Total War: PHARAOH DYNASTIES

Total War: PHARAOH DYNASTIES

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AGONY - Overhaul
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Tags: mod, overhaul
File Size
Posted
Updated
2.437 GB
25 Jul, 2024 @ 8:09am
25 Jul @ 2:28am
248 Change Notes ( view )

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AGONY - Overhaul

Description
Design Principles: Immersive - Intimate - Fair - Challenging


ATTENTION
- use 3D unit cards
- frequently CLEAN UP your save game folder to prevent save game corruptions

All Factions have been made Playable


Overhauled Map Economy and Building Chains
- introduced copper and tin resources
- reorganized resources on the map to replicate resource hubs of the bronze age
- introduced new trade mechanic and building chains that simulate global trade across the map
- import and export of resources define supply and demand


Novel Provincial Population System
- population is wrapped in potential units
- units are either residing/garrisoned in settlements and outposts or available in the recruitment pool
- residing/garrisoned/pooled population is regarded as productive population and contributes to the provincial resource production
- population that has been recruited into armies is part of a province but regarded as military population and therefore does not contribute to the provincial resource production
- provincial population culture/units depend on cultures prevalent in a province
- units only replenish in settlements with enough unbound population of high enough rarity/tier available


Approval System
- each factions has unique influence on a region/province
- depending on their influence and relation to the region owner, their population group affects regional happiness


Spoils of War
- capturing settlements steals resources from the loosing faction
- winning battles has a chance to reward unique items that can be equiped to units in your armies


Unit Tier/Rarity/Upgrade System
- units that gain experience will have a chance to upgrade to a higher tier unit
- there are currently 5 unit rarities in the game (militia[grey], trained[green], heroic[blue], epic[violet], legendary[gold])
- a faction has a base chance for each rarity to occur in a newly gained unit
- every gained unit of a higher tier will reduce the base chance
- constructing military buildings will increase the chance of unit rarities faction-wide


Slave Economy and Resource
- slaves are gained after battle and when raiding or conquering regions
- slaves are over time integrated into own empire, boosting growth


Equipment and Supply Mechanic
- units will replenish (over time) equipment and supplies when stationed in settlements or outposts
- the quality of the replenished equipment and supplies increases with supply buildings
- units will slowly degrade equipment and supplies outside of settlements (less in friendly territory)
- equipment and supplies give bonuses to armor, weapons, ammunition, accuracy and morale


Re-emerging factions and non-generic rebellions
- rebellions will now belong to actual factions that have (home) claim to regions
- rebellions will be sourced by population in the region
- rebellions can happen sooner than -100 happiness but with a lower chance
- already dead factions can re-emerge via rebellions
- rebellions that are composed of mainly sea people units will belong to a sea people's faction

Vanilla Mechanics
- scripted invasions have been disabled in favor for a more believable growth of sea peoples
- civilization collapse mechanic has been disabled in favour for seasonal effects
- commands have been disabled to prevent crashes and due to being gamy
- ancient legacies have been disabled due to balancing issues and most being gamy
- court has been disabled due to being unbalanced, repetitive and gamy
- overhauled general skills
- administration feature has been replaced with smoother alternative

AI Modules
Campaign StrategAI Module
- AI is cooperating against major threats in their vicinity
- AI is creating military/defensive alliances and declaring wars
- AI will attack targets with high wealth
Battle Module
- AI keeps reserves in offensive battles
- AI retains stamina when approaching the enemy
- limited time to run down AI routing units at end of battle

Economy
- slow down progress across the board
- removed workforce system
- added resource chain that introduces opposing upkeep costs between settlement types
- introduced various mechanics that change army upkeep based on army position and unit count, favoring smaller armies that are garrisoned
- food expiration at the end of the seasonal cycle (if not consumed)

Outposts
- introduced(/replaced) 6 new outposts
- outposts function more like smaller settlements/towns
- outposts are major factor in defending regions and growing population


Campaign Traversal
- slowed down campaign movement
- overhauled stance system
- sitting in a stance will accumulate bonuses (defense) and debuffs (movement)
- fighting major battles will weaken and slow down armies

Battles
- reworked lethality into a critical hit system
- greatly reduced health pool
- more impactful cavalry
- higher emphasis on rock/scissor/paper
- high early casualties with increased sustain as units tire
- units tiring but also recovering faster
- overhauled ranged missile trajectory that takes terrain height into account
- overhauled animations with reduction/removal of matched combat and silly animations
- smaller bodyguard units with higher missile resistance
- better protection from missiles for shielded units
- less protection from missiles for unshielded units

AI Challenge & Fairness
- removed nearly all AI advantages and cheats
- improved AI decisions in construction priorities
- following methodology of applying all introduced to player and AI equally

Visual/Aesthetic
- colors have been adjusted across the board
- the 3D campaign UI has been overhauled and greatly reduced it's footprint in favor of more immersion
- seasons have added weather effects on the campaign map
- generals carry their unique faction banners on the campaign map
- unit colors have been tuned down in battle
- custom colored building icons
- varying number of unit banners
- adjusted camera for battles and campaign


Recommended Sub Mod:
Unit Variations (by Kam)
Arrow LoD (by Mavrik)


Translations:
Russian
Chinese

Important Notice:
Please refrain from using any unsupported submods (unless 100% visual), even battle animation submods that will shift the mod's balance and battle experience.

