This mod revises the game completely, from the campaign to the battles, to be as true to the original as possible, while changing the gameplay to what it should have been, in the opinion of a 20+ year Total War veteran.
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Changelogs
Version 2.9
-Various refinements to more leader skills. -Adjustments some building effects. -Improvements to several technologies effects. -Improved the War Camps commandment, now it causes a small reduction in happiness because of the high presence of military forces in the province (it is a trade off for the large benefit of the commandment when garrisoning armies to save on upkeep). -Corrected some additional typos in the standard game's English text.
Version 2.8
-Fine adjustments to various technology effects. In particular, the Divine Rule technology, the one that no-one wanted which only increased morale of units by a lot, has now been much improved. It provides less of a morale boost, and more extra effects from high influence across the faction, which make it quite attractive. -Fixed a problem with the Skirmisher Accuracy tech that caused units to increase in charging bonus, instead of missile units getting increased accuracy. -Various other minor improvements to building effects. -Added an effect for Troy (the city) so that its siege attrition is nearly nothing, so that you can't easily starve them into submission. -Fine adjustments to several hero skills.
Version 2.7
-That thing, with Ajax's auto-resolve/retreat buttons, challenge battles. Again. Found and closed another loophole in the logic with the buttons not re-activating after a battle, with a pseudo-challenge faction (the army that spawns because of an Epic Mission). It should be 100%, fully, completely, absolutely, working now. Basically, I added another listener and function to more thoroughly catch when the buttons should re-activate. -Completely re-worked the code/script for battle XP gain, so now the AI will gain XP faster. This is a better approach than the solution I had before, and the reason for this is because the player's hero gains XP at a higher rate because: -----a) The player typically fights more battles than the AI does. -----b) The player has Epic Missions that provide XP "payloads" which the AI does not receive. Now the AI will gain levels at a more comparable rate, but keep in mind that it all depends on how many battles the AI fights (it intentionally doesn't just give the AI XP for sitting around and doing nothing)! So, this doesn't mean that your hero won't reach level 27 and some other heroes will still be at level 10, what it means is that if other heroes have also fought a significant number of battles, then they won't be totally outclassed (as an example: in my campaign, by the time I reached level 27, Rhesus, Agamemnon were around level 19, comparable compared to the standard game where you would reach level 27 and they would be at level 5!). -Scaled down the XP gained from fighting rebels, so that you can force your population to revolt, then use them as a way to reliably level up your hero. -Adjusted some Hydra (monster) tiered level effects so that some are not obviously way better than others (made the less attractive ones, more attractive). -Additional fine tune adjustments to various effects and technologies.
Version 2.6
-Closed what is *hopefully* the last logical loophole in the no-autoresolve / no-retreat Ajax champion battles (this "simple" added feature that I had in mind has become the bane of my existence). Lo and behold, it seems the game's code treats rebel faction battles also as a "challenge battle", probably because some exception doesn't exist in the code. Now an exception has been added to specifically exclude an attacking or defending rebel faction so that it no longer locks that buttons when you attack or defend against rebels. -Made a few more fine adjustments to building effects and agent effects. -Added adjustments to mythical unit recruitment capacities. Now most (other than Hydra and Shades) will have a -1 recruitment capacity if influence in the building's province. Reduced some capacities by -1 overall.
Version 2.5
-Finally, really fixed Ajax's no-autoresolve/no-retreat Champion battles. Had to learn more about Lua code, and now have added listeners. The issue before is that it worked, but not in every case (sometimes you could still use the auto-resolve/retreat buttons). Now it should "listen" for every time a battle dialog appears, then check if it is a challenge battle, and THEN it will lock the buttons. -Reduced the Decisive Victory battle result reward from 700 XP to a round 500 XP (normal victories are still 200 XP). -Fine tuned the food upkeep costs in regards to Administration "milestone" levels. Now the increase in upkeep per level is mostly the same, but it does so at a constant rate, rather than drastic increments where some levels didn't change, but then some levels increased too much. Tier 10 max increase is lower. -Corrected several typos in the original game's text (such as the typos in the Hydra expedition's narrative). -Improved Ajax's Epic Missions so that they are tailored better to the scale of this campaign. Also added XP rewards for Teucer, since he must be level 27 by the end of the Homeric Campaign(!). The XP gains coincide with the narrative, and serve to boost Teucer a bit by the end giving him about 5 or 6 levels worth of XP from the Epic Missions. -Additional minor adjusted several building effects. -Adjusted the Hydra Priest's Rejunative Mixture effect so that it heals more than what I had reduced it before (now it will heal a nice round number of 1000 HP over 40 seconds, instead of 600 HP, and will restore 50% stamina). -Further tuning to Hydra units. The Hydra itself how higher melee capability, but has almost no defense (which is its primary weakness -- its a tank, but can be overwhelmed). Poison effects are powerful, but not over the top absurd. This makes the Hydra more in-line with the Griffin and Cerberus, rather than the latter being "OP" in comparison.
