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To Have Replacement On or Not, that is the question

Posted: Tue Jan 27, 2026 10:10 am
by Sergey45
Hey gang,

I just learned this and someone else learned it at the same time as me, so though maybe this could help others.

1. "Replacements: Off" Does NOT Stop the dissabled squads being fixed and ready for battle.
By default, replacements are turned off at the start of a round.

Disabled Equipment: If a unit has disabled equipment (shown as numbers in brackets, e.g., 10 (5)), they will still be repaired/fixed even if replacements are OFF.

The Brackets: In a unit of 10 Militia with (5) in brackets, you still have 10 squads, but 5 are currently dissabled.

Recovery: If you leave them alone in a well-supplied base, those brackets will eventually disappear as the gear is repaired.

2. When to Turn Replacements "ON"
You need to toggle this setting manually in these three specific scenarios:

After Detaching: If you detach disabled squads, your unit count actually drops (e.g., from 10 down to 5). You must turn Replacements ON to fill those empty slots.

Increasing Unit Size: If you manually increase a unit’s capacity (wanting 12 squads instead of 10), the system won't fill those 2 new slots unless Replacements are ON.

Combat Losses: If squads are fully destroyed in battle (not just disabled), they require replacements to return to full strength.

3. Pro-Tip: The Speed Factor
Repairing (Off): In a test, a unit with 15 disabled squads took 5 turns to repair 6 of them while Replacements were Off.

Replacing (On): By detaching the disabled squads and turning Replacements ON, the unit was fully replenished in just 1 turn.

The Trade-off: Replacing is much faster but usually results in a small loss of XP, depending on whether the men come from the Pool or the Reserves.



Hope this helps :)

Re: To Have Replacement On or Not, that is the question

Posted: Tue Jan 27, 2026 1:27 pm
by btd64
Nice list. And you are correct in each item. It's good that you understand this part of the game....GP

Re: To Have Replacement On or Not, that is the question

Posted: Tue Jan 27, 2026 2:49 pm
by RangerJoe
A word of caution, since devices in the RSV units keep their experience, if those units are the source of the replacements then the XP of the unit can increase. Just a word of caution . . . :lol:

Re: To Have Replacement On or Not, that is the question

Posted: Wed Jan 28, 2026 4:08 pm
by aphrochine
Sergey45 wrote: Tue Jan 27, 2026 10:10 amThe Trade-off: Replacing is much faster but usually results in a small loss of XP, depending on whether the men come from the Pool or the Reserves.
My AI professor taught me that replacements must come from an RSV unit. Is that incorrect??

OT: I'm assuming if I have an RSV unit, I can train those devices to help offset the XP hit from reinforcing?

Re: To Have Replacement On or Not, that is the question

Posted: Wed Jan 28, 2026 6:44 pm
by Sergey45
aphrochine wrote: Wed Jan 28, 2026 4:08 pm
Sergey45 wrote: Tue Jan 27, 2026 10:10 amThe Trade-off: Replacing is much faster but usually results in a small loss of XP, depending on whether the men come from the Pool or the Reserves.
My AI professor taught me that replacements must come from an RSV unit. Is that incorrect??

OT: I'm assuming if I have an RSV unit, I can train those devices to help offset the XP hit from reinforcing?
Replacements can come from the RSV or the Pool, depending on which is closer.

Also, if you click on " Train" those RSV instead of "Distribute", well they will just keep training but yes that would be correct.
If a Militia squad from the RSV with 55 exp joins a unit who's overall experience is below 55, it will boost it up.

Re: To Have Replacement On or Not, that is the question

Posted: Wed Feb 04, 2026 5:08 pm
by Q-Ball
Would it not also be the opposite then if you detach disablements and accept replacements in terms of experience level?

i.e., if a 60-exp unit detaches, then takes green replacements, does the overall exp of the unit go down? Because they incorporated some "raw recruits"?

Or are you saying this "detach" and RSV feature allows you to essentially increase the number of high-exp squads?