Agony Discord[discord.gg]
968 Comments
Ganossa  [author] 17 hours ago 
@Atlantern, both -player and AI- should not take any siege attrition. I checked.
Ganossa  [author] 17 hours ago 
@Daroya, they do actually scale with the ingame setting, but it might not be enough for you. I run on 4K settings with 130% UI. Can you share a screenshot of how the battle UI looks for you, just to see for me if its unexpectedly different?
Ganossa  [author] 17 hours ago 
@brandonwg, Agamemnon is already the easier start, as long as you manage to defeat corinthians with only few losses. It can become difficult if you then get into war with boetians or aeolians.
An easier one might be the elam faction in the far east corner of the map. Without spoiling, it has some nice regions to start with.

@Atlantern, right after a war declaration, it isn't possible to negotiate but if you weaken the enemy, that will change quicker. I will change this to only be the case if the enemy declares the war. (if that isn't the case already)
I think both sides shouldn't be able to starve the other, I will check.
Daroya 18 hours ago 
I agree with @Elusive about the unit status battle UI, it's so small and do not scale with the ingame options. I had the banners deactivated before (I don't like them) but needed to, to see something. I like the look of yours but it's really really small
Atlantern 19 hours ago 
Same campaign, the Ai can starve my big region city to submission but I cant?
Atlantern 20 hours ago 
Playing as Asyria and at war with Nirbu and I cant negotiate with them whatsoever?
brandonwg 23 hours ago 
Hey, thank you very much for taking the time to respond to each of my points. Do you have any suggestions for a decent learning faction to start as? I'm more than happy to give it another shot, given your responses.

For reference, I have tried Agamemnon and Amenmesse (I think; the larger Nubian faction that starts with a lot of gold mines in vanilla). I have played each to around turn 20, managing to take one settlement each, and colonise a destroyed one in Egypt.

Though I'm still not sure I agree re: post battle routing. But I also much better understand the reasoning and purpose.

P.S. Sorry for overwhelming your thread with my long winded beefs.
Ganossa  [author] 23 Jul @ 4:08pm 
Regarding economy and early game threats:
Simply said, rich and weak will become a target. So you cannot be both, as long as you have potential enemies around.
Trade settlements, make strong allies, do not hoard, use research to spend for profit.
Do not wait for generating all resources yourself for a building but trade tin/copper for getting missing stone/wood/food, then construct. This wiil reduce most resources in a turn and remove that target from your back.
Also check your neighbor diplomatic situation. If many aren't at war, you are more vulnerable.
This will all get less eratic as you power growth (though AI will have other reasons for war then).
Ganossa  [author] 23 Jul @ 3:59pm 
Regarding reinforcements/replenishment:
This is a complex one. Yes, individually this takes time and it increases with every tier.
First point I want to address is loss of units. Your goal will be to upgrade your units or get "lucky" in getting a higher tier unit in the pool. This will get easier as the game goes on.
What you will notice eventually is that higher tier shielded units can get really tanky, which will help significantly to reduce casualties and allow longer and longer "campaigns". Also, make use of the supply & equipment that you can get post-battle.

Recovering losses of lower tiers you do by either recruiting units you gained when taking a settlement or potential growth from enslaved enemies (especially if only one owned settlement in a province).
When a "campaign" is over is when you return to rebuild the army or send them over with a second general.
Ganossa  [author] 23 Jul @ 3:41pm 
Regarding Sieges:
This is only really relevant for major settlements, so roughly 1/3 of your settlement battles.
Here is the complicated case of siege battles (AI vs AI and AI vs Player):
- AI will want to sally out most of the time, preventing to ever see a siege battle
-> AI is in most cases prevented by me from sallying out
- AI will take attrition and no siege will be fought or really trivial
-> attrition is disabled to allow for proper siege battles
- defending player might stall siege
-> settlement attrition remains, damaging economy, empire happiness and eventually causing rebellions

The task of the player for a siege is to come with large enough and well stocked army.

Buildings very slowly auto-repair by the way (one-by-one though).