Total War: WARHAMMER III

Total War: WARHAMMER III

Realistic Replenishment - 50% slower (6.0 Ready)
117 Comments
Seprest 20 Jul @ 1:48pm 
Anyone tried this with SFO?
KingSnack 9 Jun @ 10:19pm 
Man, the AI still is outpacing me in replenishment, i need to double up on replenishment nerfs for tha AI
MartialDoctor 1 Jun @ 11:26pm 
Ok, thank you GOW. Appreciate your work here!
GOW LIKE A BOSS  [author] 1 Jun @ 10:03pm 
@code18
Added; thank you!

@Shatilov
Those lines are already in the mod (default values are 10, the mod has all three at 5).

@illenvillen23
This mod adjusts both user and AI replenishment down by 50%. If you notice the AI constantly replenishing at a higher rate than you, it may be a mod conflict or something with that AI faction that allows them higher replenishment. Late game especailly you will still see high replenishment.

@MartialDoctor
This mod has over 1000 lines of changes to replenishment. Some very helpful users post things I miss and I fix them as I'm able, but these are very small issues within the scale of the mod (one thing out of 1000 that isn't reduced to 50%). I wouldn't worry about the mod not functioning as intended if I haven't fully caught up on a change or two.
MartialDoctor 1 Jun @ 7:55pm 
@GOW
Sorry to bother but do you plan on addressing these bottom issues that were brought up? I'd really like to use your mod but I worry it isn't working properly at the moment.
code18 7 May @ 5:41am 
@GOW LIKE A BOSS
in the folder below

effect_bundles_to_effects_junctions_tables

wh3_main_ritual_ksl_winter_salyak_force
illenvillen23 28 Apr @ 9:51pm 
I've noticed that the AI is getting much faster replenishment that s I am, stacks that are down to less than 50% will replenish in 2 turns, with the first turn getting them back up to 80-90%
Shatilov 20 Apr @ 4:04pm 
these 3 lines needs to be fixed, they effect the replenishment rate to recruit mercenaries. same effect key

effect_bundles_to_effects_junctions_tables

effect bundle key
wh3_dlc20_climate_suitable_frozen
wh3_dlc20_climate_uninhabitable_frozen
wh3_dlc20_climate_unsuitable_frozen

effect key
wh3_dlc20_effect_province_merc_replenishment_undivided_marauders_hidden
GOW LIKE A BOSS  [author] 7 Apr @ 12:24pm 
@Shatilov
Fixed, thank you!
Shatilov 7 Apr @ 10:09am 
Dear
in the folder below

campaign_effect_list_effect_junctions_tables

the khorne bloodletting faction, needs to change the effect_scope to reflect the new changes in 6.0

wh_main_effect_force_all_campaign_replenishment_rate wh3_main_khorne_win_streak_0 faction_to_force_own 1.0000
wh_main_effect_force_all_campaign_replenishment_rate wh3_main_khorne_win_streak_1 faction_to_force_own 2.0000
wh_main_effect_force_all_campaign_replenishment_rate wh3_main_khorne_win_streak_2 faction_to_force_own 3.0000
wh_main_effect_force_all_campaign_replenishment_rate wh3_main_khorne_win_streak_3 faction_to_force_own 4.0000


they should be force_to_force_own
flecha 6 Apr @ 9:45pm 
I just wanted to say that this mod would make sense if recruiting speed would be 50% too.
Adding a new 120 new troop in 1 turn but waiting 3 to replenish is just not logic
GOW LIKE A BOSS  [author] 6 Apr @ 8:37pm 
@flecha
The AI gets the same replenishment penalties the player does. If you find the AI has too many armies, you'll need to adjust down the difficulty to change that.
flecha 6 Apr @ 7:36pm 
the idea is good, but the big issue is that AI will recruit full armies in 2-3 turns and keep attacking so it just stops being realistic as intended
Shatilov 3 Apr @ 9:05am 
ok thanks, I thought because it was labeled as "hidden" you ignored it.
GOW LIKE A BOSS  [author] 3 Apr @ 8:31am 
@Shatilov
I probably just missed it; added now. It can be difficult to find the new replenishment updates because I have to global search the db on each new patch and check each new value vs my old value to see if it's new and I need to add it or if I already have it. There isn't a way that I know of to just see new replenishment additions in a new update. You are my main source for finding new lines to add as the game gets updated actually. Unless I notice an issue personally while playing, it usually doesn't get added.
Shatilov 31 Mar @ 2:40am 
thanks for the update, I have a question, why didnt you change the line below ? is it because its hidden ?

wh3_main_ogr_camp_defence_replenishment_1 wh3_dlc25_effect_force_all_campaign_replenishment_rate_sphere_hidden force_to_force_own 3.0000 5.0000 0.0000
GOW LIKE A BOSS  [author] 30 Mar @ 6:49pm 
@NuggetSex
No, because it's not a script. You'd have to manually modify every value in the tables. You can do that, but you'd have to double all the values (to get vanilla) then manually divide them by the amount you want and input it in each table (there are a lot).

