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Originally, I had made the mods so you have one for the recruitment penalty depending on influence, and the other mod being replenishment penalty depending on happiness. For a first try, using these two mods should work pretty well.
"This item requires all of the following other items
Replenishment rate bonus or penality based on influence
Replenishment rate bonus based on happiness
Recruitment penality based on influence"
For the influence, I agree it would have a more noticeable impact, now I get the hang of it, i might do it pretty soon.
Amazing!! I enjoy your mod a lot. :) If possible, I would like a lot to see the "influence" version to use on my next campaign. It seems will have a much bigger impact when trying to expand in regions from other cultures, so probably much more realistic.
For the replenishment tied to the province happiness, I believe it's easily doable by adding a modifier, I wouldn't tinker with the base replenishment level of the game, as I think it would be harder this way, I'd do something similar to the climate system of Warhammer, adding a modifier from the base replenishment level. I'll try to see that if I have the time and energy to do so.
Very interesting mod. The idea of using influence instead is also very good. +1