Dynamic Replenishment
How would 3 swordsmen find a moving army to replenish? They probably wouldn’t, since they wouldn’t know the moving army’s exact location. On the contrary, an encamped army’s location can be sent, as they await reinforcements.
Thus, the mod removes replenishment unless the army is garrisoned or encamped, promoting more calculated and strategic campaigns where injured units stay injured so casualties are more meaningful, making camping, reinforcements and overall planning and decisions more important. Compatible and recommended with Stances changes for more camping options and Population Mechanic for more replenishment management.
Due to a technical limitation with mustering bonus stacking with garrisons, mustering bonus is removed. To gain replenishment when mustering outside of settlements, camp first and then recruit.
Added 50% cost for mustering stance as you need to stay put in order for reinforcements to arrive and to align with camping stance, which now has 100% ambush defense chance.
The replenishment bonus is now linked to settlement and military buildings, so can be greatly enhanced from vanilla values and reach the 50% cap quicker. Post-battle enslave option are doubled.
For a hardcore replenishment recruitable units only option check this Submod.
Excludes characters, hordes and events, and makes hordes, undead and chaos unique as only they can now replenish while on the move.
Reduced Black ark’s range to allow recruitment only by the sea and not deep in enemy territory.
I didn’t remove blue-line replenishment skills / technologies / followers bonuses as those could be somehow logically explained, if you wish to address these I suggest Less Skills and Declutter the Game.
If using along Dynamic Recruitment, subscribe to Dynamic Recruitment – Replenishment or Dynamic Replenishment – Recruitable.
Revisions:
Old revisions of this mod are available below. Click the link to download.