Total War: Pharaoh gameplay reveal shows lots of interesting innovations

Total War players can look forward to something different
Total War: Pharaoh gameplay reveal shows lots of interesting innovations
Total War: Pharaoh gameplay reveal shows lots of interesting innovations /

Creative Assembly Sofia has finally lifted the curtains around Total War: Pharaoh’s gameplay, detailing some of the new mechanics players can expect in the title set to launch in October 2023. There is plenty of innovation on the campaign map and on the battlefield, it seems.

On the campaign map, players strive to become Pharaoh of Egypt or Great King of the Hittites, obtaining influence and legitimacy from their conquests and building programs. Monuments on the map provide additional legitimacy, providing even more motivation to target specific regions.

The theme of the Bronze Age Collapse is represented heavily as well: natural disasters like earthquakes and droughts can happen and the entire map gets cast in fog and dark colors as key cities – so-called pillars of civilization – fall and get destroyed. Players do not only need to compete for power in their kingdom, but look outwards and aim to stabilize these pillars.

Total War: Troy’s economic system, which is based on different resources like food, stone, gold, and bronze, makes a return in Total War: Pharaoh. You can decide to worship specific gods from the pantheons of the three playable cultures, which will bestow various bonuses on you.

Factions seem to have access to a shared pool of units of their culture, but there are a few unique troop types for each faction plus regional units you can only recruit in their native areas of the map.

The battlefield is not immune to the moods of nature: sandstorms greatly reduce the range and stamina of units, thunderstorms impact morale, and fire is a lethal danger – especially paired with unpredictable winds. The game’s different environments make a big difference for the units of the three playable cultures as well: Egypt’s light troops fare better in the desert, but suffer in the mountains of Anatolia, while the more heavily armored Hittites are at a disadvantage when leaving their rocky homes. Wetlands are another important terrain feature, as they seem to outright damage war chariots that try to drive over them.

Overall, the combat pace seems to be slow, as the developers want to give players a lot of time to decide on their actions and allow them to enjoy the combat scenes.

Fans of historical tactics will be delighted to hear of a new feature allowing them to order units to slowly back away while facing the enemy, opening new tactical options – if you ever wanted to emulate Hannibal’s legendary maneuvers at Cannae, this fresh feature will come in handy.

Armor now degrades over the course of a battle when a unit is engaged, a process that can even be accelerated by sending troops with clubs or maces out to soften the enemy up.

There seem to be lots of new toys for armchair generals to play around with.


Published
Marco Wutz
MARCO WUTZ

Marco Wutz is a writer from Parkstetten, Germany. He has a degree in Ancient History and a particular love for real-time and turn-based strategy games like StarCraft, Age of Empires, Total War, Age of Wonders, Crusader Kings, and Civilization as well as a soft spot for Genshin Impact and Honkai: Star Rail. He began covering StarCraft 2 as a writer in 2011 for the largest German community around the game and hosted a live tournament on a stage at gamescom 2014 before he went on to work for Bonjwa, one of the country's biggest Twitch channels. He branched out to write in English in 2015 by joining tl.net, the global center of the StarCraft scene run by Team Liquid, which was nominated as the Best Coverage Website of the Year at the Esports Industry Awards in 2017. He worked as a translator on The Crusader Stands Watch, a biography in memory of Dennis "INTERNETHULK" Hawelka, and provided live coverage of many StarCraft 2 events on the social channels of tl.net as well as DreamHack, the world's largest gaming festival. From there, he transitioned into writing about the games industry in general after his graduation, joining GLHF, a content agency specializing in video games coverage for media partners across the globe, in 2021. He has also written for NGL.ONE, kicker, ComputerBild, USA Today's ForTheWin, The Sun, Men's Journal, and Parade. Email: marco.wutz@glhf.gg