ok, so i started to play rtw these days and came back for this mod since is a pretty good one that i used to play in the oltimes and decided to start a rhun campaign because i wanted some horde action, sack all the middle earth and eventually settle down in dunland (after sacking all the faction in my way).
But than a single feature just blown out all my plans, that is, the so called "hungry traits". My hordes are starving just a few turns after i turned to horde mode and my general units are giving huge morale penalties to my armies. In the end the "horde feeling" that the faction should give is just the spam event troops that exist in the start of the campaign anyways since you pretty much is forced to maintain that starting settlements and expand only to the neighbors provinces first and then slowly expand to the other parts of the map after, like you would do with any other faction, because the upkeep will kill you if you stay too much with the starting troops (thats the point of going horde mode in the first place anyways, no upkeep, but its impossible because your general will start to starve in a few turn in the open field way before they could sack all the middle earth and eventually settle down when its not more possible to continue or when they found a suittable region, wich should be a horde behavior).
Now, im certainly someone will try me with the "but is realistic" quote, well, it isnt. Its just the complete opposite of it! Totally unrealistic. Why? Just think about it!
Well i dont know what are the factors for that trait appear, but from my experience and reloading my old saved games from 2 years ago to check it, it will appear in any general unit who stays too many time in the open field independent of the size of the unit, if the unit is in a fort or no and, most important and UNREALISTIC, in any type of region. That creates some of the most unrealistic scenarios that i ever seen in any grand strategy game ever, for example your army starving in your own lands... seriously?
Even when your army is in enemy lands, its pretty unrealistic that they will starve if the regions is rich, why? Because they will ransack the region in search of supplements, THATS WHY THE DEVASTATION PENALTY EXIST IN INVADED REGIONS IN THE FIRST PLACE!!! and because of that the vanilla version of the game already simulates pretty nice the result of an army in enemy lands. Even if they found themselves in poor regions, theres always the hunt, fishing possibilities, and even if they dont have those possibilities, theres is simples the fact that if it is a planned invasion near home, chances are that there is a logistic chain of supplements to supply the army from the home provinces.
How many times through history an entire army starved to death in a rich region of the world? The only occasions that this happened were in specific geographical and climate conditions, like napoleon invading russia with a HUGE army in the winter facing a scorch land tactic that it was only possible because of the huge size of the country and with a high cost to the common population anyways.
So there its mine rhun hordes starving to death in the rich high fertility lands of adunabar... really?
The thing gets even creepier if you play on that side (east) of the map, because even if you dont go horde mode, the non-cav units in this mod moves creepingly slow (that is another tip for future version of the mod, improve movement base of all units, just like they did in roma surrectum) specially when there is no roads around, the result is that your army will spend 3 to 4 turns just to reach and start to besiege a settlement, and if you decide to besiege it, after a 2 or 3 turns more, chances are that the besieging army is completely starving while the people besieged in the settlement (who should be starving) are just fine. How unrealistic is that?
Now, i get it, whoever tough about implementing these traits probably though it was a good idea to simulate attrition, like the napoleon in russia case. But thats a really bad idea because of various factors, like the unrealistic of these cases (army starving in own lands, besieging soldiers hunger than the guys who are actually being besieged, etc) cited above, the fact that attrition should hurt only huge armies in bad geographical and climate conditions (like napoleon in russia).
Attrition, if it exist, should be a province related thing, like it is in paradox games (like crusaders kings and europa universalis), which is pretty realistic since you cant invade low supply regions (like in russia) with a huge army without suffering attrition... or regions too far away from home that its impossible to make a logistic supply chain.... not in regions that are plenty of food around and are right besides your own provinces anyways... suffer attrition in your own lands its plain ridiculous!
Fact is, rtw vanilla engine dont support this kind of thing and it is pretty realistic because in that time frame armies suffering from hunger (ie attrition) was a rare thing, because all the lands aside the mediterranean sea that time were somewhat fertile and armies werent that big to suffer from hungry (ie attrtion), just look at Hannibal who went form Carthage to italy, by land, crossing mountains and wild regions without his army starving.
And try to simulate this with the trait system is a really bad idea to because, first of all, the trait system in the vanilla is just a perfumary thing anyways not meant to simulate the condition of the army or anything complex but just only a few personality traits. This is the thing that i really dislike about a lot of mods too, they try to use this poor trait system to simulate complex things but the result is frequently a disaster for gameplay and reallistic purposes and more frequently than not end up with undesired and random results, like the roma surrectum trait system, where there are tons of traits in your character (more than a 100 in some cases that you aind gonna read all of them anyways) and 80% to 90% of them you dont know how they get there, how to get rid of them and, really, after a while you just ignore they because there are so many of them and they are so random that they become more useless than the useless vanilla trait system anyways.
So yeah, if you cant do it right, than just dont try to do it. The best thing to simulate attrition (ie armies getting hungry) in this game is something related to terrain penalties (and seasons, like winter) like if you enter a desert province with your army they got a type of penalty to simulate the eventual water shortage. I dont know if this is possible with rtw engine (probably no) but centainly it isnt by the poor traits system.
there is more thing i want to talk about this, but i will stop here because this post is already too long, maybe if someone answer i will go further into it.