Version 2.4
-Adjusted the Ajax Champion battle no-autoresolve/retreat feature again, because the buttons still didn't work right in some specific cases. -Added several useful features to the influence building chain (those buildings that allow you to recruit the Envoy Agent). The problem is, once you get the 2nd level of this building and you recruit the Envoy, there is no real reason to keep the building, much less build level 3, because all these buildings do is provide Influence which you can get from other structures and from the Envoy's actions -- better to free up the slot for something more useful. Now that has changed with the addition of several high-influence conditional based effects. The 1st tier building still only provides influence. What is new is that the 2nd and 3rd tiers provides additional effects that only are gained if you have high influence in the province, which is the reason why you should be building it in the first place (influence), the high influence effects now rewarding you for good governance and management. The 2nd tier building has a +1 happiness to that province. The 3rd tier upgrades the +1 happiness so that it affects that province and all adjacent provinces, and also provides +1 to diplomatic deals (including barters) which can be very powerful once it starts stacking with other tier 3 buildings of the same type in other high influence provinces. This makes these buildings far more useful and valuable, where your goal is to be rewarded by having many provinces with high influence, which implies good governance.
Version 2.3
-Improved the Cadence Drills technology effects, now instead of increasing battle speed by a high amount, it is much more conservative, but adds an additional speed bonus for siege battles (so that the total in siege battles is the original total boost), and it also now increases the reinforcement range of armies. This makes the technology more attractive to acquire. -Increased the Hydra's movement speed. -Changed the Hydra's movement type to large aquatic, and gave it the ability to move quickly in mud and water. Now the Hydra will slither rapidly through mud and water, making it deadly in such areas where most other units are greatly slowed. -Reduced the battle fatigue gain rate of Cerberus, Hydra and Griffin Patriarch to 25% of the normal rate. This is done to prevent them from being exhausted so quickly from combat, to increase their effectiveness (since it makes sense that these monsters should be powerful). -Restricted several unit charge abilities to 1 or 2 uses in a single battle, rather than unlimited uses (it made no sense to allow a unit to keep charging with this powerful ability over and over again during a battle). Now you have to choose when is the best time to use the ability. -Improved the Hydra Priest's Regenerative Mixture ability so that the recipient unit regains 50% of stamina over 40 seconds, rather than 400%.
Version 2.2
-(see Version 2.1 and 2.1a notes) Successfully fixed the Ajax Challenge no-autoresolve issue. The problem was more difficult than I thought, but after working on it for over a day, it should now be fixed. Now the autoresolve AND retreat buttons are disabled, and re-enabled after the battle is completed. This was necessary because if you retreated from the challenge (like before) then it would break the autoresolve override by not reactivating it (so you couldn't use autoresolve on any normal battles afterwards because the button was still locked). With this change, once the challenge battle is initiated you must fight. This change actually makes it better in the designer's opinion, because thematically this makes more sense because Ajax wouldn't show up on the field to challenge a champion for renown, then decide to run away -- you'd figure such an act of cowardice would cause him to lose all his renown. Now, you should evaluate your enemy in the Path to Greatness dialog, and on the map, before attacking. Note that also losing a champion challenge battle is not the end of the world, as there are no persistent consequences (like casualties), so allowing you not to retreat simply makes the battle is tense, but you aren't punished for losing (other than that you have to fight again).
