More Realistic Sacking and Razing of Outposts
Anyone else absolutely sick and tired of enemy armies sacking or razing an outpost, entering march, going to next outpost, sacking/razing, entering march, going to next etc? Sometimes one army will destroy 3 outposts, and then still march half a region or even into the next province!
This is silly, and doesn’t match the historical aspect of previous games. Razing an outpost would take time and would tire your army (at least in this era, without proper siege weapons). Sacking an outpost may take even longer, as there would likely be a lot of loss-of-control of troops, which is historically what would always happen when leaders would let their troops sack a settlement/outpost.
To rectify this annoying problem this mod does the following:
- Movement action points set to 10% after razing an outpost.
- Movement action points set to 20% after sacking an outpost.
- Now requires a minimum of 25% action points to enter forced march stance. Increased movement added by forced march to 75%. Total movement added remains the same as vanilla, 50%.
To maintain balance, the above changes impact the AI and the PLAYER
Enjoy, and have fun catching pesky invader armies as they rest and recuperate after razing your hard-built outposts or stealing your hard-earned wealth.
- Compatible with saves
- Will work with all mods (action point changes are scripted in a custom .lua)
- Any mod that affects the action points to enter forced march will override this or be overridden depending on your load order. This will only change the minimum % of action points to enter the stance, not the other changes.
Thanks for Nuin’s permission to port this mod into the Dynasty edition, and all the credits goes to Nuin.