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Total War: PHARAOH

Axioms

Arcane
Developer
Joined
Jul 11, 2019
Messages
1,630
Medieval 3 or Empire 2.
This CA didn't develop Medieval 2. The people that did develop Medieval 1 and Empire are fewer now than they have ever been in the history of the studio.
If anyone expects good things from this they haven't been paying attention for a very very long time. But ok what ever OOoh Shiny. You people deserve to be treated like shit frankly.
Same as fans of CK3/V3. Shiny graphics! Yeah but the gameplay ate shit and the game focus is in a totally different direction from what made the OG games great.
 

JarlFrank

I like Thief THIS much
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Steve gets a Kidney but I don't even get a tag.
The only thing I want from TW at this point is for Feral, the guys who ported Rome and Medieval 2 to mobile and made Rome Remastered, to make a Medieval 2 Remastered.

Rome Remastered has a shitty interface compared to the original, but the devs listened to community requests and lifted many of the old hardcoded limits for modders.
The potential size and depth of mods is much greater than ever before, and if they give Med2 the same treatment, we can completely ignore what CA is doing and just play mods forever.
 

RobotSquirrel

Arcane
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Adelaide
The only thing I want from TW at this point is for Feral, the guys who ported Rome and Medieval 2 to mobile and made Rome Remastered, to make a Medieval 2 Remastered.
I mean Medieval 2 remastered makes a lot of sense at this point. I'm shocked that they haven't done it yet. But I didn't really like Rome Remastered, I felt it wasn't a perfect 1:1 replication of the original. Yes there were some improvements to the AI which were appreciated but it just didn't play exactly the same, I found playing Germania to be a nightmare to be honest, it felt better when playing the Roman factions, I did get a slight hint of bias when I played it.

But yeah Medieval 2 getting an update will be appreciated because I feel as though it'd benefit the most from the changes that Rome got. I wouldn't feel so bad if it played differently on account that Medieval 2 played a bit sloppy anyway, there was a distinct lack of variety compared to Rome because of how they changed it so that there was only 1 unique unit type per nation and the rest came from perk buildings, wasn't a massive fan of that because it meant there was no difference between playing England versus say playing Germany or Scotland. I want to be clear though I prefer Medieval 2 over Rome.

Kingdoms was where they figured it out. So if they could do a Kingdoms styled redo of the original grand campaign, that'd be incredible. My dream would be for a single unified campaign map where all of the kingdoms factions were added to the grand campaign and the Americas were expanded to include all of the natives thus giving something for the Aztecs to do while they wait for Europe. There is soo much scope with Medieval 2 it'd be a shame not to do that. Lets be honest here, you're going to still piss off the purists no matter what you do, so I say go nuts with it.
 

JarlFrank

I like Thief THIS much
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Steve gets a Kidney but I don't even get a tag.
I mean Medieval 2 remastered makes a lot of sense at this point. I'm shocked that they haven't done it yet. But I didn't really like Rome Remastered, I felt it wasn't a perfect 1:1 replication of the original. Yes there were some improvements to the AI which were appreciated but it just didn't play exactly the same, I found playing Germania to be a nightmare to be honest, it felt better when playing the Roman factions, I did get a slight hint of bias when I played it.
It's all about the total conversion mods, I haven't played vanilla Rome 1 or Medieval 2 in over a decade. In fact I played vanilla Rome for the first time again after purchasing Rome Remastered, and it surprised me how insanely fast the battles there are. I've gotten used to the slower, more methodical pace of Europa Barbarorum and other mods of its type.

Rome 1 and Medieval 2 are amazing platforms for total conversion mods, and Rome Remastered expands upon that a thousandfold. Just look at the massive monster of a mod that is RTR: Imperium Surrectum.
The same for Medieval 2 would be a dream.
 

Caim

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Dutchland
Played a lot of Medieval 2 in my day and a remaster would be fun, but I'm not sure if they're able to pull it off at this point without new and interesting ways to fuck it up again.
 

JarlFrank

I like Thief THIS much
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Steve gets a Kidney but I don't even get a tag.
The remaster of Rome was made by a third party (Feral), not CA themselves. The Medieval 2 remaster would be made by them too (they already ported it to mobile).
 