Version 2.1
-Ajax's "Champion Challenge Battles" now can no longer be autoresolved, forcing you to fight them out. Good luck! No more easy wins! You will be very happy that losses are ignored in these special battles (they are still mock battles/skirmishes like the standard game, and as such, these battles gives you a chance to experiment with tactics). (After many hours of experimenting, added some custom script code so that Ajax's challenge battles can no longer be simulated. These battles are some of the most challenging and exciting in the entire game, but you were able to easily autoresolve most of them for an easy win, often in cases where a win would not be possible.) -Boosted the level of all of Ajax's Champion adversaries by +3 to make them more challenging for how fast you are able to gain levels with Ajax in the campaign. -Reworked Ajax's "Renown" system over what I made before (now version 2). in the standard game, the only thing this provided was diplomacy benefits, which made it rather anti-climactic. Now once you start gaining renown, you will receive a penalty in tier 1 and 2, where if Ajax or his half-brother Teucer lose a battle, then motivation of all heroes will decrease (by 2 in tier 1, and by 1 in tier 2). This gives you a reason to push on and gain more renown. Then, as you reach tier 3 the non-barter boost kicks in and penalties are removed, and tier 4 and 5 add an extra bonus income of gold. -Adjusted (reduced) the rate that renown is gained. -Further fine turned the amount of XP you earn from battles, now -50 XP less for decisive and ordinary victories. -Further adjustments to agent and hero skills and abilities. -Reduced the cost of Memnon's Outrider Scout to be more affordable so that it is used more often (rather than never used). -Increased the cool down time for Memnon's Pharaoh's Servant reinforcements by 2x to match the scale, and it makes those increased reinforcement war spoils more important. -More fine adjustments to several building's effects.
Version 2.0
-Further improved main Hero (yours) XP gain rate and XP gain rate of AI heroes. Now you should never have your Hero reach level 20+ while the AI leaders are at level 4. Your hero now gains XP at a more realistic rate. Since the Homeric Campaign is about YOU, you can still gain XP faster than the AI does with epic missions, but AI leaders will not be far behind, creating more tense conflicts, battles and duels. -Made extensive changes to replenishment levels of all perks and skills. Now every single replenishment increase is very important. In the standard game, replenishment is so astronomically high that all the replenishment buffs are necessary, because you can pretty much replace all losses in 2 or 3 turns. Now in Troy Revised, you will start out with very low replenishment levels, and you have to be careful to keep your army from being attritioned to death. Gradually, through hero skills, ancillaries, deity favor, technology, building improvements and agents, your replenishment levels will increase, but never to the point of absurdity. -Adjusted several additional Hero skills. -Balanced various agent actions that were considered "OP". -Reworked Ajax's renown system further, adjust the cooldown, timing and gain rate to better match the scale of the revised campaign.
Version 1.9
-Corrected the cyclops scale, so that the animation matches up when it picks up a soldier (to bite the head off). This *possibly* never worked right in the original game, at least as far as I can tell, but now should be matched correctly with the skeleton. -Cyclops boulder throw is now 50% velocity to make it look more like its a heavy rock being thrown rather than a pebble (and to cut down on the changes that it flies through and misses the target). -Corrected the English wording of the Centaur Drill hero skill so that the text is correct for what it actually does (hero gains the ability to fire while moving in general, both on foot and while mounted, not just while mounted. -Small refinement to replacement behavior - now if a unit can be recruited in that province, then it will receive a small bonus to replenishment rate. Note that replenishment rates are intentionally very low in this mod, and that is done to make the replenishment buffs actually useful, and attractive acquisitions. -Adjusted the Centaur Drill hero skill so that it is more attractive. This skill now it comes with additional and adjusted stat perks for hero bow reloading speed and accuracy. -Minor tweaks to previous adjustments.
Version 1.8
-Changed the Seer Epic Agent mission from 3000 XP (which is ridiculous, being a +3 level shift for the main hero), to +450 favor for a random deity. This helps prevent faction leaders from leveling up way too fast, and can be extremely helpful to nearly max out favor for any particular deity in the early or middle game. This change also keeps the Seer useful later in the game since you always want favor. -Various minor adjustments. -Reduced all XP gain of the player's Hero in regards to Epic Missions from the original game's values. This was done so that the player's Hero does not level up ridiculously fast (which was a problem from the standard game but was also visible here). Now with the player's Hero gaining XP at a slower rate to match the pace of the campaign, the player's Hero will not quickly reach max level before the AI can get to level 5. -Made some changes to (hopefully) help the AI gain XP faster, to closer compete with the the player to help prevent them from being totally outclassed. -Adjusted Ajax's Renown effects so that each level provides a small benefit other than just diplomacy benefits (to give you a reason to rise to the top of renown). -Made small adjustments to Ajax's Champion Challenge mechanic, by making a few of the champions more difficult. The goal is to further tweak this area over time. -Reduced some of the battle speed bonus % from the standard game so that they are lower, because the stacking benefits quickly get out of hand with soldiers running extremely fast in the late game. Now the stacked speed buffs will be effective, but not outrageous.
