Total War: PHARAOH

Total War: PHARAOH

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Pharaoh Revised Mod v4.4a
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标签: mod, overhaul
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2.188 MB
2023 年 10 月 18 日 下午 2:30
2024 年 7 月 25 日 下午 5:30
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Pharaoh Revised Mod v4.4a

描述
Would you like Total War: PHARAOH to feel more deliberate, have a classic and serious level of Total War challenge and pacing with greater rewards for good governance and command, while retaining as much of the original game as possible? If so, this mod is for you!

This mod is not so much an overhaul, as it is a tuning mod since it retains the original gameplay. Building off experiences with my Troy Revised Mod, the same "ADD elements" are removed here, causing the campaign to be more personal, require more strategy, and has an increased overall challenge when using the intended Campaign Customization settings (see below). Basically, this mod is an attempt from a 25+ year veteran Total War player to recreate the classic Total War campaign difficulty and challenge, from the very earliest games in the series.

+++ Recommended Campaign Customization settings... +++
(This mod was made with several Campaign Customization settings in mind; they are strongly suggested for the intended, most challenging experience but these are optional, merely suggested. All other non-mentioned settings are your personal preference.)
-----NOTE: * marks the vital settings
/ / / CAMPAIGN
☥ Resource Deposit Values: Medium
☥ Royal Decrees Research Rate: Low*
☥ Army Size: Medium (more of a Bronze Age feel)*
☥ Player Recruitment Capacity: Low
☥ Pillars of Civ: Disaster Freq: Medium
☥ Iron Man: On
☥ Player Unit Replenishment: Default*
☥ Player Army Upkeep: High*
☥ Player: Adjust Happiness Per Turn: Low*

/ / / BATTLE
***Everything set to default***
(this mod precisely sets terrain and weather effects)

/ / / AI
☥ AI Unit Replenishment: Default*
☥ AI Recruitment Capacity: Low*
☥ AI Building Construction Costs: High*
☥ AI: Adjust Happiness Per Turn: Low*

/ Campaign Difficulty: Legendary (or Veteran, if preferred)
/ Battle Difficulty: Normal (or higher)

With this mod, PHARAOH plays more like chess. Smaller in scope and scale but more personal, decisions are more consequential. Governing is tricky. You will find yourself carefully contemplating what to do on your turn, planning your actions. Campaigns are generally longer in total turns (averaging around 300 turns to Ultimate Victory conditions), but each turn tends to play quicker.

*If using my "Longer Battle Mod" or "Difficult Auto-Resolver Mod", you do not need to (and shouldn't) activate them with this mod; both are included and expanded. *

______

Changes:
Too numerous to mention, most significant are:

-When not fighting battles, the goal is that good governance should require thought and contemplation (rather than mindless building). Reworked Legitimacy so that good and bad governance of provinces matters.

-The economy has been overhauled so that buildings and outposts cost 2x wood and stone to construct. This makes choosing what to build more consequential, instead of just simply mindlessly building the next building in the chain, every couple of turns. With the higher upkeep for armies (see Suggested Campaign Customization Settings above), expect to do a lot of trading to be able to build what you want.

-Population growth is adjusted so that worker growth takes longer, making settlements grow much slower. The reason for this is to make it much more important as to what you choose to build with your pop requirements, to lengthen the "middle game", and to eliminate the standard game's ridiculous settlement growth where you can go from a shanty town to metropolis in around 50 turns. The problem with that behavior is that after your settlements quickly reach their maximum potential, there is nothing else to do. There is also no reason to get growth perks in the original game's rapid growth level, now these growth perks (through buildings, technologies, ancillaries, etc.) are important to gain. You have to fight for population growth, all the time -- it is now one of the most valuable commodities.

-Battles are now more deliberate and tactical. Battle length has been increased, and AI tactical behavior has been adjusted so that they do not "blob up" as much as before; the AI now tries to outflank you! Additionally, the death or rout of a general now has a greater effect on army morale.

-Ranged units now are far more realistic in their accuracy levels. They are now what they should be: skirmishers to harass the enemy, reconnoiter, lower enemy morale under fire, *weaken HP for melee attack*, and for chasing off routed units. If you dislike the reduced accuracy compared to the standard game, give it a chance, and keep in mind: 1. it creates more realistic battles/game play, and 2. accuracy *does* improve as units increase in rank. Think of no experienced units as raw recruits not able to do much but skirmish and suppress. Changes also make hybrid units, like heavy skirmishers, more important. Accuracy also decreases with higher fatigue!

-With more realistic less accurate ranged units, friendly fire is now a real possibility. No longer can you unrealistically bring surgical range attacks in to support your units in combat unless you accept that there will be fratricide, or unless your engaged unit is heavily armored and your opponent is not, or unless your ranged unit is experienced (experience and good fatigue management are necessary requisites for accuracy now).

-Chariots behave more realistically, with their real world strengths (like speed, momentum) and weaknesses (like restricted terrain, and turning radius) taken into account. Light chariots are NOT assault units, they are fast pursuit and skirmishers, able to chase down routed units to prevent them from rallying, or harrass enemy skirmishers. Heavy chariots are for assault, but are quicker to fatigue and vulnerable everywhere but in open terrain.

-The autoresolve has been reworked to be tougher, to force you to fight all but the most lop sided battles. The idea is that if you autoresolve a battle, then you will suffer more losses. Think of the autoresolve as delegating the battle to your incapable second in command, that is only able to win the easiest battles. This encourages you to fight more battles, in an attempt to do better than the autoresolve result.

