Total War: PHARAOH DYNASTIES

Total War: PHARAOH DYNASTIES

AGONY - Overhaul
1,095 Comments
CaptainDingleberry 5 hours ago 
@Gnaossa, I'm getting logistic costs for wood despite being well below cap?
CaptainDingleberry 7 hours ago 
Ok thanks
Ganossa  [author] 10 hours ago 
If it is the previous +xp boost for units, then probably nothing at the moment. I need to update those effects.
CaptainDingleberry 13 hours ago 
@Ganossa, what does general title 'Overseer of militia' do?
Ganossa  [author] 6 Sep @ 7:41am 
Minor Fix Agony 1.2.7d

- fixed wrongly parsed faction influences for deciding unit culture in recruitment pools
Ganossa  [author] 5 Sep @ 6:29pm 
Yes, faction specific units (if different enough from base version) have been added to the cultural pool. You see that for example with Laconian militia now being a militia unit for all greek factions.
This is necessary to have enough units in the upgrade tree and every tier.
Qo 5 Sep @ 12:28pm 
@Ganossa
So for example If for example I play Achilles, I'll have access to the same units as Agamemnon or Odysseus faction, as they are all the same culture no matter if they were major or minor faction in the vanilla game?

Did i get it right?
Ganossa  [author] 4 Sep @ 4:27am 
Only very few mods would be compatible with Agony. Mostly, purely visual changes.
Kekso 4 Sep @ 2:04am 
Hi. Is this mod compatible with Radious please?
tetrion 2 Sep @ 4:49am 
love idea, hate result
Ganossa  [author] 1 Sep @ 12:48am 
No, they actually won't be compatible.
tonetone 31 Aug @ 11:43pm 
Do I need to use the community bug fix along with this mod, or can I just use Agony alone?
CaptainDingleberry 31 Aug @ 5:43am 
No
Ganossa  [author] 31 Aug @ 4:17am 
Do the sword ones not work at the moment?
CaptainDingleberry 31 Aug @ 1:33am 
@Ganossa, Are there weapon mods for kopesh units?
Ganossa  [author] 29 Aug @ 2:28pm 
Take Knossos as an example. It starts with one region occupied by sea peoples, so while being Achaean, on Knossos you will get the occasional sea people roster unit on that island.
Ganossa  [author] 29 Aug @ 2:24pm 
Units are grouped into cultures/sub-cultures. Prior faction specific units will be available in those groups. So far only 1 new unit was added, which is the thracian wolves unit.
The cultural setup of a province will determine it's units.
Unit expansion will come with the addition of early iron age.

Faction choice is about start position, (sub-)culture of course, difficulty, leaders/family, faction flair and role play.
Qo 29 Aug @ 1:51pm 
Is there any difference in units if I play Aeolia or Ithaca or even Troy and Lycia?? Caus the units seem only to differ from cultures and tiers without any exclusive to the faction
Ganossa  [author] 29 Aug @ 9:40am 
Thanks~
1. from rank 2 onwards (with increasignly higher chance) units can upgrade at the start of every turn
2. Achilles (Aeolia) is relatively (but not too) easy and fun to roleplay. Knossos is a pretty good and isolated start as well. Odysseus (Ithaca) is fun but not the easiest start.
koepadam 29 Aug @ 8:52am 
Hi Ganossa, firstly for the bit I've played so far, this mod is so interesting and adds so much needed depth. I have two quick questions:
1. Does the unit upgrading occur after a unit gains a new rank (chevron) or is it just the tier chance after every battle or something else.
2. Could you recommend me a good Greek faction to run a campaign with?
Ganossa  [author] 25 Aug @ 2:24am 
Imports and manual barter is affected by relations/alliances.
You are guaranteed all exports from an ally, despite the import/export ratio of a resource.

Napata is at the edge of civilization with a rather hostile environment, not made for growing population. They are pretty much reliant on trade. You can e.g. make alliances with factions in lower Egypt to be guaranteed their food exports.

