Total War: PHARAOH

Total War: PHARAOH

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Agony - overhaul
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Tags: mod, overhaul
File Size
Posted
Updated
1.206 GB
11 Oct, 2023 @ 9:09am
28 Jun, 2024 @ 9:18pm
149 Change Notes ( view )

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Agony - overhaul

Description
In line with it's predecessor, Total War Troy's Agony overhaul mod, by adding various intertwined changes, features and mechanics, this mod intents to create an immersive, intimate, fair but challenging Total War experience.

In it's current state, the mod offers the following main features:

All Factions have been made Playable

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 (e.g. high Hittite influenced regions will gain Hittite population/units)
- population does not replenish within the traditional replenishment system, instead units need to merged once they suffered losses

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 (common[grey], uncommon[green], rare[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

Vanilla Mechanics
- invasions have been removed in favor for a more sandbox experience
- Sea People factions are currently removed from the game
- civilization collapse mechanic has been removed
- commandments have been removed
- overhauled general skills

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
- 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 high 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 tuned down across the board (a submod can revert that change)
- 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)

Mod Translations:
Russian

Optional Submod:
Vanilla Graphic Filter

Important Notice:
Please refrain from using any unsupported submods (unless 100% visual), most notably any animation submods that will shift the mod's balance and battle experince.

Agony Discord[discord.gg]
Popular Discussions View All (1)
73
24 May, 2024 @ 11:57pm
Feedback and Ideas
Ganossa
513 Comments
Madvillain 8 Dec, 2024 @ 4:16pm 
Would it be possible to only get the darker units skins and not the rest of the mod ?
Imperial_Patriot 16 Jul, 2024 @ 8:52am 
Hey bro! Can you shift the UI / Name cards of the cities? When you zoom out a bit it covers the city... :(
Wisdom 12 Jul, 2024 @ 7:05am 
Thanks for explaining. Really appreciate your work and dedication to your mod. It makes the game so much more interesting!
Ganossa  [author] 11 Jul, 2024 @ 8:54pm 
It will require it to launch on the new Workshop for Dynasties and of course quiet some work to include all the new content, plus some compatibility changes.
However, I prepared a process to -at least partially- speed it up. It will probably release very soon after Dynasties is available but not with all features yet enabled.
Wisdom 11 Jul, 2024 @ 6:39pm 
Will the update require another reboot of Agony?
Ganossa  [author] 9 Jul, 2024 @ 6:41am 
Great news everyone~ Pharaoh Dynasty Expansion will release on July 25th!

So make sure to share this info with other's who do not own Pharaoh yet to get it while it is in the Summer Sale ))
Santanico ♀ 1 Jul, 2024 @ 9:23pm 
Okay, thanks for response and explanation.
Ganossa  [author] 1 Jul, 2024 @ 4:55pm 
Multiplayer is not supported at the moment, due to the amount of new scripts. It needs some separate work to make them all compatible with MP.
Santanico ♀ 1 Jul, 2024 @ 9:51am 
Ganossa are you able to test this mod/check it out in MP ? My experience so far was that desyncs happen almost every turn, sometimes more than once during same turn making mod difficult to play in coop or head 2 head campaigns.
Ganossa  [author] 27 Jun, 2024 @ 11:15pm 
Released Agony ver:0.7.0

Non-generic Rebellions + Re-emerging Factions
- rebellions can now happen more randomly the lower the happiness reaches in a province
- rebellions will be lead by factions that have (home) claim to the rebelling province (which will allow factions to re-emerge)
- rebellion forces lead by neutral or allied factions will not be in war but draw population/units from rebelling regions
- rebellion forces will be sourced by units garrisoned or available in a region
- while there are not enough units available in a region for a violent uprising, public order impact will spread across all provinces

Population
- various fixes and slight adjustments to population calculations