Lyric Suite

Converting to Islam
Joined
Mar 23, 2006
Messages
58,278
People want the opposite of innovation. The Sofia team tried to innovate with Troy, but everyone hated it for dumb reasons. Pharaoh is just bad because they didn't want to do the same as Troy but didn't have any more ideas on how to do that while keeping up with Bronze Age historicity. In the eyes of the hoi polloi, the only acceptable course of action is to go back to cavalry charges and nothing else.

The big problem i have with games like this is the regressions.

I don't have an issue with people wanting more of the same if it meant the game keeps getting better with each entry. But that's not what happens. Sometime features go missing, things that worked well in the previous entry are either absent or are poorly implemented if not downright broken. You can have good AI in one game and dog shit AI in the next even though little else changed.

Rome is the last Total War game i played and the reason i could never follow the series after that is that i have no interest in replaying the same shit over and over except it's always a mixed bag every single time. Sometimes things are worse, sometimes they are the same. Sometime they introduce new things, sometimes they don't. There's no consistency, no sense things are maturing along the way. It's just maddening to me and Total War is not the only series that does this.
 
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Lacrymas

Arcane
Joined
Sep 23, 2015
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Pathfinder: Wrath
This is getting an overhaul that adds Mesopotamia, Assyria and the map and factions from Troy.
 

Luka-boy

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Asspain
The full announcement:

17c039f50088440b4619235921e79d6558270104.jpg


Hello, Total War Community!

We hope the valiant Montu has brought victories to those of you who braved the battlefields of Ancient Egypt, Anatolia and the Levant, while the wisdom of Toth will bolster the decisiveness of those who are yet to thread those ancient fields of destruction.

In January we launched the High Tide Update for Total War: PHARAOH, welcoming the harbingers of the Bronze-Age Collapse, the Sea Peoples, as a new playable culture alongside their two dedicated factions, bringing the core roster up to ten. We were delighted to see your positive reception to this free update which was part of our post-launch ambitions to create a vast Bronze-Age strategy experience.

As mentioned in our Leadership Message back in December, the vision for Total War: PHARAOH since the outset of the project has been to increase the size of the campaign map and introduce even more cultures and ways of engaging in glorious strategic conquest. Today, we’re excited to announce that this will come courtesy of a vast free update that significantly reworks the existing campaign mode already available in PHARAOH’s base-game. This update will usher in a host of exciting new additions whilst also implementing some familiar content from its Bronze-Age brother, A Total War Saga: TROY. We want to improve your experience of this most iconic age, and we’re working hard to deliver it later this year.

In terms of the content you can expect to experience, prepare to embark on a conquest across a map that has greatly increased in size as we add the renowned and highly requested regions of Mesopotamia and the Aegean to the conflict alongside the playable cultures of Babylon, Assyria, Mycenae and Troy. Whilst within the strategic campaign layer, you will have access to all new mechanics such as the Dynasty system which adds mortality and succession to the faction leaders’ quest to leave behind a legacy that will survive the ages. And finally, within battle you can expect over 80 new units for the Mesopotamian factions, alongside the addition of over 70 reworked units from a Total War Saga: TROY.

Given that this update will make some big changes to the way in which Total War: PHARAOH plays, we will be taking steps to ensure that you still have the choice to experience the original campaign should you wish to. We’ll reveal more information on how this will be achieved in a later instalment.

On another note, we’ve made it clear that we’re keen to improve the level of transparency we exhibit across all our products to ensure that you have a better understanding of what we’re working on, as well as how and why we make certain design decisions. With this in mind, we want you to come on this Bronze-Age journey with us to help us begin to find the right path to a greater developer-community collaboration.

Starting next week, we'll be kicking off a series of conversations around the creation of this update, starting with a deep dive looking into the expanded campaign map and how we're aiming to bring this long-lost world to life, before inviting you all to send us your questions for a Q&A session the following week.

Every couple of weeks, we'll have a new topic featuring a variety of voices from across the project, first detailing how we're approaching the work, and inviting you to share your thoughts and feedback on that vision. We'll then come back to you the week after to dive into more detail on the topic over on the official Total War Discord - so make sure you join today and keep an eye out for new channels to post your hotly anticipated questions.