@Shatilov
Thanks!
Shatilov 30 Mar @ 2:53pm 
Also these 2 lines below needs to be removed, as the building chain is now made of 3 buildings and not 5.

wh3_main_ogr_camp_defence_replenishment_4 wh_main_effect_force_all_campaign_replenishment_rate force_building_to_force_in_sphere_of_influence_own 4.0000 2.0000 0.0000

wh3_main_ogr_camp_defence_replenishment_5 wh_main_effect_force_all_campaign_replenishment_rate force_building_to_force_in_sphere_of_influence_own 6.0000 3.0000 0.0000
Shatilov 30 Mar @ 4:41am 
kindly add the ogre camp replenishment from 1 to 5

wh3_main_ogr_camp_town_centre_1 wh_main_effect_force_all_campaign_replenishment_rate force_to_force_own 5.0000 0.0000 0.0000
NuggetSex 30 Mar @ 3:43am 
Is there a way to change the script on this so I can up it to say 60%/75% slower?
Antero 8 Mar @ 5:21pm 
Thank you, it worked now.
GOW LIKE A BOSS  [author] 8 Mar @ 9:33am 
@Antero
Try unsubscribing and resubscribing to both mods. I've never had that issue personally.
Antero 6 Mar @ 2:36pm 
I just tested with this mod + MCT only and MCT does not show up.
Antero 6 Mar @ 2:26pm 
I am experiencing something very strange where having this mod activated causes the launcher to run the game without any mods active (even though all the mods are checked). The game will say "modded" in the top right corner, but when I check the roster none of the mods are actually active. Deactivating this mod and rerunning makes it function like normal.
GOW LIKE A BOSS  [author] 31 Jan @ 9:20pm 
@Shatilov
Added, thank you!
Shatilov 29 Jan @ 11:21am 
found it

wh3_main_minor_cult_shallya_1


wh3_main_minor_cult_shallya_1 wh_main_effect_force_all_campaign_replenishment_rate foreign_building_to_force_own_factionwide 2.0000 2.0000 0.0000
wh3_main_minor_cult_shallya_1 wh_main_effect_force_all_campaign_replenishment_rate_horde foreign_building_to_character_own_regionwide 10.0000 10.0000 0.0000


1st line should be 1
2nd line should be 5


would you kindly, add them to the mod please,
Shatilov 29 Jan @ 11:12am 
I am unable to find the data table for the following building, "Healer Camp" it is an Unusual Location added in v5.2
Maybe you missed adding it ?

