Where to change tired states recovery time? What file I mean... I am definitely getting a challenge playing 6.2 with H-H with Portugal, the strategic AI actually seems to keep track of its neighbors now, but finally on turn 19 getting somewhat going as Portugal fighting for Valencia I eliminated 91% of the enemy before the hour glass was even 1/6th empty but then when I put it on 6x speed to let my men recover from their tired and exhausted states they never did by the time it looked like only a few minutes left (1/12th or less time) before time expired so I attacked and every single unit that was more tired than "warmed up" routed when the El Cid general just turned his bodyguard their direction. Didn't take many losses because they routed so fast the enemy didn't even have time to charge, only some peasant archers stood fast for a minute because they were still only "warmed up"

I like that the tired states affect combat but its hard to rationalize that in nearly an entire battle length 85% or so of the hour glass- none of the units recovered even 1 state higher once past "warmed up." Especially in sieges because units not even fighting sometimes get the crossed icon showing they are in battle just because 1 guy in the unit had poor pathfinding and ended up in the back of the melee crowd. In close fights like that the units have to be planned staggered to win and trying to micro a unit in the tiny siege spaces doesn't fly very well.

Thanks for any help here, 6.2 with GRYM reality seems nearly perfect although I also can't figure out what the functions of Alliances are since the 2 allies I managed to get only by giving an entire region to each did not react at all when tiny 2 region Arragon attacked. Isn't there supposed to be a choice where if ally does not want to honor alliance it is dissolved with rep loss? What is the point of allies otherwise? The alliances worked like that in 6.1 at least, not sure what has changed in 6.2 to allow allies to just ignore alliance.