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Also caravans maybe could be excluded from no replenishment?
Good to know though that the replenishment post battle is still normal, initially figured that would be disabled or reduced quite a bit by the mod.
It's possible you have other mods that buff replenishment? Or a mod that tweaks post battle options in some way?
@Sercod: My initial idea was to have something like that: replenishment in regions where the recruitment building is present. There are modifiers for this in the game, but I could never get it working properly. Are you able to tell me the campaigns you mentioned? I'm trying to locate specific instances where this system doesn't work to see if I can find a better solution.
every other unit will need to be merged to heal with new units recruited to recover losses.
As the game progresses, there are a lot of things that increase replenishment, technology, skills, items etc. I've found that the AI is able to stack enough of these so that all units can replenish to a degree in the late-game, so I assume the player can do the same.
Any unit that is not a character or single entity no longer replenishes until the suuuuper late game and you stack enough buffs.-What are you talking about?