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No they don't...lol.
yea technically this guy is right. they live the same amount of years. they just last more turns, because each turn is now less than one year
If those sorts of changes are introduced then the mods make sense - if not, I'm not that bothered.
Was thinking about DLing one just fdor that...but if it throws anything else outta balance I don't want to bother.
The upcoming DLC scheduled for release on December 12th is supposed to have seasons, and it's 24 turns per year, so I hope it has graphical representations of that on the campaign map.
Edit: Any future mods with seasonal changes will probably use features from this DLC, so I suggest getting it. I'm not using any mods yet for this game though, so I'm not sure about this, just a guess :)
Yeah, hard to imagine a mod could affect Attrition in Winter or Summer - or food supply. But possibly movement rate and morale?
Aside from Attrition, Food, Movement or Morale - is there anything else one might expect to be affected by Seasons - at a strategic level - that could feasibly be implemented in game?
Rome: Total War had 2 seasons; summer and winter. Both had advantages and disadvantages for relevant armies, including attrition, food, movement rate and morale like you mention.
Also if you kept your army stationary in enemy territory for an extended period, the landscape changed, reflecting how the army spent all natural resources close to it and sullied the nature.
When this happened, the army had to move on to another area, or else they would succumb to attrition.
I've been missing this feature in Rome 2, so I hope the DLC will bring it back :)