Pharaoh Reborn – Steel & Sand

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Author: sBs ®™ Martin

Last revision: 21 Jun at 14:27 UTC

File size: 11.3 GB

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Description:
Pharaoh Reborn – Steel & Sand

The definitive tactical experience for Total War: Pharaoh Dynasties

This mod merges several different mods together. Originally, I made it just for my own entertainment, but I figured some of you might enjoy it too. Please note that I took several existing mods, put them together, and completely reworked, tweaked, and polished the rest. Here is the list of mods I used:


🛡️ 1. MASSIVE ROSTER EXPANSION AND REBALANCE

More than 5,770 units have been recalculated using hard mathematics. No more "eyeballing" stats, and no more ridiculously small armies.

  • Massive Historical Battlefields: The game now simulates real Bronze Age clashes, where armies consist of genuine thousands-strong masses rather than small cohorts. When four 20-unit armies collide, you will witness a staggering 24,000 men on the battlefield!
  • Tier 1-3 Infantry: 300 men (an endless horde of conscripts).
  • Elite Infantry & Missile Units: 200 to 250 men (professionals and archers maintaining strict formations).
  • Cavalry: 100 men (a Bronze Age rarity in a believable quantity).
  • Chariots: 30 chariots per unit. We utilized an advanced script to precisely calculate the ratio of horses (mounts) and chariots (engines) to men. As a result, chariots do not bug out the engine and flow flawlessly on the battlefield!
  • Mathematical Normalization (Hard Caps): Extreme vanilla values (such as 1000 HP) are gone. All units have been compressed into strict, realistic boundaries (HP 25-200, Attack 15-48, Defense 15-65). The weakest peasant is at the absolute bottom, while the royal guard sits at the absolute ceiling.
  • Variance System (Battlefield Asymmetry): No two units are identical anymore. Our automated system introduces micro-deviations (+1 attack, -1 defense, +1 morale) to cloned units, giving every single one of the thousands of units its own unique "feel."
  • Royal Generals (Bodyguard Buff): A total of 4,726 general and elite bodyguard units received a flat +25% buff to all stats. Concurrently, their unit size was downscaled to an exclusive 160 men (or 40 elite chariots). Your commander will no longer die in the first clash, becoming a truly inspiring legend instead.
  • Dynamic Pricing (Score-Based Pricing): Every single unit in the game has been priced via script based on its actual combat score (Attack + Defense + Morale + Tier + Bonuses). The weakest unit costs exactly 32 Food. The top-tier unit costs 225 Food. Bronze and Gold are strictly required only by the elite class (Top 30%).

⚔️ 2. BRUTAL COMBAT REALISM AND PHYSICS

Battles are no longer won by brute force, but by geometry and positioning.

  • Impenetrable Shields and Armor: Facing arrows from the front grants a 95% chance to block with a shield. Heavy bronze armor protects +30% better (turning units into walking tanks), while light conscript armor has been nerfed by 20%. You will not kill the elite without flanking them.
  • Complete Missile Rebalance: Bow and javelin fire has been nerfed across the board, and reload times have increased by 30%. All damage values (AP damage) have been strictly recalculated and mathematically rounded to whole integers! Missile units will no longer wipe out entire armies, but thanks to a +20% range increase (longbows firing up to 300 meters), they exert immense psychological pressure.
  • Psychological Terror of Flaming Arrows: Fire and sulfur arrows won’t do much damage to heavily armored troops, but they cause a drastic drop in morale (-14 to -18). The perfect tool to break a wavering flank.
  • Weapon Specialization: Swords are lightning-fast lawnmowers against light infantry. Khopeshes and axes crush heavy armor at the cost of lower defense. Spears form a defensive barrier with a reach of 4.5 meters.

🐎 3. DEVASTATING CAVALRY & CHARIOTS (Engine Tweak)

Cavalry and chariots are no longer useless boxes that get stuck on the first peasant they hit.

  • Heavy Artillery of Antiquity: Chariot mass has been increased by +80% (up to 1530 mass) and cavalry mass by +50%. Impact (charge) now literally catapults light infantry into the air.
  • Intelligent Cycle-Charging: To prevent chariots from getting stuck, we tweaked the engine physics:
    • Bounce Factor (collision bounce) increased to 0.8.
    • Ignore Collision during disengagement extended to 4 seconds.
    • Charge Cooldown reduced to a fantastic 10 seconds!

    The Result: Chariots (including the AI-controlled ones!) will slam into you, break away from combat without hassle, and charge again 10 seconds later.

🧠 4. MASTERCLASS BATTLE A.I. (Rotation and Maneuvers)

For the first time, the Total War AI has been given "brains" by adjusting the mathematical rules of the engine.

  • Slower Pacing: To grant you time for tactical maneuvers, the maximum melee hit chance dropped from 85% to 60%, and the attack interval extended from 4.0 to 5.5 seconds. Frontlines fight bloodily, but hold out long.
  • Flanking Panic (Flank & Rear rules): Frontal combat takes time, but hitting from the rear is an absolute massacre. If you encircle an enemy, their defense drops to absolute zero (0%) and morale plummets by -65. The AI is fully aware of this calculation, actively protects its flanks, and seeks to encircle you.
  • Rotation of Tired Reserves (Fatigue System): Forget about managing exhausted units, and you lose!
    • An Exhausted unit loses 95% of its offensive power. It can no longer kill anyone.
    • However, it does not lose defense (retaining 50%), meaning it won’t die instantly.

    The Result: Since a tired line deals no damage, the AI pathfinding engine pulls it back from the frontline and sends a fresh second line into the gaps! Those who do not save reserves lose. (Resting units regenerate 2x faster).

🗺️ 5. CAMPAIGN ECONOMY, LOGISTICS AND ANTI-SPAM

The campaign is no longer about endless map-painting, but about strategic survival.

  • End of AI Spam (Economy Fix): The AI has been stripped of its "cheating" resources. Background income for the AI has been cut to a fixed 500 gold/resources regardless of difficulty. The AI can no longer support 5 armies from a single village – just like the player, both must build an actual economy.
  • Realistic Logistics (No Replenishment): Invading enemy territory is a massive risk. You get 0% casualty replenishment in enemy lands. After a heavy battle, you must retreat home, lick your wounds, and regroup. The AI suffers a -50% penalty on foreign soil.