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It is meant to emphasize the importance of each individual unit and make losses more costly.
Recently a tiered replenishment system was also introduced that makes it harder/longer for higher tier units to be replenished. This is to simulate how difficult it is to find high tier replacements.
A lot of new and existing mechanics are affecting replenishment. E.g. Agony's march malus effects.
The specific message "shades cannot replenish in mortal realm" is something I fix as it probably relates to an effect that is matched to an incorrect tooltip text.
--- so in short, it is intended but the tooltip needs to be updated and thanks for pointing it out ))
I took the army back to my home settlement, and lo and behold, noone could replenish, with plenty of needed stocks of resources? I thought maybe a bug, and went another 5 or 6 turns, nope, no replenishment.
Not only that I couldn't even make any new units as the recruitment button was greyed out, in my home settlement?
Sadly this is a game breaker no matter the immersion you meant to inject, it's definitely not working as intended and with my enemy neighbour with a 14 unit full replenished stack breathing down my neck.
Makes perfect sense.
Migrants are adding to the recruitment pool also and will be used up when recruiting.
You can also move population manually between regions by recruiting any unit and disbanding somewhere else. There is a specific citizen unit that is supposed to be used for manual movement of population. (you get it in the growth building chain)
For further away conquest, it is even adviced to bring 1x or 2x citizen units in order to have them settle in the newly occupied settlements for faster building and replenishment.
Further, you can recruit even from the population pool of you allies if you are having your army in their region.
Also important to note, a province that is not taxed has -1 to recruitment slots. So if the province itself would give you +1 recruitment slot (if more than 250 pop), not taxing the province would reduce it back to 0.