Total War: PHARAOH DYNASTIES

Total War: PHARAOH DYNASTIES

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Vanilla Economy Overhaul
   
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Tags: mod, campaign
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192.966 KB
4 Oct, 2024 @ 6:38am
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Vanilla Economy Overhaul

Description
This mod overhauls the economy of the game, using deposits to create more resource scarcity in certain parts of the map, encouraging more trading

Deposits:
The mod imagines the idea that all regions have the core resources as a deposit that can run out, if not replenished. These deposits represent industrial abundance. When a deposit runs out, the output of that region is halved – and continues on as “cottage industries”. For example, there may be no more forests to log – but there are still small, manged coppices that give a trickle of wood.

Replenishment:
Different resources can replenish differently:
  • Stone: [WIP]New quarries can be opened up by rulers of a dynasty (power of crown ability)
  • Wood: Is special, once it’s gone – it’s gone. Human deforestation around the Med was a real thing!
  • Gold: Similar to Stone [crown powers WIP]. One difference, Amenmesse command has been changed to also prospect for gold.
  • Bronze: More detail later, but replenished by periodic trade events.
  • Food: More detail later. Regions are replenished annually (in different seasons based on the food buildings built. Season strength can impact replenishment amount.

Deposit amounts:
The deposit quantities I set for the regions are somewhat arbitrary, based more on campaign map visuals than historic records. I intend to tweak these based on feedback.

Shared Provinces:
Deposits are stored at the province level, anything a faction does to invest in the replenishment of the province can be exploited by opposing factions also present there. Interpret this as a “local black market economy” siphoning off some of the materials across the border.

Food – In Depth
Unlike more natural deposits, food is a low but replenishing deposit, with the amount replenished tied to the food production buildings that are created.

Animal food buildings replenish in spring
Fish food buildings replenish in summer
Crop food buildings replenish in winter

  • Each building will replenish a years worth of its base income for a turn, during the turns of their season of replenishment. (this works with different turns per year)
  • The amount it replenishes can be increased or decreased, based on the strength of the season.
  • Blessings will confer large benefits for deposit replenishment.
  • Disasters will stop food deposits replenishing at all.
  • Damaged buildings do not replenish.
  • Smugglers Bay type buildings ignore the food deposit system entirely.

Bronze
This mod assumes copper is plentiful and ubiquitous across the entire map, and that the regions marked for bronze production are simply locations on tin trade routes that are used to manufacture bronze. Bronze deposits then, replenish whenever they are visited by tin traders.

  • There are four trade routes to replenish bronze. A small one form the north, one from the east, one from the west along the north Mediterranean coast, and another from the west along the south Mediterranean coast – down into Africa.
  • All bronze regions are on a route, some are on multiple routes.
  • The trade routes have multiple phases, earlier phase regions get larger deposit replenishment, and the amount diminishes the further along the route it goes.
  • The civilisation level has an impact on deposit replenishment amount.
  • It also has an impact on how often the trade routes depart. With no traders travelling when in collapse!

Bugs:
To get the deposits working, I had to change some stuff around factors. Unfortunately, this means I had to make all buildings show up as “mining” in the UI. If anyone can help me get the UI to change that to something more generic – without adversely affecting compatibility – let me know!

Compatibility:
I try to make my mods as compatible as possible – but this one is a little more hefty. Some bits of the commands script and power of the crown script were changed, so any mod that overwrites those scripts may have some issues. I also had to data core the campaign_pooled_resource_factor_junctions table. So anything there will also be incompatible.
The obvious thing will be economy overhauls. Any mod that adds new resources, or changes the resource trees are likely to break with this mod – or have unforeseen gameplay experiences.
3 Comments
Mortiso Linkon 19 Dec, 2024 @ 11:08am 
Really interesting and historical system. We have to make workarounds to try to replicate this things in the game engine. Maybe is better change bronze and gold resources by tin and copper?
IfThenOrElse  [author] 13 Oct, 2024 @ 12:03pm 
Help wanted: Anyone good with events/ dilemmas/ notifications in Pharaoh?

I want to do more work to notify the player around the goings on with the deposit renewals- but I'm struggling with the event system. If anyone is keen to help, ping me on Discord, happy to add you as a contributor to the mod if you can help :)
Ca_Putt 4 Oct, 2024 @ 8:19am 
Ah! Gorgeous!

a good time to do another run :)