Total War: WARHAMMER III

Total War: WARHAMMER III

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Realistic Replenishment - 50% slower (6.0 Ready)
   
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16 May, 2023 @ 10:56am
1 Jun @ 9:50pm
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Realistic Replenishment - 50% slower (6.0 Ready)

In 1 collection by GOW LIKE A BOSS
GOW LIKE A BOSS TWW3 Mods
31 items
Description
Update 5.0: All new changes to replenishment have been found. There were a lot. I have found them all and halved them to fit the new content in with the theme of this mod. This should apply to any plague effects on replenishment as well. Also, a few errors that may have existed previously have been noted and corrected.

This mod is for anyone who wishes the comically fast army replenishment was slower.

It doesn't make sense that you can have a major battle, lose 90% of each stack, then by the next turn, or at most two turns later, have the entire army good as new. I made a similar mod in Total War Warhammer 1 at a 90% replenishment rate decrease, but the issue with that was the AI doesn't know how to merge units and recruit more - so it just wanders around with near-dead stacks.

I hope to split the difference in this mod: making replenishment rates slower and less ridiculous, while also not kneecapping the AI so much that it can no longer properly function.

This mod applies to both Player and AI and affects all units, abilities, and items in the game that affect campaign replenishment. In-battle spells and abilities are unaffected.

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Like all GOW mods, this mod has been cleaned to prevent accidental overlap with other mods. That said, this mod changes a LOT of tables, and conflicts are possible. Load my mod with a higher priority to ensure it's overwriting the replenishment rates of any overhaul mods you may be running.

There is now a submod for ChaosRobie's The Old World to bring replenishment changes he added in line with this mod. Please see link below

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3282614630


Save game compatible.

Disclaimer: It is possible, but I hope unlikely, that I missed a replenishment rate adjustment. If you notice your replenishment numbers are not reduced, and you have confirmed that my mod's changes aren't being overwritten by another mod (the easiest way to do this is just loading your game with only my mod on), please post a comment about it. Please include the faction, character name, skill, #value, and/or any other information that would help me find the value to fix it. Enjoy!
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