Walkthrough#
This page lays out a progression framework for the Total War: PHARAOH campaign. First, this page’s positioning: there is no fixed “do X on turn Y” schedule here, for reasons explained in the next section. What is included is the officially verified campaign structure and the progression logic derived from it.
Why there is no fixed turn-by-turn schedule#
The game launched with the Campaign Customisation feature, which supports randomizing the starting positions of all factions. In other words, the same faction can face a completely different geographic situation in two different campaigns — any turn-by-turn guide written against default map positions breaks the moment positions are randomized.
So rather than memorizing a schedule destined to expire, understand the campaign’s fixed skeleton: what stays the same every run, and what must be re-judged every run. That is exactly what this page covers.
Three things that never change#
1. The campaign’s final goal: become the last Pharaoh#
Whichever leader you pick, the campaign’s ultimate goal is the same: come out on top in the chaos of the Late Bronze Age Collapse and become “the last Pharaoh.” From start to finish, the power you play must contend with the other factions of Egypt, Canaan and the Hittites.
2. Your leader’s route sets the campaign’s tone#
The publisher sums the eight launch leaders up as three routes, each implying a different campaign tempo:
| Route | Tone | What it means for progression |
|---|---|---|
| The diplomat | Stands on negotiation and maneuvering | Build diplomatic room first, expand later |
| The front-line commander | Leads in person and wins through set-piece battles | Military operations dominate the campaign’s rhythm |
| The warlord | Expands by brute force | Rapid expansion and suppression are the main line |
Each leader’s specific mechanics are not covered, but the route alone tells you the tone of your run: build diplomatic space early, or establish military superiority as soon as possible. Once a leader is chosen, treat the route as the campaign’s keynote.
The three cultures’ launch rosters, for reference when choosing:
| Culture | Launch leaders |
|---|---|
| Egyptian | Ramesses, Seti, Tausret, Amenmesse |
| Canaanite | Bay, Irsu |
| Hittite | Kurunta, Suppiluliuma |
3. The two-layer structure runs through everything#
The campaign constantly alternates between two layers:
| Layer | Form | What you’re doing |
|---|---|---|
| Campaign layer | Turn-based empire management | Run territories, move armies, work diplomacy |
| Battle layer | Real-time strategy | Command troops in real time |
Campaign-layer decisions (whether to fight, whom, where) shape the battle layer’s situation; battle results rewrite the campaign layer in return. When progress stalls, first identify which layer the problem lives in: a bad management decision, or poor battle play.
Aside: dynamic weather shapes every battlefield#
Thunderstorms and sandstorms directly alter the surrounding terrain, and fires can burn forests and damage enemy settlements’ foundations. Every battle’s conditions are therefore never static — factoring weather and terrain into every offensive is an all-game habit.
What must be re-judged every run#
Combined with Campaign Customisation’s three settings (randomized starting positions, adjustable resource settings, raised natural-disaster probability), the opening judgment order each run is:
- Read the faction layout — starting positions may be randomized, so first locate yourself and the Egyptian, Canaanite and Hittite powers on the actual map;
- Confirm the economic base — this run’s resource settings decide how tight the economy is; the underlying logic is on the Resources page;
- Assess disaster pressure — if disaster probability was raised, budget rebuilding slack into your pace;
- Then pick an expansion direction — only after the first three steps are clear does “where to strike” get decided.
The key to this order: reconnaissance and confirmation before action. The randomization design turns “memorizing the opening” into “reading the opening.”
Two ways to use Campaign Customisation#
Building on the three settings above, two recommended uses:
- Practice run: default settings — no randomization, no resource changes, no raised disasters — and focus on mastering the two layers and your leader’s route;
- Challenge run: randomize positions, adjust resources to taste, raise disaster probability, and test your ability to read an opening and adapt on the fly.
The two uses form two growth paths: understand the rules in a controlled environment, then practice judgment in a volatile one. That is precisely the value of Campaign Customisation — one game offering campaigns of completely different rhythms.
The progression self-check#
As the campaign unfolds, periodically audit yourself against these questions:
- Do I know this run’s randomized faction layout and my own position
- Do I understand the campaign tone my leader’s route implies
- Which link of the economy (regions, output, trade) is weakest
- Does my battle plan account for current weather and terrain
- Am I moving closer to or further from “the last Pharaoh”
Roll the answers forward and a sense of flow emerges on its own — it comes from continuously judging your situation, not from a fixed turn table.
Note on the numbered chapter pages#
The numbered chapters this section is split into (Beginner’s Guide, Factions, Combat System, Strategy & Tactics, Units, Economy, Campaign Guide, Diplomacy, Achievements, Tips) are early drafts from the section’s first pass and are being re-verified page by page against official material. Until that re-check completes, treat this page and the verified pages linked from the section home as authoritative.
What this page does not cover#
- Turn-by-turn steps per phase — made non-universal by randomized positions, and requiring hands-on verification;
- Per-leader campaign flow differences — the publisher has not itemized them;
- Trigger conditions for campaign events and quest chains — not covered; in-game content governs;
- Detailed victory-condition rules — not covered.
This page will be updated as verifiable official or first-hand material becomes available.