Total War: PHARAOH DYNASTIES

Total War: PHARAOH DYNASTIES

109 ratings
More Realistic Sacking and Razing of Outposts
   
Award
Favorite
Favorited
Unfavorite
Tags: mod, campaign
File Size
Posted
522.440 KB
27 Jul, 2024 @ 5:41am
1 Change Note ( view )

Subscribe to download
More Realistic Sacking and Razing of Outposts

In 1 collection by Alex Zhao
Z's mods
25 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. Increased movement added by forced march to 75%. Total movement added remains the same as vanilla, 50%.
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.


Thanks for Nuin's permission to port this mod into the Dynasty edition, and all the credits goes to Nuin.
17 Comments
PUKEI-PUKEI ACTIVIST 17 Nov, 2024 @ 5:26pm 
It seems like some of the horde armies are still able to go into march stance after sacking. I just saw "Lukka" do that for example.
ParkingLotMenace 5 Oct, 2024 @ 7:57am 
Love the concept, I've been just packing my border provinces with forts, which basically means I've had negative food income for the entirety of my Ramesses campaign. This mod definitely would make less military focused strategies more viable, will give it a try next run!
Hecleas 25 Sep, 2024 @ 8:44am 
Thanks for this mod my friend.
An important point for my AI, I hate this outpost system for a reason.
The attacking AI does not have as much line of sight as the one with the outposts.
On paper it seems logical and good.
But in fact, the AI ​​is not aware that forces of yours are hiding or otherwise and they enter into forced marches and position themselves in a very suicidal manner very often.
Because he does not have as great a vision as you and does not suspect that you are near.

This destroys strategic gameplay.
If there was a way to increase the AI's line of sight it would be great.
Hecleas 25 Sep, 2024 @ 8:44am 
Knowing that basicly, I have never seen a total war with such a large movement range.
Hence the problem where he destroys 3 outposts in one turn.
(Even worse for those who own its outposts.)
You think you're safe and in one turn, the AI ​​travels 10km and catches you.

The strategy of this game because of the outposts is broken.

I'll give you this feedback if you can ever have other ideas on this.
Nef 14 Sep, 2024 @ 6:39am 
@Coach i would argue you can always raise a general to go guard those places.
Alex Zhao  [author] 23 Aug, 2024 @ 12:48am 
If it doesn't contain similar edits, then they should be compatible.
Coach 20 Aug, 2024 @ 12:12am 
quick question, is this mod compatible with the Agony mod ? (overhaul mod that makes the game more immersive/realistic)
Nuin  [author] 15 Aug, 2024 @ 4:24am 
@Porkenstein the forced march change is required. Normally it takes 0AP to enter, so you could raze, go to 10%, forced march, go to 60%, which is easily enough to reach another outpost and repeat. That's the only reason the forced march change was added :)
Porkenstein 12 Aug, 2024 @ 10:31am 
Have you considered publishing a mod that just has the action point change post-raze and sack? I'd rather not modify how forced march stance works but I like the idea of greatly reduce how far someone can move after attacking an outpost.
Coach 8 Aug, 2024 @ 12:18pm 
Nef I disagree to a certain extent, the issue is an insect army, meaning any army consisting of only 1 general can literally go through several outposts and loot or raze it to the ground in one turn.. Sure realistically speaking maybe that could be possible in real life, but gameplay-wise it simply is an annoyance, since the player has to now rebuild everything up, and also the player cannot station guards or garrisons inside those settlements..

In other words your point about realism is correct but at the same time, if we are playing the game realistically, we should be able to send some troops to these locations, set up tents there and have our troops guard those settlements.. but we cannot do that.. So we are sort of cherry picking realistic features.

Anwyays, im happy with this mod.