Ammo & Devastation – Reforged

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Author: pwd5032

Last revision: 14 May at 13:58 UTC (2)

File size: 694.44 KB

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Description:

v3.0.0 — Provincial Influence, overhauled devastation, raiding WoM recovery, MCT settings across 5 pages.

What Is This?

A campaign overhaul for players who want territory, logistics, and positioning to matter. Four interlocking systems — devastation, persistent ammo, Winds of Magic, and provincial influence — add strategic weight to decisions that vanilla ignores. Regions degrade under warfare and take real time to recover. Ranged armies run dry without supply lines. Magic reserves deplete and rebuild based on where you are and the choices you make. Controlling provinces generates corruption pressure and buffs your garrisons.

Every system can be toggled on or off independently. Don’t want Winds of Magic tracking? Turn it off. Only want devastation? Disable everything else. Each system has its own master toggle in MCT — you choose exactly which mechanics are active in your campaign.

Originally inspired by Campaign Ammo and Devastation by Lorghul, which introduced persistent ammo and devastation. This mod is a ground-up rewrite that has grown far beyond the original — adding Winds of Magic, provincial influence, 8 devastation penalty types, raiding economics, and control via MCT settings. Do NOT use both mods together.

Safe to add or remove anytime. Subscribe mid-campaign and everything initializes cleanly. Unsubscribe and all effects become inert. No crashes, no save corruption.

Devastation System

Regions accumulate devastation (0-10) from raiding, sacking, and occupation. All penalties scale linearly — 5/10 devastation applies half the max penalty. A grace period slider (0-10 turns) delays penalties at campaign start while devastation events and healing still occur normally.

At max devastation (all configurable via MCT):

Region-scoped penalties:

  • Replenishment reduction
  • Recruitment cost increase
  • Recruitment duration increase
  • Regional income reduction
  • Raiding income reduction for armies raiding that region
  • Movement range reduction for all armies in the region, own and enemy

Province-wide penalties (multiple devastated regions stack):

  • Settlement growth penalty
  • Public order penalty

Ammo and WoM recovery also scale down with devastation. Regions heal each turn in owned territory. Consolidated devastation icons show all active penalties per region at a glance.

Ammunition System

Ranged units consume ammo in manual battles, tracked via a campaign-to-battle bridge. Auto-resolve costs scale by battle result severity. Custom ammo bars on unit cards show remaining ammunition at all times.

Units recover ammo each turn based on where they are. Recovery paths (highest rate wins, no stacking):

  • Friendly regions (owned/allied/vassal) — full rate in pristine regions, scales down with devastation
  • Raiding stance — reduced rate in any territory, ignores devastation
  • Horde armies — reduced rate anywhere, auto-detected by force type. Warriors of Chaos and the Changeling also exempt
  • Black Ark/Ogre Camp proximity — reduced rate within the support circle
  • Karl Franz — recovery in neutral territory via innate skill
  • Cathay caravans — full restore on return
  • No recovery in neutral/enemy territory without one of the above

Battle Drain: Configurable percentage of ammo spent in manual battles is actually deducted. At 75%, units retain 25% of what they fired.

Winds of Magic System

Disabled by default (opt-in). Armies lose WoM in battles and recover a percentage of their max pool each turn in friendly territory. Caster lords with higher max WoM recover faster. Recovery scales down with devastation. The winds UI preview bar shows projected WoM recovery.

Channelling stance adds a recovery bonus in friendly territory. Raiding stance grants WoM recovery in any territory — designed for races without a channelling stance (Greenskins, Beastmen, Ogres, etc.) who can plunder magical energy from regions they raid.

Auto-resolve drains WoM based on battle result, scaling from current reserves (not max).

Provincial Influence (New in v3.0.0)

Disabled by default (opt-in). Three pillars, all scaling with settlement health — devastation weakens them.

Capital Ownership — Owning a province capital grants defensive buffs (melee defence, ammunition, leadership, magic resistance) in that province, scaled by capital health.

Province Control — Controlling regions (vassals count) grants defensive buffs scaled by your control ratio and average settlement health.

Power Projection — Full province control projects offensive buffs (melee attack, weapon strength, missile strength) and corruption to neighboring provinces. Requires you own the capital.

Each pillar generates corruption matching your faction’s type (7 types + untainted, auto-detected). All values have independent AI overrides.

AI vs Player Scaling

Each system has independent AI overrides via MCT. Tune penalties, recovery rates, and provincial influence separately for AI factions.

Worth Noting

  • Every system toggleable independently — use all four or just the ones you want
  • Safe to add mid-campaign — armies start fresh, regions initialize at 0 devastation
  • Safe to remove mid-campaign — all bundles become inert, tracking stops, no save corruption
  • MCT is optional but recommended — without it the mod runs with balanced defaults
  • Horde armies detected automatically by force type — future DLC hordes work without updates
  • Disabling a system mid-campaign resets its data (cannot be undone)

Configuration (MCT)

101 settings across five pages. Fully configurable via Mod Configuration Tool. Works without MCT using balanced defaults.

Compatibility

  • Compatible with all other pwd5032 mods
  • Incompatible with Campaign Ammo and Devastation by Lorghul


From the Dev

Enjoying the mod? A thumbs-up is the clearest signal I’ll get that this kind of work is worth continuing.

I play with 100+ mods and prefer slower, more strategic campaigns, but the mods I make are built as toolkits — configurable enough to fit your playstyle, not just mine. Thanks to Gaming for Immersion for fostering this community.

This is a hobby — I have a full-time job and an infant son, so updates happen when they happen.

Bug Reporting

Give me as much context as you can so I can recreate the issue for myself.

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Revisions:

Old revisions of this mod are available below. Click the link to download.