Total War: PHARAOH DYNASTIES

Total War: PHARAOH DYNASTIES

Global Recruitment+ (Player Only)
29 Comments
Olive 11 Apr @ 4:07am 
Thats the good mod, the AI cheats so much it's unbelievable...
hamr57988 15 Aug, 2024 @ 5:06pm 
can you make mod with unlimited idle work force
Casualfield  [author] 5 Aug, 2024 @ 7:34pm 
no longer modding pharaoh sorry anyone is free to take over if they wish
Croatoan 5 Aug, 2024 @ 6:00pm 
Can you make a version that works nicely with Radious? Thanks!
Casualfield  [author] 1 Aug, 2024 @ 9:08am 
Evergame No on both sorry. I uploaded an only global recruitment version if interested.
Diakopolis > https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3300996618
Evergame Studios 1 Aug, 2024 @ 3:11am 
Can you change the amount of troops a player can have in his army from 20 to 30?
Evergame Studios 1 Aug, 2024 @ 12:54am 
can we get one that just let you recruit globaly instead of needing to be in your area? i don't really need the rest of this stuff. thx
Diakopolis 31 Jul, 2024 @ 7:54pm 
possible to request one with no change to upkeep/recruitment?
Casualfield  [author] 30 Jul, 2024 @ 8:25pm 
Yes, tomorrow probably.
Arroz 29 Jul, 2024 @ 4:17pm 
In game.
It seems to be a common issue when adding "skip" functions to mods (also happened in Warhammer apparently).
Since you seem pretty open to requests, do you think it would be possible to have a version with:


+6 Global Recruitment Slots
Allied Recruitment in Global Recruitment
+6 Local Recruitment Slots
Less Upkeep -50%
Less build time -50%
1 turn Royal Decree
1 Turn Growth
Less Fatigue
Character Max Traits Increased
+2 Development Points upon occupation
+100% Campaign Movement Range

Cheers mate.
Casualfield  [author] 29 Jul, 2024 @ 4:02pm 
He's probably playing multiplayer which literally has zero settings for whatever reason. For the ambient music bug is that just sitting in the menu or in-game it does that? I play with music off so wouldn't have any clue.
Arroz 29 Jul, 2024 @ 3:27pm 
@Efthymios13: you already have 6/12 turns for a year, it's on the options when you setup a new campaign.

@Casualfield: got another bug: the "Intro Skip" causes the game to eventually deactivate ambient music, only SFX sounds.
Casualfield  [author] 29 Jul, 2024 @ 2:35pm 
Alrighty, doing WH3 modding atm so either late tonight or tomorrow.
Efthymios13 29 Jul, 2024 @ 2:28pm 
6-12 turns for a year would be nice and would love to have archers be more lethal than slingshots hahahha
Arroz 28 Jul, 2024 @ 2:24pm 
I would suggest, for sake of being compatible and being able to be more modular, to break down these into multiple mods; say you have a Global Recruitment mod (for player only), 1 turn Royal Decree research mod, 1 turn growth mod, 1 turn building construction mod, etc.
That way people can pick and choose either to have all your mods or just the ones that fit their needs. :)
Casualfield  [author] 28 Jul, 2024 @ 10:28am 
I could probably do turns per year, how many are you thinking?
Efthymios13 28 Jul, 2024 @ 7:27am 
Any chance puting in the mod increased turns or more stats for the army ? Great work so far
Casualfield  [author] 27 Jul, 2024 @ 6:00pm 
Updated. Removed resources so you can use other mods. Removed the Cult VFX and most camera settings. Added +100% Campaign Movement Range and 3 more Global recruitment slots.
Casualfield  [author] 27 Jul, 2024 @ 5:47pm 
kharn Yeah I can make a separate mod for campaign movement, how much do you want percentage wise? Yeah I'll remove the camera and VFX stuff.

Obiricon I'll update it in a couple minutes so it works.
Obiricon 27 Jul, 2024 @ 5:23pm 
About the resource cheat, this mod overrides the resource cheat mod no matter where in the load order it is placed, so it would be nice to get that resource cheat.
Kharn 27 Jul, 2024 @ 3:20pm 
Is there anyway to increase the campaign movement for faster games?
Kharn 27 Jul, 2024 @ 3:19pm 
Could you make the camera changes and cult center VFX changes (since it keeps causing bugs) separate please?
Casualfield  [author] 27 Jul, 2024 @ 2:19pm 
The issue is the Cult Center VFX being removed. No idea why a single file thats not related is messing with it but I'll update the mod.
Doovalacky 27 Jul, 2024 @ 1:40pm 
hey m8. Good onya for putting the time and effort into this. Thank you.
Arroz 27 Jul, 2024 @ 1:37pm 
Heya, it was merely a suggestion since you have +2 for resources and that value is so low it's pointless, IMHO, but I understand you want to have the mod focused on other bonuses. :)
Casualfield  [author] 27 Jul, 2024 @ 1:25pm 
I mean if you want a resource cheat mod there's already one or I can make a separate mod with whatever values you want. I don't know if everyone subbed to the mod will want resource cheats. As for the projectile trails being gone not sure I can fix still trying to figure out why it's happening.
Arroz 27 Jul, 2024 @ 11:32am 
Confirmed that there is a bug where missile units stop showing the missile trails (arrows or stones) when this mod is active, even without any other mod running.
Arroz 27 Jul, 2024 @ 11:07am 
Also if I might suggest something, +2 for resources only gives literaly 2 extra for each resource which is ridiculously low, either something specific (+10K each resource, for example), or a % for each resource each turn (10% for each, for example).