AI has only very slight advantages in terms of pop cap and pop productivity at the moment but they are just very good at trading efficiently. They have to otherwise follow the same rules as the player.
The have the same base chance for upgrading unit tiers but their armies gain some xp every turn passively and the higher a unit's rank, the higher the chance to upgrade a tier.
CaptainDingleberry 25 Aug @ 1:37am 
Again, this feedback is purely out of love for this mod and wanting to see it progress even further. Keep up the excellent work.
CaptainDingleberry 25 Aug @ 1:37am 
@Ganossa, Maybe i am missing something then as i struggle to keep up with the ai. I will try a few different factions to get a better understanding of different starting positions, the faction i am struggling with is Napata. But i have had a lot of success with Mesopotamian factions.

You say ai has a slight advantage but seem to produce significantly more troops with better quality. Am i misunderstanding something regarding to population growth or something? I am in a onstant state of unable to progress military campaigns due to lack of new units or lack of replenishment with higher tier.

Does trade improve with better relationships? It seems the trade values are simply one sided. What would you suggest in regards to improving my diplomacy?
Ganossa  [author] 24 Aug @ 8:54pm 
Global import/export numbers are currently only recalculated between turns.
You see the income from imports/exports and production change because they are affected by how close a resource is to it's capacity.
There is a faction effect bundle (in top left bar effect list) that breaks those down for you.
Emptyheart 24 Aug @ 6:30pm 
I'm so confused about the current economy system, I hope there would be more tutorial for this part. For example, when I spent some food for building, it shows there's food import so my food income next turn turns to positive. Meanwhile, global import and export (to my faction I assume) haven't changed.
Ganossa  [author] 24 Aug @ 10:51am 
I am far into the mid game in my Athens campaign which I would consider a harder start and I am indeed neglecting settlement development, I am probably the second or third strongest faction in the Aegean and got the strongest as ally. That far into the game, recruitment isn't limited all that much and my main army has no issue with beating down full outpost supported settlements, due to better quality units.
Ganossa  [author] 24 Aug @ 10:41am 
@Captain, thanks for the lengthy feedback. From my experience with hard starting positions, the mod is slightly too easy at the moment.
AI as has only a slight advantage now in terms of population and some very slight productivity boost but both nothing significant.
However, the pop number advantage is simply quantity not quality and doesnt give much of an advantage mid/late game.
The AI is very good and relentless when trading resources, which allows them often to take lead in construction and they will recruit units nearly up to their food limit.
However, the AI is as well punished for larger armies and in most cases needs a number advantage in battlen to have a chance of winning.
Trading regions is a shortcut in diplomacy but there is also the usual ways of slowly improving relations.
Not all factions are equal and some are supposed to be near impossible and a challenge to even survive (e.g. Corinthians).
Ganossa  [author] 24 Aug @ 10:28am 
@bigmonkey, you might have married a character in the diplomacy option but forgot to sign off the marriage manually afterwards? I believe it can lead to issues if you then try to arrange another marriage for that character.
Lyft 24 Aug @ 9:34am 
@Ganossa,
Thanks for your prompt reply.

This is good news, I'll wait for others then.:steamthumbsup:

Thanks again for your great work.
Ganossa  [author] 24 Aug @ 9:29am 
@Lyft, I think you get the message for Menelaus children, which do not appear in your tree. Someone else reported it.
Lyft 24 Aug @ 9:08am 
Thank you for the mod!

I've an issue with Agamemnon, the children born do not appear in the Family Tree. I've tried waiting for several turns but nothing turns up. I've added the save files if they are of any help.

I want to keep playing but the lack of chlidren bothers me too much. I've even commented for the first time ever :)

https://drive.google.com/drive/folders/1drQfm7QP4uHzC_lY-yevxlKgpD9RQ1kT?usp=sharing

Again, great work!
CaptainDingleberry 24 Aug @ 8:19am 
Logistics is a great mechanic but too draining and needs re-balancing. Sometimes you cannot collect enough resources to build what you require so must resort to trading, and as mentioned before this can be impossible as well. I know that you are required to build storage's, but you don't always have this as an option.



I understand the mod is supposed to be hard which is what makes it so much fun to play, but this seems to me as bordering on unfair.



This is all mentioned purely out of support for this mod and maybe I'm the only person that thinks these points. I just feel that some re-balancing would turn this mod from good to great and make campaigns more enjoyable as a whole.
CaptainDingleberry 24 Aug @ 8:19am 
The diplomacy is just pointless, in some games making it impossible to make peace despite being far stronger and winning battle after battle. trade is unfair having to trade huge amounts of resources with the ai for little gain. The only way i have been able to make allies or pacts is by giving away regions making expansions even harder and simply being too unfair for the player.



