Total War: PHARAOH DYNASTIES

Total War: PHARAOH DYNASTIES

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Golden Age mod - TW Pharaoh Dynasties
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Tags: mod, overhaul
File Size
Posted
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21.411 MB
7 Sep, 2024 @ 7:12am
8 Sep, 2024 @ 3:37pm
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Golden Age mod - TW Pharaoh Dynasties

Description
Golden Age mod - Classic TW gameplay - v.0.3

Golden Age mod recreates the Shogun 2 & Medieval 2 era gameplay & feel in Pharaoh Dynasties, thanks to the changes brought to the game such as Lethality. The aim is for Battles (priority) to feel as close as possible to Shogun 2, and the campaign like Medieval 2.

As of v.0.3 the mod is playable, including in campaign, with the Battle System complete, albeit more balance passes are needed. Be careful, as this does play like Shogun 2: mistakes will be punished harshly, and your soldiers, especially the low tier ones, will easily run away when under pressure! Feel free to drop a message for any complaint or request!

Vision:
  • Impactful combat: tactics & decisions matter, mistakes are costly, good play is satisfying
  • Lethality as the main kill-resolution system, damage as secondary
  • MA, MD, Armour and Proj. block, Proj. Spread as main balancing factors
  • Weapon traits (armour-piercing, bonus vs shield etc) as main orthogonality factors
  • Increased importance of context (height, position, terrain), rather than stats
  • Strong orthogonal unit differentiation: context and unit type/roles matter more than tier
  • Meaningful Morale: T1 units start routing from 1 major morale damage such as flanking
  • Removed all Synced Animations: controversial. But favours combat dynamics & flow
  • Minimalist UI: removing informative text and generally reduce UI, diegetically if possible
  • Campaign Systems: replace campaign system complexity with depth and better balance

Implemented as of v.0.3 - Battles:
  • Lethality as the core kill-resolution system: perfect charges will wipe out half a unit
  • As a result, Lethality values are very high. E.g. ≈75% for melee, 25% for ranged
  • Complete Armour overhaul with 100 armour equaling 100% lethality reduction
  • Max & min chance to hit expanded to 1% & 99%, thus soldier' skill gaps matter more
  • More advantage on chance to hit when attacking from rear & flanks
  • Easier elimination of routing enemies
  • Slightly improved high ground advantage (melee for now)
  • Fatigue complete overhaul : complete rebalance of all fatigue sources & sinks
  • Morale complete overhaul : complete rebalance of all morale factors (copying S2)
  • Morale complete rebalance : rebalancing all units so Tier 1 units rout easily, T6 hardly
  • Projectile Spread : increased spread for most ranged weapons. Fire into blobs!
  • Projectile Block (shields): increased overall chance to block projectiles (frontally)
  • Reworked all unit traits: removed many unrealistic ones (see below for details)
  • Difficulty Settings: removed AI bonuses on higher difficulties
  • UI Banners: are much smaller now, looking more diegetic/realistic
  • Custom Battle - Native units categories: reordered to make more intuitive

Implemented as of v.0.3 - Campaign:
  • Campaign Camera angle changed to classic TW one instead of WH "top-down" angle
  • Forts: can garrison 20 units now
  • Barter Durations: minimum now 5 turns, maximum 30 turns by default
  • Dynasties: more natural childbearing values
  • Reworked Text: changed text in many places. E.g. Clubs renamed to Maces

Planned for v.0.4:
  • Implement new weapon traits for orthogonality (bonus vs shield mainly)
  • Overhaul of unit stances & attributes
  • Second wave of unit traits rebalance/rework
  • UI: unit cards to show Lethality instead of damage. Rework general ordering of stats

Using with other mods:
  • Because many tables are modified, combining with other mods will likely not work well
  • Unit roster mods in particular will not combine well, as they would need balancing

Weapon Niches & Unit Roles- Vision for what roles units should fulfill:
  • Spears: best all-rounder, 2nd best option in most situations. Bonus vs Large, Charge Reflect & Armour-piercing. Good MA & good MD. Decent Lethality, bad charges
  • Maces: specialist anti-armour but poor otherwise. Ok MA, poor MD, low Lethality, good charges, great blunt damage, excellent armour-piercing
  • Swords: great MA & MD, good Lethality, average charges, struggles against armour
  • Axes: great damage & anti-shield. Ok MA, MD, charges, great Lethality, bonus vs shields
  • Khopesh: best damage but not anti-anything. Good MA, MD, chargs, excellent Lethality
  • 2H Spears: better MA, MD, Lethalty, charge compared to 1H spears, but no charge reflect
  • 2H Maces: better MA & charge, much better Lethality, but worse MD vs 1H maces
  • 2H Axes: better MA, charge, Lethality, but worse MD compared to 1H axes
  • Bows: baseline ranged weapon. About 1/3 Lethality of melee weapons
  • Slings: lower Lethality than Bows, ignores armour
  • Javelins: much higher Lethality, equivalent to a melee weapon, bonus vs shields

Unit Properties rework
  • Removed Attributes: Causes Dread, Flanking Attack Improved, Flanking Defence Improved, Furious Charge, Heroic Heritage, Strider, Immune to Psychology, Powerful Strikes, Steadfast, Storm Warriors, Strength in Numbers
  • Removed Abilities: Aim True, Aspire, Born in the Sand, Mistwalkers, Sand Scorpions, Catch your breath, Cavalry Double Time, Cavalry Formation, Hit and Run, Loyal to the King, Redoubt, Self-sufficient, The Underdog, Throw Dirt, Urartian battle Prayer, Urban Warriors
23 Comments
Pete 13 Feb @ 5:45pm 
Was looking forward to coming back to the game and using your mod again!
Please keep us posted on an update if you get time:)
nickysong0826 2 Jan @ 7:32pm 
same morale bug
-Tim-maC-  [author] 8 Dec, 2024 @ 1:18pm 
@yellow bear Happy to hear and hopefully you enjoy it! Development is paused on this right now due to irl stuff, but I will definitely return to it as soon as I can, around february I think, as I have many other things to add to make the combat better, and closer to older titles, and then the campaign as well.
Yellow Bear 4 Dec, 2024 @ 10:36pm 
Just wanted to say thanks for this.
Pete 22 Sep, 2024 @ 11:09am 
Sorry I turned off the mod a week ago so I can't check anymore lol sorry man did love your mod though will be using it the future when I start a new campaign
-Tim-maC-  [author] 22 Sep, 2024 @ 11:02am 
@pete You can hover over the morale bar of the enemy that never routs and check what are the morale effects applied to it. What does it say? What are the numbers?
Cuddlefission 18 Sep, 2024 @ 4:49am 
I haven't encountered the morale bug yet, after testing with start of campaign battles on easy, hard, and veteran. On each difficulty enemy morale behaved as described - quick and deadly battles similar to vanilla shogun 2, no unreasonable last stands. It might be related to specific units or later campaign effects?
Pete 14 Sep, 2024 @ 5:30pm 
Just that during any battles fought with the mod active, it works as described (as far as I could tell) except any enemy units, excluding the enemy general, will not retreat (break moral) under any circumstances at all. The moral bar only goes half way down at most. This is too literally 1 enemy (not unit, enemy) left on the battlefield. Like I say excluding the enemy general, which loses moral and retreats very easily.
-Tim-maC-  [author] 14 Sep, 2024 @ 4:18pm 
Can anyone give me steps to that "no one loses moral" thing? I don't get that at all.
Desert warlord 14 Sep, 2024 @ 2:16pm 
the moral needs to be fixed, units fight to the last its ridiculous