Total War: PHARAOH

Total War: PHARAOH

Agony - overhaul
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
Ganossa  [author] 26 Jun, 2024 @ 5:29pm 
It is a work-around right now, since sea peoples and hordes are currently incompatible with Agony. They will get an overhaul with CA's upcoming expansion, so I wait that out before starting to integrate them.
Last Soviet 26 Jun, 2024 @ 10:49am 
Thank you, is there a way to enable invasions again ? it is set to default in the campaign settings, they are instantly destroyed when they appear tho
Ganossa  [author] 21 Jun, 2024 @ 2:44am 
@mumbo, I will see what I can do ))

@rasta, you either recruit lower egyptian sword conscripts (tier2/uncommon/green) that will eventually level up to medjay warriors or you get high enough unit tier5/legendary/yellow chance by constructing high level melee military buildings.
Last Soviet 20 Jun, 2024 @ 7:20pm 
how to recruit medjay units as ramesses ?
drizl 19 Jun, 2024 @ 9:46am 
I really enjoy your mod. Sometimes I want a more vanilla experience, is there any chance you (or anyone) could make a mod that gives the Agony color filter without the Agony mod?
Ganossa  [author] 19 Jun, 2024 @ 5:56am 
In the province panel:
https://gtm.steamproxy.vip/ugc/2478748529708858760/99DC059C289697BD6F7A4779EA12A8A74690B4E3/

You get a list of Melee Infantry, Ranged Infantry and Cavalry that is currently available for recruitment in your province (in the picture above it is 2x melee, 1x ranged, 0x cavalry).
Only in a settlement, you are able to recruit those units.
While outposts are not fully garrisoned and auto-fill is enabled for a region, those units will also have a chance to move into your outposts instead. So while you need to recruit an army, you might want to disable auto-fill in the outpost setting of each region in the province you recruit in.
Herotyx 18 Jun, 2024 @ 6:52pm 
How does recruitment work? I have recruitment buildings in my capital and in every village I own and yet I have not been able to recruit more than 5 units the entire campaign. Im turn 100, and have resorted to vassalising people because I have no men. Playing as Suppiluliuma. My vassals have 20 stacks and i have 12 units all barely alive. How do I fix recruit??
Ganossa  [author] 16 Jun, 2024 @ 9:45pm 
Thanks~, I'd only recommend truely mods that change visuals or localization, cause anything else could mess with balance or just break the mod.
Regarding making the game faster, it depends a bit on what the bottleneck is but I'd assume that you will run into population not being enough if you just buff the e.g. food and bronze income, so it isn't all that trivial. The game pace should pick up though after settlements had a chance to grow.
sigmars_disciple 16 Jun, 2024 @ 7:48pm 
Final question: I know that your overhaul makes Troy and Pharaoh more challenging (and they clearly do) but I gotta say even as an experienced TW player I really like fast-paced campaign starts. Would there be a simple way to run a mod that would e.g. make ALL upkeep in the game 25% cheaper or make ALL units consume less resources OR alternatively, all factions produce more of them across the board, do you know?
sigmars_disciple 16 Jun, 2024 @ 7:47pm 
Brother @Ganossa, did I see this correctly that the changelog shows ONE HUNDRED AND FOURTY SIX changes ever since this went live? Bro, you are an abolute giga chad, a pillar of the community or as we say in German "ein absoluter Ehrenmann" (a man of honour)

THANK YOUUUUUU <3

If there are any more essential mods that pair well with this (except the "Unit Variations" mod which is already linked), including bigger unit packs, then I think this is one piece of info that many users will be wondering about....
Herotyx 16 Jun, 2024 @ 1:56pm 
Wow thanks @Ganossa thanks for the swift patch!
Ganossa  [author] 16 Jun, 2024 @ 4:27am 
Hotfix Agony ver:0.6.8a

