The one and only thing I had going for me during my initial foray was the fact that I'd waited for the enemy to come to me, rather than rushing out to meet them, but that's about it. That doesn't mean things are actually slower, granted, just that the expectation Pharaoh has of its players is less directly intense. While that might sound counterintuitive at first, the idea is that there are fewer, more meaningful decisions to make during the thick of things, as opposed to having to constantly micromanage a dozen different sets of units whenever possible. The big takeaway is that, at least in battle, the team at Creative Assembly Sofia has aimed to slow the pacing of Total War: Pharaoh. Admittedly, my experience is colored by the fact I played three distinct scenarios explicitly designed by the team to showcase the game's changes, but if every encounter features even a sliver of the same sort of thing, it feels like it'll be a fairly major shift. While both are still extremely important here, neither seem like a guarantee in Total War: Pharaoh. Historically, individual battles in previous Total War games come down to two things: who has more troops, and who has advantageous positioning.
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