Version 1.7
-Added increased war spoils effects to the horde resource building chain. -Slightly reduced the gold cost of Memnon's Emissary Network technology. NOTE: With adjustments to war spoils, bear in mind that the balance of the horde factions are being tuned again (I am replaying the Memnon campaign). Adjustments have already been made to compensate for most of the changes to the better (no longer absurd) war spoils mechanics, but additional small refinements might be made over time (at this point it is mostly taken care of though, and the *horde campaign is quite challenging now* (as intended), with a lot of dilemmas rather than the over simplistic easy "loot-circuit" behavior.
Version 1.6
-Now that the ridiculous war spoils (horde factions) have been reduced and behave realistically, several horde stone and bronze tech costs have been reduced to a more obtainable level to match the reduction in spoils. Gold tech costs are still kept the same at the moment since gold expenditure is completely voluntary. -Minor tuning to additional leader abilities. IMPORTANT: It is imperative to remember that you can raise war spoil gains with technology, and some leader abilities. Additionally the overall intent is that the horde armies should raid more to most of their income, which can also be increased through buildings, technology and leader abilities!
Version 1.5
-Doubled the Mythic Expedition start time and dilemma times so that it better matches the longer time scale of the revised campaign. -Adjusted the English text for Rain and Fog battle weather so that it appropriately describes the altered weather effects. -Fine adjusted additional Hero skills. -Adjusted the Aristeia total back to what it was in my Longer Battle Mod, because that seems to be a better maximum. The idea is that Aristeia is extremely powerful, so it should be difficult to obtain it (and gives another reason to acquire Aristeia increase buffs from technology and Divine Will effects. -Reduced the rate of healing for heroes while Aristeia is active, so that they are able to heal, but can still be defeated if in a bad situation (and makes them less zombie-like). -Further increased the war spoils cooldown time so that it is now 3x the standard amount (90 instead of 30 turns). After testing, this makes more sense to further reduce the ridiculous amount of war spoils that can be gained during the horde campaigns. Razing a city and gaining its spoils should devastate the land, so that it is really only possible to gain war spoils from the same settlement 1 or 2 times in a typical Homeric Victory horde campaign, and 3 or more times on in a Total War Victory horde campaign).
Version 1.4
-Finally found where the war spoils loot data is located (deep down in the depths of the scripts of course) and made adjustments. Horde armies now no longer get ridiculous war spoils growth to the point that none of the technologies or abilities that increase war spoils are worth getting. Also... -Adjusted war spoil "cool down" time (the time it takes for the spoils to return and be loot-able again) to 2x the standard rate. Originally this is set to a ridiculous 30 turns, but now its 60 turns before you can loot those same towns again, which makes more sense considering that before you could have a "war spoil loot circuit" where you circled an area looting them again and again. ...both of these changes are done to intentionally make the horde campaigns (Memnon and Penthesilea) more challenging. It means that the horde campaigns are tough, but not impossible, but you have more reasons to raid and be frugal. Additionally, look to squire the "Pillaging for Victory" technology because this now grants a +15% bonus to resources gained from war spoils. -Slightly increased the food and gold costs of all prayers. The idea is that prayers are a luxury, and they should be a little more expensive than they are, to make you more selective at when you use them. At the point that you have bought all your gold technologies, and you start accumulating gold with nothing to spend it on, then you would be making prayers more often than in the early and middle game, no longer needing to be as selective, to help you become all powerful with multiple deities as you expand your dominance (or a powerful enemy faction will start to do this). -Increased the gold cost of "Embed informant" by 1.5x (now back to the original's TROY's amount), because it is such a powerful ability. Only the richest factions should be able to do this, more sparingly than before (it also gives a good use for that gold you are hording - the ability is very powerful if you put it use at the right time to watch your opponent's every move). The idea here is that when you transcend into greatness, and you will know when you have done this, then you will have accumulated gold with nothing to do with it. This is one of those things you should be spending that gold on -- to spy on everyone and track their movements while you plot their destruction (or even before that if you one to track one faction because they might be your antagonist). -Scaled up the ancillary weapon damages accordingly to match the hero weapon values. -Fine adjustments to several more hero skills to make the less attractive ones more attractive. -Corrected the icon color of Memnon's "Blessings of Aethiopia" skill to match the "Blessings of Egypt" skill. -Corrected the skill color (the color of the block in the top bar) of Memnon's "Blessings of Aethiopia" and "Blessings of Egypt" skills. -Tuned the effects of several more buildings.