- garrisons cannot replenish while under siege
Ganossa  [author] 16 Jun, 2024 @ 4:10am 
@Herotyx, rebellions will be changed soon to not be generic anymore and also be composed of the population of the region. (still need to work on that feature though)
Both AI and player garrisons can replenish if fitting population is present in their region but they should be more rarely if enemies are present and of course not at all if besieged. I missed to check the besieged condition, so will add it in a hot-fix very soon. Thanks for pointing it out.
Dohaerās! 16 Jun, 2024 @ 2:28am 
@herotyx why you suspect that it's popular revolt instead of a city/settlement nobility revolting? It actually is much more common to nobility to revolt than some grain farming peasants
Herotyx 15 Jun, 2024 @ 9:40pm 
also sieges dont work properly. I siege, beat 4 sally outs and every time the defenders are fully regenerated next turn. its impossible, especially with the no replenishment for human players
Herotyx 15 Jun, 2024 @ 6:02pm 
Why do rebels spawn with elite experienced units? It breaks immersion. they should spawn with lots of low tier units rather than 4 epic units with rank 4.
Ganossa  [author] 13 Jun, 2024 @ 8:53am 
Released Agony ver:0.6.8

Battles
- readded various lost (between previous updates) and forgotten (thanks Eruner) changes
-- added armor degradation to melee weapons
-- added back previous shield changes
- running will now reduce defence against melee attacks and projectiles
BearArse 12 Jun, 2024 @ 1:40am 
@Ugo The Glorious two overhauls will contradict each other. So no, it wont work. Pick one
Ugo The Glorious 11 Jun, 2024 @ 11:45pm 
will this work with Radious ?
Ganossa  [author] 10 Jun, 2024 @ 9:17am 
Released Agony ver:0.6.7

Battle
- units will now move (even) more realistically across the battlefield
- added a couple new battle animations
- shielded spear units will now be able to hide behind their shield if being attacked and negating enemy attacks (while not being able to attack too)

-- please note that it is not recommended anymore to use any animation submod besides Agony, as it will change the balancing and battle experience
Ganossa  [author] 8 Jun, 2024 @ 3:48am 
Released Agony ver:0.6.6

Battle
- adjusted javelin and sling projectiles
- added morale damage to slings
- reduced chariot ammo (be in line with infantry ammo)
- reduced strength presumed differences between unit tiers

Outposts
- replaced general unit with (low entity count) militia unit

Population
- reduced population cap
- reduced productivity breakpoint from 50% to 75%
(should make outpost usage less obvious as you will now run lower on military units if focusing on economic outposts)
PowerGuido 6 Jun, 2024 @ 6:13pm 
@Ganossa you can remove the starting alliances between playable factions and IA factions? Tired of being dragged in wars due to allies.
Ganossa  [author] 6 Jun, 2024 @ 6:01am 
Released Agony ver:0.6.5

- reduced outpost garrison from 1+4 to 1+3
- garrisons with only the general will have reduced attack and defence
- improvements to AI regarding population caps and army creations
- gold costs added to technologies
- gold costs added to religious buildings
Ganossa  [author] 4 Jun, 2024 @ 7:35am 
Released Agony ver:0.6.4

Population Mechanic
- added UI section for population breakdown in province details panel
- moved garrison replenishment to end of turn to avoid crashes


--- be aware that there might still be some disconnects of available unit numbers in the population UI (especially if you load into an existing campaign)
Ganossa  [author] 3 Jun, 2024 @ 5:57pm 
Thanks, I am about to release an update that will extend the province details UI panel, breaking down the population system and giving you all the details that you need ))
nullmana 3 Jun, 2024 @ 11:41am 
hi great mod, but is there any detailed explanation about recruitment? How are recuits actually generated. i know it has something to do with the population and militray buildings for higher quality, but are there some more insights? Also is it possible to get elite units from court positions like First Commander? It seems to not give me any elites.
Ganossa  [author] 1 Jun, 2024 @ 6:14am 
Here is a link to the discord but it so far was mainly focused on Agony for Troy:
https://discord.gg/6BPdVM9Sbs
Ganossa  [author] 1 Jun, 2024 @ 6:12am 
Thanks~, -and it is definitely still early stage for Agony, though it should play already pretty well (at least from my experience).
The likely features/changes coming next are UI implementations for the population system, spoils of war and drop tables. (all things that should be relatively easy to port over to the map expansion update)
Romanorum 30 May, 2024 @ 6:14am 
Hi Ganossa, I wanted to provide some feedback about the mod thus far while I'm ~60 turns in:

Highlight: One of my favorite thing this mod does that most never do is how difficult it is to field a large army. We don't just race to 20 stacks. Armies of 5-10 feel meaningful.

