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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.
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 ))
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
@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.
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.
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.
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....
- garrisons cannot replenish while under siege
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.
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
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
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)
- 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
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)
https://discord.gg/6BPdVM9Sbs
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)
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?
I also remember the vanilla UI overlaps with the banners.
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.
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 ))
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.
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).
@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.