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@roberbond, Decivs, Cloacky, unfortunatly, I am not having the time at the moment for any submods :(
@KaZatZKa, changes are by design. You can replenish units in own settlements or when you station them in outposts. (if pop is still growing in that region)
Replenishment speed depends on the unit tier and your global tier chance.
Income is negative cause you have a surplus of resources in turn 1 and therefore production is reduced. When you spend the resources, the income will go up again.
@Philipps, that is "game-over". I assume he did not have any active heir?
Many of the changes just seem very.... whats the word.... arbitrary?
There seems to be no way to replenish units at all? This is a very strange idea and just as far from 'realistic' as the vanilla game. They couldn't recruit and train from the population to replace losses?
Everything is very expensive to purchase. Economy starts with every resource in the negative? Progress is glacial.
I really fail to see how it is better.
I think the banners are smaller too, so I can´t distinguish units between factions.
@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)
- How to lower my recources loss from logistics?
I feel this mod is still unbalanced, especially playing as a minor faction.
- corrected Babylon unit sets
Non-agression packs are to improve relations. They won't secure peace with a faction that hates you.
Yes, alliances can only be made with factions that you got decent relations with.
Pop-ups for Agony unique events are coming up as incidents and pop up in two variations:
A- to tell you that e.g. war was declared
B- giving details about this event
AI has no unique player focus but if you are rich in resources and poor in defence, they can focus you (like any other faction).
Agony for Troy has details about mechanics pop up every 100 turns and encyclopedia entries but that is something for when the mod is finished.
@KrnBhoy, AI does not cheat. You can check what units they got ready for recruitment if you hover over those little dots under each settlement banner.
However, after playing for 120 turns.. its a bit unbalanced and "to" hardcore;
- having an non-agression pack with a faction which they brake instantly and their armys assend upon you.
- can't make defensive alliances? is this a threshold thing, where you need it to be +30 or something to be able to?
The lack of pop-ups that are removed in the game, e.g when a faction declares war on you and that you have a rebellion is this disabled manually due to scripts or is this done on purpose?
I think the AI focus a bit to much on focusing the player down.. A bit over the top.
One suggestion would be to have a big pop-up message when starting the campaign giving a brief run down on the mod(this is done in attila or wh3 modders) and tooltips.
But in general an intriguing mod, good work!
It might be hard to see on a small monitor indeed, with the map being so huge and factions being plentiful. But that is also the very reason for having that faction picker, cause the traditional one is unwieldy.
If you hover over he faction emblem, you get most relevant information. The faction leader, the culture (which determines unit makeup) and the pin shows the starting location.
@avVE, for most removed mechanics, there is explanation in the description. Regarding bartering agreements, those have been removed because they can be exploited and in general introduce resources into the economy that just don't exists. You can trade for values over X turns that only exist in the turn where the trade was made, so you multiply them by X. It is not good for a tight economy like in Agony.
However it feels like to many vanilla features have been stripped away for no good reason and it turns into just ending the turn without any actions. Ambitions for generals and characters is completely removed? Bartering in the diplomacy completely removed from diplomacy, i really loved this feature in the vanilla, dont see why it had to be removed? especially when you have 3 new resources to balance between. I get it with the global trade buildings but still it brings you closer to being diplomatic.. instead its just a end turn slog early on.
Explanation on a lot of mechanics and effects seems to be hard to come by.
So far i love the idea of the mod, bringing realism and remove arcady parts of the vanilla game but a light version of the AGONY mod would be really nice.
@Vik, yes, MAC likely uses different vfx files and when loading Agony's from the windows version, crashes.
What you could do is load the entire vanilla MAC vfx folder into a submod, save it as movie type mod file and load it after Agony.
Deleted the creative assembly folder, checked file integrity, cleaned steam cache, did a fresh install, moved the game into other drive. Nothing works :(. Even with no mods downloaded at all, it still crashes to desktop without an error message when I try to start campaign, custom battle or benchmark. Truly bizarre. I've bricked hundreds of saves in other games with mods but never seen a problem like this :(
@S1xes, try to cleanup the App Data folder and used_mods.txt in the Pharaoh root folder.
I'm new to Total War games but this mod seems to be a great way to experience the game.
Outposts
- removed the recruitment toggle
- units will now always have a chance to move from the recruitment pool into your outposts
- towns (non-military outposts) now also allow to exchange units
- towns can still only accomodate tier 1 & 2 units and will reject higher tiers on exchange
- the bastion type military outpost now adds +50 supplies to the region
Marriage
- fixed various issues with marriages, including some crashes
Unit Origin & Migration
- some provinces will offer various special advantages to it's recruited units (including garrison)
- advantages will be carried by the unit, even when migrating across the map
- origin influence will as well be carried by the unit when migrating across the map (if migrating to different cultures)
- migrated units now carry the names of the provinces they migrated from
- migration influence now properly applied for only one turn
- sukhot unit culture changed to proper canaan