A Total War Saga: TROY

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Total War Saga: Troy � Complete Overhaul made by Inquisitor

I mod total war games since 2005 and Rome Total War 1. I like to balance the game to my liking, making it somewhat harder in some aspects, and more real in other aspects. After 10 years this is first time I actually decided to upload something of my work. So if you like the way I play, please tell me in mod comments! <3
Updated to 1.6.2 newest version of the game!

I tested it on Ajax campaign, and in 150 turns there were no crashes at all, everything was fine! If there are crashes, perhaps it's mod conflict.

This mod IS NOT COMPATIBLE with other overhaul mods.

Fresh start is recomended!

Unit scale should be ultra, because mod is balanced around that setting.

Difficulty should be veteran, no point to play on easier because game is really hard both for player and AI.

If you play radious mod or other overhauls, I suggest making your save files like this:
�inquisitor overhaul ajax�

�radious overhaul ajax� so you dont get confused which save game uses which mod

What does this mod do?
In short: it changes Troy completely. Almost all aspects of the game are changed. Unit stats, unit sizes, economy, new different effects are added,buildings, gods, agents.
�Why these changes?�

Well, I always hated how in pretty much every total war, you play 10 turns and everyone already has full 20 units stacked army. In my opinion, that is very bad and you should not be able to stack armies and muster them so easily. This mod changes that. Among tons of other things. Now you really need to build up economy in order to field most elite army. Me being Age of Empires player, it was actually my first game when I had 10 years. Always loved the aspect of having huge economy first, then building army after. I tried my best to make it like that in Troy. My overhaul is like a mix of Age of Empires / RPG / Total war.
Units are divided by �tiers�. Light / Medium / Heavy. Each tier has different values for it's units. Light tier units have 75 men, really low chance to hit and really low armor / damage / melee attack and defense. Medium units have 150 men, decent attack and chance to hit, and heavy units have really high damage, really high hit chance and they have 200 men. This is different for Myth units.
High cost buildings/units (to prevent 20 stack armies at turn 5) in my eyes you have to earn big army, not just click 20 times and voila! You got 4000 troops. Much slower early game. Like in Age of Empires you need to build up your economy in order to expand. Since everything is expensive, buildings give more resources, BUT there is one trick: tier 1 food building gives 500 food, but high influence building gives 2500 food. So you have to establish your kingdom before you expand, because otherwise you wont have troops.
Technology completely changed(more on that below). I do not like agents and spy especially, so I removed them. I only left 1 envoy. That envoy has entire skill tree changed. It is focused on improving army. Some factions start with spy. So it doesn't ruin epic mission chain. But if you lose that spy, you cannot make a new one. If you play Odyseus keep that spy!

Detailed changes:

TECHNOLOGY(ROYAL DECREE) OVERHAUL:

There is 5 �Trees� in original game at start. Each starting tech gives one resource type. I added new effects to every �tree�.
Here is detailed example:

�Royal Granaries� used to give +280 Food per turn. Now it gives:

+100 food per turn, -1% upkeep cost, -1% recruitment cost, +1 to growth,+1 influence, +1 to hapiness, +1% to replenishment and it will take 1 turn to learn.
First technology is always considered �tier 1�, so next technologies give more bonuses. Tier 2 decree gives:

+150 food per turn, -3% upkeep, -3% recruitment cost, +3 growth, +3 influence, +1 hapiness, +1% replenishment . And so on and so on... I hope you got the point. There will be screenshots providing majority of info as well.
Every �tree� focuses on something else. In above example �Food Tree� focuses on settlement growth, unit replenishment and all the good things.

�Wood Tree� will focus on Wood per turn and archers / javelinmen units.

�Gold Tree� will focus on gold per turn and units in general including battle speed, sight range, unit armors and melee defence.

�Bronze Tree� will focus on bronze per turn, and attacking capabilities of units, such as melee attack, weapon damage & charge.

�Stone Tree� will focus on stone per turn, building cost and time to build reduction, on top of that you get honor from gods.



UNITS:
Base hit chance is 0%! The chance to hit is calculated solely on units themselves and bonuses you give them. This way early game fights are longer( because peasants who have no clue how to fight are fighting) and the more skilled units you get, the greater chance to hit is. In very late game, you can have high melee attack and melee defence on light tier units, but you still have problem with number of soldiers. So game forces you to upgrade. You cannot possibly spam 4 stacked light tier army late game.
Every soldier has 100 HP, so a unit of 75 soldiers will have 7500 HP.

Units are now different in each tier. Light tier units have 75 soldiers. Medium units have 150 soldiers. Heavy tier units have 200 soldiers. I always hated how in late game I was forced to have full stack of soldiers that have 135 men. This will make late game more fun. The more advanced in military you are, the more people you will have.
Units reworked completely. I prefer melee combat, so all missile units will have 2 ammo. But here is the trick. Missiles now do tons of damage, like they did in real life. So to balance that. All archer units have 2 ammo and missile damage of 100 - 250 depending on arrow type. So you get to fire 2 volleys and then you are all melee. That will force AI to play melee as well. So no more constant bombardment of missiles. Using technologies you can increase ammo up to 3 or 4.
Unit cost changed!

