A Total War Saga: TROY

A Total War Saga: TROY

A G O N Y [ overhaul ]
 This topic has been pinned, so it's probably important
Ganossa  [developer] 18 Jan, 2023 @ 6:16pm
Agony Features & Changes
Agony an extraordinarily feature rich overhaul mod for Troy Total War

You are looking for immersion and realism in Total War titles?
You want new engaging campaign mechanics for your historic campaigns?
You want to make meaningful choices every turn?
You want realistic and believable Battles and Campaigns?
You want fair but strategically challenging campaigns?
You want enhanced and augmented AI behavior for minor and major factions?
You love early and mid game in Total War titles?

Look no further, this is the mod for you!

Epic Games Store user?
Download https://www{dot}mediafire{dot}com/file/p9b6ntrzdt5resv/agony{dot}pack/file
Place into a "Total War Saga Troy\mods\agony\" folder and enable it in the mod manager.

Optional non-decaying BLOOD for all Users
Download https://www.mediafire{dot}com/file/zp89tr5jnueg2pk/agony_blood{dot}pack/file
Place into "Total War Saga Troy\data\" folder (no need to enable in mod manager).


--------------Major Mechanics--------------

1. Agony System
- scale that tracks faction agony
- low agony if no/passive war
- medium (sweet spot) agony if winning wars
- high agony if fighting wars but loosing

- low agony provides civil buffs (e.g. reduced cost of civil buildings)
- medium agony provides military buffs (e.g. improved moral)
- high agony provides debuffs (e.g. public order penalty)

2. Spoils of War
- each army/settlement holds % of overall faction wealth
- defeating an army moves its % of faction wealth to the winning side

3. Regional Recruitment
- major playable faction capitals (16/24 done) provide unique faction units to foreign faction that occupies that settlement

4. Population System
- each region adds to a province overall population
- population increases based on region growth value
- population decreases on recruitment (based of default unit size values)
- each region population is capped based on settlement level (500 pop per level)
- recruitment slots in a province are unlocked per 500 pop (based of highest settlement level in province)

5. Migration System
- population can migrate between neighbouring regions
- migration population is slowly assimilated into citizen
- migrants add to population required for recruitment
- migrants add negative effects if relatively high compared to citizen
- population migrates from low public order regions to high public order regions
- population is less likely to migrate off of regions with high local influence

6. Greek Calendar
- each turn represents one month of a 12-month calendar
- the year is split into 4 seasons
- each season can be 1-5 month long
- each season affects food production differently (spring=autumn>summer>winter)
- each month, a season can be harsh/normal/mild (mild>normal>harsh)
- food that is not used up within a year will expire
- mild visual effect based of season and severity on campaign and battle maps

7. Re-Emerging Factions + Faction based rebellions
- rebels are now always based of a faction from a fitting region
- each major and minor faction can re-emerge through rebellions
- re-emerging factions retain their generals (e.g. Achilles can come back when he re-emerged [if he did not die before])
- most factions can now liberate other factions as an "occupation" option

8. Vassal System for Horde
- Hordes vassal weakened enemy factions to gain % of their food production
- to vassal a faction, the player needs to weaken the target and raze&enslave the target's capital
- as a vassal regains strength, it will increase the chance of breaking off the Horde faction

9. Landmark Locations [NEW]
- added capture mechanic for 17x landmarks on Troy's campaign map
- landmarks belong to provinces and can be used as locations of worship (via Temples) in order to provide faction-wide benefits

10. The Oracle [NEW]
- make offerings to the gods in order to receive predictions
- can predict seasons and their severity within a year
- can predict faction strength, number of regions and number of forces
- higher tier temples unlock higher tier offerings that add additional data if triggered within one turn

11. Unit Recruitment Rarity [NEW]
- added unit rarities: common < rare [25%] < epic [8%] < legendary [2%]
- chance of unit to gain rarity upon recruitment
- higher unit rarity provides better stats and attributes to a unit
- 1000+ new unit cards and 750+ new unit variations


--------------Major Changes--------------

1. Factions
- 96x playable factions from all sides of the Trojan war
- new balanced traits for all subcultures factions
- new units for all subcultures factions
- removed all raze mechanics

2. Graphical
- realistic campaign map
- realistic battle map
- dust when armies clash

3. Campaign AI
- new AI personalities for all minor factions
- minor factions take on major faction personality if allied (to follow their homeric goals)
- no more obvious player bias
- more consistent/reasonable diplomacy
- cooperating AI against major threats (forming defensive and military alliances)
- dynamic AI behavior/personality based on situation (can switch between offensive and defensive personalities if necessary)
- improved tech and building priorities
- allow relocation of Helen

4. Battle AI
- keeps reserves to shield front line units
- reserves protecting front line unit flanks
- manages stamina (walk instead of run if getting tired)

5. Campaign Balancing
- march malus to limit forced march usability for player and AI
- factions that are at war cannot be confederated anymore
- antagonist mechanic has been removed
- favour will not decline further based on max temple level
- increased AI advantage in autoresolve
- no AI difficulty advantages (on same level as player)
- homeric character have a (slight) chance of dying in battle, based of their campaign performance

6. Battle Balancing
- attempt to physically correct calculation of unit speed/weight
- split attack damage into rock-scissor-paper system to add depth to unit variety
- sword+shield>spear, axe/club>sword+shield, spear>axe/ranged
- added spread and friendly fire to ranged combat
- elite units for minor factions

7. Animations
- removed flying animations
- removed kick and other over-the-top animations
- added older title death animations

8. Economy
- greatly increased costs across the board
- slightly decreased upkeep cost
- adjusted recruitment time/turn recruitment based on unit level
- wood & stone logistical debuffs
- bronze corruption debuffs
Last edited by Ganossa; 18 Jan, 2023 @ 6:17pm