Healer's Camp
Plague Chance of a plague spreading: -10% (factionwide)
Plague Plague duration: -1 turns (factionwide)
Replenishment Casualty replenishment rate: +10% (factionwide), I want to decrease this to 5
Zigg Price 20 Jan @ 9:48pm 
Sounds good. Thanks.
GOW LIKE A BOSS  [author] 20 Jan @ 10:29am 
@Zigg Price
Nothing has been done to the AI's logic regarding replenishment. Instead, this value of 50% was chosen because it achieves the aim of more realistic replenishment while still enabling the AI to handle that problem and be competitive. Personally, I pair this mod with another mod that gives the AI much, much more money as well. I've never had an issue with the AI running around with depleted armies, which I did have when I originally made this mod in TWW1 at -90% replenishment. I have also not heard any complaints about the AI running around with depleted stacks.
Zigg Price 19 Jan @ 8:33pm 
So were changes made to the AI to be better able to handle these changes than in previous games? I am all about slowing the campaign down, but want to make sure I don't cripple the AI's ability to do anything.
GOW LIKE A BOSS  [author] 6 Jan @ 7:51pm 
@hary.keogh
I don't use SFO so I can't say for sure, but it should. Just make sure my mod is higher in your load order (so closer to 1 than SFO is) and it should.
hary.keogh 6 Jan @ 12:29pm 
Thank you! One more question: does it work with SFO?
GOW LIKE A BOSS  [author] 3 Jan @ 11:25am 
@HighKnight
It should, and no worries! It's not even a noob question, really. Unless a new unit (like a lord or hero) has their own custom made replenishment stat that wasn't in vanilla, the mod should work for them. If the replenishment stat applying to a custom unit was in vanilla (which they all should be) the custom unit should be affected normally.
If you try it and see those units replenishing significantly faster than your others, it may not be working.
HighKnight 3 Jan @ 6:41am 
Will this work with modded units(for instance Dead's Jade Army Expansion)?
I apologize for asking such a noob question.
GOW LIKE A BOSS  [author] 3 Jan @ 6:18am 
@hary.keogh
I've never used it, so I just have to go off the descriptions, same as you. From his description, he's made replenishment different by troop type and changed recruitment costs. He says the AI will merge units, but I have never seen that happen. Unless he's scripted something to make them I'm not sure how he's managed that. My mod used to be a 90% reduction across the board, but the AI kept running around with ineffectual armies because it never merged troops, hence the decision to go with 50%. Maybe he's managed to make it happen though. As I've never used his mod I can't say.
hary.keogh 3 Jan @ 3:18am 
Hi. How does it compare with War of Attirtion - Reduced Replenishment?
GOW LIKE A BOSS  [author] 29 Dec, 2024 @ 8:55am 
@HolyRedEye
If you are asking if the mod affects replenishment gains from the tech tree (ie. Tech A = Replenishment 4%) then yes (Mod: Tech A = Replenishment 2%).
HolyRedEye 28 Dec, 2024 @ 2:01pm 
does this work on research tech mods by lowering their replenishment tech %?
GOW LIKE A BOSS  [author] 28 Dec, 2024 @ 12:12pm 
Update: I set the Khorne Bloodletting replenishment back to vanilla levels (+1, +2, +3, +4) for two reasons. First, it didn't appear to be giving the proper fractions in the bloodletting meter (it gave +0, +1, +1, and +2). Second, given the difficulty of maintaining higher bloodletting, I decided the bonuses aren't big enough to upset balance at vanilla levels, and Khorne factions do really need them.
GOW LIKE A BOSS  [author] 21 Dec, 2024 @ 8:35pm 
@Shatilov
Added now, thank you!
Shatilov 21 Dec, 2024 @ 5:02pm 
hay, thanks for updating, you forgot to add/edit the khorne port building

wh3_main_kho_port_1 wh_main_effect_force_all_campaign_replenishment_rate building_to_force_own_in_province_own 3.0000
wh3_main_kho_port_2 wh_main_effect_force_all_campaign_replenishment_rate building_to_force_own_in_province_own 6.0000
wh3_main_kho_port_3 wh_main_effect_force_all_campaign_replenishment_rate building_to_force_own_in_province_own 10.0000
GOW LIKE A BOSS  [author] 13 Dec, 2024 @ 11:30am 
@Dairak Logrus
This mod affects replenishment rate, not movement.
Dairak Logrus 13 Dec, 2024 @ 5:16am 
I don't have any mods that affect movement like this one, I tried it with and without it on Karl, he still moves the same way! And does the mod affect AI and work in multiplayer?
GOW LIKE A BOSS  [author] 27 Oct, 2024 @ 12:11am 
@Dairak Logrus
It works on my end. Try unsubscribing and subscribing again. If it still doesn't work, you may have another mod overwriting this one. Try putting this mod at both the top and then bottom of your load order to see if it starts working.
Lampros 23 Oct, 2024 @ 9:08am 
Retruvian,

Then don't use? Your problem is with the mod itself, not the specific design implementation of the mod. So I am not sure what you are trying to accomplish here.
Dairak Logrus 23 Oct, 2024 @ 8:59am 
not work
Dairak Logrus 10 Oct, 2024 @ 1:53am 
balanced and maybe up?
Retruvian 27 Sep, 2024 @ 11:53am 
man this only punish the player cause the ai will bring u stack after stack. and loose the stack and bring u next. ai dont replenish the get the god damn cheats.
GOW LIKE A BOSS  [author] 20 Aug, 2024 @ 9:45pm 
@Henne
Yes.
Henne 20 Aug, 2024 @ 2:17pm 
Hey does this still work?