Total War: WARHAMMER II

Total War: WARHAMMER II

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Dynamic Replenishment
   
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Tags: mod, Campaign
File Size
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1.082 MB
15 Mar @ 2:33pm
13 Jul @ 12:44pm
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Dynamic Replenishment

In 1 collection by mr.napop
Immersion, realism and logic
391 items
Description
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 in own territory and only for recruitable units in the province, 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 Population Mechanic for more strategic aspects.

To balance, the replenishment bonus for garrisoned/encampment are 50% base, and can be further enhanced by military buildings. Post-battle enslave option are doubled.

Excludes characters, hordes and events, and makes hordes, undead and chaos unique as only they can now replenish while on the move.

To retain this effect for the player and the AI, AI replenish bonuses and all buildings’ replenishment effects have been removed as well. This leaves farms with growth bonus only. For added farm income, combine with Dynamic Economy.

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.

For more camping options combine with Stances changes.
19 Comments
mr.napop  [author] 16 Jul @ 8:15am 
You don't have to have military buildings, just the ones recruiting the units that need replenishing, High Elves archers can replenish without the military building since they are recruited via the main settlement.

By ruin dwelling you mean skaven under cities? yea they don't replenish, as they don't have any unit recruiting buildings, and the region is still controlled by another faction.
Houshmandzadeh 15 Jul @ 3:04pm 
Thanks, but I have already deleted this from my mod collection. The earlier version was better. This new version really punishes ruin-dwelling and also punishes those factions that don't necessarily need a military building to create armies, such as High Elves. Hard pass.
mr.napop  [author] 15 Jul @ 2:53pm 
Hey man thanks, appreciate your feedback.

It's more hardcore yes, but my intention with the latest update was to enhance realism and strategic depth, as It makes more sense that replenishment for a specific unit type would only occur where the necessary military building for that unit is present in the province, and you'll already have the corresponding building since you recruited it, aside from starting army units, which makes them much more unique and precious.

The military building replenishment bonus with the base 50% (40%+10% first military building) means you can very quickly get to 100% replenishment for recruitable units, to compensate this restriction, so its 'easier' if you have those buildings located at the front province.
Houshmandzadeh 15 Jul @ 1:31pm 
This was a good mod. Then it got screwed up by only allowing replenishment if a military building is present. The earlier version was better.
vinterkrigare 15 Jul @ 1:36am 
That`s very good news, Mr.Napop. THX fo your attn..
mr.napop  [author] 13 Jul @ 12:50pm 
Hey man i've reworked the mod as you suggested, now the replenishment will solely happen upon encampment or garrisoned, and took it further by enabling replenishment only for recruitable units and is enhanced by military infrastructure. Thanks for the encouragement!
vinterkrigare 3 Jul @ 8:59am 
I see, as long as Repanse had no bonuses it WADs but as soon as she got a tiny 5% bonus replenishment reverts to vanilla style. This, IMO, should be changed so that bonuses apply only when garrisoned/encamped. THX for your attn.
mr.napop  [author] 3 Jul @ 1:42am 
Yea I didn't remove those, just the base replenishment bonus and farms.
vinterkrigare 3 Jul @ 12:36am 
Yes, I have agents and techs boosting replenishment. Playing with Repanse.
mr.napop  [author] 3 Jul @ 12:06am 
Do you have an agent boosting replenishment/invested in replenishment skill/built some building with replenishment effect/researched some technology with replenishment effect/performed some ritual with replenishment effect?

Who are you playing with?