Total War: PHARAOH DYNASTIES

Total War: PHARAOH DYNASTIES

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AGONY - Overhaul
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Tag: mod, overhaul
Ukuran File
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2.439 GB
25 Jul 2024 @ 8:09am
28 Jul @ 11:29pm
254 Catatan Perubahan ( lihat )

Berlangganan untuk mengunduh
AGONY - Overhaul

Deskripsi
Design Principles: Immersive - Intimate - Fair - Challenging


ATTENTION
- use 3D unit cards

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]
986 Komentar
Ganossa  [pembuat] 21 jam yang lalu 
You need growing population of that type (melee/ranged/cavalry) in that region and a high enough chance for that tier.
If population is growing you can see when selecting a region in the left province panel (growth and pop numbers change for each selected region)
Poeman 29 Jul @ 6:10pm 
how can my unit replenish numbers? they are garrisoned and nothing. cheers
Ganossa  [pembuat] 27 Jul @ 7:50pm 
Thanks ))

Non-aggression pacts are improving relations with factions. They are not preventing war declarations.
Condor 27 Jul @ 6:16pm 
Hey Ganossa, still loving your work.

In my latest campaign, I've had two different factions with non-aggression pacts with me that have joined wars against me after being invited by a different faction.

Just thought you might want to put a greater weight against them joining wars against people they have non-aggression with.
Ganossa  [pembuat] 27 Jul @ 7:28am 
Here: script/campaign/mod/agony_population_meta.lua
CaptainDingleberry 27 Jul @ 2:25am 
@Ganossa, How do i find this file?
CaptainDingleberry 26 Jul @ 7:20am 
Thanks
Daroya 26 Jul @ 5:11am 
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  [pembuat] 26 Jul @ 3:55am 
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 26 Jul @ 2:21am 
@Ganossa, Is there a way to see a unit roster for the different factions?