Total War: PHARAOH DYNASTIES

Total War: PHARAOH DYNASTIES

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Mortiso realism overhaul
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Tags: mod, overhaul
File Size
Posted
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668.750 MB
30 Nov, 2024 @ 11:05am
20 Jul @ 3:21pm
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Mortiso realism overhaul

Description
30/05/2025 BIG UPDATE OUT! Now with -work in progress- specific damage system for each historical weapon and units stats and skins highly historical accurate.

WARNING!: The mod has experimental much bigger maps (around 2,2x2,2km). Some maps have very uncomfortable deployment zones or edges not well shaped, most of them the refurbished Troy TW ones. You can use the mod linked to play a battle that you found horrible to set up in big size:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3299375127

I want to present to the Total War comunity a realistic and historical accurate aproach to a bronze age videogame, and this time in a much better engine than their predecessors (thanks to Sofia team and all the improvements that came from the Warhammer series).

NOTE: Required mods are a selection of mods that improve the realistic looking objective of this mod, but they aren't strictly necessary.


I'm historian, reenactor, experimental archeollogy specialist and professional athlete and with this project I aim to make the most realistic possible experience in the newest TW engine settled in the Bronze Age collapse. Here I will use my knowelledge not to make a "fun" or "balanced" game; instead I'll try to show in the best way the game engine can offers to the players the experience of bronze age warfare, diplomatics and kingdome management. To make this I use as base researchs, experiments and my experience working with weapons, testing them and all combat and warfare training I developed.


Historical start position for factions (No more atomized Egypt). Historical sea people an nomads invasions. All 12 turns per year based. Campaigns now depend much more on economy, politics, diplomacy, population growth and hapiness than in military expansion. Now it's much more difficult mantain big prolonged campaigns forcing you to make peace treaties or prepare campaigns seriously before start a war. Now economy is more unstable if you don't take care of it. Edicts can help you to recruit or improve economy and some of them have increased bonus and penalties. In the photos I'll show you wich campaign settings in my oppinion give a more realistic timeline and movement ranges, better suited for this mod. Some units take more time to train and also buildings are more expensive and take longer time to improve or construct. It's very important now make decissions on where you put your resources.

Battles now have more realistic formations effects, projectiles speeds and ranges are adjusted to real values. Weapon damage also. Equipment differences between units like different types of armors, shields or weapons have a big impact in things like lethality, damage, morale, projectiles... Morale is much more dynamic. Charges in base game are represented more like a cinematic thing than their real effect. I supresed the automatic charges (not a common thing in battlefields of any period) and charges are now an ability to choose. (It doesn't appears in campaign and I still DKW) Now they are dangerous for both atacker and defender being a reckless decission if you don't use it precisely. Combat fatigue and unit experience now have much more importance than in the base game. Chariots aren't the unit to deal with everything anymore and they are much more weak to projectiles and can be easily disrupted or destoyed if they are launched to well equiped or formed infantry lines. The new unit characteristics makes you rely more on a combined arms than on elite units.

Cavalry is for develope in the future. I found info and depictions of this very early cavalry. It will be inplemented in future updates.

I added hundreds of different changes in game battles and campaign, but it's impossible to show each of them here (accuracy, attack, mass, kill chance, projectile block, speeds and so on.) Check discussions for more campaign and battles info and also to discuss them.

This is the first beta version. I hope to be able to add more features to the campaign, solve problems like the charge ability for campaign battles and improve overall. I'm open to suggestions and changes if they have a realism aim. This is not a mod for balances, fun features and quick satisfaction sorry.

Enjoy.

Popular Discussions View All (4)
4
17 Jun @ 4:07pm
Battle physics, stats and mechanics changes
Mortiso Linkon
0
4 Jun @ 12:01pm
Multiplayer Battles/Campaigns.
Mortiso Linkon
0
1 Dec, 2024 @ 1:07am
Work in progress
Mortiso Linkon
119 Comments
Mortiso Linkon  [author] 3 Aug @ 7:12am 
I need time
Euridamo 2 Aug @ 12:33pm 
Hey friend, will you reskin all factions and general bodyguards too? Those pics look awesome.
Mortiso Linkon  [author] 28 Jul @ 11:18am 
@jankuczynski5 please read the description and discussions. I already removed most cav from the game. BUT (and is a big BUT) i will add historical cav as I found sources and representations from the period showing use of cavalry. And don't expect heavy shock cav. Expect scouts and dragoons, and skirmishers.
jankuczynski5 27 Jul @ 4:44am 
Could you be so kind to make your mod compatible with the one that removes anachronistic cavalry and replaces it with chariots? It's callled "cavalry removed". At the moment having both on crashes the game.
Mortiso Linkon  [author] 22 Jul @ 3:44am 
@Bacardi You will find a lot of usefull info in Popular discussions. i recomend you to read. The better you can do is use the Recruitment edict. Replenishment is not based only in population abaliability,also in wich type of population (foreigners, faction or natives). Each unit needs their own type.
Baсardi 22 Jul @ 2:32am 
And how does the replenishment of the squad happen?? I see that it is possible in camp mode and in my towns and villages, but here's the catch. It is not possible to replenish on your territory only on neighboring ones in the camp mode. Tell me why and how to fix it. There is a reserve of people present.
Mortiso Linkon  [author] 21 Jul @ 4:34pm 
@Bacardi. Yes, skirmish units (both melee and range, those very light ones in spread formation) are too weak at this moment. I made them bigger entities to avoid unrealistic blobs and looks like they take a lot of damage by this cause, even increasing a lot their defense. I think you are playing with different setings. In this mod battles last long and high tier units can defeat easily a few low tier ones. For example check lethality. Must be set at normal, not 100%. Also dificulty, maybe you are playing on hard. There are a few bugs in the new skins. If you find you can send reports in threads avobe. Thanks
Baсardi 21 Jul @ 11:48am 
@Mortiso Linkon Dear friend. I still play Total War: PHARAOH DYNASTIES. Regarding your mod, I liked it, it's very easy to use, and it's pleasant to spend time playing. Even if we take the part that's in the mod, there are some issues. The morale is very weak; troops with, say, 300 units against 300 take 30 seconds to fight, and one of the sides surrenders and eventually returns to action. But 30 seconds with top morale of 110, fifth-class troops lose to scum with 80 morale, well, I don't know if it's realistic or not, at least turn off the feature so neither side runs away and fights to the end. The infantry is relatively slow, or at least that's what it seems to me. If you still want to look deeper, you can find errors, bugs, and minor details thoroughly, but overall, the mod is pleasant. Thanks.
Mortiso Linkon  [author] 21 Jul @ 10:00am 
@Baron I already changed some of the 2D cards. But the amount of work I'm involved now that I expanded to the reskins... I'm not able to keep a quick peace to develope everything
Baron 20 Jul @ 5:04pm 
this mod has great bones the game play feels very grounded in the period , have you had any thought of changing unit cards / UI ?