Total War: PHARAOH DYNASTIES

Total War: PHARAOH DYNASTIES

Mortiso realism overhaul
119 Comments
Mortiso Linkon  [author] 3 Aug @ 7:12am 
I need time
Euridamo 2 Aug @ 12:33pm 
Hey friend, will you reskin all factions and general bodyguards too? Those pics look awesome.
Mortiso Linkon  [author] 28 Jul @ 11:18am 
@jankuczynski5 please read the description and discussions. I already removed most cav from the game. BUT (and is a big BUT) i will add historical cav as I found sources and representations from the period showing use of cavalry. And don't expect heavy shock cav. Expect scouts and dragoons, and skirmishers.
jankuczynski5 27 Jul @ 4:44am 
Could you be so kind to make your mod compatible with the one that removes anachronistic cavalry and replaces it with chariots? It's callled "cavalry removed". At the moment having both on crashes the game.
Mortiso Linkon  [author] 22 Jul @ 3:44am 
@Bacardi You will find a lot of usefull info in Popular discussions. i recomend you to read. The better you can do is use the Recruitment edict. Replenishment is not based only in population abaliability,also in wich type of population (foreigners, faction or natives). Each unit needs their own type.
Baсardi 22 Jul @ 2:32am 
And how does the replenishment of the squad happen?? I see that it is possible in camp mode and in my towns and villages, but here's the catch. It is not possible to replenish on your territory only on neighboring ones in the camp mode. Tell me why and how to fix it. There is a reserve of people present.
Mortiso Linkon  [author] 21 Jul @ 4:34pm 
@Bacardi. Yes, skirmish units (both melee and range, those very light ones in spread formation) are too weak at this moment. I made them bigger entities to avoid unrealistic blobs and looks like they take a lot of damage by this cause, even increasing a lot their defense. I think you are playing with different setings. In this mod battles last long and high tier units can defeat easily a few low tier ones. For example check lethality. Must be set at normal, not 100%. Also dificulty, maybe you are playing on hard. There are a few bugs in the new skins. If you find you can send reports in threads avobe. Thanks
Baсardi 21 Jul @ 11:48am 
@Mortiso Linkon Dear friend. I still play Total War: PHARAOH DYNASTIES. Regarding your mod, I liked it, it's very easy to use, and it's pleasant to spend time playing. Even if we take the part that's in the mod, there are some issues. The morale is very weak; troops with, say, 300 units against 300 take 30 seconds to fight, and one of the sides surrenders and eventually returns to action. But 30 seconds with top morale of 110, fifth-class troops lose to scum with 80 morale, well, I don't know if it's realistic or not, at least turn off the feature so neither side runs away and fights to the end. The infantry is relatively slow, or at least that's what it seems to me. If you still want to look deeper, you can find errors, bugs, and minor details thoroughly, but overall, the mod is pleasant. Thanks.
Mortiso Linkon  [author] 21 Jul @ 10:00am 
@Baron I already changed some of the 2D cards. But the amount of work I'm involved now that I expanded to the reskins... I'm not able to keep a quick peace to develope everything
Baron 20 Jul @ 5:04pm 
this mod has great bones the game play feels very grounded in the period , have you had any thought of changing unit cards / UI ?
Mortiso Linkon  [author] 20 Jul @ 12:18am 
@Bacardi this mod is for the game Pharaoh Dynasties. If you are playing Pharaoh game doesn't include family tree for factions. You are playing thhe wrong game sorry.
Baсardi 19 Jul @ 5:20pm 
Hi, how about adding a family tree. ???
Mortiso Linkon  [author] 12 Jul @ 2:41pm 
@Junta Power good question: The movement radious is realistic. We have the sources talking about the start of the campaigns and the destination, day of arrival to a lot of places... Even In the ocean must be much increased. If you are smart through army general traits and outposts you can manage to match what we know about Egyptian late bronze age campaings in Levant for example. About lethality if you set it to 100% you destroy differences between weapons and armors as the game is based on HP points to simulate a lot of things in combat. Kill chance is just an on/off button in terms of simulation in this engine. Through HP we can simulate armor protection and different type of injures caused by a variety of weapons, penetration power, etc.
Junta Power 12 Jul @ 12:56pm 
Hello! I really enjoy the battles in this mod. Expanding to another country requires careful preparation. It really makes sense to plunder neighboring regions. However, I didn't understand the logic behind the large movement radius. How realistic is it that an army on foot could cover such a long distance in just one month? I don't know, but I understand that reducing it affects the balance of the mod, so I accept these rules. Second, why is Lethality Chance set to Default instead of 100%? I set it to 100% because I like the risk involved, and it's been working great so far.

