Age of Wonders III

Age of Wonders III

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Attrition, Forage, and Supply v2
   
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Nov 28, 2015 @ 1:46pm
Nov 29, 2015 @ 6:29pm
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Attrition, Forage, and Supply v2

Description
(v2.5) -- Thanks to everyone who positively rated v1. This version should improve it even further. I wasn't sure how/if I could merge the two, since I built them in different packages, so I decided to upload it seperately.

The major benefit of v2 is that the attrition rules no longer use the "Cannot Regenerate" ability, and so shouldn't nullify existing strategic map healing/damage abilities. This maintains the integrity of the base game and should help to make this mod more compatible with others.

This version of the mod also includes enhanced domain supply, which is now broken down between domain only supply, and supply provided by various city upgrades.

DESCRIPTION
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This mod adds an additional level of complexity to the strategic map by slowing down expansion and lending more significance to terrain/climate types and healers. Rather than having living units that automatically regen, this mod adds dependency on terrain by race, i.e. all "living" units decay at a a given rate, and restore themselves based on the forage values of the terrain in which they are located. Players who want to expand rapidly will be forced to plan for force attrition.


CORE CONCEPTS
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-Living units belonging to the player lose strength on the strategic map due to hunger, disease, and desertion (attrition)

-Living units also regen at specific rates based on their race and the terrain in which they are located(foraging). Living units left in the field will lose small amounts of strength, over time, based on the climate and terrain they occupy at the beginning of their turn.

-Units located in their owner's domains regen at a higher rate (supply)

-Cities factor heavily into unit resupply

-Support units with healing and supply abilities help to keep units fresh in the field


Some Specifics
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-AFS (Attrition/Forage/Supply) is class-bound, and won't affect independent units.
...necromancers are currenlt excluded
...playable races are the only ones currently affected

-Each class starts with the Attrition Empire upgrade
...reduces the regen rate to 0 for all living units
...Regulars and Heroes under the owner's control to lose 8hp/turn
...Leaders and Irregulars lose 4hp/turn
...causes units to forage for supply

-Each class starts with the Domain Supply Empire upgrade
...grants an additional +2 supply to units while in their owner's domain

-Barracks now provide Barracks Supply
...grants an additional +2 supply to units in the same city domain

-Grainaries now come as a prerequisite of the Store House
...cost 75 to build, allow for the contruction of baggage trains, and provide +2 supply to units in the same city domain

-Enhanced City Supply
...War Halls now provide +1 Supply (see Barracks Supply description)
...Store Houses now provide +1 Supply (see Grainary Supply description)
...This should allow units in well-developed cities to regen at close to the vanilla rate
...offers additional incentives for building these structures.

-Baggage Trains can be built to accompany armies in the field.
...cost 150gp/150pop to build, and 8gp/turn upkeep
...distribute 20hp of supply to units in their stack per turn on the strategic map
...have 60hp and attrite at a constant rate of 5hp per turn
...do not forage or heal themselves, they must be resupplied in thier owner's domain
...resupply at a higher rate than other units (Domain +5, Barracks +5, Grainary +5)

-Specific forage values for each race can be found in the description for their race-specific forage ability in the unit panel

-Goblins no longer have the "Wetlands Foraging" ability, but their forage value in wetlands has been boosted to accomodate

-Draconians "Fast Healing" has been reduced to 3hp/turn

-Orc "Victory Rush" now yields only 6hp at the end of combat (explanation in the notes below)
...all other races get a hidden 4hp victory rush (explanation in the notes below)


CURRENT BENEFITS
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-More in-depth strategic movement and planning

-Armies are no longer guaranteed to emerge from their battles and travels at full strength

-More reason to build forward operating bases, i.e. fortresses

-Less certainty in tactical combat (depleted units on the map)

-Greater significance for Melon Fields and Haste Berries

-Greater significance for "healer" units

-Greater strategic significance for armies (losing supply resources or traveling too far without them can result in devastated armies)

-More opportunities for assymetrical warfare (raids, partisan actions, etc.)


