Total War: PHARAOH DYNASTIES

Total War: PHARAOH DYNASTIES

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AGONY - Overhaul
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Tags: mod, overhaul
File Size
Posted
Updated
2.491 GB
25 Jul, 2024 @ 8:09am
8 Sep @ 11:02am
274 Change Notes ( view )

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AGONY - Overhaul

Description
"The Dark Souls of Total War"

Prepare for a brutally challenging, deeply immersive overhaul that demands patience, strategic thinking, and grit.
A fair yet unforgiving experience that rewards learning, adaptation and perseverance.

Design Principles: Immersive - Intimate - Fair - Challenging


ATTENTION
- use 3D unit cards

All Factions have been made Playable


Overhauled Map Economy and Building Chains
- introduced copper and tin resources
- reorganized resources on map to replicate resource hubs of the bronze age
- introduced new trade mechanic and building chains that simulate global trade across the map
- import and export of resources define supply and demand


Novel Provincial Population System
- population is wrapped in potential units
- units are either residing/garrisoned in settlements and outposts or available in recruitment pool
- residing/garrisoned/pooled population is regarded as productive population and contributes to provincial resource production
- population recruited into armies is part of a province but regarded as military population and therefore does not contribute to provincial resource production
- provincial population culture/units depend on cultures prevalent in a province
- units only replenish in settlements with enough unbound population of high enough rarity/tier available


Approval System
- each factions has unique influence on a region/province
- depending on their influence and relation to region owner, their population group affects regional happiness


Spoils of War
- capturing settlements steals resources from loosing faction
- winning battles has a chance to reward unique items that can be equiped to units in your armies


Unit Tier/Rarity/Upgrade System
- units that gain experience will have a chance to upgrade to a higher tier unit
- there are currently 5 unit rarities in game (militia[grey], trained[green], heroic[blue], epic[violet], legendary[gold])
- a faction has a base chance for each rarity to occur in a newly gained unit
- every gained unit of a higher tier will reduce base chance
- constructing military buildings will increase chance of unit rarities faction-wide


Slave Economy and Resource
- slaves are gained after battle and when raiding or conquering regions
- slaves are over time integrated into own empire, boosting growth


Equipment and Supply Mechanic
- units will replenish (over time) equipment and supplies when stationed in settlements or outposts
- quality of replenished equipment and supplies increases with supply buildings
- units will slowly degrade equipment and supplies outside of settlements (less in friendly territory)
- equipment and supplies give bonuses to armor, weapons, ammunition, accuracy and morale


Re-emerging factions and non-generic rebellions
- rebellions will now belong to actual factions with (home) claim to regions
- rebellions will be sourced by population in region
- rebellions can happen sooner than -100 happiness but with lower chance
- already dead factions can re-emerge via rebellions
- rebellions that are composed of mainly sea people units will belong to a sea people's faction

Vanilla Mechanics
- scripted invasions - disabled in favor for a more believable growth of sea peoples
- civilization collapse mechanic - disabled in favour for seasonal effects
- commands - disabled to prevent crashes and due to being gamy
- ancient legacies - disabled due to balancing issues and being gamy
- court - disabled due to being unbalanced, repetitive and gamy
- general skills - overhauled
- administration feature - replaced with smoother alternative

AI Modules
Campaign StrategAI Module
- AI is cooperating against major threats in vicinity
- AI is creating military/defensive alliances and declaring wars
- AI will attack targets with high wealth
Battle Module
- AI keeps reserves in offensive battles
- AI retains stamina when approaching the enemy
- limited time to run down AI routing units at end of battle

Economy
- slow down progress across the board
- removed workforce system
- added resource chain that introduces opposing upkeep costs between settlement types
- introduced various mechanics that change army upkeep based on army position and unit count, favoring smaller armies that are garrisoned
- food expiration at end of seasonal cycle (if not consumed)

Outposts
- introduced(/replaced) 6 new outposts
- outposts function more like smaller settlements/towns
- outposts are major factor in defending regions and growing population


Campaign Traversal
- slowed down campaign movement
- overhauled stance system
- sitting in a stance will accumulate bonuses (defense) and debuffs (movement)
- fighting major battles will weaken and slow down armies

Battles
- reworked lethality into a critical hit system
- greatly reduced health pool
- more impactful cavalry
- higher emphasis on rock/scissor/paper
- high early casualties with increased sustain as units tire
- units tiring but also recovering faster
- overhauled ranged missile trajectory that takes terrain height into account
- overhauled animations with reduction/removal of matched combat and silly animations
- smaller bodyguard units with higher missile resistance
- better protection from missiles for shielded units
- less protection from missiles for unshielded units

AI Challenge & Fairness
- removed nearly all AI advantages and cheats
- improved AI decisions in construction priorities
- following methodology of applying all introduced to player and AI equally

Visual/Aesthetic
- colors have been adjusted across the board
- the 3D campaign UI has been overhauled and greatly reduced it's footprint in favor of more immersion
- seasons have added weather effects on campaign map
- generals carry their unique faction banners on campaign map
- unit colors have been tuned down in battle
- custom colored building icons
- varying number of unit banners
- adjusted camera for battles and campaign


Recommended Sub Mod:
Unit Variations (by Kam)
Arrow LoD (by Mavrik)


Translations:
Russian
Chinese

Important Notice:
Refrain from using unsupported submods.

Agony Discord[discord.gg]
1,101 Comments
Uinseann 16 hours ago 
Exactly, we can't thank you enough for this masterpiece. The game was reborn thanks to you. :steamthis:
Ganossa  [author] 16 hours ago 
Minor Update Agony 1.2.8

- foreign units in recruitment pool and outposts will affect region influence
- another fix for units becoming available in recruitment pool based on influence values
Ganossa  [author] 17 hours ago 
Yes, if you can share a screenshot of the wood resource breakdown.
CaptainDingleberry 17 hours ago 
@Ganossa, I'm gettin -88 at 0 wood balance. I have a screenshot but not sure how to share it?
Ganossa  [author] 19 hours ago 
Thanks Aegon, it is still some way to go though :IGNIZ:

@Captain, the logistics cost start on a slow curve, even if you are below the cap and then will negate all income at the cap.
AEGON 7 Sep @ 3:29pm 
@Gnaossa, thank you for the best mod ever.
It’s perfect in every aspect. You are the best
CaptainDingleberry 7 Sep @ 7:50am 
@Gnaossa, I'm getting logistic costs for wood despite being well below cap?
CaptainDingleberry 7 Sep @ 6:38am 
Ok thanks
Ganossa  [author] 7 Sep @ 3:47am 
If it is the previous +xp boost for units, then probably nothing at the moment. I need to update those effects.
CaptainDingleberry 7 Sep @ 12:41am 
@Ganossa, what does general title 'Overseer of militia' do?