-Sieges are now more realistic in length, causing them to be more deliberate. In the standard game, you just need to wait a few turns to rapidly starve out the enemy. With longer sieges, you must put time and effort into avoiding that siege battle and starving out the enemy. Additionally, the effectiveness of the siege and how long the defender can hold out is directly dependent on the number of troops in your besieging army (more is better - and it is recommended that you play with Extreme sized units). Also port settlements will hold out in sieges longer.

-Penalties are harsher - bankruptcy effects are more severe as are crisis/collapse effects. When everything falls apart at the height of the bronze age, it should do so spectacularly, forcing you to be significantly challenged.

-Some technologies, ancillaries, and titles have been adjusted to make them more attractive, thus reducing the "best and obvious" choice acquisitions (the goal being to make every option as attractive and effective as possible).

-Pharaoh Crowns have been enhanced to make them all attractive to choose from, and with more powerful effects it makes choosing them more important.

-The extreme anti-player bias has been reduced. Now other AI factions should no longer "pile on" as much as they did before.

-As well as many other miscellaneous changes, such as: AI cheats are reduced but kept at a challenging level, weather and battlefield terrain have a greater effect on battles, lowered replenish base rates so that all the perks, buildings, ancillaries and post-battle choices to increase replenishment rates are important...

...and more
70 条留言
Volcano  [作者] 2024 年 8 月 26 日 下午 11:48 
FYI to all - I have now released the Dynasties Revised Mod, and this Pharaoh Revised Mod is probably now complete with no more changes (warts and all). My efforts will be concentrated over on that mod, but all the experience from this one has been carried over to it.

I have certainly learned a lot here, and greatly improved it in Dynasties. :broflex:
Volcano  [作者] 2024 年 8 月 17 日 上午 3:32 
@Fire Ywellow
Thanks! I missed your reply earlier, Steam apparently didn't notify me of it at the time. :steamfacepalm:
Fire Ywellow 2024 年 7 月 30 日 上午 2:49 
GOOD MOD AND THANK YOU !!!!
Volcano  [作者] 2024 年 7 月 26 日 下午 5:09 
In case anyone is wondering, yes - I plan on carrying this mod over to Dynasties, but it is taking some time because I don't want to just carry it over until I make 100% sure it is compatible, and takes all the new changes into account.
Volcano  [作者] 2024 年 6 月 26 日 下午 1:54 
@Raven
Sorry about missing comment, Steam hasn't been notifying me of posts on my mods lately! Ughh.
Thanks for the compliment, yes I certainly do plan on maintaining this mod with the map extension/expansion that is in the works. :steamsunny:
Raven 2024 年 6 月 5 日 上午 1:24 
just wanted to say just finished a troy campaign with your troy version and i really hope you keep this updated with the map expansion. your mod really improves both these games.
Volcano  [作者] 2024 年 4 月 1 日 下午 2:21 
I am not seeing that (AI inactivity). I am playing a campaign right now and the AI is active. Of course the Sea People's are coming in wave after wave and all factions are struggling to deal with it, but that is another story, but plenty of AI factions are moving around and attacking.

Also, I played one campaign to full completion (spoiler: surviving the Sea People's last wave), and the campaign continued fine after that, with just the remaining factions attacking each other.

Regarding the script change: all I did in the script is adjust turn numbers for Sea People spawns. Maybe you either altered something, or there is some kind of conflict with another mod.
Hecleas 2024 年 3 月 30 日 下午 7:35 
Yo man, you know I like your mods and you know my love for modding AI on TW ^^

By playing with your mod + mine that I revisited and customized for my own campaigns. I noticed that the AI ​​very quickly becomes passive and does absolutely nothing.
At first I thought the problem was on my side or CA.
But by doing the test by removing your mod and testing over 50 laps with just my mod. The problem absolutely no longer exists.

Like other mods, whether DEI, Agony, Duke damned nations, etc.
A script or linked element on the CAI tables can absolutely break the behavior of the AI.
Example the mod which puts the caravan mechanic for other factions in WH3 absolutely breaks the entire behavior of the AI ​​making it passive.

I think the script you put for the sea people invasion mechanic breaks the AI ​​behavior (vanilla or mod doesn't matter)
Volcano  [作者] 2024 年 3 月 25 日 下午 2:39 
I don't actually adjust the unit ratings (I intentionally avoid it), and adjust instead the weapons. But yes, **if** I find the tier 4-5 (and few 6s) are too deadly, then I can adjust only their weapons. Just saying that it may or may not be something I have to do later.

As for the bow angle, I use a more realistic 45 degrees for regular bows, and 55 degrees for longbows, and more realistic velocity too. This is intentional. Yes, it does mean that arrows can no longer be shot straight up into the air (it was a totally unrealistic 88 degrees before!), because my peeve is that you end up with ridiculous situations in standard game of archer unit standing right behind the front line able to gently loft arrows over the friendly unit onto the enemy on the other side. So, this has been prevented, and intentionally now bow units have to be further (about max range) to pull off any high angle attack. I may slightly raise this angle over time, but it is pretty close to where it should be.
Hecleas 2024 年 3 月 24 日 上午 5:03 
To compensate for the fact that tier 4-5s are killing machines, could reducing their base accuracy be useful? (It's only displayed in the database so people won't see it), or reduce their damage?

Besides, I don't know if you touch this element, unlike in other total wars, archers can no longer shoot bells over walls in siege battles?
Is this realistic? If this is not the case, it would be worth increasing the draw angle so that it can go into a bell shape.
it would change siege combat strategies