Total War: PHARAOH DYNASTIES

Total War: PHARAOH DYNASTIES

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AGONY - Overhaul
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标签: mod, overhaul
文件大小
发表于
更新日期
2.491 GB
2024 年 7 月 25 日 上午 8:09
10 月 12 日 上午 12:44
288 项改动说明 ( 查看 )

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AGONY - Overhaul

描述
"The Dark Souls of Total War"

Prepare for a brutally challenging, deeply immersive overhaul that demands patience, strategic thinking, and grit.
A fair yet unforgiving experience that rewards learning, adaptation and perseverance.

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 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 recruitment pool
- residing/garrisoned/pooled population is regarded as productive population and contributes to provincial resource production
- population recruited into armies is part of a province but regarded as military population and therefore does not contribute to 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 region owner, their population group affects regional happiness


Spoils of War
- capturing settlements steals resources from 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 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 base chance
- constructing military buildings will increase 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
- quality of 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 with (home) claim to regions
- rebellions will be sourced by population in region
- rebellions can happen sooner than -100 happiness but with 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 - disabled in favor for a more believable growth of sea peoples
- civilization collapse mechanic - disabled in favour for seasonal effects
- commands - disabled to prevent crashes and due to being gamy
- ancient legacies - disabled due to balancing issues and being gamy
- court - disabled due to being unbalanced, repetitive and gamy
- general skills - overhauled
- administration feature - replaced with smoother alternative

AI Modules
Campaign StrategAI Module
- AI is cooperating against major threats in 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 end of 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 campaign map
- generals carry their unique faction banners on 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:
Refrain from using unsupported submods.

Agony Discord[discord.gg]
1,162 条留言
That Vanze 10 月 24 日 上午 8:00 
BTW this banter system is something so simple yet so impactful, adds more personality to campaigns.
That Vanze 10 月 24 日 上午 7:59 
Howdy Ganossa, I just redownloaded Pharaoh and loaded your mod but forgot to turn on your recommended submods, i do want them turned on now but i am in the midst of a campaign, would it break things if I do it?
Augustus II 10 月 22 日 下午 4:48 
Man this mod is really what I want to start playing this game again but I hate how you disable the new features. Granted they arent great but its something to do between turns thats interesting. Can you make a version where most of the stuff stays on, please?
本多 忠勝 10 月 19 日 下午 7:56 
is this compatible with radious mod???
[TPPL] King Leonidas 10 月 19 日 上午 7:07 
desyncs a lot in mp campaign i think it's the mod
Ganossa  [作者] 10 月 18 日 上午 7:02 
Yes, it is specific to each resource.
KillWonder 10 月 18 日 上午 6:07 
I saw in the building browser I could build something that giae wood a small increase in resource cap, not the other recources
Ganossa  [作者] 10 月 18 日 上午 6:03 
@Beanus, yes, they are all different units.

@KillWonder, replenishment depends on population, so growth in general increases replenishment rate. You can boost melee specifically in a region, if you build a melee focused military camp.
Logistical resource cap can be increased by building resource storage buildings in the resource producing settlement. Resource loss is increasing, the closer you get to the cap (so you can also just spend resources instead of hoarding, which will lower resource costs)
KillWonder 10 月 18 日 上午 1:25 
-How do you replenish your melee units faster?
- How to lower my recources loss from logistics?
I feel this mod is still unbalanced, especially playing as a minor faction.
Beanus 10 月 16 日 下午 5:01 
does unit tier impact how a unit looks?