and food costs due to corruption. High influence reduces gold and food costs. In testing
  • Tower outposts no longer provide garrison troops to your settlement, but instead improve happiness (military presence) and cause attrition to enemy forces within the region, due to guerrilla attacks. Currently testing.
  • Increase movement bonuses from settlement chain upgrades, but change road buildings (traveller inns... dumb idea CA) to providing protection against crises (plague, earthquakes). Not started, planned out

... and one more special thing that I think everyone will love but requires a few more days testing!


Be Aware

The AI knows if you are not managing your region/s well. If you have low happiness or low troops, they will declare war on you very fast and in greater numbers.

NOTE

This mod technically works but is not tested together with Agony

Compatibility
  • Compatible with most mods, but maybe unforeseen consequences. Once startpos changes are released, non-compatible with any startpos mods.
  • Compatible with saves... but enjoy the massive hit to food and gold and happiness you'll probably experience.
16 Comments
Star61 15 May, 2024 @ 7:56pm 
I just wish someone would eliminate Plagues. I am on my 4th Plague already and have not progressed far yet. As usual the Devs are ridiculous using plagues or like in Rome 2 Constant rebellions.
Esoteric knowledge enjoyer 1 Apr, 2024 @ 1:26pm 
Hope you keep updating this big guy. It's a nice little mod that makes the campaign a little more interesting and a bit more authentic
Sherpart 3 Feb, 2024 @ 9:10am 
Have the building slots already been increased in this version of the mod?
Charrubin 7 Nov, 2023 @ 2:57am 
is there a population system in the mod, I cannot download currently
毒菇酒溅 6 Nov, 2023 @ 11:22am 
前哨可以为村镇添加三只驻军,在AI偷袭时,我可以用黄金马上造一个哨站来应付AI的偷袭,如果你去掉这个添加驻军功能我觉得不太棒。
Nuin  [author] 6 Nov, 2023 @ 4:05am 
Not abandoned, updated yesterday!
sny 5 Nov, 2023 @ 5:30am 
Is this mod abandoned? It showed such promise...
sny 28 Oct, 2023 @ 8:51am 
Really interested in how this will develop!
毒菇酒溅 27 Oct, 2023 @ 9:11am 
关于哨站和堡垒,其实很简单,建议:
1、将哨站设置成无敌状态,这样能确保前线城市建立的哨站永远能发挥作用,
2、堡垒驻军和城市驻军相通,堡垒被攻击城镇驻军会来支援同样的,城镇被攻击堡垒驻军会来支援,如果能开战前就在城里会好很多,有时候援军赶路不一定来得及支援。只有设计成互相支援,堡垒和城镇互为犄角,这样才更真实也更贴近历史。
毒菇酒溅 27 Oct, 2023 @ 7:15am 
@Nuin 哈哈,非常感谢您的回复!
我对目前法老的AI表现很生气的缘故。AI满编对我有城墙的城市围而不攻一直围住,我只有城防军10队兵他都不攻城,AI只会进攻没有驻军的村庄,OK我读档然后空降四五队兵不用多就5队兵,这时候AI满编他会直接绕开我的村庄直接洗劫我的哨站。我真的特别生气,我明明城防军+空降的一共才12队兵,AI足足20队满编都不进攻。一边玩最新法老心里一边在怀念幕府2和阿提拉。
OK,重新做AI是该死CA那帮懒狗的事不是你的事,我想能不能从评分机制入手,例如删掉守城方的评分优势,让AI评分优势变大觉得优势在我,或许能像幕府2和阿提拉那样能玩尽可能多一些的守城战而不是专门靠伏击来应对AI的“偷”。再想想办法把AI的围而不攻的毛病改成一回合攻城,这样优化战争评分和一回合攻城,工作量也许没那么大吧?