Total War: PHARAOH DYNASTIES

Total War: PHARAOH DYNASTIES

Recruitment Rework (+ Cohortroy’s unit pack)
52 Comments
Ca_Putt  [author] 3 Jul @ 11:47am 
yeah, I was thinking of something like that. rn, Im finishing up a system for hittites, hittite vassals and isuwa, As some canaanites get those too I will bundle them. I was thinking of a ports/hills/desert split for canaanites in general. but thats just an idea.
Hannibal 3 Jul @ 11:38am 
If possible, somehow connect Byblos recruitment to their ports would be cool. For a proper Phoenician roleplay, of course:)
Ca_Putt  [author] 3 Jul @ 5:39am 
Thank you! Its good to know people enjoy my work!:)
Im currently working on adding unique brracks to minor factions: hittite, akkadian and canaanite are next. Butdont hold your breath, i still need to figure outsome concepts and have no chunk of free time in sight :/
Hannibal 3 Jul @ 3:42am 
Thank you for your work and dedication! Having a lot of fun playing with your mod
Ca_Putt  [author] 2 Jul @ 11:08am 
Ou! good find, thank you for bringing this to my attention! Fixed!
Hannibal 2 Jul @ 10:50am 
Hi! It seems that the Hittites had the names of buildings for archers and chariots mixed up
Ca_Putt  [author] 30 May @ 8:13am 
Uhhh, Radious already includes Cohortroy's units. This mod however is not strictly compatible with Radious tho. ^^ That comment was about an unrelated issue. I'm just concerned with recruitment systems, if you want the dudes and have them rebalanced then just stick with big R
God 30 May @ 6:36am 
does this make Cohortroy pack compatible with Radious? saw some older comments about a radious patch.
Ca_Putt  [author] 27 May @ 3:30am 
Expanded family trees compatability patch is out now!
Shayan 24 May @ 6:49pm 
Awesome, thx for ur work as always.
Ca_Putt  [author] 24 May @ 9:09am 
Ok was not what I thought it was, i need to redo my index number library :D should work now.
Ca_Putt  [author] 24 May @ 3:39am 
I see what went wrong there, will fix in 6 or 24 hours.
Btw the workforce cost issue is solved. I'm still working on that patch but its taking its time. I'm about halfway there and hopefully got some extra time next week.
Shayan 23 May @ 5:15pm 
Hi, I'm playing as Ramesses and I noticed that the Ta-Seti Armoury and Barracks buildings don't grant me access to any units.
Ca_Putt  [author] 21 May @ 7:17am 
Its a clean mod that just gives some extra effects to vanilla buildings, so there is little that can go wrong. Especially as i did not edit vanilla buildings, apart from disabling them. So everything should be fine :)
Ca_Putt  [author] 21 May @ 7:14am 
Well its a bit of an overkill and your admin level will be microscopic. But you can also just ignore my admin levl buildings :D
Vulken 20 May @ 1:49pm 
I'll give it a go in my next campaign then. I asked because the mod I mentioned also changes some buildings to provide admin reduction options.
Ca_Putt  [author] 20 May @ 1:10pm 
thanks! That should not cause any problems.
Vulken 20 May @ 12:04pm 
This looks like a very interesting mod. Would it work along with the Imperial Administration mod?
Ca_Putt  [author] 13 May @ 3:17am 
Well that was stupid of me, will fix within the next 12 hours. I think the sherden bg are in the division hq, but will check, should be able to bunde that with the fix.
Shayan 12 May @ 4:39pm 
Also, how do I get Elite Sherden Guards as Ramesses? They're listed as a factional unit, but they're not part of his factional recruitment buildings like the Sherden Spear and Axe bodyguards are.
Shayan 12 May @ 4:21pm 
Hi, I can't build the divisional HQ in my Egyptian cultural centres because the idle workforce only caps at 8, but I need 10 to build them.
Shayan 3 May @ 5:33am 
Appreciate you being thorough on this issue. And no need to be in a rush, I can wait.
Ca_Putt  [author] 3 May @ 1:42am 
Ok i found out what the issue is. ... and it requires me to rebind ~100 buildings to 79 slot_templates(at least amulet uses a sensible naming convention unlike the main game). Might do that on thursday but its more likely that i'll do it after mother's day.
Shayan 2 May @ 6:16am 
I keep putting the radious submod ahead of the expanded family trees mod, but to no avail. Every time I only see the Kassite Military Complex in Babylon every time I start a new campaign.
Ca_Putt  [author] 2 May @ 4:46am 
F - hmm it works for me. Have you started a new game? Expanded family tree is a startpos mod and the patch also includes a startpos file. Which is never save game compatible. If that's not it id ask you to friend me so you can send me a mod load order screenshot.
Shayan 1 May @ 5:04pm 
Ok I don't know if I'm doing something wrong, but the radious compatibility mod for the expanded family trees mod still doesn't work properly with this mod enabled at the same time. I still only see the Kassite Military Complex in Babylon.
Shayan 1 May @ 10:40am 
Thanks for looking into it, man. I'll try that Radious compatibility mod and see if it works.
Ca_Putt  [author] 1 May @ 2:47am 
So Apparently the Radious Compability patch works even without radious installed. It had some slight stability issues when I tested it but I do get the full selection of Buildings in bablyon. If that does not work I will reach out the AoK. I think it's related to the startpos.esf they use, I am sooo glad did not have to fiddle with that file and found a scripting solution to my problems XD
Ca_Putt  [author] 30 Apr @ 1:08am 
Huh, thank you for that info. I will investigate!
Shayan 29 Apr @ 5:54pm 
Ok I think I figured out the problem. This mod conflicts with the Expanded Family Trees Mod by Amulet of Kings in a really weird way. Different settlements just seemingly lack building chains. For example, the city of Babylon can only build the Kassite Military Complex.
Ca_Putt  [author] 28 Apr @ 3:21am 
I might look into the marker thing tho. I dont know how that works atm but it should not be an insurmountable task.
Ca_Putt  [author] 28 Apr @ 2:27am 
In general you should always get the akkadian roster between the two rivers. In addition to any nomadic groups. Beyond the rivers you should be getting either urartu, and isuwan or desert peeps. Hmm were you perchance in the hills northeast of the river valley? Where exactly did you only get a single barrack? And which faction were you playing as?
Shayan 27 Apr @ 3:58pm 
I'm not well versed in Mesopatamian history so for me it's a coin toss as to whether or not a settlement has the right recruitment building. So it's a bit frustrating conquering a settlement and only seeing a single recruitment building chain despite being an 8 slot major settlement like everything else. Perhaps you could add a little icon under each settlement that, when hovered, shows the building chains available to build there?
Ca_Putt  [author] 27 Apr @ 8:38am 
Well local barracks are along historic settlement patterns and factional barracks are detailed in the Detailed Changes posts in the discussions tab.

Tho Islanders is a bit of a wrench in my system because of the way slots work in pharaoh. But what are you encountering in particular, I might have just mixed stuff up :D
Shayan 26 Apr @ 8:16pm 
Good mod, but the biggest problem is how seemingly random it is for which recruitment buildings are available for each settlement.
Ca_Putt  [author] 27 Mar @ 3:40pm 
Okay I've did some changes to the original mods and now they are compatible so you can just smoosh those together to get the version without extra units :) Enjoy!
PowerGuido 24 Mar @ 8:07am 
I'm waiting for this too
genghiskhan92 22 Mar @ 10:25am 
yes tht'd be great , thanks
Ca_Putt  [author] 21 Mar @ 2:24pm 
hmm, i could merge my other two mods if that's what you're asking for.
genghiskhan92 21 Mar @ 8:11am 
could you make a version of this mod without the unit packs ? thanks
Ca_Putt  [author] 20 Mar @ 9:56am 
Yes!
PowerGuido 20 Mar @ 9:35am 
This mod already include COHORTROY units pack?
Ca_Putt  [author] 18 Mar @ 8:07am 
@Mortarch Of Blood and bennydigitall: I got around to scripting replacing buildings, so no more deleting on turn 1.
Ca_Putt  [author] 15 Mar @ 2:13am 
Oh this is basically all of them wrapped together, so I'd go with this one, unless you have very strong opinions on ONLY factional OR native recruitment. Plus apart from some fixes and some tweaks(I need to add sea people rec as I promised) all further modding will be done here.
Hannibal 14 Mar @ 1:22pm 
Which of your recruitment mods would you recommend to try first?:)
Ca_Putt  [author] 13 Mar @ 11:19am 
it actually still functions, you just cannot upgrade it. However most settlements will have switched hands at least once, by the time the player arrives, which automatically demolishes the building and forces you to build a new one.

Exactly, I try to keep as much compatibility as prossible. But I'm not exactly experienced with scripts so it's a process.
bennydigitall 13 Mar @ 1:40am 
As Mortarch of Blood mentioned, I need to demolish a building on the first turn, in my case as Babylon. What I'm wondering is, what does the AI do in this case? Does it demolish the building and build new one?? Or does it sit on the non functional building?
Ciaphas Cain 12 Mar @ 2:23pm 
Script would be much better, as using Start Pos will just kill the mod due to people wanting to use other mods that offer more factions to the game. Although it seems like many modders have given up on trying to make their mods better or working with other modders...quite annoying too
Ca_Putt  [author] 11 Mar @ 2:17am 
yeah, I'm working on that issue, I need to either edit startpos or write a script. Currently looking into writing a script, as that seems both easier and less disruptive. It's just the (usually native) recruitment building that you start with, destroying it does not cause further problems.
Ciaphas Cain 10 Mar @ 3:22pm 
I've noticed Tauret has a building that isn't working or something at the start of a campaign, and must get demolished. I noticed it when I used your previous mods too, it kept forcing me to destroy buildings on campaign start (achilles had this issue too)

Is this something that's related to this mod? I noticed it happened yesterday too before I had a chance to sub to this mod and try it out