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I tried to combine it with cerbs reduced replenishment for sfo, to get rid of some remaining effects, but replenishment stopped for characters altogether, and it conversely increased for single entities, so thats no good.
Also, I don't even know if that is possible, but I really like the concept and I'd love to see it thrive!
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?