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But you will not be able to recruit / replenish units for a few turns until the unit pools fill up.
You could set the gain very high for one turn to get started and then reduce it back down to normal levels.
As always when messing with something mid campaign it is advised to make a backup of the save file.
Maybe a submod
Playing around the lack of replenishment is very fun. When fighting away from my recruitment centers, I can still sustain my armies by winning battles with many captives and using the post battle replenishment option. For minor settlements the battles are fun because the garrison mod generates varied and pretty large armies. However, the post battle options for cities don't give any replenishment by default, regardless of captives taken, only sack money. This means conquering territory is a grind, and rewards cheesy armies with heroes and magic and ranged because those assets don't deteriorate. and punishes auto resolving sieges, which are super tedious to play.
My suggestion is adding an option in MCT for all factions to get replenishment from sacking and looting based on captives, same as you get in field battles. That means easier sustainability for conquering armies doing manual settlement fights and the ability to AR sieges safely.