Total War: PHARAOH DYNASTIES

Total War: PHARAOH DYNASTIES

More Realistic Sacking and Razing of Outposts
17 Comments
PUKEI-PUKEI ACTIVIST 17 Nov, 2024 @ 5:26pm 
It seems like some of the horde armies are still able to go into march stance after sacking. I just saw "Lukka" do that for example.
ParkingLotMenace 5 Oct, 2024 @ 7:57am 
Love the concept, I've been just packing my border provinces with forts, which basically means I've had negative food income for the entirety of my Ramesses campaign. This mod definitely would make less military focused strategies more viable, will give it a try next run!
Hecleas 25 Sep, 2024 @ 8:44am 
Thanks for this mod my friend.
An important point for my AI, I hate this outpost system for a reason.
The attacking AI does not have as much line of sight as the one with the outposts.
On paper it seems logical and good.
But in fact, the AI ​​is not aware that forces of yours are hiding or otherwise and they enter into forced marches and position themselves in a very suicidal manner very often.
Because he does not have as great a vision as you and does not suspect that you are near.

This destroys strategic gameplay.
If there was a way to increase the AI's line of sight it would be great.
Hecleas 25 Sep, 2024 @ 8:44am 
Knowing that basicly, I have never seen a total war with such a large movement range.
Hence the problem where he destroys 3 outposts in one turn.
(Even worse for those who own its outposts.)
You think you're safe and in one turn, the AI ​​travels 10km and catches you.

The strategy of this game because of the outposts is broken.

I'll give you this feedback if you can ever have other ideas on this.
Nef 14 Sep, 2024 @ 6:39am 
@Coach i would argue you can always raise a general to go guard those places.
Alex Zhao  [author] 23 Aug, 2024 @ 12:48am 
If it doesn't contain similar edits, then they should be compatible.
Coach 20 Aug, 2024 @ 12:12am 
quick question, is this mod compatible with the Agony mod ? (overhaul mod that makes the game more immersive/realistic)
Nuin  [author] 15 Aug, 2024 @ 4:24am 
@Porkenstein the forced march change is required. Normally it takes 0AP to enter, so you could raze, go to 10%, forced march, go to 60%, which is easily enough to reach another outpost and repeat. That's the only reason the forced march change was added :)
Porkenstein 12 Aug, 2024 @ 10:31am 
Have you considered publishing a mod that just has the action point change post-raze and sack? I'd rather not modify how forced march stance works but I like the idea of greatly reduce how far someone can move after attacking an outpost.
Coach 8 Aug, 2024 @ 12:18pm 
Nef I disagree to a certain extent, the issue is an insect army, meaning any army consisting of only 1 general can literally go through several outposts and loot or raze it to the ground in one turn.. Sure realistically speaking maybe that could be possible in real life, but gameplay-wise it simply is an annoyance, since the player has to now rebuild everything up, and also the player cannot station guards or garrisons inside those settlements..

In other words your point about realism is correct but at the same time, if we are playing the game realistically, we should be able to send some troops to these locations, set up tents there and have our troops guard those settlements.. but we cannot do that.. So we are sort of cherry picking realistic features.

Anwyays, im happy with this mod.
Nuin  [author] 6 Aug, 2024 @ 5:04am 
Yes, this is true. But also consider that technically you could walk the entire length of the nile as shown in this game in under a month, walking 12 hours a day. But you can't in the game, as that would break balance - the reduction is extremely equivalent in that sense.

It's very easy to edit though for yourself if you would prefer, you can edit the downloaded mod .pack :)
Nef 4 Aug, 2024 @ 5:59am 
While i like the spirit of it, setting movement to 10%/20% after razing/sacking a meager outpost is anything but realistic. It's an army entering an undefended temple to raid their people, steal their riches and setting it on fire, it will take them a night or at most a week (and rarely). A turn is supposed to be between 1 month and 1 year depending the setting you are using. To put it in perspective, Alaric sacked and retreated from Rome in 3 days, 3 days for a whole city! CA no penalty whatsoever is far more realistic.

I do like all your other changes, but setting it to an specific value simply makes the mechanic silly to use for the player. Sure, most will be happy because usually is the IA being a headache to the player and not the other way around.

I would say a small reduction of the total movement range would suffice, by 10% or 20%.
Beren2502 1 Aug, 2024 @ 2:22am 
Hi there ^^
Thanks a lot for the MOD. Do you think that it would be possible to make the forts defend the other near outposts besides the main settlement?
gitrekt 29 Jul, 2024 @ 9:04am 
thank you very much for doing this! Absolute braindead decision by CA which obviously shows these devs never play their own games.

another thing that shouldn't even be a mod.
Xenos 28 Jul, 2024 @ 10:20pm 
Good job! Is there a modding possibility to remove some of the forts from the map ?
13691610157 27 Jul, 2024 @ 9:38pm 
就等这个了,AI不打城就打我哨站,需要重开吗?
Salty Soup 27 Jul, 2024 @ 11:38am 
Nice, thanks! :emofdr: