Total War: PHARAOH DYNASTIES

Total War: PHARAOH DYNASTIES

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AGONY - Overhaul
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Tags: mod, overhaul
File Size
Posted
Updated
2.437 GB
25 Jul, 2024 @ 8:09am
25 Jul @ 2:28am
248 Change Notes ( view )

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AGONY - Overhaul

Description
Design Principles: Immersive - Intimate - Fair - Challenging


ATTENTION
- use 3D unit cards
- frequently CLEAN UP your save game folder to prevent save game corruptions

All Factions have been made Playable


Overhauled Map Economy and Building Chains
- introduced copper and tin resources
- reorganized resources on the map to replicate resource hubs of the bronze age
- introduced new trade mechanic and building chains that simulate global trade across the map
- import and export of resources define supply and demand


Novel Provincial Population System
- population is wrapped in potential units
- units are either residing/garrisoned in settlements and outposts or available in the recruitment pool
- residing/garrisoned/pooled population is regarded as productive population and contributes to the provincial resource production
- population that has been recruited into armies is part of a province but regarded as military population and therefore does not contribute to the provincial resource production
- provincial population culture/units depend on cultures prevalent in a province
- units only replenish in settlements with enough unbound population of high enough rarity/tier available


Approval System
- each factions has unique influence on a region/province
- depending on their influence and relation to the region owner, their population group affects regional happiness


Spoils of War
- capturing settlements steals resources from the loosing faction
- winning battles has a chance to reward unique items that can be equiped to units in your armies


Unit Tier/Rarity/Upgrade System
- units that gain experience will have a chance to upgrade to a higher tier unit
- there are currently 5 unit rarities in the game (militia[grey], trained[green], heroic[blue], epic[violet], legendary[gold])
- a faction has a base chance for each rarity to occur in a newly gained unit
- every gained unit of a higher tier will reduce the base chance
- constructing military buildings will increase the chance of unit rarities faction-wide


Slave Economy and Resource
- slaves are gained after battle and when raiding or conquering regions
- slaves are over time integrated into own empire, boosting growth


Equipment and Supply Mechanic
- units will replenish (over time) equipment and supplies when stationed in settlements or outposts
- the quality of the replenished equipment and supplies increases with supply buildings
- units will slowly degrade equipment and supplies outside of settlements (less in friendly territory)
- equipment and supplies give bonuses to armor, weapons, ammunition, accuracy and morale


Re-emerging factions and non-generic rebellions
- rebellions will now belong to actual factions that have (home) claim to regions
- rebellions will be sourced by population in the region
- rebellions can happen sooner than -100 happiness but with a lower chance
- already dead factions can re-emerge via rebellions
- rebellions that are composed of mainly sea people units will belong to a sea people's faction

Vanilla Mechanics
- scripted invasions have been disabled in favor for a more believable growth of sea peoples
- civilization collapse mechanic has been disabled in favour for seasonal effects
- commands have been disabled to prevent crashes and due to being gamy
- ancient legacies have been disabled due to balancing issues and most being gamy
- court has been disabled due to being unbalanced, repetitive and gamy
- overhauled general skills
- administration feature has been replaced with smoother alternative

AI Modules
Campaign StrategAI Module
- AI is cooperating against major threats in their vicinity
- AI is creating military/defensive alliances and declaring wars
- AI will attack targets with high wealth
Battle Module
- AI keeps reserves in offensive battles
- AI retains stamina when approaching the enemy
- limited time to run down AI routing units at end of battle

Economy
- slow down progress across the board
- removed workforce system
- added resource chain that introduces opposing upkeep costs between settlement types
- introduced various mechanics that change army upkeep based on army position and unit count, favoring smaller armies that are garrisoned
- food expiration at the end of the seasonal cycle (if not consumed)

Outposts
- introduced(/replaced) 6 new outposts
- outposts function more like smaller settlements/towns
- outposts are major factor in defending regions and growing population


Campaign Traversal
- slowed down campaign movement
- overhauled stance system
- sitting in a stance will accumulate bonuses (defense) and debuffs (movement)
- fighting major battles will weaken and slow down armies

Battles
- reworked lethality into a critical hit system
- greatly reduced health pool
- more impactful cavalry
- higher emphasis on rock/scissor/paper
- high early casualties with increased sustain as units tire
- units tiring but also recovering faster
- overhauled ranged missile trajectory that takes terrain height into account
- overhauled animations with reduction/removal of matched combat and silly animations
- smaller bodyguard units with higher missile resistance
- better protection from missiles for shielded units
- less protection from missiles for unshielded units

AI Challenge & Fairness
- removed nearly all AI advantages and cheats
- improved AI decisions in construction priorities
- following methodology of applying all introduced to player and AI equally

Visual/Aesthetic
- colors have been adjusted across the board
- the 3D campaign UI has been overhauled and greatly reduced it's footprint in favor of more immersion
- seasons have added weather effects on the campaign map
- generals carry their unique faction banners on the campaign map
- unit colors have been tuned down in battle
- custom colored building icons
- varying number of unit banners
- adjusted camera for battles and campaign


Recommended Sub Mod:
Unit Variations (by Kam)
Arrow LoD (by Mavrik)


Translations:
Russian
Chinese

Important Notice:
Please refrain from using any unsupported submods (unless 100% visual), even battle animation submods that will shift the mod's balance and battle experience.

Agony Discord[discord.gg]
980 Comments
CaptainDingleberry 17 hours ago 
Thanks
Daroya 19 hours ago 
I don't think so, but I'll check. it has a backgroud, so it's more visible and the icon of the unit is doing the banner job (flashing and being white for routing)
Ganossa  [author] 20 hours ago 
It is in the files but not quiet trivial to read. You can check the population_meta script file, it maps factions, cultures and units.
CaptainDingleberry 22 hours ago 
@Ganossa, Is there a way to see a unit roster for the different factions?
Ganossa  [author] 25 Jul @ 10:29pm 
Oh, I think it is actually very close now to the Attila UI, especially when compared to vanilla. Isn't Attila UI bars even smaller?
But yeah, flags are useful to see when units are close to routing (though you could also watch the moral bar)
Daroya 25 Jul @ 6:45pm 
Alright, I guess I'm not using the UI like you do. I prefer the Attila/ToB look of UI, so no banners for me in that game (Vanilla). And going with the icon for routing and wavering.
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.
Ganossa  [author] 25 Jul @ 5:41pm 
Thanks, I think it does look as intended and banners should be on, since they will indicate when a unit is wavering.
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.
Daroya 25 Jul @ 4:56pm 
Here, some screenshots:

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.
Ganossa  [author] 25 Jul @ 4:05pm 
Was the settlement auto-captured the following turn or did you just get the message? Without unit attrition it shouldn't get captured but I might need to blacklist that notification.

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.
Atlantern 25 Jul @ 11:48am 
The AI seems to have no problem to build up their outpost. I was attacked and rallied everything to beat off and invade an enemy who had 14,16,12 ect garrisoned troops in addition to the two armies it fielded. One ambush and 6! decisive victories in two turns to capture a settlement.

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