Thank you so much for bringing the game back to life for me.
Mortiso Linkon  [author] 12 Jul @ 4:03am 
Bug fixed. Thanks for the report
Kuster 11 Jul @ 4:54pm 
Mortiso, sent you a friend request. Want to pass by a screenshot of Royal Archers not showing ammunition in their recruitment

I haven't seen anything around population mechanics yet around replenishment, at this point I'm set to build tall instead of expanding wide
Mortiso Linkon  [author] 11 Jul @ 12:05pm 
Difficulty at the begining is very hard. Try to expand with tiny factions with very low populations is really difficult. The mod tires to offer a real historical challenge. It's imperative to build strong trade relations, alliances and economies. Be at war the whole time conquering a new province each turn (like vanilla standard) is not possible if the Kingdom is not well preapred to confront the challenge. Most of times you will need mass resources and manpower, prepare armies, train elite troops with time and control how much resources you have to extend your campaign in time and if what you achieve with victory worth the cost of war or not.
Mortiso Linkon  [author] 11 Jul @ 11:59am 
@Kuster the replenishment is intended to be low or not possible in a lot of situations. First the mod is focused on 12 Turns per year so everything takes more time. Second replenishment is adjusted to be realistic as a real province population can withstand the amount of losses in prolonged attritional wars and the impact that this have in society and economy. Third the origin of the unit cannot be compatible with the local population for replenishment, an this also works for garrisons (Mercenaries, faction units and local units types) And fourth disasters, migration, influence, happiness... all also have impact in replenishment as you can imagine, like in real life.
Kuster 10 Jul @ 10:19pm 
ok it took me a bit to figure out., started using edit for decent replenishment (also upped the campaign replenishment for my taste)

Haven't tested out the Royals archers yet...loving this mod, the true bronze age grindset!
Kuster 10 Jul @ 2:46pm 
Thank you @Mortiso

Any tips on increasing replenishment? I have 8 idel workforce + replenishment building and focusing general on replenishment...yet I'm only getting 3-5 guys per unit per turn. Is this how it's supposed to be?