Thanks again for your support, and for your candid feedback - we want Total War: PHARAOH to be an incredible experience for everyone!

—The Total War Team
 

Lacrymas

Arcane
Joined
Sep 23, 2015
Messages
18,732
Pathfinder: Wrath
Imo, the lack of content is the least of its problems. The gameplay is bad and the factions are essentially interchangeable. Yes, I know the factions in Shogun 2, Medieval 2 and Rome 1 are interchangeable as well, but the map made a bigger difference in those games and Medieval 2 is just a vehicle for mods. And the battles weren't terrible in those games. It's a different matter in Pharaoh, the engine is still awful and the battles have never been more boring because you don't have myth units and/or magic to spice things up a bit. Infantry behave more like liquid molecules than anything else. The AI is awful. It's a modern Total War without the bells and whistles basically and you'd be surprised how much of the heavy lifting they do when they are suddenly gone. If Pharaoh were a good game, they would've expanded the map either way, just not for free. It's bizarre to me how people can easily be satisfied by the devs only adding more content when the fundamental gameplay is the problem.
 

Lacrymas

Arcane
Joined
Sep 23, 2015
Messages
18,732
Pathfinder: Wrath
Here's what they'll be adding -
Hello, Total War community!


The gods of the ancient world shine down upon us, for today we dive into the second instalment of our Total War: PHARAOH update series, this week highlighting the iconic historical cultures that you’ll march to war in the hope of becoming the undisputed conquerors of the Bronze Age.

But before we get to that; a quick reminder that earlier this month we unveiled some exciting new details about our expanded campaign map that now includes the highly requested regions of Mesopotamia and the Aegean. Click on the links below if you want to hear more: TOTAL WAR: PHARAOH - DEV UPDATE – EXPANDED MAP.


THE FACTION UPDATE​


We’re making some big gameplay additions with the Total War: PHARAOH update, and in few places is that more evident than our approach to playable factions. As previously revealed, we’re adding the highly requested regions of Mesopotamia and the Aegean to the conflict alongside their iconic and ancient cultures of Assyria, Babylon, Mycenae and Troy. That means you’ll get to wage war with the most influential forces throughout the region, with each bringing their unique cultural, religious and political identity.

But, that isn’t all. In a move inspired by past Total War titles, we’re also adding an additional 25 playable Minor Factions spread amongst each of the cultures both new and old. These Minor Factions represent an opportunity for us to feature a wider array of Bronze-Age civilisations, kingdoms and tribes in the game, further adding to the roleplaying potential of our sandbox campaign and providing a greater degree of gameplay variety.


Let's get into the details!


ASSYRIA (HANIGALBAT)​


Design Inspiration:


Players will experience the dramatic rise of Hanigalbat, a major faction that was originally known as Mitanni before it was conquered and integrated into the sprawling Assyrian Empire. Playing as Ninurta-Apal-Ekur, the king of Hanigalbat, who is aligned with the Assyrian rulers but ultimately strives to fulfil his own grand ambitions.

This historical narrative is the foundation for our decision to make Hanigalbat the major playable faction, emphasizing its critical role in the power dynamics of the ancient Near East. Meanwhile, Assyria remains a playable Minor Faction, underscoring the complex and often tumultuous relationship between these two powers. By focusing on Hanigalbat, we aim to immerse players in a rich and historically grounded experience, highlighting the intricate political and military strategies that shaped this fascinating era.


Faction Overview:


Hanigalbat and the wider Assyrian empire are characterized by their unrivalled strength, discipline, and strategic prowess. Whilst Ninurta-Apal-Ekur's starting territories are abundant in food, they lack direct access to gold settlements, something his more elite armies will have to quickly remedy if they’re to continue being a major powerbroker in the region.


What's interesting about this faction leader is that he has adopted the name of his favored god, Ninurta, as part of his own name. Ninurta's faction is rated as Еasy in difficulty.


