Total War: PHARAOH

Total War: PHARAOH

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Reworked Unit Economy
   
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16/out./2023 às 6:09
8 de mai. às 2:23
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Reworked Unit Economy

Descrição
Hi All,

This mod changes how the unit economy works to make battles more impactful as well as the overall campaign more dynamic.

The basic changes are:
-Unit recruitment costs increased by 150%
-Unit upkeep decreased by -35%

Impact on gameplay:
-Players and AI are now able to field more units for a more dynamic campaign.
-Each battle matters more; losing an entire army might mean the player or AI are unable to quickly recover if they do not have enough resources stored.
-Planning the campaign matters more in terms of preparing resources. Losing too many units during the campaign might strain your economy.


At the moment, units are rather cheap, but their upkeep is very high. This means it's a bit difficult for players and AI to field a lot of units, but at the same time, once an army is defeated, a lot of resources are freed to quickly rebuild another stack. With my mod, winning or losing has a much larger impact, and it's less likely for AI to get full stuck right after a large defeat.

PLEASE NOTE:
This is an early version and values can still change, based on your feedback (e.g. making upkeep -30%, rather than -50%)


Compatible with:
All patches and mods.

If you would like to thank me, please check out & sub to my history/TW related youtube channel or donate to my beer fund at paypal!

https://youtube.com/user/kam2150
https://www.paypal.com/paypalme/kam2150
26 comentário(s)
kam2150  [autor(a)] 26 de jul. às 5:17 
Mod ported to Dynasties.
kam2150  [autor(a)] 26 de jul. às 0:13 
Yes, probably later today.
Guiflick 25 de jul. às 22:54 
Hey Kam do you plan to update this to work in Dynasties?
kam2150  [autor(a)] 17 de mai. às 7:20 
Not sure what is the setup in Pharaoh but it starting garrisons are still tied to startpos file, even if I would lower amount of these units per building, all starting ones would remain the same.

And I am not touching startpos files :D

But still, I only mod stuff that I would use myself due to my principle that modding has to be fun for me in the first place.

Side not, I wish CA allowed for option to have more than 20 units, rather than less than 20 units. In Rome 2 A LOT of people are playing with 30-40 units per army as it makes BAI much better. I myself don't want to play with less than 20.
sigmars_disciple 17 de mai. às 6:59 
I mean your question is friendly and valid I guess, kam2150 does indeed some quite productive, but why would he be interested in making, testing and then forever maintaining such a mod? I would also assume he might favor a totally different approach than yours to play with a less units (I believe you're saying you're using a mod that will limit the # of units per army to 10 but I'm guessing...) while I think most players would probably favor ANY other approach that will not throw balance out of wack completely (only to then fix some new issues, starting w/ garrisons)....

So if you want to reduce the # animated unit models on the battlefield, using the game's preferences to set unit sizes across the board to "small" instesd should bring superior results, pretty much in any area. Just as an idea, hope I could make some sense <3
sigmars_disciple 17 de mai. às 6:59 
Hey @Benjamin, that sounds like the perfect, relatively (!) simple mod with a relatively narrow use case (meaning will be relevant for a small # of users) that makes it absolutely perfect as your first own mod tryout using RFPM.... ;)
Edward 11 de mai. às 4:35 
I'm really enjoying this game with smaller army sizes (10), but by that same token, the garrisons are massive in comparison. Would you consider making a mod to make the garrisons smaller?
Maff 26 de jan. às 16:42 
Yeah, makes sense. Thanks for replying.
kam2150  [autor(a)] 26 de jan. às 9:06 
Yes, I want to play around with new patch a bit more first. For example combat changes are far are rather good.
Maff 26 de jan. às 8:39 
Hi kam. Any plans to update this and your DEI Light mod at all? Cheers