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But yeah, flags are useful to see when units are close to routing (though you could also watch the moral bar)
The changes you made gives us fewer choices for our preferences and different ways to play. But like I said, I really like the look though. Just wish it could be functional without the banners.
Oh and iirc it's a 27" screen. The dots for the general are just four pixels wide. But maybe I just need to be used to it.
Not sure how big your monitor is but the icons above units are roughly 1/3 of the size in the unit card.
Banners are not scaling with distance anymore (I cannot get them scale same for enemy and player) and are only to see the white flashing and for flavour.
1440p max scaling
1440p 120%
1440p 120% with no banners
So yes it scales but not that much. Max scaling looks good to me for 120%. It would be my preferred way to play.
The breakdown of diplomacy I decided to keep for now and in the last update expanded it to also joint wars (which were a way to avoid it before). It is useful to give time for hostilities.
Especially early game, it is all a balancing act. Most factions aren't at war yet and everyone is essentially sitting on a powder cake. Same happens every time your neighbors conclude their hostilities and are looking for new potential enemies. The player needs to carefully monitor the surrounding diplomatic situation and adapt a strategy.
AI has a bonus of units in their pool at turn 1. It is made transparent now with the citizen tooltip. That early bonus needs to decline in war/battles first and you can monitor it now easily.
The battleworn effects are to harse, thankfully it affects the enemy as well.
I understand the philosophy behind these mechanics, and it is a step in the right direction, but it is in my honest opinion too much, too slow and too punishing.
Best regards
Some critical feedback-
As others have pointed out, to be singled out and attacked for a few resources is extremely frustrating. All the buildings are too expensive, income is too low.
It is simply not fun spending alot of time every turn trading for resources going back and forth, and then more than often lack what you need and potentially getting attacked by other factions.
Building is fun, having everything tier 1 or vacant is not after 40 turns.
Regarding negotiations, I was the agressor.
An easier one might be the elam faction in the far east corner of the map. Without spoiling, it has some nice regions to start with.
@Atlantern, right after a war declaration, it isn't possible to negotiate but if you weaken the enemy, that will change quicker. I will change this to only be the case if the enemy declares the war. (if that isn't the case already)
I think both sides shouldn't be able to starve the other, I will check.
For reference, I have tried Agamemnon and Amenmesse (I think; the larger Nubian faction that starts with a lot of gold mines in vanilla). I have played each to around turn 20, managing to take one settlement each, and colonise a destroyed one in Egypt.
Though I'm still not sure I agree re: post battle routing. But I also much better understand the reasoning and purpose.
P.S. Sorry for overwhelming your thread with my long winded beefs.
Simply said, rich and weak will become a target. So you cannot be both, as long as you have potential enemies around.
Trade settlements, make strong allies, do not hoard, use research to spend for profit.
Do not wait for generating all resources yourself for a building but trade tin/copper for getting missing stone/wood/food, then construct. This wiil reduce most resources in a turn and remove that target from your back.
Also check your neighbor diplomatic situation. If many aren't at war, you are more vulnerable.
This will all get less eratic as you power growth (though AI will have other reasons for war then).
This is a complex one. Yes, individually this takes time and it increases with every tier.
First point I want to address is loss of units. Your goal will be to upgrade your units or get "lucky" in getting a higher tier unit in the pool. This will get easier as the game goes on.
What you will notice eventually is that higher tier shielded units can get really tanky, which will help significantly to reduce casualties and allow longer and longer "campaigns". Also, make use of the supply & equipment that you can get post-battle.
Recovering losses of lower tiers you do by either recruiting units you gained when taking a settlement or potential growth from enslaved enemies (especially if only one owned settlement in a province).
When a "campaign" is over is when you return to rebuild the army or send them over with a second general.
This is only really relevant for major settlements, so roughly 1/3 of your settlement battles.
Here is the complicated case of siege battles (AI vs AI and AI vs Player):
- AI will want to sally out most of the time, preventing to ever see a siege battle
-> AI is in most cases prevented by me from sallying out
- AI will take attrition and no siege will be fought or really trivial
-> attrition is disabled to allow for proper siege battles
- defending player might stall siege
-> settlement attrition remains, damaging economy, empire happiness and eventually causing rebellions
The task of the player for a siege is to come with large enough and well stocked army.
Buildings very slowly auto-repair by the way (one-by-one though).
The main reason to reduce the post-win chase time is to make it more fair for AI that exits the battle right on a win.
You are still getting most kills from battling routing units, both, during battle and after the win.
The second by-product is the -after accepting the time chase- to actually wasting less time watching units chasing to the edge of the map.
So you armies still get most casualties during unit routes (they are really weak when routing) and the loosing side -even if surviving- has to recover those losses. The AI has a number advantage especially early game, but that advantage will run out and war attrition is a real thing, even for larger AI empires. You can see that now more transparently with the region reinforcement/citizen tooltip.
These type of starts will need some strategy and game/mod knowledge to get out of often and with that meantioned learning curve it can take some attempts to manage. Even as the mod creator, I can 75% of the time fail/give up on those attempts.
You would know but the point I would see why someone wouldn't like the mod is if they don't like to loose some campaigns. (doesnt really sound like thats your point though).
Anyway, I will get more into your specific point with some tips in above comments.
I do think the mod is indeed not everyones cup of tea but I have a hunch that it still might be yours.
Partially due to missing guides, descriptions and notifications, the mod has a steep learning curve, which can repell a lot of people.
However, a lot of added difficulty comes from the choice of faction and it's starting situation.
- The minimap seems to have been removed from the battles, which means you can't see, at a glance, where any units are, nor can you plan for reinforcements.
- What is the point of the agents? Only for exploring? I don't see them mentioned anywhere in the description and cannot figure out their use.
Again, I really appreciate the effort and I really like some of the changes you've made, but I guess this mod just isn't for me.
Some specific problems I have:
In general, unit type information moved from top to the right side.
There is an orange half circle around that to indicate hover or selection.
Below are two squares, of which left indicates stamina and right one indicates armor.
A small dot on top indicates how well the unit is doing in melee.
State indicators have for the most part replaced with easier to read/distinguish letters.
H - hidden
F - firing
U - under fire
R - routing
S - shattered
You are probably missing some things that could help you improve the outcome, since there are a lot of things at play.
I too loose campaigns here and there, mostly due to having made the wrong decision(s).
Currently I am on an Athens (hard) campaign close to turn 100 and with 7 settlements it is going well.
Here are some tips:
1. Make strong allies at some point. To reduce number of enemies and to have backup/less frontline.
2. Try not to hoard resources early on, as other factions might take it as invitation to war.
3. Kill captured enemy units after battle to gain their supplies/equipment and generate momentum.
4. Keep outpost and recruitment pool unit numbers low with low public order to avoid rebellions
- appoint scion to character that got married into family only if no scion appointed yet
- limit AI region trade to not allow lowly developed regions to be traded (AI otherwise undervalues those)
- disable region trade during AI turns
also i love this mod. Do you think you could add in the possibility of trading more than one region in the same deal?
I love this mod and it is a must try, it truely adds that historical feel that many believe is missing in pharoah. The population system works great and so does the addition of new resources, every action at the end of the battle is useful in someway even in mid to late game which i feel isnt in vanilla pharoah, every ruler[ even the kid of the main ruler] feels significant because there is so little a ruler can achieve in their life due to the pacing and when someone takes a great city say babylon, it makes him important to me.
In this mod you cherish each and every settlement you take. That itself is very special.
so if i start a new campaign, should i play multi save so that if one save is corrupted, o can load the next one?
I asked CA for help but they cannot support mod issues like that.