Army Composition:


The armies of King Ninurta focus on quality over quantity, making proficient use of heavy front-line units and chariots to crush the enemy. But quality comes at a cost, forcing the King to assemble his troops in small, well-trained groups that slowly expand in size – which is why his enemies should be wary of his expansionist ambitions, for he could soon amass a force of mighty high-tier units that would be difficult to subdue. Additionally, they are one of the few Mesopotamian factions with access to cavalry units, giving them a unique advantage amongst their peers on the battlefield.


Some of their notable units include the elite light archer cavalry, the Assur Horse Archers, and the elite heavy cavalry, the Assur Horsemasters.


BABYLON​


Design Inspiration:

Babylon is far from its former glory. The Old Babylonian Empire ended with the Hittite Sacking of Babylon by their king, Mursili, in 1595 BCE. Recently, Assyria's king Tukulti Ninurta I captured Babylon, pushing the Babylonian kingdom into the south of Mesopotamia, away from their capital. However, Tukulti-Ninurta I was slain in a plot by his sons, causing Assyria's might to wane. In the game, you will play as Adad-Shuma-Usur, who already rules from a reclaimed Babylon and strives to oust the Assyrians from Babylonian lands.



Faction Overview:


The Babylonians begin their journey in Southern Mesopotamia, a land rich in food but lacking in other vital resources. As an empire seeking to regain its former glory, they employ a strategy of “Building Tall”, focusing on slow, protected expansion and investing resources into larger settlements, bigger farms, and stronger citadels. They excel at subterfuge; manipulating their enemies into making mistakes, and sewing discontent where possible. Rated as Hard in difficulty, they are favored by the god Marduk.


Army Composition:

In a stark contrast to their Assyrian counterparts, the Babylonians must rely on a resolute mixture of lower-tier infantry to bring their empire back to past glories. Nowhere is that more apparent than their dominant use of cheap Siluhu fighters who aim to overwhelm their opponents and disrupt their tactical maneuverability. These units come in a variety of weaponized compositions including spear, sword, and sling variants, making them useful in almost any encounter.

Beyond the more disposable ranks of the Siluhu, Babylon can also employ more elite units such as ‘taskmaster’ infantry that buff nearby allies, or the likes of the Babylonian Specialists – a utility unit equipped with a variety of special skills but limited combat capabilities.


MYCENAE​


Design Inspiration:

The Mycenaeans are considered one the earliest recognisable Greek civilizations, and despite their seemingly prominent role in the geopolitics of the region, their historical records are extremely sparse. Therefore, we have chosen to rely on the Homeric Cycle to flesh out meaningful characters and explore the possibility of the Trojan War being a historical event.

Faction Overview:


Mycenae, led by Agamemnon, begins its conquest in Western and Central Peloponessus, strategically positioned within easy reach of Crete, the Cyclades, and Attica. In the game it builds faster and at a lower cost, a testament to its impressive prestige. By asserting cultural dominance over its neighbors, Mycenae establishes itself as a bastion of civilization entitled to rule. Additionally, Mycenae's influence over its own territories allows for the recruitment of free units from the respective native rosters. The faction is rated as easy in difficulty and is favored by the god Zeus.

Army Composition:

The Mycenaean roster excels in heavy damage with axes and armoured spearmen, with some infantry units having vanguard deployment for surprise attacks. However, their poor ranged capabilities often leave them at a disadvantage in skirmishes. Utilizing spearmen with large shields alongside chariots, javelinmen, and axemen is key to maximizing the effectiveness of Mycenae's roster.


Among its notable units are the elite aggressive frontline unit, the Renowned Axemen, and the elite skirmishing infantry with javelins, Veteran Island Skirmishers.

Menelaus, brother of Agamemnon, will also be a recruitable general.

TROY​


Design Inspiration:

Similar to the Mycenaeans, the inspiration for the Trojan faction comes from the Homeric cycle and the fabled Trojan War which started when Paris, Prince of Troy, absconded with Helen, the wife of Menelaus, the Spartan king. This led to a decade-long siege of their city by a coalition of Greek states, which ultimately led to the fall of Troy. Beware Greeks bearing gifts of an equine nature.

Faction Overview:

Led by Priam, they start in the Southern parts of the Dardanelles, with easy access to Thrace, Southern Asia Minor, and the Sea Travel Lanes encompassing the Aegean islands and looping to northern Hittite Lands. Priam's strength lies in forming alliances, gaining the respect and appreciation of like-minded factions, and fostering wealth through these alliances. The faction is rated as Moderate in difficulty, favored by the god Apollo.

