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I still have it there because it was needed before but they reduced replenishment a while back so my modifications weren't neeeded anymore.
I could delete theses lines form the mod entirely
What changes does it do to replenishment? It buffs it too for AI and player based off the difficulty if I read the tables right in the mod file?
Or are those the vanilla values anyways and nothing gets changed?
"Attrition for the AI is more impactfull
In base game the Ai can ignore attrition on harder difficulties. This mod makes it so the Ai will still take less attrition than you but a least a little so it is more carefull not to go in dangerous terrain and thus more true to the lore.
Values changes from : -30, -50, -60, -70, -80 to -0, -5, -10, -15, -20"
An other thing you might want to try is to chnage the mod loading order so mine loads in last. (I do'nt remeber if it's at the top or the bottom)
The explanation could then be : a stance (vanilla or modified by a mod) that negates corruption (like Worldroots for the woodelves) // a replenishment bonus from whatever vanilla or modded source that would negate the attrition // a modification of the corruptions by another mod.
I will try to keep an eye out for this kind of thing when playing because right now with the current data I can't do much.
If anyone as encountered a similar problem or if you encounter it again and have more elements that could be of great help to solve this (if this is something I can solve).
i'm aslo looking into attrition based on climate suitability for all factions and attrition in "order territory" for demonic factions. I will let you know if i implement this or not (might be a separate mod or integrated into my climate mod)
if so, by how much?
i don`t mind the attrition value in the base game, i think it`s balanced enough, so if the mod not only removes the resistance from the AI, and also increases the attrition value for both the player and AI, seens that it would be too strong.