Least favorite: Matched combat feels removed and I really miss it. I somehow managed to splice Hecleas Animation Overhaul into the mod and it seems to work! Anyways, I really hope you consider adding matched combat as a highlight in the future or a submod that leans into it heavily.

Best aspects: Population system, slower economy, smaller armies, resource trading to survive, AI more active, battle balance feels good, probably more.

Least fun aspects: The technology tree doesn't feel impactful or change playstyle, at least in the early game. No "forced march" for armies feels limiting. UI around Outposts don't make it very clear how they work.

Overall very appreciative of your work! PS: discord server?
Ganossa  [author] 30 May, 2024 @ 5:30am 
At this state, there are still other things on my to-do-list.
I also remember the vanilla UI overlaps with the banners.
Vikingstyle 30 May, 2024 @ 12:38am 
Hi Ganossa, I really like the generals carrying their unique faction banners on the campaign map. Could you make it available as a separate mod as I do tend to play the vanilla version?
Ganossa  [author] 29 May, 2024 @ 8:12pm 
@Chicken, great to hear. Let me know when you figure out how to get the victory conditions to work. Is the one thing that seems broken yet for me.
Ganossa  [author] 29 May, 2024 @ 8:11pm 
@spacemarx, thanks~
AI factions will focus to get in wars with factions that are rich in resources or expand brutally, so if you hoard you will attract enemies (this will become more reasonable with future features that gonna be introduced). It will be tuned down a little soon for weaker factions though.

In the province panel (left if you select a settlement) there is a new effect that details your population in that province.
Growth will increase population over time and population numbers will be represented in garrison units and units available for recruitment. Pop/Units that aren't yet recruited into armies will contribute to production in your province.
Be default, all units "created" by population growth are low tier but building military buildings increases the chance of them being of higher tier.
Ganossa  [author] 29 May, 2024 @ 8:11pm 
Outposts are of two major kinds:
economic - which add some resources per turn but can only garrison low tier units and not share them with armies
military/administrative - which cost upkeep per turn but can garrison high tier units (which will be joining without recruitment costs) that can be shared with armies

I hope that helps for starters ))
spacemarx 29 May, 2024 @ 6:35pm 
Thanks for this great overhaul! There's so much I like about it but overall, I love how it makes the world feel like it's in the bronze age; resources are scarce and life exists on a dangerously thin margin of subsistence. Great work.

It’s tough, though. I'm being methodical in every decision I make, but I'm struggling to understand some aspects of the mod. I don't get how the population system works or how to predict when and where I will receive a recruitable unit. I'm garrisoning my army most of the time to build a food stockpile, but that's limiting my capacity to go on the offensive. I don’t understand why to choose some bastions and wards over others. The description doesn’t make it clear. I'm using diplomacy and the court, but every faction in Egypt declares war on me. I've tried a few play-throughs as Seti but I'm getting nowhere.

Any tips that anyone could give would be much appreciated.
ChickenLeg 29 May, 2024 @ 7:12am 
Tyvm, one of your scripts helped point me to the right lua file and solved my issues. It is greatly appreciated.
Ganossa  [author] 28 May, 2024 @ 5:40pm 
You can have a look at the vanilla scripts I modified -if that helps you-.
I was thinking also of creating a foundational mod that only unlocks all factions, for others to use, but it would make more sense, once the expanded map released (as for most modding projects).
ChickenLeg 28 May, 2024 @ 10:26am 
Good afternoon. I was wondering if you are fine if I try to learn a couple of modding things from your mod (mainly based around scripts) for my faction unlocker? Essentially, I need to figure out how to not have every religion building available at turn 1 for unlocked factions, as well as the wonders being built at outposts. I would of course give credit on the mod page if you are fine with it. Thanks for getting back to me.
Ganossa  [author] 28 May, 2024 @ 4:19am 
@Cyrus, that would be very lovely~ Please share it here! :IGNIZ: (you can hit me up on Discord if you got any questions regarding the mod)

@Romanorum, so far I am only re-using my changes I made to animations from the Agony mod for Troy (to get rid of all over-the-top animations).
I will touch on those changes to animations -unique to Pharaoh- at a later time.
The problem with (probably most) animation mods is that they also edit unit tables which then conflicts with Agony's changes.
•LGA• Cyrus: Emperor of Mankind 28 May, 2024 @ 3:52am 
I'm going to make a video advertising this fantastic mod