Buildings are extremely expensive so when playing small factions with no real resource income you quickly fall behind the ai, which seems to receive massive boost to economy. Playing as more developed factions or strategic spots, such as tin and copper mines, does make for better gameplay due to the large amounts of resources you can produce. However, these spots are limited and the player doesn't always want that kind of powerful start.
CaptainDingleberry 24 Aug @ 8:19am 
@Ganossa,

This mod is great but feels unfair towards the player. The main complaint is unit replenishment vs ai where some campaigns are impossible because the player cannot recruit as fast as ai. I have spent enough time playing to fully understand the mechanics now, but some games are just not fun as you quickly come to a standstill where the ai slowly chip away at your limited armies, even with fighting and winning every battle with minimal losses. Going to war can be impossible due to the limited size of armies you can muster and coming up against ai regions with full outpost that replenish at very fast rates, and having huge penalties to army stacks of 20. The main complaint here is the ai population boosts are too strong vs the player, unless you play as the better factions.
Bigmonkey34 24 Aug @ 7:19am 
Is anyone else getting a crash anytime they try marrying
Ganossa  [author] 23 Aug @ 6:22pm 
@KillWonder, currently they should be very rare but I will add actually many more, as the early iron age gets introduced.

@NomadicSabre, I adjusted the mod description to give another (outside of the title) little warning what kind of mod this is.
KillWonder 23 Aug @ 9:58am 
Can you delete cavalry completely from this mod?
NomadicSabre 23 Aug @ 8:10am 
I played a bit with your mod, and I gotta say you've obviously put a lot of work and effort into it. I am sure many will love your mod. However with that said, it will probably be a miss to some others too. As it was for me.

The cool characters being displayed at faction selection is gone. I thought, oh well i wont judge a book by its cover. I start trying out the mod as Hatti and I am hit by a crippling resource loss right off the bat. I declare on my nearest neighbour to take over their settlement, in hopes of making more resources. I take zero losses as i try to play carefully. Next turn, a lot of the soldiers are gone because im in food deficit. Frustration.

Besides that, the UI and map/icons etc is heavily changed.

I liked the units/battle changes.

This mod makes the game feel more spreadsheety.

I understood what you were aiming for and I was saddened with my realization that, this was not a mod aimed for players like me. Respectfully, I wish more modded pharaoh like you.
Aten 23 Aug @ 12:19am 
Awesome, thanks Gan
Ganossa  [author] 22 Aug @ 11:32pm 
You got two options when starting a campaign:
A: Multi-Save
B: Single-Save (Default)

Multi-Save allows you to save whenever and you can keep pausing and giving commands in battle.
Single-Save will only allow one auto-save and you can pause but not give commands during the pause.
Aten 22 Aug @ 11:24pm 
Just checking while I'm redownloading, can we still pause battles?
Ganossa  [author] 22 Aug @ 5:20pm 
I am currently using Kam's "Immersive Unit Reskin" mod.
gh0st_inthe_SYSTEM03 22 Aug @ 12:01pm 
Hi again. I see. Especially 'historical' reskins?
Ganossa  [author] 22 Aug @ 11:50am 
UNIT reskins should be compatible.
gh0st_inthe_SYSTEM03 22 Aug @ 9:34am 
Hi @Ganossa. Are there other compatible re-skin submods I could use alongside Agony or not? As I tend to use re-skin mods a lot especially if they are compatible. Thanks
Ganossa  [author] 22 Aug @ 5:23am 
Not really, other than population is configured around ultra but you can still increase it to extreme for example.
In battle you might want to turn on all UI info though.
I might share my personal settings in a sub discussion at a later time.
renetschultz 21 Aug @ 10:28pm 
Are there any recommended settings for this mod?
Ganossa  [author] 21 Aug @ 7:11am 
Every faction can export resources from production settlements where that resource is produced.
Other factions can import that resource.
Based on how much demand vs supply a resource has on the campaign map, there is a factor calculated which determined how much you can actually import and how much other resources you get for exporting.
andrikosgeorge 21 Aug @ 3:53am 
i just can t understand the import and export things
Ganossa  [author] 20 Aug @ 6:31pm 
You dont necessarily need to disband the damaged unit but can wait for it to replenish or park it in a militarty outpost where it will replenish over time as well.