NOTES
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-This mod currently impacts racial units only (elven archers, human swordsmen, etc.) Further versions will add monsters, animals, fey, and the rest

-Necromancers are not yet fully included

-Need to include non-core types, i.e. fey, naga, monsters, animals, etc

-Summoners (Sorcerers/Druids) will be less impacted than other classes. Fixes for this are forthcoming

-Improving on version 1, this mod no longer uses the "Cannot Regen" ability, which should leave all existing healing/damage abilities intact

-Minimal core resource changes, so it should be fairly compatible with other mods

-All icons taken from existing abilities (see your character's empire upgrades and unit abilities)

-The AI may not use this correctly, so it may only be good for hotseat/multiplayer (but I'm still playtesting it)

-Baggage trains can probably be healed by "healers", since they have the Quartermaster requisite. With more testing, Quartermaster will be integrated into existing healer abilities.

-Units attrite before they forage. They have been given a small victory rush to counter this

-Considering partisan-like foraging boost, if possible, allowing units to better forage when not stacked

-Considering morale-based desertion effects (additional attrition for poor morale)

-Considering addition levels of supply, i.e. having the grainary provide only half the supply that the storehouse would. Likewise with the barracks/war-hall.

-This mod was initially intended for hotseat/multiplayer, but could possibly be used just as easily against the AI.

-v2.0 has yet to be fully tested, so there may be some tweaks that need to be made here and there. However, it should be a great improvement to v1

-As always, feedback is much appreciated.


CHANGE LOG
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v2.0
- Initial Release

v2.1
-Tigran blight foraging reduced to 1, and description fixed
-Fixed Elf foraging (had a double value for Dense Vegetation)
-No Scenario restart required (saved games will remain stable)

v2.2
-Grainary now costs 75gp per the mod description
-No Scenario restart required (saved games will remain stable)

v2.3
-Store House no longer replaces grainary features (includes them)
-No Scenario restart required (saved games will remain stable)

v2.4
-Enhanced City Supply
...War Halls now provide +1 Supply (see Barracks Supply description)
...Store Houses now provide +1 Supply (see Grainary Supply description)
...This should allow units in well-developed cities to regen at close to the vanilla rate, and offers incentives for building these structures.
-Fixed multiple ability and structure descriptions
-No Scenario restart required (saved games will remain stable)

v2.5
-Irregulars weren't receiving their victory rush (fixed)
-No Scenario restart required (saved games will remain stable)
35 Comments
Shinoskay May 8, 2023 @ 10:17pm 
well, its been a few years but maybe by looking at how the AI values one research over another you can trick the AI into prioritizing these two researches?
ferrata_vi  [author] May 8, 2023 @ 11:17am 
I very much doubt the AI would be able to use it properly.
Shinoskay May 7, 2023 @ 6:11am 
is there a way to force AI players to have the research?
ferrata_vi  [author] Dec 11, 2020 @ 4:11am 
It has been a while, but if RH and this mod are modifying the same asset, then one is going to step on the other.

I'm happy to kick down the source for this mod to anyone who wants it.
Fyrebrand18 Dec 11, 2020 @ 12:47am 
Does anyone know if mods that add buildings like Racial Heritage affect the mod? Cause the grainary doesn't appear as a building option for me, it jumps straight to Storehouse.
BOT Dec 28, 2019 @ 10:58am 
I hope you do!
This would be awesome if there was some way to get the AI to treat it properly!
ferrata_vi  [author] Nov 19, 2019 @ 7:59am 
Ah, you're welcome dmcf!
I haven't worked on it in ages. Maybe I'll come back and revisit it a little with my off-time during the holidays.
Dunadd Nov 2, 2019 @ 8:19pm 
ah right - thanks Ferrati - I know it must've taken a lot of work to make this mod, and it has some great ideas in it, and adds a new dimension to the game anyway
Slimebeast Jul 22, 2019 @ 8:03am 
Does this mod affect the mechanics of the campaigns in the original game?
BladeofSharpness Aug 23, 2018 @ 12:43am 
The only solution I would see to make it single player compatible is a bit convoluted, but should work. You would need to propose sub versions of the mod, each one would have supply 'active' only for a given race.
And then the player would play this race, while the AIs would be set up to plays others races.

This way that would be limited to the player. Not super good work around I know.