Total War: PHARAOH DYNASTIES

Total War: PHARAOH DYNASTIES

Not enough ratings
Factional Recruitment
   
Award
Favorite
Favorited
Unfavorite
Tags: mod, campaign
File Size
Posted
Updated
543.800 KB
5 Jan @ 1:08pm
27 Mar @ 3:14pm
6 Change Notes ( view )

Subscribe to download
Factional Recruitment

Description
Diversifies Factional recruitment, making factional troops more viable and easier to field while shaking up the building structure a bit.

TL,DR: replaces Factional barracks with improved recruitment buildings with different tradeoffs.

My approach:

I have a confession to make, I think ¾ factional unit recruitment buildings are meh. Let me explain:
In general there are four types:
Infantry - usually too many levels to build before you get one or two useful units.
Ranges - usually very limited roster that is easily replaced with natives
Stables - high level building that gives 1 or 2 iffy units
mix - good selection of crap that not only block your minor settlements from producing their max output AND further debuffs the diminished output.
Depending on faction 0-2 of these are good or at least situational. But overall, these suck.

In my opinion this is one of the reasons why most armies in Pharaoh consit mainly of Native units. In theory this would be interesting, but most wars are fought within a realm/theatre so what the players sees is fairly uniform.

Features:

What this mod does now is essentially buffing factional barracks. Every faction has its own quirks so they all got a slightly different treatment but in general I improved barracks in 3 different ways:
Most Factional recruitment buildings grant a minor bonus to influence(or another stat).
Most Factions now get some access to native troops of their home Realm. Usually not all of them, just the ones that both add to their roster and don’t go against the Factions doctrine. So Bay does not get Canaanite Heavy Spearmen and Kurunta does not get Hittite Archers.
Factional units are sometimes available one tier earlier. So a level 1 barrack may grant access to tier 1 and 2 troops.
Some Buildings got merged into one to grant more units per level.
In addition the minor regional recruitment buildings have been reworked in a unique way for each faction. Some get their normal recruitment buildings but are limited to the first few levels, others have dedicated minor settlement recruitment buildings with some unique quirks including where they are buildable.

To note:

This is the companion mod to “Local Recruitment” you can combine the two to get a bit closer to my own vision, but you can also get the "Recruitment Rework" mod which combines that with COHORTROY's extra units and has some further changes, like buildings that deal with Administrative burden, local autonomy or Citadel barracks for Myceneans

This is only for the main factions and not for Sea people, I like the Horde Buildings and am fine with the Palastu buildings, tho I might get to that later.

Feel free to leave comments, I'm thankful for feedback even if you're just pointing out typos or tell me my Balancing is garbage. So share your insights, remarks and opinions.
20 Comments
Pete 21 Apr @ 1:57pm 
<3

Yeah he just mentioned it to me today when I had asked about the horses:) Looking forward to that!
He mentioned you are communicating to make it compatible with your recruitment mods which is awesome!

Okay nice i'll give it ago now as I keep restarting my campaigns anyways atm just to check out which mods are gunna go well together for a top Mycenae playthrough lol

And thanks again man, you guys really make this game worth playing!
Ca_Putt  [author] 21 Apr @ 9:27am 
You're welcome! I'm glad I can enrich other peoples fun with a few lines of archive editing.

oh noes!

nah "Rise of dynasties" is only for the vanilla factions, however I think Loremaster Corax is cooking on an expansion to that mod and expanding into the aegean. But any changes should be savegame compatible.

wait, you use Factional + local + Cohortroy? You could also use "Recruitment rework" that has some extra buildings, that only really work with the combination of the three. I'm currently in a Mycenae campaign with that myself and am working on adding unique barracks to the minor factions.
Pete 21 Apr @ 9:14am 
Hey man i only got a notification for your second reply, my bad for late reply!
Really appreciate that, that's so cool of you!

I've started a Mycenae play now because my other playthough has crashed :S lol
So I've had to ask if "Rise of dynasties" will add horses to Mycenae as it only adds for the other factions. Mycenae lacks cav and archers with range so I might have to give Amenmesse another go as they're my 2 fave unit types :P

Again your mods! I've been using your Factional, Local, COHORTROY and now horses mod so far:) playing around trying to find the perfect balance for a Mycenae playthough atm:)
Ca_Putt  [author] 20 Apr @ 1:01pm 
Soo I just made a seperate mod to integrate "Rise of dynasties" into this mod.
Ca_Putt  [author] 17 Apr @ 2:04am 
That's not really my area, and i personally don't want _more_ riders in the game.

BUT!!! I can write a quick compability patch for a different mod that adds cavalry to the new buildings.
Which is your preferred horse mod ?
If things work out I could have that out before the weekend
Pete 16 Apr @ 11:16pm 
Any chance you could add horses or camel riders to stables? :) pleeeease!

I play as Amenmesse and it the only thing missing for a perfect playthrough for me :( lol

I really appreciate your mod btw!
Infinity_Y8 21 Feb @ 8:08pm 
Haha, find the balance between the two. :D
And Thanks for the fast fix! :)
Ca_Putt  [author] 20 Feb @ 11:48pm 
Thank you :))

nah, you're right on, I seem to have mixed them up with Medjay Elite WARRIORS and Noble CHARIOTS. thanks for spotting this. update is out! Gotta get back to modding, enough conquering china :D
Infinity_Y8 20 Feb @ 7:39pm 
Heey!
I really like the mod and the idea, i started looking at the changes and noticed that: Elite Medjay Archers, Trojan Nobles is nowhere to be found. Did you accidentally leave them out or did you tie it to a specific build? Or am I just blind? :,D
By the way, thanks for this great work! (and the submod!)
Ca_Putt  [author] 3 Feb @ 8:43am 
ah ok, i checked. CHTR adds 6 units to rameses: 3Medjay, 2Egyptian and 1 Sherden. I put the Medjay in one of the medjay buildings, the egyptians into the Ramesside barrack and the Sherden is in the Militiary Academy, ramesses special military support building, together with the Strong-Arm-boy :D CHTR put them there and I think thats pretty good and there is no T5 sherden building anyway so i left it there.