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I played a few campaigns with this mod but didn't recognize any problem besides this, now I'm quite busy and don't have time to check.
If it true I will make some fixes. Thanks
I think you are confusing Redeployment with Replenishment in your last sentence. Your bonuses to replenishment is fair since its a huge investment of limited skill points in order to get that much replenishment. I am honestly excited to see how you build upon this mod since it reminds of Rome 2 and Attila's skill trees where you can either be a jack of all trades master of nothing or invest heavily in one particular skill branch. With your mod I can have one general who is specialized in Replenishment while another in Campaign movement. If you take my recommendations then I can also specialize generals for admin skills.
Previously you had to wait till you are Emperor in order to use this exploit since you need 4 generals as Faction Leader, Heir or Minister for it to work. With your mod, I only need Faction Leader and Heir. Considering that many factions have Commanders as their Faction Leader and Vanguards or Champions as Heirs (Yuan Shao, Yuan Shu, Cao Cao, Liu Bei and others come to mind) this can easily break the game.
What this mod really needs is an UP GRADE to the Admin skills; Scholarship (bonus to commerce/silk/spice, Intuition (bonus to Industry) and Wisdom (An extra bonus other than the useless Reserve. Maybe character experience? or a small bonus to income from all sources?)
I like what you made for Trust. Extra bonus to Peasantry income is always good. Stability and Abundance should remain as vanilla though. Too OP getting so much food and public order from skills.
Excellent mod. Looking forward to see it expanded upon