Total War: WARHAMMER II

Total War: WARHAMMER II

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Dynamic Replenishment
   
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Tags: mod, Campaign
File Size
Posted
Updated
1.478 MB
15 Mar @ 2:33pm
24 Aug @ 2:05am
10 Change Notes ( view )

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Dynamic Replenishment

In 1 collection by mr.napop
Immersion, realism and logic
393 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, 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 Stances changes for more camping options and Population Mechanic for more replenishment management.

Due to a technical limitation with mustering bonus stacking with garrisons, mustering bonus is removed. To gain replenishment when mustering outside of settlements, camp first and then recruit.

Added 50% cost for mustering stance as you need to stay put in order for reinforcements to arrive and to align with camping stance, which now has 100% ambush defense chance.

The replenishment bonus is now linked to settlement and military buildings, so can be greatly enhanced from vanilla values and reach the 50% cap quicker. Post-battle enslave option are doubled.

For a hardcore replenishment recruitable units only option check this Submod.

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

Reduced Black ark's range to allow recruitment only by the sea and not deep in enemy territory.

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.

If using along Dynamic Recruitment, subscribe to Dynamic Recruitment - Replenishment or Dynamic Replenishment - Recruitable.
26 Comments
mr.napop  [author] 9 Aug @ 7:53am 
Hey man, thank you very much for your observation! fixed garrisons not replenishing (major oversight by my part), and removed the recruitable condition for a submod.
Drednes The Eternal 6 Aug @ 3:27am 
good idea but its too much of a pain to work with when we cant move only units around,it makes the ai very weak in some cases and makes the player fight against a system thats already bare bones

and for some reason it prevents garrisons from gaining health,a massive pain in the ass when im expecting that a garrison will heal and when in 20 turns i get attacked and the units are still on 10% thats where it crosses the line into a entire province ender late game

example is i have karak drak (north dwarfs) for 50+ turns and upgraded it to T5 and the units are still at turn 119 at 1% while chaos attacked with 4 full stacks,im fucking mad to say the least
vinterkrigare 4 Aug @ 8:15am 
I have, still no go.
THX fo your att.
CaptainKampfkeks 23 Jul @ 10:12pm 
Have you tried unsubscribing and resubscribing?
vinterkrigare 23 Jul @ 6:59am 
mr.napop, it`s in the CA mod manager. where it dl:s but does not activate. There is a greyed out cloud icon to the right there. In KMM it does not appear at all.
mr.napop  [author] 23 Jul @ 4:28am 
Don't know what this even means, you're talking about CA mod manager or KMM? where do you see it's done via cloud? tried updating the mod see if that works.
vinterkrigare 23 Jul @ 3:23am 
mr.napop, I tried to dl this after update and saw in the mod manager that it`s done via Cloud and cannot be activated. I don`t have Cloud. Is it possible to make the dl like it was earlier, no Cloud?
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.