Total War: PHARAOH DYNASTIES

Total War: PHARAOH DYNASTIES

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Stances Retold
   
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Tags: mod, battle
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1.653 MB
16 Jun @ 9:06am
7 Sep @ 11:06am
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Stances Retold

Description
This mod adds three new combat stances (Defensive, Precise, Offensive) and one new ability (Sprint) to all melee units in the game.
Each stance has 8 levels of expertise, from Neophyte to Master (Neophyte, Novice, Apprentice, Journeyman, Adept, Proficient, Expert, Master).

Stances are fully customized based on the unit's class, equipment, training level (an invisible stat, not to be confused with experience), and weapon type.
This results in 48 unique abilities, 56 distinct effects, and 315 modified stats — every stance is tailored to its unit.

Unit behavior remains coherent with their nature:
  • Spearmen excel with the Defensive stance.
  • Two-handed axe units thrive in Offensive stance.
  • Swordsmen benefit from Precise stance.

Some stances not only modify unit stats, but also apply debuffs to enemy melee units, creating tactical synergies.

The three new stances are stackable with the game's original ones (Hold, Hold and Defend, Shield Wall, Spear Wall).
For example, a unit can Hold a position while also adopting a Defensive stance — ideal for blocking chokepoints or narrow passages !




Why this mod?

This mod addresses several issues with the base game:

• Too static:
Tactical decisions were hindered by slow movement.
With the new Sprint ability, units can reposition quickly (at a fatigue cost), making flanks and rear attacks easier — especially for ranged units.

• Too fast:
Defensive units lacked durability, making it hard to hold lines.
The mod adds Defensive stances, significantly improving resilience and enabling "hold and flank" tactics.

• Too slow:
Some battles dragged on unnecessarily.
The Offensive stance increases damage output at the cost of defense, speeding up combat when needed.

• No rock-paper-scissors logic:
The Precise stance introduces a role-based logic, enhancing unit specialization and tactical clarity.




Who is this mod for?

• New players:
Will find the Defensive stance useful to stabilize fights, reduce stress, and build solid front lines without needing to pause constantly.

• Experienced players:
Can leverage Precise and Offensive stances, which require a good grasp of game mechanics.
These stances are not "superpowers" — they have drawbacks and must be used wisely based on context. Poor use may backfire.




Game Balance

Some may fear these stances make the game easier.
In truth, each stance comes with downsides, and their use is situational.

Once mastered, stances do give human players an edge over the AI.
However, you can restore balance by increasing game difficulty or using mods that make the AI more aggressive.




Stance Tips

• Defensive stance:
Applies strong lethality debuffs to melee enemies : Video : Without and with Defensive stance [drive.google.com]
Useful when holding with spearmen while flanking with another unit in Offensive stance — this minimizes your casualties.
Useful to tiring enemy units due to long fights and resilience then send another fresh unit.

• Precise stance:
Best when the added attack compensates for reduced base damage.
If your attack is just 5 points below the enemy's defense, each attack point gained increases your hit chance and damage by 10%. Quick math shows the payoff.

• Offensive stance:
Effective when your unit is a very higher tier above the opponent.
Also useful for speeding up fights in critical moments.
Beware: if several units attack in Offensive stance, enemy buffs can stack, making them very dangerous.




Compatibility

  • This mod is designed only for the Pharaoh: Dynasties Edition.
  • Not compatible with unit-adding mods (e.g., Radious).
  • Compatibility with other mods may be considered based on community interest.
  • Fully compatible with campaign and custom battles.
  • For proper balance, place this mod at the top of your mod load order.




Feedback & Credits

This mod took dozens of hours to develop and involved fixing countless bugs.
There’s always room for improvement — feedback is welcome and encouraged.

Big thanks to the community — your support is what fuels the enthusiasm.
Thanks also to the Creative Assembly teams for enabling modding in Total War: Pharaoh.
And finally, heartfelt thanks to our families for their patience during these “borrowed hours” of late-night coding.

Want to value TW Pharaoh mod work ?
https://ko-fi.com/franck_smartmods



14 Comments
wm.j.olson 17 Aug @ 12:42pm 
I expected nothing less.
Franck  [author] 17 Aug @ 6:32am 
I will work on a global guide.

I hope you will have fun with the mod :)
wm.j.olson 17 Aug @ 6:21am 
Not sure how it's meant to work given the stats listed, but I will continue to use it and explore because you clearly are committed and responsive. That's good enough for me.
Franck  [author] 17 Aug @ 6:13am 
The video has two identical parts:
- One without using stances.
- One using the defensive stance.

In the second part, when the defensive stance is active, the general’s unit is much tougher in melee (see 4:37):
- 48% physical resistance → all damage reduced by nearly half, which is huge.
- +42 armor from the shield → about 28% less non-AP damage.
- +25% +12 defense → higher melee resistance.

Enemy units deal much less damage due to the debuff (see 6:09):
- -42% AP damage
- -14% lethality

Meanwhile, my archers can shoot into the enemy’s rear and cause devastating damage. My general is unaffected because the stance gives him +25 missile parry, reaching 100%. As a result, arrows never hit the general’s unit.
wm.j.olson 17 Aug @ 5:48am 
The demo video is not helpful in understanding what the intent of the mod is or how it affects combat. It simply plays out a fight without explanation as to the effects. You know what and how but this is not clear for the player trying to use it.
wm.j.olson 17 Aug @ 5:43am 
The figures I mentioned are the numbers showing for the defense status in game in the mod.
Franck  [author] 17 Aug @ 5:24am 
Here a video :
- Without Defensive Stance
- With defensive stance

Without and With Defensive stance [drive.google.com]
Franck  [author] 17 Aug @ 4:35am 
Please read the mod description carefully, especially how stances work — in particular the defensive stance and its debuffs. The goal of the defensive stance is to slow down combat by reducing damage. For example, if a spear unit normally holds a chokepoint for 5 minutes before routing, in defensive stance it can hold for around 10 minutes. That gives you time to flank with another unit and strike from the sides or rear.

The mod has been tested for dozens of hours in 1v1 battles and campaigns. Thanks to the defensive stance, I’ve managed to win sieges I should have lost, while keeping casualties to a minimum.
Franck  [author] 17 Aug @ 4:35am 
Do you know the damage formulas in TW Pharaoh well? There are some inaccuracies in your description:

You mean Melee damage, not Melee. That refers to non-AP damage. It’s normal that if you prioritize defense, you deal less damage — but the enemy also deals less (due to debuffs).

You mean armor-piercing damage, not armor. That’s very different; we’re talking about AP damage.
wm.j.olson 17 Aug @ 3:53am 
Defense stance, which one might expect to increase defensive capabilities has these debuffs:
Melee -39%
Armor -39%
Speed -35%
Lethality -11%
Attack -11%

Sort of counter intuitive.