AGONY – Overhaul
"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
– 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
– 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
– each factions has unique influence on a region/province
– depending on their influence and relation to region owner, their population group affects regional happiness
– 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
– 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
– slaves are gained after battle and when raiding or conquering regions
– slaves are over time integrated into own empire, boosting growth
– 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
– 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
– 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
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
– 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)
– introduced(/replaced) 6 new outposts
– outposts function more like smaller settlements/towns
– outposts are major factor in defending regions and growing population
– 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
– 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
– removed nearly all AI advantages and cheats
– improved AI decisions in construction priorities
– following methodology of applying all introduced to player and AI equally
– 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)
Important Notice:
Refrain from using unsupported submods.
Agony Discord[discord.gg]
Revisions:
Old revisions of this mod are available below. Click the link to download.