全面战争:战锤3

全面战争:战锤3

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War of Attrition - SFO - No recruitment boosts
   
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8 月 10 日 下午 2:41
9 月 18 日 下午 7:33
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War of Attrition - SFO - No recruitment boosts

描述
Mod Summary

Lowering replenishment across the board opens up a much deeper campaign experience, including the use of supply lines to reinforce and replenish your armies, a much more balanced decision between playing tall and wide on the campaign map, and the viability of hit and run tactics in the Warhammer world.

"Their column had marched for months across their destination, harassed on all sides by the nimble Elven horse archers for days. Such a small force had attacked them multiple times over the past months, whittling down their numbers as they moved closer to the heart of their kingdom. The elves knew they could not win a front on battle, but given enough time, and arrows, had lowered their numbers to the haggard remnants that remained today. The whirr of an arrow struck a peasant in the chest, toppling them over and sending cries through their ranks. It was futile now, there were too few of them left, their swords and armour were nothing against the ravages of nature and the guerrilla tactics of the elves in their homeland."



What exactly does this mod do?

Loreful replenishment - Each unit type has their own levels of replenishment, rarer units replenish slower, and more common units or units that regenerate replenish quicker.

Replenishment skill rebalance - Replenishment at base is about the same as in SFO, but all the campaign effects are reduced by around 70% on average. Effects that can be stacked were reduced by more, and unique effects reduced by less. In general replenishment will be between 5-15% per turn, compared to the base game being around 20-50%.



What does this mean for gameplay?

In the base game, quite often you can recruit a 20 slot army with a certain composition and be quite confident that you will be able to keep that army at full strength with replenishment alone. With this mod you will need to start thinking about supply lines, wars of attrition and campaign chokepoints.

To keep your armies at full strength, you will need to merge units and replace lost troops, meaning you will need to create supply lines of troops from your recruitment provinces to the frontlines if you want to spend more time in enemy held territory, or pull back armies into friendly territory to replace losses.

Each fight is far more impactful in the larger game, with factions attacking less frequently due to the need to replenish/re-recruit their armies after a loss. However, when enemies do attack, it is a far more serious threat as you can't just think about beating back the attack but also how to position yourself to deal with the next attack with depleted forces and how you can bring them back to full strength quickly enough.

Hit and run armies are a viable strategy now, allowing for a much wider variety of army choices and army roles. No longer do you need to crush an enemy army every time you fight them if you want to deal with them.

Settlements take longer to fully fortify, as the garrison more slowly swells to full strength. Essentially this means that it is harder to expand quickly in most situations, and enemies will attempt to attack your weaker settlements. This helps to reduce the ease of snowballing and adds a lot more consequence to your actions.



How well does the AI cope with lowered replenishment

The AI takes into account replenishment rates and will merge units if optimal and will re-recruit more armies to use up their money when they do so, so the AI works very well with this mod.



Which mods work well with this one?

Would suggest using this mod alongside: https://psteamcommunity.yuanyoumao.com/workshop/filedetails/?id=2976699590 to put siege attrition in a good place.




Patreon Support
I always appreciate support to keep my mods updated and new ideas flowing. I've never asked in the past but motivation comes and goes, and important people in my life don’t consider this a good use of my time, so times change I guess. I’ll always try my best but hey, incentive never hurts.
Support Me on Patreon[www.patreon.com]
8 条留言
Cerb  [作者] 9 月 27 日 下午 3:36 
2% replenishment is quite a lot, even for three skill points, i almost always take a replen hero even with the reductions :)
boblikesoup 9 月 27 日 上午 5:12 
This mod has allowed me to finally start playing and enjoying Warhammer TW

Question though, I'm playing Kislev Kostaltyn with the replenishment Hero. His ability at rank 3 only adds 1% replenishment whereas in vanilla I believe it's like 9%, basically making these Heroes seem not worth taking - instead of more worth taking. Is this a bug or intended?
Cerb  [作者] 9 月 15 日 下午 3:26 
Cheers, ill check it out
Gravepeace 9 月 15 日 上午 12:14 
Yep but that effect wasnt there for Nkari, at least not in the tooltip i could see. It only gave the 4% replenishment + attrition immunity.
Cerb  [作者] 9 月 14 日 下午 4:10 
Leadership effect should be the execute captives option, should be neg 5 to enemy armies and 5 to your own iirc
Gravepeace 9 月 14 日 上午 3:05 
Tested now with 6.2 rollback, only this mod and SFO, on the first Chrace army. Forgot that it gives replenishment over time instead of immediately, my bad... ive always taken the favor haha. But i saw no leadership effect, just attrition immunity.
Cerb  [作者] 9 月 13 日 下午 5:43 
I actually use the replenishment option quite often now that it has 4% constant replenishment, and the left one gives leadership reduction to enemies while boosting your own, which is really helpful for daemonic armies in particular. Are his options different?
Gravepeace 9 月 13 日 下午 1:52 
Disclaimer: I dont remember if factions other than Nkari have a better effect for "devour captives" (leftmost post battle option). If not, i think it needs a buff. The exp doesnt scale, the replenishment is basically gone and attrition immunity is almost never useful. Not sure what to do though, and id understand if it's low on your priority list for that reason.

An essential mod otherwise, does exactly what it says of making battle damage consequential. Especially for characters and elite units, they can no longer filter damage like sponges and blitz enemies like dominos.