Total War: PHARAOH DYNASTIES

Total War: PHARAOH DYNASTIES

Kendji's Flavour Pack
Kendji  [developer] 4 Dec, 2024 @ 11:57am
Mod: Rebalancing
Battle re-balances
-Unit sizes made more uniform 210/75/42 for inf/cav/chariots.

-Morale system and veterancy overhauled. Every unit has -10 base morale vs their vanilla versions. However Veterancy scales more steeply upwards too. In practice a rank 0 unit will feel way more 'green' and flee more easily, but will end up roughly or slightly stronger than vanilla at rank 9.

-This can't be stated enough, it's relatively small changes to veterancy and morale., but big impact. You need to make sure you level up your units.

-Unit stances redone. Stances now are meant as counter to each other, Advances give melee attack, but weaker defense, while shieldwall vice versa etc.

-Unit drag width increased

-With U283 armour and weapons values got tweaked. There is now a bigger difference between the different weapons categories. Axes better at armour damage, spears at low armoured dmg, khopeshes multi-role. If you expect the enemy to throw armoured elites or naked militia at you, the weapons type of choice may vary.
Weapons dmg tweaked to make them more different from one another. Each weapon type has 5-20% more damage in soft or hard targets. But each unit also 10% more hp than pre-u283.

-Generals retinue has doubled campaign movement range now. This is bc of historical reasons. Zannanza's retinue[en.wikipedia.org] was for example supposed to take three months to travel from Hattuša to Mennefer.
With forced march you can now do it in roughly three turns. With per 1t/y setting means a 3 year trip, 3t/y 1 year trip, 6t/y half a years trip, 12t/y 3 month trip.

Cavalry vs no cavalry
-With u116 I settled on allowing cavalry only for one faction, the Kasko-Schytian/Steppe Tribal confederation in the north of Anatolia. I didn't remove, but I replaced the cav units of Mesopotamia with Chariot units, so the old cav is still in the db, but not recruitable.
As to Camelry, Only Sutu factions have them.

Administration Tiers & Commands
The system has been rebalanced. The total celing is still roughly the same. However, tier 1 now lasts way longer (55 vs current 200 adm.points), but the coming tiers then start hitting you faster than vanilla. Added commands for all faction, their largely untested and copies of the vanilla ones as for now. Let me know if theirs any issues.

Child Limit
Increased the Child limit from 4 to 15. This will now result in significantly bigger family trees so be aware of this.

Age
Old Age limits and other related modifiers brought to a more Bronze age standard. Your characters may start dying of old age in their 40's already. Which still is very high considering life span lasted to roughly what? 26? at the time. A 20y old would've been old. Though the Elite probably lived a little longer than the avg. age.
The coming of age age changed to 15 from 16. Although marriages could happen for 14y olds already or in certain cases for younger, historically. Here my own modern understanding interferes, going lower than 15 becomes a bit fracked up to me. But for gameplay reasons, since the old age is lower the years of adulthood is lower going 15 makes sense to refund 1 year of that.
Aging, after having reached the old age has been slowed. So 2% base plus an 2 percentage point annual increase is vanilla. Meaning at the age 65 a persons chance of dying should be 42%. Now it's 1%+1pp annually. Meaning the dying is more random than before. Your guy could live long like Ramesses the Great or die soon. So at age 65 the death chance is 21%. If I understand the mechanic correctly. My two last rulers have both still died in their 60's.

For future, I might turn the old age from 45 to 40 and put the clock ticking earlier.

AI Tweaks
Tweaking done. Primarily through rebalancing the cheats the AI get so it can utilize them better, taking away some cheats and adding some, in the end not increasing or decreasing them.
The AI should now be able to build more higher tiered armies. For example the AI should build less of those 'blue' coloured buildings in minor settlements and use that slot for resource production or other such.

Sea Peoples+Invasions
As of writing this the U290 just went out. I rebalanced the Sea Peoples. Each Sea People faction spawn at turns 30, 60, 90 and 110. However, They now spawn between turns 4 to 340. Each faction still in four waves. But everyone at different times and different strengths. In general their more numerous now, more stacks per spawn, 1-12. I tried to roughly mirror history, example of this is that some factions spawn early, some very late. Urartu's last wave is at turn 340, with an huge army. Uratu was a thing in the Iron Age. 340/6, puts this wave around 1148bc.
You've only survived the collapse after turn 350.. :)

As of writing these changes are largely untested, so let me know what you think.
See screenshots for an graph

Not all Factions will experience this the same. As Merneptah you'll be on the on the Firing line from the first turn 4 wave while as Hayasa-Azzi you'll be relatively sheltered. While the different peoples spawn in their own waves with their strongest wave being different from others. Many Sea Peoples will spawn early to mid game but then spawn but in lesser numbers. So those last spikes are from Ahlamu and other 'invader' tribes. Everyone will be around always but the intensity changes and Mesopotamia and Syria may have worst at the end game, Say if your Irsu.

Trade
Trade deals made into 40 turns to honour the Hittite denomination system.
Last edited by Kendji; 12 Jul @ 2:18am
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kappa 6 May @ 8:06am 
Hey the age thing is inaccurate. Infant mortality was very high thats why the AVERAGE age is so low, because a lot of infants died. If you survived past a certain age of childhood then you were probably going to make it to like 50
Kendji  [developer] 6 May @ 8:33am 
Yes, your correct, it is, some of the functions around this like infant mortality doesn't work in-game. So it's a question of how do represent it. Most ppl are also Generals represented. I think it's at 18y you get to adulthood (15-16 was causing other issues, like character getting portraits at 18) and the 'old age' limit is at 40. I've had ppl live to 60-70, since the mortality ticking is slowed. Or they get 1% chance at 40 and die of old age. This was sorta a compromise I did, you could make an Generals/Soldiers lifespan was shorter, an Nobles longer etc. etc. Increasing the current old age limit from 40 to 50, would probably result with generals living to 70-80 more frequently.
You still want an increase in old age?
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