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  1. #1

    Default Army replenishment rate

    Hey there,
    I noticed that in 1.1 it is a lot harder to replenish my army after a battle. In 1.05 it took me about one or two turns to heal even half damaged stacks (depends on the region). In my current 1.1c Seleucid campaign I fought a battle against the egypts and lost half my men. Now my hoplites for example will only be refilled when in patrol stance - which is somehow strange. And even then, they generate 5 - 9 Units per turn, so it would take about 10 to 18 turns to recover and continue the campaign. I know it is somewhat more historical, but some kind of midway would be nice

    My questions:

    1. What are the important elements to increase army replenishment? Does it depend on public order, region supplies (which are full) or some other factor forgot to mention? Tried to find some informations but i couldn't

    2. Is my army supposed to heal only in patrol stance? Or am I doing something terribly wrong? If i stay out of stance, the crosses just stay grey and tell me, my army will not be healing duo to the "recent events (letzte Ereignisse - playing the german version)"

    thanks in advance for your help

  2. #2
    KAM 2150's Avatar Artifex
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    Default Re: Army replenishment rate

    I can heal even without patrol stance. Although like you can see in stance descriptions, some of them increase replenishment rate. You can also increase it through buildings and tech.

    If you want to replenish you army SUPER fast, you must garrison it inside a town so if you are not afraid of PO hit (which can be fully covered by character PO skills and positive PO from buildings), you can regenrate army in 2-3 turns.
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  3. #3

    Default Re: Army replenishment rate

    In winter (or summer in deserts), you might only be able to replenish units in patrol or fortification stance, because there's a negative replenishment effect from the season.

  4. #4

    Default Re: Army replenishment rate

    I love the new, low, base regeneration. The former, higher, rate always felt arcade-inspired.

    I tend to develop my generals, with the exception of maybe one battle-inclined, into stewards, focused on taxes and public order. It helps cover many bases, from leaving a high-ranking general in a recently conquered province to letting my armies recuperate while garrisoned without incurring much, if any, public order penalty from doing so.

    I find that the key is to roll with three or four generals as one massive force, with maybe a dignitary trailing behind. It leads to lengthy preparations when you switch operational theaters, especially if disbanding and later rebuilding the forces, but the positives tend to lend power to the strategy (as if landing 80 units together could be called that...).

  5. #5
    Litharion's Avatar Artifex
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    Default Re: Army replenishment rate

    Granaries improve replenishment a lot.

  6. #6

    Default Re: Army replenishment rate

    I'm more curious about garrison replenishment, personally. General, attached Champion, and nearby Dignitary abilities can usually keep my armies healthy, but garrisons seem to heal at an agonizingly slow rate no matter what I do. Will buildings that improve army replenishment also help with that?

  7. #7

    Default Re: Army replenishment rate

    Ok, now I'm even more confused. After sacking a settlement I found I didn't have enough movement to attack it again in the same turn. I didn't really mind, since the garrison was completely destroyed so it wouldn't be a problem anyway. However, when my turn came back around and I attacked it again the garrison was back at full strength. Why did that happen? Admittedly this could be unchanged from vanilla, as I have no idea how garrison replenishment works there either.

    Edit: Oh hey, there's an edit button. Sorry about the double post, I didn't see that until just now.
    Last edited by BMLlednar; November 14, 2015 at 08:34 PM. Reason: Double post due to not noticing the edit button.

  8. #8
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    Default Re: Army replenishment rate

    Quote Originally Posted by BMLlednar View Post
    Ok, now I'm even more confused. After sacking a settlement I found I didn't have enough movement to attack it again in the same turn. I didn't really mind, since the garrison was completely destroyed so it wouldn't be a problem anyway. However, when my turn came back around and I attacked it again the garrison was back at full strength. Why did that happen? Admittedly this could be unchanged from vanilla, as I have no idea how garrison replenishment works there either.
    From what I have seen the AI seems to get 25% per turn, or 4 turns to fully replenish, I figured this was one of those things to help the AI, never seen an instant replenishment though, maybe they were all hiding in the basement

  9. #9

    Default Re: Army replenishment rate

    Quote Originally Posted by zonks40 View Post
    From what I have seen the AI seems to get 25% per turn, or 4 turns to fully replenish, I figured this was one of those things to help the AI, never seen an instant replenishment though, maybe they were all hiding in the basement
    I have. Pretty rare because we all usually take the settlement. It was the Capitol of Parthia. Very odd. Maybe all capitals?

    I I agree that garrison replenishment is very very slow. I like low replenishment, for the realism. But the garrisons of city militia (just normal townsfolk) should be faster than your professional troops. Don't levy troops replenish faster than standards and elites? If not, another mod has that in there.

  10. #10
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    Default Re: Army replenishment rate

    Is it possible that the town/city was upgraded on that turn?, that may have led to an instant replenishment.

  11. #11

    Default Re: Army replenishment rate

    Quote Originally Posted by zonks40 View Post
    Is it possible that the town/city was upgraded on that turn?, that may have led to an instant replenishment.
    Well, sacking the place meant everything was damaged. Would repairing a damaged garrison-providing building have re-spawned the garrison at full strength? I have no idea how this stuff is coded, but if the repair restores the initial state or something, and that initial state is a full strength garrison, that could maybe explain how it could bypass replenishment time?

  12. #12
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    Default Re: Army replenishment rate

    Quote Originally Posted by BMLlednar View Post
    Well, sacking the place meant everything was damaged. Would repairing a damaged garrison-providing building have re-spawned the garrison at full strength? I have no idea how this stuff is coded, but if the repair restores the initial state or something, and that initial state is a full strength garrison, that could maybe explain how it could bypass replenishment time?
    I have experienced that before, an AI town will have a garrison with substantial losses, and by the time I get to the town, they have completed building something and the garrison is back to full strength, if the damaged buildings after you sack them only take a turn to repair, then I'd wager that is what is happening, it shouldn't be too hard to test that theory.

  13. #13

    Default Re: Army replenishment rate

    This happens in every settlement. I usually sack settlements I want my allies to take to boost the chances of them attacking it since the garrisons get wiped out completely. However, if they ignore it, the garrison comes back fully healed the next turn. Really annoying but it might be one of those game design flaws.

  14. #14

    Default Re: Army replenishment rate

    There are various campaign replenishment bonuses and negatives. Then, there are the base replenishment variables. I have seen people report the instant garrison replenishment thing before, but I am not sure how or why it happens. We have even removed the food bonus replenishment system in 1.1 because the AI always had that, hoping that it was the culprit.

    Edit - I can try lowering the specific variables involved here.

    Edit 2 - to be clear, here are the variables. They aren't that much different. Perhaps lowering the first to match the second may be a good idea, but we want to at least keep garrison replenishment higher.

    replenishment_bonus_land_garrisoned_in_owned_province 2
    replenishment_bonus_land_garrisoned_in_shared_province 1.5
    replenishment_bonus_land_owned_region 1.25
    Last edited by Dresden; November 15, 2015 at 02:22 PM.

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