Unit roster:


The Trojan faction roster is highly defensive, with strong armor values and excellent ranged units. However, their infantry units have lower damage output compared to their Achaean counterparts. Utilizing highly armored spearmen to hold the line, ranged units to deal damage from afar, and chariots to flank the enemy is key to maximizing the effectiveness of the Trojan roster.

Some of the signature units for this faction are the elite defensive unit, the Guards of Troy, and the elite bowmen, the Trojan Nobles.

Paris, Hector and Aeneas will also be recruitable generals.


MINOR FACTIONS​


As the name suggests, Minor Factions are smaller in gameplay scope compared to their Major kin, meaning they won’t have access to their own unique set of features such as Faction Commands or unique Court mechanics. Instead, they will take inspiration from the Major Factions, but will still have an identity that will make them an interesting and challenging choice to command through the turbulence of the Bronze-Age collapse.

Some of these Minor Factions contain some well-known characters from A Total War Saga: TROY such as those found within the Mycenaean and Trojan armies, so expect to see the likes of Achilles, Odysseus, Diomedes & Ajax, and Rhesus to be leading their own respective armies.

I'd still argue the game itself is stale and doesn't offer anything worthwhile. Troy was at least quirky with the truth behind the myth stuff and then got real good with the real myth units. This has what? The same old stale TW formula with ridiculously dumb AI, shockingly bad sieges, samey battles that aren't engaging the first time you play them let alone the 100th, spreadsheet-based campaign gameplay where the most exciting thing happening is seeing numbers go up. I don't know, I feel like CA Sofia's talents are being wasted on mediocre at best bullshit. Don't get me wrong, I loooooove games set in the Bronze Age, but this is just sad.
 

Beowulf

Arcane
Joined
Mar 2, 2015
Messages
2,027
So, bros, give me a hand here - I haven't played any newer Total War title in quite a while.
Are the battles still 30 sec clickfests unless modded?
 

JarlFrank

I like Thief THIS much
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Steve gets a Kidney but I don't even get a tag.
Yes but I found a mod that tries to make the battles closer to what the old ones were like. Gonna give it a try after the map expansion update.
 

Elttharion

Learned
Joined
Jan 10, 2023
Messages
2,812
Anyone playing the new update? I am a retard with some spare money in my steam wallet, someone convince me to not buy this, please.
 

Lacrymas

Arcane
Joined
Sep 23, 2015
Messages
18,732
Pathfinder: Wrath
I'll play it when I get back home in half an hour or so. I bought it for very cheap from a (legit) third party retailer at one point when I found out they are going to do the whole Bronze Age.
 

JarlFrank

I like Thief THIS much
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Steve gets a Kidney but I don't even get a tag.
The new lethality feature makes the battles less shit than other post-Rome2 Total Wars.
Tried it on the default lethality setting, might try it on 100% later to see whether that makes it play out exactly like the original Rome mechanically.
 

Lacrymas

Arcane
Joined
Sep 23, 2015
Messages
18,732
Pathfinder: Wrath
Lethality also makes it so your faction leader can die in the first turns of a campaign. I'm playing Tausret and have almost defeated the first faction you are at war with. I'll have to play more to review the game properly, but from what I can see it's Troy's historical mode but done semi-properly. The campaign mechanics still boil down to number-based bonuses that are beyond boring, but I was expecting this. We are very far from researched technology having an effect on the type of units you can recruit. Ranged units seem to be too good when combined with the lethality mechanic, but I was expecting this too. End turn performance needs a patch or two, but it's very quick compared to the abomination that is Warhammer 3.
 

L'ennui

Magister
Joined
Apr 6, 2009
Messages
3,259
Location
Québec, Amérique du Nord
Just failed my first campaign going in blind as Assyria, got gang-raped by the Babylonians, Elamites and various other post-Assyrian "successor states". I think I over-extended myself, going for several conquests too early. Game seems like a good entry in the historical TW lineage, but I'm still discovering its mechanics and failing at everything.
 

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