Also don't think my garrison is replenishing
Mortiso Linkon  [author] 10 Jul @ 11:31am 
@Kuster I already checked the mod files and Royal archers have 21 ammo. If you have 0 wood for upkeep I think they have no ammo until wood is abaliable again. I have a problem with Assembly kit and I still wasn't able to change province resource production to historical ones, so the province resources are still vanilla ones, you can build wood production in a lot of provinces. What I did was reduce the production of resources that were scarce for the faction historically and increase other that were more common, to force a historical accurate trade exchange.
Kuster 10 Jul @ 12:34am 
Great mod, want to report 2 possible bug:
- Egyptian Royal archers spawned with 0 ammo, this is the archers you can request from the first commander
- There's absolutely no wood settlements, not sure if this was intentional...I was reduced to trader legacy converting whatever I have for wood
Baron 8 Jul @ 5:07pm 
im not sure if the last update had anything to do with updating chariots but Damn , I truly feels like the era of chariot warfare now well done sir
Mortiso Linkon  [author] 1 Jul @ 12:38pm 
@Karakondzul in vanilla CA made a mess with the material. There are some heritage assets from Troy with an extra of fur and leather coming from Warhammer artists. Even with this problem the rest of the assets are historical and really well represented. But again all them are mixed with not so much sense to produce artificial units, most times with no real refference and mixing weapons, armors and clothing that never were together. I'm using artistic depictions from this period and some descriptions and archeological founds and depicting them as clos as possible. Thanks.
Karakondzul 1 Jul @ 1:18am 
The new unit visuals look amazing and grounded, unlike the vanilla ones which border the fantastical.
Mortiso Linkon  [author] 28 Jun @ 5:30am 
Around 60 historical units are already done. This mod makes a exact representation on stats of each unique weapon and shield, also armors are not vanilla ones, all skins are based on historical references as you can see in mod photos. Kamortal reskin ads variety but not historicity. You can use it but put ML mod after it in load order to avoid skins not matching with stats.
KNOCK KNOCK IT'S ME, Big BIRB 27 Jun @ 11:12pm 
How many of the units have youve gone through? And do you think your mod might be compatible with Kams reskin for example?
Black Kazzan 27 Jun @ 4:24pm 
Sorry! English is not my native so I misunderstood the map thing. By the way I really love this mod! Takes the game to a real hardcore realism, fatigue matters A LOT and morale is really impactful, I was destroying a random small low rank army but then because of my ego and a miss click all of the sudden my left flank was routing in full. I won that one at the end but man that was intense.
Mortiso Linkon  [author] 27 Jun @ 7:41am 
@Black Kazzan I'm copy-pasting the info in the description :"WARNING!: The mod has experimental much bigger maps (around 2,2x2,2km). Some maps have very uncomfortable deployment zones or edges not well shaped, most of them the refurbished Troy TW ones. You can use the mod linked to play a battle that you found horrible to set up in big size:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3299375127" Vanilla maps are too small to make proper tactics and maneuvers. It's more tedious and time consuming all battle process, but the result is far more realistic than start the battle just at archer range
Black Kazzan 26 Jun @ 3:01pm 
took me 20 mins to find the enemy army hidden at the very corner of that huge map. other than that great mod.
Thanks for the answer. Looking forward to trying this out.
Mortiso Linkon  [author] 22 Jun @ 12:28pm 
@BIRB, yes it's the mod. Mod is meant to be played 12 turns per year, one for each month. Around this i built training time, movement points, construction time, replenishment, etc trying to mantain realistic times. Also workforce abaliability influence construction time a lot. PLease check carefully happines, influence and workforce at your province managment. It's not taking you 50 turns, it's taking 4 years. All mod values are as far realistic as possible.
This is amazing. So its this mod that make my buildings take 50 turns to build or do I have some incompatabilites?
DaVincix 21 Jun @ 2:31pm 
Very nice project! Wish you all luck with it, thumbsup.
Mortiso Linkon  [author] 14 Jun @ 2:58am 
Mortiso Linkon [autor] Ahora mismo
@aDvIzOr! It's mentioned in thedescription and explained in "Charges" paragraph; Battle physics, stats and mechanics changes Battle physics, stats and mechanics changes discussion. They are not realistaclly depicted on game. In single battles charges are a new ability. I'm still trying to implement on campaign. Luckily automatic Hollywood movie charges, with only bonus for the attacker were replaced by more realistic stances. Thanks
aDvIzOr! 13 Jun @ 6:38pm 
Anyone else having an issue where units dont run when charging? they run when moved but not when an attack ordered is given after dbl right clicking an enemy after selecting a unit during battle.
Big Boss 12 Jun @ 5:48pm 
Does this overhaul all the unit and general vmd's? I've never played this game before and not sure if its working. Also does load order matter?
Mortiso Linkon  [author] 12 Jun @ 5:20pm 
Achaeans and Mycenaeans have only the historical skins for the units I found refferences. For the other i'm going to need more sources or make them as simmilar as possible to the known ones. Also the skins Include the period from 1800 to 1150 b.c. I should add new accurate units for the actual time period and leave olders for single battles and campaigns settled on earlier times. It's too much work for me alone, but I'm progressig with success. Thanks!
eduardo.tapiaie 12 Jun @ 4:12pm 
The new skins for the Achaeans look more realistic and better than the vanilla and other unit variation mods. Also the time construction and labor mechanics are great. I really enjoy playing the Mycenaeans with this mod.
Big Boss 12 Jun @ 12:10pm 
Having been thinking the game could use something like this. Those vanilla outfits are so garish and unrealistic. Thanks for giving me a reason to buy the game!
eduardo.tapiaie 4 Jun @ 3:26pm 
@Mortiso Linkon Thanks for the explanation.
Mortiso Linkon  [author] 4 Jun @ 11:58am 
@Zurdo the best difficulty is play with a human, of course. To solve the always present AI problem I'm playing in hard both campaign and battles to give a bit of a chance to the AI. Also check the settings I recomend to better match time and army movements on the Campaing and other historical considerations. Thanks
Zurdo 4 Jun @ 11:28am 
Hi Mortiso! I'm loving your mod. Do you recommend playing it in any specific difficulty?
Mortiso Linkon  [author] 4 Jun @ 12:27am 
@eduardo.tapiaie the recruitment and replenishment system is complex and depends of a lot of things, but you can easily check in your general habilities and province status. First you need to be inside a settlement, but encamped can also work a bit. You need plenty of workforce abaliable.. Also influece can affect the recruitment slots, Happines affects the morale on recruitment, even for garrisons. If you are an horde or you still have horde units horde replenishment depends on encampments and different variables than native ones. But the best you can do is use your Recruitment edict on a province you fully control. Followers and personal items can also help. Disband units makes you recover one workforce slot on a random region.
eduardo.tapiaie 3 Jun @ 4:27pm 
I have been testing and playing some mods, and this one is one of the best. But, I would like to know how to Replenish my general units, because after some turns inside a city the units don't replenish. The units can merge, but not the general units. How can I replenish them?
Mortiso Linkon  [author] 31 May @ 2:32pm 
New historical skins came up today + bigger maps and other few changes (Check change notes)
Mortiso Linkon  [author] 30 May @ 2:52pm 
@Zell97 of course, but first i need to find in the script the entry i have to change. Som ambitions are impossible like this.
Zell97 30 May @ 5:25am 
given that construnction times have been increased, I think ambitions could use more lax timeframes.
Love the mod by the way.
Mortiso Linkon  [author] 29 May @ 2:54pm 
30/05/2025 BIG UPDATE OUT! Now with -work in progress- specific damage system for each historical weapon and units stats and skins highly historical accurate. It's taking me hundreds of hours to make the necessary research and dump al the info in the modding work for the new unit skins and weapons damage system. I'm migrating for th/tier weapon damage system to Each 3d represented model of the real weapons now having his particular specifc and accurate damage model. Same for shields defence and projectile coverage.
Mortiso Linkon  [author] 25 May @ 3:16pm 
@Lucasleepwalker I'm going to leave the answer in the Battle physics discussion thread here over, it's a bit big for here, but you are right in most things. Most of the problem is IA limitations and game engine capabilities.