Total War: PHARAOH DYNASTIES

Total War: PHARAOH DYNASTIES

Recruitment Rework (+ Cohortroy’s unit pack)
Ca_Putt  [developer] 25 Apr @ 4:34am
Detailed Changes - Minior Factions
While dynasties allows us to play minor factions, they are a bit bland in my opinion. With COHORTROYs mod they have their unique units but they still just have one building to make all of them, no strings, no frills. Not under my watch! So I'll give them a similar treatment to all the major factions. Unique buildings with unique benefits and drawbacks providing CHTYs UUs, select native troops and a few major faction units that make particular sense.

Let's start with the Aegean,
1. Because that's where I finished on the main factions.
2. Because there are a lot of units and premade concepts there because of troy and
3. Because I'm currently on an agamemnon campaign.

Achaeans:
Like mycenae the other “greek” states are centred around their citadel barrack. Like mycenae they reduce training slots, buff associated stats on recruitment, cannot be damaged and can only be built in the Aegean + Cyprus. Unlike mycenae however each faction only has one variant instead of two. Outside of the Aegean they have access to a less flashy building that just goes to t4 and provides a basic selection of a ahhiyawa troops as well as the chariot maker and islander recruitment. All of which are shared with mycenae.
Ithaca: focus on skirmishes - light nimble troops
Boiotia: focus on defence - spearmen and slingers
Aiolia: focus on charge - spear chargers and shielded infantry

Pelasgans
Lycia follows a very similar motto, but they do not share their buildings with troy due to the way troy is centralized. They have a pelasigan version of foreign barrack and chariot maker, and also use the achaean islander building. And of course a unique citadel barrack:
Lycia: focus on archers - archers and defensive infantry.

Thrace:
The thracians(and phrygians) don't rely on province capitals as much as other factions. Instead their barracks are dependent on the terrain(or rather resource type) of the region they are in. Apart from plains, the other two can be upgraded fully in minor settlements. I could do careful analysis which regions are forests, plains or hills but I think this is 1. Tricky due to slot types. 2. Less balanced 3. Not really worth it.
Plains(food): chariots and shieldbearers.
Forests(wood): skirmishers, Archers and Clubmen.
Hills (bronze, stone & gold): Chargers.

Phrygians:
Like thracians phrygians are dependent on terrain tho like myceneans they have to choose between two improved barracks in preferred settlements, which can be fully upgraded to tier 4 even in minor settlements, while the non-specialized one only goes to tier 4 and that only in major settlements.
Skirmishers(wood or gold): more ammo, wood production bonus.
Warriors(wood or gold): more melee attack, gold production bonus.
Raiders(all settlements): mix without elites.
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Ca_Putt  [developer] 15 Aug @ 3:06pm 
Took me a bit and I am not entirely happy with the mechanics. I will need to do more digging into achieving the effects I'm after, but I've spent too much time out of it to not share this progress.

Next are the "Hittites" or rather Carchemish, Malidiya and Shubru. Because I decided to go counterclockwise and have no idea what to do with Cimmerians yet.

All three, as well as Suppiluliuma and Kurunta get access to The Hittite Military industrial complex. What is that? It's a replacement for the Training building that grants more Recruitment slots but does not give XP but armour instead, as well as quick access to some staple troops.
As an alternative they get the Hittite Levy centre, which reduces the cost of military buildings and warrior gear in addition to some weak units.

But where are the fun troops, that's just some basics!

Well they are in the Warrior Societies. Right now there are one for each minor faction (tribal) and one for the cult of Tarhunna(cult) accessible to all "Hittites". With further updates I intend to make some more for Supi and Kuru to enjoy as well as some overlap with Alashia and maybe “Cimmerians”.
Each Province can have ONE Tribal society and there can only be one cult society per faction. Unlike other barracks they are however exclusive to minor settlements. They all give a penalty to recruitment slots(so pair them with the Military complex in the capitol) have another drawback and a little bonus, but you mainly get them to get troops. This is how you get what I perceive as the factions roster. it’s usually 3-4 levels of 3-4 Types of units. So Carchemish for example gets a defence bonus and three levels of Swordsmen, Chariots and Archers.
Ca_Putt  [developer] 26 Sep @ 9:30am 
Well it turns out making 6 bespoke culture group buildings and have 6 factions each with a limited selection of these is more than twice as much work as giving 3 factions a unique building each.

But I present you the Canaanites. Peoples at the crossroads between kemet and hatti, the euphrates and the great green:


The Canaanites find themselves caught between several Empires that strive to incorporate their Wealthy Cities on the coast and the resource rich pastures in the Highland into their realms. To me this division is most striking in Canaan and thus I think its a good idea to divide recruitment along these lines. Each Faction has a different mix between Urban militias, Nomadic raiders, Professional Sabu Nagib, Noble Maryannu and Sea people mercenaries, in addition to putting territory under foreign control. The factions are not divided based on a single factional roster but from what they can cobble together with the available buildings, which generally only have 2 or 3 unit types available.

The Canaanite Factions all share a pool of Factional buildings. Tho none of them has access to all of them. They all however lack the standard Garrison building, which is replaced by one or two factional variants and have access to all Protectorates and Billetting options. Buildings from the same category are mutually exclusive, but neither port expansions nor Garrisons are exclusive to major settlements. If combined with a Protectorate this allows for exceptionally strong Garrison Armies. So abuse the system until I nerf them!

1. Garrisons - replace original Garrisons and can be built anywhere
  • Urban Militia - A good mix of Garrison and troops selection for Fenkhu urban units. Ashkelons Special Building.
  • Nomad Camp - Allows less restrictive access to local troops and reduces enemy Morale in the region. Damascus Special building
2. Port expansions - can be found under management and can be built in all coastal towns
  • Portguard - Additional Defences(garrison), greatly improving siege holdout time and granting minor recruitment. Ugarits special Building
  • Freeport - Additional trade at the cost of security, also granting Sea people recruitment. Byblos special Building
3. Sabu Nagib - An uncomplicated base stock of Professional Soldiers. Shared with Irsu
    4. Palace
    • Maryannu Palace - Tier 5 Building granting Legitimacy and elite Troops. Emars Special building. (incompatible with Protectorates or Billetting)
    • Citadel of Kinyras - Achaean Style citadel, granting a bronze production bonus. Alashias Unique building available only in cities with aegean tradition.
    5. Protectorates - These reduce Administrative burden, but swallow up half of a provinces income and reduce legitimacy. They do however provide a strong Garrison and access to foreign Elite units.
    • Hatti
    • Kemet
    • Assur
    6. Billetting - These reduce Administrative Burden, but greatly destabilize the province and reduce legitimacy. They do however grant access to foreign Elite units and a strong Garrison.
    • Sea People
    • Ahlamu
    • Kaska
    Alashia:
    Neither Nomad Camp, Sabu Nagib nor Maryannu Palace but their unique Citadel building. They also get the Hittite replacement for the Training ground.

    Ashkelon:
    Only lacks the Maryannu Palace, But gets extra units in the Urban Militia Barrack, Freeport and Portguard

    Byblos:
    No access to Nomad Camps. Additional units from the Freeport and cheap units from normal ports.

    Damascus:
    No Access to any port Extras but in addition to local troops get Shasu troops in Nomad Camps.

    Emar:
    No access to any Port extras but get extra options in the Maryannu Palace and from Outposts/forts.

    Ugarit:
    No Access to Nomad Camps. Their Extra units can be found in the Portguard.

    Sutu, will share a fair amount of this, but come in the next smaller update, for now they are not part of this block.
    Last edited by Ca_Putt; 26 Sep @ 9:32am
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