One Heavy tier soldier costs 75 food & 10 Bronze = 75 x 200 = 15000 Food & 10 x 200 = 2000 Bronze. So one heavy tier unit will cost you 15000 food and 2000 bronze. This is reduced with technologies.

Medium tier is 50 Food & 5 Bronze = 50 x 150 = 7500 Food & 5 x 150= 750 Bronze.

Light tier is 35 Food per soldier = 35 x 75 = 2625 Food.

Unit Upkeep changed!

One heavy tier unit needs 40 food per soldier = 40 x 200 = 8000 Food upkeep & 5 x 200 = 1000 Bronze.
This is reduced with technologies.

Medium tier unit = 25 Food per soldier = 25 x 150 = 3750 Food upkeep & 5 x 150 = 750 Bronze.

Light tier units = 10 Food per soldier = 10 x 75 = 750 Food per unit.

Cavalry ( centaurs and Amazons ) will have 50 soldiers light tier, 100 soldiers medium tier and 150 soldiers in heavy tier. Centaurs, Harpies, Sirens, Giants have more capacity, eventually uncapped if you build enough buildings. If you want to make an army of giants, you are free to go. Myth units will have roughly 50 � 150 soldiers.

Units take a lot longer to level up, but they also gain more bonuses.

Unit fatigue changed. When units are �Active� they get 10% increase to all stats, but as they slowly tire, their effects drop a lot!

For example Active unit has 50 speed and 100 attack. When that unit is �Exhausted� it will have: 50 attack and 25 speed.
No more Usain Bolts after 1 hour of fighting.

All myth units have 5/10/15 capacity per building. Meaning that you can recruit 30 myth units in one province, keep in mind to have an army of myth units you will need HUGE amounts of food! About 100 000 food upkeep for a fully stacked army of myth units!

Minotaur and Cyclops are rebalanced.

Minotaur is high cost/upkeep melee tank with 25000 HP and 75% melee_defence. Minotaur has 500 base damage / 1000 armor pierce damage

Cyclops is opposite of Minotaur. High cost/upkeep damage dealer with 75% attack and 50% melee_defence. Cyclops has 1000 base damage.

They are both expensive with a reason, but having one in an army makes a difference. Try making army of Giants and Minotaur/Cyclops on top! ;)
Envoy is reworked completely. Envoys now have 2 trees. One tree focuses on melee units and other tree focuses on ranged units.

BUILDINGS:
All buildings are changed. They now cost more to compensate for calmer early game and expensive soldiers. Focus must be on building up and researching before expanding. In future I will see how much time I will have, but I plan on adding new effects to some buildings.
Tier 1 building costs 5000 wood.
Tier 5 building costs 25000 wood or food & 17500 stone & 15000 Bronze. Some buildings cost gold. DO NOT GET HEART ATTACK, YOU GET MORE RESOURCES NOW!

Research Public Building now gives -1 / -2 contruction time instead of lowering building cost.

Stances are changed a bit:

� Fortification defence and replenishment is increased by 5

� Raiding now matters, because it lovers public order by -15 and growth by 150. You really need to crush the raiding force ASAP.

� Forced march move range increased from 50% to 75%

GODS ARE REWORKED:

Hera: Building Hera temples gives you boost to construction. Lesser wood costs and lowers the turns needed to build a building. Also increases growth and morale in own territory.


Zeus: Focus is on melee attack of club units, range of javelin units and recruitment cost of heroes.


Ares: Focus is on boosting the charge of all units, increasing income from raiding/looting/sacking settlements, increase in recruitment capacity & morale/attack of sword and axe units.


Apollo: Focus is on increasing rank of Priestess, lower construction cost of temples, improve reload speed, increase range of archers, and improve research speed "administration efficiency" of royal decrees


Athena: Focus on defence, melee attack of spear units, morale of spear units, rank of heroes, lower fatigue when defending.


Poseidon: Focus on movement range on sea, Treasures looted in battle, charge of cavalry units, food from coastal cities, fatigue reduction for mythic/mounted/chariot units & morale of those units.


Aphrodite: Focus on growth, diplomatic relations with all factions, more battle captives, bigger effects of organised games.


Artemis: Focus on archers, archer ammo, archer missile damage, aristeia gained by heroes, campaign movement range. Later levels give massive boost to missile unit speed.


Hephaestus: Lower construction of all production buildings, boosts armor pierce damage.


Ancillaries:
They are now changed so they give important bonuses. Something like RPG. You can now Role play generals because every general can be build up differently.

For example:

If you gain all Circe items, your army will be godlike on �cursing enemies�
because each Circe item lowers stats of enemy units by -25%. To be more
precise:

�Circe Beast Drink� reduces enemy melee defence by -25%
�Circe Weapon Scepter� reduces morale by -25%
�Circe Salve� reduces melee attack by -25%

Common items give bonuses by +5%
Uncommon items give bonuses by +10%
Legendary items give bonuses by +25%

There are more item sets, all focused on different aspects. Missile damage, Melee damage, Production, etc! Hermes set is obviously focused on speed of all units.
Try collecting all item sets! :)

Traits are redone. Almost every value is changed. Now they actually matter. Doing tasks matters now because traits do a lot more. Late game you will want to collect all the traits because values are really good!