Total War: PHARAOH DYNASTIES

Total War: PHARAOH DYNASTIES

Not enough ratings
Recruitment penality based on influence
   
Award
Favorite
Favorited
Unfavorite
Tags: mod, campaign
File Size
Posted
132.496 KB
5 Aug, 2024 @ 5:21pm
1 Change Note ( view )

Subscribe to download
Recruitment penality based on influence

Description
This mod is a small mod which will give a recruitment penality depending on the influence level of the province in which the army stays. Like in Thrones of Britannia, the units will see it's number of men (and HP) decreased by the penality. The levels will be as presented below :

-0 to 20 : -85%
-20 to 40 : -70%
-40 to 60 : -50%
-60 to 80 : -30%
-80 to 100 : -10%


The mod should not present any compatibility issues aside from conflicts with other mods working on the same mechanic (if there happens to be any), and it should be pretty easy to modify to one's taste using RPFM. It should not need a new save, neither be needed for a save to load.

I hope you will enjoy it, I wish you the best.
10 Comments
Hecleas 1 Nov, 2024 @ 4:18pm 
If necessary I did an All in one with a 50% reduction as may have been suggested.
Add me on steam if you want us to add it together.
And of course with your approval ;)
Rudi Böllert 20 Aug, 2024 @ 2:57am 
That's nice to hear! The bonuses should get toned down too. Balancing is a process, and a hard one at that. The easiest way I'd begin with would be to just half everything, bonuses and maluses, and go from there.

For the lite version, you are absolutely right, only thing it would do is declutter the modmanager and give a 'precrafted' feel to it, but no change on content. Maybe instead you could give a suggestion in the mods description for people to use :)
Magnum MacCalibre  [author] 19 Aug, 2024 @ 4:22pm 
I see your point Rudi Böllert, for your first comment, I understand why you might want a unique mod integrating all of those features if it brought a different balancing, but then, would the bonuses need to be toned down as well, or should I keep them the same as they are now even if it means a good provincial situation makes it overpowered ? I will do the first option as it's the one I think is the better balance, but knowing people see it otherwise is still something I could think about for future mods.

I might not do it now, but I will take care of it.

For your second comment, that's actually the same mod configuration I use, but I don't think merging only two of them would be useful if it brings nothing else but having one mod instead of two.

Thank you all for your feedback.
Rudi Böllert 18 Aug, 2024 @ 4:08am 
Otherwise, I found it quite satisfying using Recruitment penalty based on influence with replenishment based on happiness, since it resembles pretty well a regions fondness of getting new recruits when your people are the major culture, and happiness for how likely they are to replenish the ranks of the fallen. Maybe a suitable merge for a lite version
Rudi Böllert 18 Aug, 2024 @ 4:04am 
Hello there, I think a AIO-version of your mods would be awesome. Right now having them all enabled makes it that the maluses hit too hard imo. I think halving the maluses or rebalancing them into one single 'feature' would give the best experience, since having good influence and happiness still takes like 60-70% of the units HP, which is a bit too harsh when used in combination I think. I could even make it myself as soon as I find time for it, if you allow.
Magnum MacCalibre  [author] 6 Aug, 2024 @ 2:51pm 
I didn't plan these mods to work all together, I'm glad it stays enjoyable with all four of them enabled :steamthumbsup:
the Baron 6 Aug, 2024 @ 4:31am 
I am using all 4 at the same time and really adds a new strategic layer to the campaign. I can't stress enough how amazing is these mods. :)
Magnum MacCalibre  [author] 6 Aug, 2024 @ 3:33am 
I would point out that with this configuration, you have the ability to chose whichever part you want for your game, you can take the influence one for the recruitment and the happiness one for the replenishment for an example, or you can take all 4 of them and have curious results with units starting at 1HP at recruitment in the worse settlement situations.

Whereas if you merge them all, your mod list would lack flexibility, and I would have to add redundant mods to the workshop that don't need to take so much space.

I can do it, the question is more "is it worth doing?".
KillWonder 6 Aug, 2024 @ 3:05am 
Awesome thanks! Can you merge your mods into single one for convenience?
the Baron 5 Aug, 2024 @ 6:02pm 
Perfect!!! +1