Total War: WARHAMMER II

Total War: WARHAMMER II

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GOWs Realistic Replenishment 2
   
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Tags: mod, Campaign
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181.631 KB
1 Feb, 2020 @ 8:46pm
12 Feb, 2020 @ 8:06am
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GOWs Realistic Replenishment 2

Description
Based on the original GOWs Realistic Replenishment for TWH, and completely rebuilt from the Realistic Replenishment for TWH2, comes GOWs Realistic Replenishment 2.

The point of this mod is to make replenishment more realistic. Why can your 20 unit army lose half its troops taking a hostile settlement, then 3 turns later it's back to full strength? Makes no sense. And honestly it's kind of cheap when the only place you can train those super elite units is at your starting province, you're halfway across the map, but magically they come back to life as fast as possible.

The mod no longer requires a special skill to make lords and heroes replenish themselves faster either. Lords and Heroes should replenish much faster - which makes sense as they're just patching up battle wounds, not bringing in multiple troops. I am still fine-tuning and experimenting with that replenishment buff, so it may change as I test it more.

Basically I went through about 45,000 lines and pulled out the 300 or so that deal with replenishment and cut everything by 90%. You'll definitely have to merge armies with this.

Some last second things to keep in mind:
I have bought the Pirate Vampire DLC. I have NOT bought any other DLCs, but I do have all free DLCs. What this means for you: Races added as playable by mods I haven't bought may not have the same replenishment rate if you bought them. When you buy the add-on sometimes the races can get new units with new abilities that affect replenishment. Those will not be altered because I don't have those units to mod. If you want to mod my mod to add those, feel free. If you want to upload that mod feel free, just please include a link back to this mod if you used it as inspiration or a source to work with.

One other thing to keep in mind: on previous versions of this mod there has been a complaint that the AI does not merge armies properly and just runs around with armies with only 9 or 10 guys in the stack. I don't know how to fix that and it would be a totally different AI mod. I have no idea where to start with that. I just remade this mod because none of the other replenishment restriction mods I found were nearly detailed enough and left many, many different replenishment stats unmodded. If you enjoy this mod please drop a like.

Save game compatible.

Updates:
(1) 02/11/20: Replenishment Rate from enslave captives tweaked. It was giving 5% whether you defeated a huge army or a single unit. Tweaked to typically provide 0-2%, but sometimes up to 8% if you kill enough troops in a single battle.

(2) 02/11/20: Replenishment Rate Bonus added for when you can recruit a unit in a province of 10% replenishment. So if you can recruit the unit in an owned settlement, it will replenish much faster (10% base rate, so min 10 turns to be fully replenished). The main benefit of this is that if you build military buildings your garrison's stock troops will actually replenish. Originally, when you took a settlement the garrison would replenish at the same rate as everyone else (so you'd basically never have a full garrison even after 20+ turns. This will fix that. As long as you build military buildings that can create the garrisoned troops, the garrisoned troops will now replenish at a minimum rate of 10% per turn.

(3) 02/11/20: Replenishment added to Gates on Elf island. Sadly it also applies to allied armies in the region as well which despite much testing I can't fix. Replenishment rate is about 8% on fully repaired gate, about 4% on damaged gate. Necessary to allow replenishment of gate garrison because gates cannot have military buildings built there and so cannot benefit from the military building replenishment in update 2.
15 Comments
Yeazzal 16 Apr, 2024 @ 3:46pm 
I admire your all the effort you went to! Thank you very much for making this mod! I have been looking for such a mod! (but not looking very hard until today lol) Thank you!
<blank> 11 Oct, 2021 @ 11:00am 
Awesome, thanks for the update!
GOW LIKE A BOSS  [author] 11 Oct, 2021 @ 9:23am 
For anyone curious, I haven't played TW2 in many months, maybe even a year or so. I also don't have the mod kit anymore. When TW3 comes out I will get that, and will likely come out with another mod like this for TW3 eventually (I have to relearn how to mod as well, it's been so long I've forgotten as I'm not a hardcore modder lol). Thank you for your support, and hopefully ya'll will enjoy the mod when I eventually make it for TW3 (assuming CA doesn't fix the replenishment spam on their own, which I doubt they will). I apologize for the inconvenience, but I don't have the time or energy at this time to redownload and relearn how to do this for TW2, but once TW3 comes out I fully expect that will change. Thank you again for your support and understanding :)
benio1230 28 Sep, 2021 @ 5:53am 
This game should have -80-90% from the same begining. There is nothing good when battle casuality don't have matter in vanillia game.
*NFN* Braktologisk institutt 29 Mar, 2021 @ 1:54am 
Hi! Neat mod, definatly want this, BUT!
Are there still some factions that are not tweaked yet? (It would be annoying to play as a faction with this replenishment, then fight a faction that was added after you made this mod, and they'l get vanilla replenishment) Any plans on updating this mod?

Will buildings that boost replenishment still work?
FEAST 16 Oct, 2020 @ 4:04am 
Is this possible for player only?
lewis.david00 13 Aug, 2020 @ 7:55am 
I love this MOD
Please continue to update
GOW LIKE A BOSS  [author] 8 Mar, 2020 @ 5:36pm 
I don't use SFO so I don't know what all it affects. If SFO affects replenishment just make sure my mod overwrites it in the load order and you'll get all of SFO except the parts my mod changes. It might not be balanced properly with other SFO changes, but it should work just fine.
<blank> 8 Mar, 2020 @ 4:45am 
SFO Compatible?
ZeCid 14 Feb, 2020 @ 4:38pm 
I was waiting for that, it make the game much more realistic and tactical ; losses get an heavy impact on survivability in our territories. Thanks for the effort !