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:
- Radious Total War Mod – Part 1
- AGONY – Overhaul
- COHORTROY Dynasties Unit Pack
- Trojan units
- The Dynasty Touches Grass
- Hecleas Animation Overhaul
- Community Bug Fix Mod
- Make Character Unique = Dawn of a New Age Update =
- General Extra Variant
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%).
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.
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.
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).
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.
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Pharaoh Reborn - German version — Steam Workshop
Pharaoh Reborn - Czech version — Steam Workshop
Pharaoh Reborn - Spanish version — Steam Workshop
Pharaoh Reborn - Polish version — Steam Workshop