Total War: PHARAOH DYNASTIES

Total War: PHARAOH DYNASTIES

Dynasties Revised Mod v2.8
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Update: 30 Aug, 2024 @ 3:37am

Version 2.2
☥ Adjusted the replenishment rate of several god prayers to be in he same scale as the rest of the replenishment perks.
☥ Additional minor adjustments.

Update: 30 Aug, 2024 @ 3:01am

Sync update.

Update: 29 Aug, 2024 @ 11:37pm

Version 2.1
☥ Further (smaller) adjustments to the governance effects from influence. Now the Legitimacy penalty applies to Battle decay, not court decay, because Legitimacy earned through battle is much more abundant and frequent, while Legitimacy earned through court actions is less frequent, and a higher decay only discourages court schemes. The 'governance effects' should be just about just right now.
☥ Additional minor tweaks and adjustments.

Update: 29 Aug, 2024 @ 12:45pm

Version 2.0
☥ Further adjustments to improvements to higher tier Egyptian titles by adding additional perk effects, making some of the least attractive titles more attractive (primarily "Veil of Shardana", "Unrelenting In His Strides" and "Merciless In His Strides" titles that were too weak and by default).
☥ Experimental adjustments to the AI battle priorities to make them not augment melee areas, in an attempt to prevent them from "blobbing up" as much as possible.

Update: 28 Aug, 2024 @ 8:08pm

Version 1.9
☥ Additional "governance" penalties and perks added for high and low influence thresholds. Now administration & management buildings and outposts cost more if influence is low (more penalty for bad governance) due to corruption.
☥ Fine tuning adjustments to some Egyptian title effects.
☥ Fine tuning adjustments to various leader weapons.

Update: 26 Aug, 2024 @ 11:25pm

Version 1.8
☥ Corrected a previous reduction in the 'difficult autoresolver' adjustments back in version 1.6 (there was a typo in the data).

Update: 26 Aug, 2024 @ 10:35pm

Version 1.7
☥ 4th Revision to the projectile weapons (LBM) - now arrows, slings, javelins have had their lethality increased by 1.5x, which puts them between what I had before, and the standard game's lethality level. This is a compromise, to balance between them being too ineffective and too effective, but there are many considerations to keep in mind (because I might lower it in the future, to between this and the previous version 1.6 (which would be cutting it to ~ 83% or increasing v1.6 by 1.25x), if it is felt that they are too lethal.
Firstly, there is a justification for increasing the lethality, because I made the more realistic shot dispersion *after* I made the lethality cuts, so less projectiles are hitting the targets.
Second, when considering projectile lethality, remember that when it comes to arrows and slings, lethality depends on the type of shot (arcing shot is much less lethal than direct shot),and of course fatigue and experience of the unit affects accuracy. Then also there are perks in the tech tree that increase lethality of projectile units, so that has to be taken into account as well.

Update: 22 Aug, 2024 @ 4:32am

Version 1.6
☥ Made some nice improvements to good and bad governance effects of provinces. One of the mod creator's personal goals is to make governance more important to the degree that you really have to contemplate what to do about happiness and influence, and that you have to constantly strive to keep both in good condition. In addition to the other various effects in this area added by this mod to make governance more important, there is now an added administration cost (aka. Supply Points) when influence is below nominal, and a big reduction in administration costs when influence is at maximum. This represents administrative corruption and fraud at low influence levels, and at high influence it represents efficiency in governance (the holy grail of governance). By having maximum influence in provinces, you can effectively offset or reduce administrative costs of additional settlements or some of those high value military units. At low influence you essentially have inflation of administrative costs, ballooning corruption that will cause higher expenses, squandering and wasting resources, and forcing you to field small armies.
NOTE: This change replaced my previous positive court Legitimacy income (which negated some of the natural decay), and this is a good change because it wasn't exactly intuitive to have a positive income on decay.
☥ Reduced the penalty of the autoresolve slightly to make it less extreme (the more difficult autoresolve adjustments that this mod adds for the user, to encourage more battles).
☥ Various miscellaneous minor adjustments.

Update: 18 Aug, 2024 @ 3:56am

Version 1.5a
☥ Minor adjustments.

Update: 17 Aug, 2024 @ 8:29pm

Version 1.5
☥ Adjusted the administration cost (aka. "supply point" tiers) for food and bronze upkeep so that it gradually increases, rather than being so suddenly punishing, because the drastic increase hurts the early game.