Realistic Replenishment – 50% slower (6.0 Ready)
Update 5.0: All new changes to replenishment have been found. There were a lot. I have found them all and halved them to fit the new content in with the theme of this mod. This should apply to any plague effects on replenishment as well. Also, a few errors that may have existed previously have been noted and corrected.
It doesn’t make sense that you can have a major battle, lose 90% of each stack, then by the next turn, or at most two turns later, have the entire army good as new. I made a similar mod in Total War Warhammer 1 at a 90% replenishment rate decrease, but the issue with that was the AI doesn’t know how to merge units and recruit more – so it just wanders around with near-dead stacks.
I hope to split the difference in this mod: making replenishment rates slower and less ridiculous, while also not kneecapping the AI so much that it can no longer properly function.
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Like all GOW mods, this mod has been cleaned to prevent accidental overlap with other mods. That said, this mod changes a LOT of tables, and conflicts are possible. Load my mod with a higher priority to ensure it’s overwriting the replenishment rates of any overhaul mods you may be running.
There is now a submod for ChaosRobie’s The Old World to bring replenishment changes he added in line with this mod. Please see link below
https://steamcommunity.com/sharedfiles/filedetails/?id=3282614630
Save game compatible.
Disclaimer: It is possible, but I hope unlikely, that I missed a replenishment rate adjustment. If you notice your replenishment numbers are not reduced, and you have confirmed that my mod’s changes aren’t being overwritten by another mod (the easiest way to do this is just loading your game with only my mod on), please post a comment about it. Please include the faction, character name, skill, #value, and/or any other information that would help me find the value to fix it. Enjoy!
Revisions:
Old revisions of this mod are available below. Click the link to download.