Total War: WARHAMMER III

Total War: WARHAMMER III

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War of Attrition - Reduced Replenishment - SFO version
   
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4 Dec, 2022 @ 1:49am
3 Aug @ 9:36pm
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War of Attrition - Reduced Replenishment - SFO version

In 3 collections by Cerb
SFO Hardcore Mode
76 items
SFO realism and depth collection
72 items
Playtest New Mods To Be Balanced
116 items
Description
Mod Summary

Lowering replenishment across the board opens up a much deeper campaign experience, including the use of supply lines to reinforce and replenish your armies, a much more balanced decision between playing tall and wide on the campaign map, and the viability of hit and run tactics in the Warhammer world.

"Their column had marched for months across their destination, harassed on all sides by the nimble Elven horse archers for days. Such a small force had attacked them multiple times over the past months, whittling down their numbers as they moved closer to the heart of their kingdom. The elves knew they could not win a front on battle, but given enough time, and arrows, had lowered their numbers to the haggard remnants that remained today. The whirr of an arrow struck a peasant in the chest, toppling them over and sending cries through their ranks. It was futile now, there were too few of them left, their swords and armour were nothing against the ravages of nature and the guerrilla tactics of the elves in their homeland."



What exactly does this mod do?

Loreful replenishment - Each unit type has their own levels of replenishment, rarer units replenish slower, and more common units or units that regenerate replenish quicker.

Replenishment skill rebalance - Replenishment at base is about the same as in SFO, but all the campaign effects are reduced by around 70% on average. Effects that can be stacked were reduced by more, and unique effects reduced by less. In general replenishment will be between 5-15% per turn, compared to the base game being around 20-50%.

Cheaper recruitment - All races recruit units at 50% of their base cost, with many races able to get close to or entirely free recruitment in the latter stages of the game.



What does this mean for gameplay?

In the base game, quite often you can recruit a 20 slot army with a certain composition and be quite confident that you will be able to keep that army at full strength with replenishment alone. With this mod you will need to start thinking about supply lines, wars of attrition and campaign chokepoints.

To keep your armies at full strength, you will need to merge units and replace lost troops, meaning you will need to create supply lines of troops from your recruitment provinces to the frontlines if you want to spend more time in enemy held territory, or pull back armies into friendly territory to replace losses.

Each fight is far more impactful in the larger game, with factions attacking less frequently due to the need to replenish/re-recruit their armies after a loss. However, when enemies do attack, it is a far more serious threat as you can't just think about beating back the attack but also how to position yourself to deal with the next attack with depleted forces and how you can bring them back to full strength quickly enough.

Hit and run armies are a viable strategy now, allowing for a much wider variety of army choices and army roles. No longer do you need to crush an enemy army every time you fight them if you want to deal with them.

Settlements take longer to fully fortify, as the garrison more slowly swells to full strength. Essentially this means that it is harder to expand quickly in most situations, and enemies will attempt to attack your weaker settlements. This helps to reduce the ease of snowballing and adds a lot more consequence to your actions.



How well does the AI cope with lowered replenishment

The AI takes into account replenishment rates and will merge units if optimal and will re-recruit more armies to use up their money when they do so, so the AI works very well with this mod.



Which mods work well with this one?

Would suggest using this mod alongside: https://steamhost.cn/steamcommunity_com/workshop/filedetails/?id=2976699590 to put siege attrition in a good place.
138 Comments
Cerb  [author] 25 Jul @ 5:56pm 
Added more recruitment capacity for warriors of chaos units
Cerb  [author] 22 Jul @ 6:44pm 
Added 4% flat, constant replen to replen post battle option
Cerb  [author] 7 Jul @ 7:12pm 
Increased warrior of chaos replenishment from dark fortresses by ~5% flat by tier 5 with all buildings, and an extra 2% for marauders only
Barracuda 7 Jul @ 6:56pm 
Saw you posted an update today, whats new?
Cerb  [author] 18 Jun @ 5:22pm 
The post battle options may be closer in power, but imo thats a good thing. Normally you basically only ever choose money or replenishment, sacrifices are useless and replenishment is often the best choice unless you dont need it. I much prefer that they each have their own niche for use, rather than just essentially a ranking system. AI does get post battle options but virtually all buffs from them are 1-2 turns at most, so theyll never get snowball style buffs from post battle options. Also most of these buffs are region or province only, so hardly going to be a sizeable buff.
Joe 13 Jun @ 3:04pm 
While I like the replenishment changes, I'm not sold on the post-battle options. Particularly how homogeneous they are now, but I'm also concerned how other wars happening in a region can lead to your enemies getting sizeable, random buffs outside your control. Though I'm not 100% sure the AI actually gets to use post-battle options.
Cerb  [author] 18 Apr @ 12:15am 
At least the AI can merge units as is, which fits with this mod :)
Player 17 Apr @ 11:04pm 
That’s not the only thing, also borks ai. It’s probably a lost cause..
Cerb  [author] 17 Apr @ 10:44pm 
Sounds good but sadly would require a lot of work, and honestly i dont even think its possible to reduce upkeep for specific units (without affecting all of a type for example) so unless you were to perhaps calculate a broad upkeep cost across all of the units, averaging damage done to them or something?
Player 17 Apr @ 10:29pm 
thats a good way to look at it! Still jank though, maybe eventually we can script the cost change or something, would pave the way for full zero replenishment alongside something like a supply line captain and some kind of fix for single entities. Been trying to make that for a long time never got anything satisfying.