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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.
@Nakhthorheb I fixed garrison units not being auto retrainable
For an example, at Mount Squighorn garrison I have a Rank 4 Cannon unit at 25% strength, and two full strength Rank 1 Bolt Throwers. I have available Cannon points in the recruit pool. I also have a T3 Recruitment building for artillery that grants Recruit Rank +2 province wide. Clicking the upgrade button doesn't do anything on either the cannon or the bolt throwers.
I fixed it, was ofc a stupid bug...
This is, literally, perfect! Thank you so much for your amazing work! This and your custom garrison mod solve some of my biggest issues with the game! Amazing work!
Keep up the great work!
P.S: Dose the new system play nicely with new factions, like Araby, etc.?
@Grim no changes to that, the mod is not really intended for factions without standard recruitment
@DudeGuyMan that sounds super weird, you just move a unit to a different army and it gets back full hp?
1. No idea
2. No changes yet, if I start adjusting vanilla stuff it will be a separate mod since it is terrible for compatibility
- How does this work with SFO?
- Is any effort made into looking into things that affect replenishment rate (like skills, techs, commandments) which are now way less impactful?
Anyhow... Really cool idea. I can imagine it is a pretty big mod, I hope if it's too much for you to maintain, you reach out to the community to help you with it.
Am I going senile or did you write a few comments and delete them later?
Currently trying to find a workaround for another annoying bug, will push an update as soon as I am done with this
@DarkStar I will take a look whats up with azhag
@mailasdqwe do you have info on which faction that happens?
No Standard Garrison for Settlements - 6.0 Update.
@Mr.Tarzan I hope you find out whats up, I like the idea of individual provinces, even if income might rise even more.
Will probably still play a campaign with it for a change of pace tho.
The real issue is the incompatibility with mixer, that kinda kills it for me.
Graying out the button while possible is quite expensive computationally so I don't really want to do it, just for a bit of ui goodness.
@Alkor yea its definitely best to use the mod together with others.
I want to try a run with tabletop caps enabled for the ai, to see how well it meshes together.
Coupled with reduced replenishment, global caps (player only) and cost-based army caps this used to work well enough for my "realism" without gimping the AI excessively.
I'm looking forward to trying out this one, instead of the population mechanic (I really only want it for recruitment/replenishment limits).
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3515839786
A minor thing, but it would be nice if the 'retrain' button was greyed out when there aren't enough points in the recruit pool to retrain a unit.
One piece of critique I have is that the cooldown/replenish timer should be positioned above the unit card, not in the middle of it. It's quite hard to distinguish the actual units with so many ui elements right in front of them.
All the ways I can image that go to (dev) hell
@Krakenous turns out modifying hordes and their buildings is more problematic then I expected, so no starting upgrades for those in this
If you test out the ai without default replen, let me know what ya think