Theres a lot of mystery surrounding it, and we wanted to uncover it.

Pharaoh wont constrain players to just the four Egyptian lords it offers, either.

We dipped our toes in the era forTroy, and solved some of the issues there.

Ramesses going into battle on a chariot in Total War: Pharaoh

But to fully do it justice we needed a wider scope.

A classical Total War historical game, and this is what Total War: Pharaoh aspires to be.

As tactical options from one era become unviable or impossible, they take entire dimensions of battle with them.

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Sometimes, their replacements fail to captivate.

These battle changes begin with high level tweaks.

One brand new mechanic is armour degradation.

The city Men-Nefer under seige in Total War: Pharaoh, during a sandstorm

Units with low quality armour thats only effective against the first few hits.

And now light troops can do more hit and run tactics.

Another big new feature is dynamic weather and terrain.

A shot of a sunset behind palm trees in Total War: Pharaoh

The forest burning is going to remove the forest terrain.

Same goes for the tall grass.

It plays an especially huge role in terms of settlements.

A pitched battle in Total War: Pharaoh with infantry meeting on a plain, and palm trees and grasses burning

Those choke points, though, might not end up offering the easy wins they have in previous titles.

Special maneuvers, from shield walls to mixed formations, have existed in the series for some time.

Or, they can fall back without turning tail, perhaps luring enemies into a trap.

A shot of the ancient city Men-nefer in Total War: Pharaoh, under a blue sky with the great pyramids in the background

Although, for their part, its clear OG CA welcome and support this kind of experimentation.

Between the building of the pyramids and the time of Ramesses, its been almost 2000 years!

And this is one empire that actually stayed relatively stable throughout all that time.

A wide shot of the peaceful city of Men-nefer at night in Total War: Pharaoh

It was fun to also uncover the different tribes and nationalities around the different realms, continues Georgieva.

The map control here is much more important.

In, say, Warhammer, the dwarfs in every region are still the same dwarfs.

A capture point in a square in Men-nefer in Total War: Pharaoh

Its not just about painting the map, but also discovering what lies there.

Having more space between settlements, says Georgieva, helped alleviate that.

We really wanted to make the desert, like, a desert, adds Vasilev.

There are some cultures, though, you might be better off avoiding entirely.

Namely, the Sea Peoples: dangerous raiders that sound like they represent Pharaohs version of a crisis mode.

Sofia calls them the single greatest threat to your empire.

As nasty as they sound, the teams exploration into history also resulted in a few fun surprises.

A lot of people think about vikings with their horned helmets, because of the operas.

And historians say: Thats useless!

Its a myth!, grins Vasilev.

And thats true - for vikings!

But the Sea Peoples actually did!

The Hittites too, used to put antlers on their helmets to look more imposing.

There is some crazy headgear going on!

I am not sure where exactly everyone is getting those war hippos from, says Vasilev.