RSR - Roads, Supply and Replacement
Posted: Mon Feb 11, 2013 5:12 pm
This mod changes only a few settings regarding supply, movement and replacement:
Lower supply / ammo generation
With the standard settings, I never or rarely had any problem with supply - always at full or almost full. The new settings tone down the supply generation, forcing to plan more to stay in full supply.
Slower movement on roads
With the standard settings, Sulla could march from Dyracchium to Thebes in 4 days - Definitely too fast. The new settings give IMO a more realistic road movement.
Less causalties replacement
With the standard settings, even in hard attrition, armies in full supply replace almost all their losses even when moving at full speed.
The new settings force an army to be in a depot area to receive replacements. This eliminates the "resurrection" effect, as when an army beaten hardly in battle is practically back at full strength in a single turn.
More casualties for the bieseger
In the 1.02 version, I've added an advantage to bieseged troops during assault.
The MOD download is here
Lower supply / ammo generation
With the standard settings, I never or rarely had any problem with supply - always at full or almost full. The new settings tone down the supply generation, forcing to plan more to stay in full supply.
Slower movement on roads
With the standard settings, Sulla could march from Dyracchium to Thebes in 4 days - Definitely too fast. The new settings give IMO a more realistic road movement.
Less causalties replacement
With the standard settings, even in hard attrition, armies in full supply replace almost all their losses even when moving at full speed.
The new settings force an army to be in a depot area to receive replacements. This eliminates the "resurrection" effect, as when an army beaten hardly in battle is practically back at full strength in a single turn.
More casualties for the bieseger
In the 1.02 version, I've added an advantage to bieseged troops during assault.
The MOD download is here