Version 1.3
-Adjusted agent experience gain rate when embedded in armies to be at the level it was before. This should encourage agents to be remain embedded into armies -- the risk of the agent being lost when the army is destroyed, is a trade off for potentially faster accumulation of experience. Additionally, when we think about it, armies do not fight as much as an agent would doing constant missions, so it makes sense for experience to accumulate at a significant rate for each battle (typically each battle will provide about 500 XP to the embedded agent who is otherwise inactive and not conducting missions). -Further improved the dismount-fix to Penthesilea's heavy chariot. -Changed all other Hero chariots so that heroes will dismount after suffering 30% of their health loss, rather than 50% (because 50% is a little absurd, and by 30% the chariot is usually spent).
Version 1.2
-Fixed a bug from the standard game that prevented Penthesilea from being able to dismount from her heavy chariot (the 2nd upgraded chariot), but it seems there are still cases where she will not dismount during battle -- still looking into this. -Adjusted the AI's eagerness to ask for peace, by making them a little less eager to do so if they dislike you, and even less likely if they hate you (this cuts down on the exploits where the AI would declare war on you then immediately be eager for peace, and they would give you tons of resources for it. Now you might need to spend YOUR resources for peace deals). -Increase horde bronze/stone tech costs to be comparable to non-horde factions (horde still has slightly cheaper construction costs, though). -Improved an event "Amazon Archers" to make one of the choices more attractive. -Changed the "Warrior's Oath" technology for the Amazons to cost gold, and a low amount of it to make it a more attractive acquisition (because it is the least attractive technology to spend time and money on). -Adjusted Hera favor replenishment boost so that its level is comparable to the overall reduction in replenishment levels. -Greatly improved the effect of the Mycenean walls buildings, to make them more effective and more attractive to build.
Version 1.1
-Reduced the replenishment rate of traits by 50%, to made the reduction to replenishment levels in skills, ancillaries and in the general rules.
Version 1.0
Initial release.
NOTE: This mod was published my me on Steam. It is uploaded here for those users who do not own the game on Steam.
Would you like Total War: TROY to feel more unique, be more deliberate, have more strategy, be more challenging all while retaining as much of the original game as possible? Or you are a TROY veteran looking for a new challenge? If so, this mod is for you!
This is TROY, in all its original glory, revised how it should have been in the opinion of a veteran TW player, in the spirit of classic, unforgiving, Total War. Almost everything is adjusted, but the core gameplay is kept intact.
After >20 years playing Total War, IMO TROY is the best title of the series given its size, scope, and subject. Nothing compares to the theme, art, music, style, and atmosphere. However, after hundreds of hours playing it, I have reached the opinion that gameplay feels like Rome 2 in a closet. Armies spring up as 20 stacks rapidly, fighting excessive battles that do not capture the feel of the early period, where I believe it should be more deliberate, smaller scale, and personal. The economy becomes irrelevant since resources are over abundant, costs too low.
A year went into adjusting game play from the battles to the campaign to remove all "ADD elements", in all modes of play (historical to myth). Battles are now more deliberate and epic, the campaign has more strategy and the overall challenge increased. With greater challenge and difficulty, it also means that the better you play then it allows you achieve immense potential and actually outclass your enemies through skill, rather than out spamming the AI. This means that the better you play the more you may transcend your opposition through good management and decision making other than 'make moar armies!
With this mod, TROY plays more like chess. Smaller in scope and scale but far more personal, every decision is consequential. You will find yourself carefully contemplating what to do on your turn, planning your actions. Campaigns require more patience, typically taking 300 turns (turns are usually quicker though). Campaigns can end before you have maxed everything out, and that is intentional; you are not guaranteed nor entitled to unlock everything unless you go for Total War Victory conditions.
*If using my "Longer Battle Mod" or "Difficult Auto-Resolver Mod", you do not need to (and shouldn't) activate them with this mod; both are included and expanded. *
Recommended campaign difficulty: Legendary or Veteran ______
Changes: Too numerous to mention, most significant are:
-The economy has been overhauled so that gold is far scarcer and more valuable. You can still accumulate substantial amounts of gold, but gold is now by far the most useful resource when it comes to bartering (especially useful in trade deals for food) and purchases.
-Population growth is adjusted so that population requirements are higher, and settlements grow much slower. The reason for this is to make it much more important as to what you choose to build with your pop requirements, to lengthen the "middle game", and to eliminate the standard game's ridiculous settlement growth where you can go from a shanty town to metropolis in around 50 turns. The problem with that behavior is that after your settlements quickly reach their maximum potential, there is nothing else to do.
-Technology requirements are increased, now takes longer to obtain, and resource costs are higher. This is done to increase the "middle game", and to make choices more significant. With a 300-350 turn heroic campaign, you should be able to obtain all technology by the end, with good administration.
-Battles are now more deliberate and tactical. Battle length has been increased, and AI tactical behavior has been adjusted so that they do not "blob up" as much as before; the AI now tries to outflank you!
-Ranged units now are far more realistic in their accuracy levels. They are no longer the most powerful units on the battlefield, like death rays. They are now what they should be: skirmishers to harass the enemy, reconnoiter, lower enemy morale under fire, *weaken HP for melee attack*, and for chasing off routed units. If you dislike the reduced accuracy compared to the standard game, give it a chance, and keep in mind: 1. it creates more realistic battles/game play, and 2. accuracy *does* improve as units increase in rank. Think of initial units as raw recruits not able to do much but skirmish. Changes also make hybrid units, like heavy skirmishers, more important. Accuracy also decreases the more fatigued the unit is.
-With more realistic less accurate ranged units, friendly fire is now a real possibility. No longer can you unrealistically bring surgical range attacks in to support your units in combat unless you accept that there will be fratricide, or unless your engaged unit is heavily armored and your opponent is not, or unless your ranged unit is experienced.
-In all modes, deity effects are more significant. A great deal of thought also went into balancing them so that each one has benefits that are useful, rather than the original game's clearly obvious few gods that would become favorites, because they were more useful. In Myth mode, the god powers are far more epic in effectiveness.
-Troop upkeep and costs are now greatly increased to make it much more difficult to field massive armies. Now it is a challenge just to field a GOOD 20-unit army - not just anyone can do it (especially not minor powers). Do you make bigger armies of cheaper units, or do you work on one highly capable but expensive army that cannot be everywhere needed? These changes help scale down TROY so that the battles are typically smaller, and smaller is more thematic. It also allows a great deal of potential if you are very efficient at building and maintaining your forces, over factions that are not.
-Experience gained by player Lords (generals) has been reduced to prevent the tendency for Lords to max out their skills very quickly, destroying the "middle game". When the Lords gain levels too quickly, then you are choosing abilities every other turn which makes them difficult to keep track of and makes the choices less consequential. Now you should put thought into which abilities you acquire, and you will need to work harder at leveling up (those XP gain choices and effects are now important).
-Lord traits and abilities have been fine-tuned so that the less attractive ones are now more attractive to gain, to help remove the "obvious choices" that existed before.
-Sieges are now more realistic in length, causing them to be more epic. In the standard game, you just must wait a few turns to starve out the enemy. With much longer sieges, you must protect your besieging force from counterattack by relief armies, and the besieged side has more opportunity to inflict attrition on the attacker with agents. Additionally, the effectiveness of the siege and how long the defender can hold out is directly dependent on the number of troops in your besieging army (more is better - and it is recommended that you play with Extreme sized units).
-Mythical units have numerous adjustments. Hydra units have been increased in # troops by 1.5x, to better give them a unique trait that they are more numerous, and their cheap infantry units are now expendable, making them feel more zombie-like. Shade units now have better effects when you choose to give them the ability to explode after death. Giants in general are more effective, but not so good with morale. Giants, cyclops, griffins, and others are larger in size, and have their combat abilities adjusted so that they are more effective (more like WH3 values).
-As well as many other miscellaneous changes, such as: the autoresolver is now no longer so easy that you have little inclination to fight out battles, AI cheats are reduced but kept at a challenging level, factions are no longer so quick to confederate, replenishment is reduced so that perks that increase it are more important...