

That's what the strange sub-headings are all about. You must have a Stability level of at least 1.This is a freemium game review, in which we give our impressions immediately after booting a game up, again after three days, and finally after seven days. They cannot be in control of anyone else's land. No other faction can control any of their land, not even your allies! After all, they'd want a piece of land for their hard work, too.
#Total conquest 1 full
The full requirements for complete annexation are: Click "Start" and you're good to go!Īnnexing a country with more than one province
#Total conquest 1 mod
Run Rome.exe and select "Total Conquest v1.3" from the mod drop-down menu. Unzip total_conquest_v1.3.zip to your EU Rome directory. You'll have to conquer more in order to get them, but it will be easier to get more provinces in a single peace treaty.Īdded some more provincial modifiers to make it a bit harder to conquer land, especially cores.Īdded ability to annex countries with more than one province.

This choice therefore determines how severe the penalties will be.ĭrastically reduced the civ value of occupied non-core provinces, thereby reducing their value in peace negotiations.
#Total conquest 1 how to
Countries are now split into a 'tier' system, with the player having a choice about how to deal with the new land. Heavily tweaked the penalties for annexing countries. Note that these changes are only for Hard and Very Hard difficulty if you don't want the AI to have them, just play on Medium. Republic AI is often inundated with too many populist characters, so they've been given a monthly populist conviction decrease. The AI normally struggles with civil wars, so AI rulers have been given a popularity bonus and their characters a loyalty bonus. Integrated the Unpopular Characters mod (no major changes, yet wait for v1.3 ).Īdded some nice bonuses to Hard and Very Hard AI. This is a personal preference, but can be changed back pretty easily for next versions.Ĭore provinces are no longer gained after a set number of years instead, they're gained and lost through events.


The construction/recruitment/etc window is now to the very left of the screen, rather than in the middle. It's now much less forgiving.Īdded the ability to cede provinces to neighbours. Much, much more efficient now.Ĭhanged around the annexation penalty tiers. It isn't perfect and there may be some oddities, but it should work most of the time.Ĭompletely revamped the coding for the annexation stuff. The inspiration for this came from the old Tribes & Empires Mod for 1.3 which used a workaround for testing for vassals. Neighbouring vassals who are also your allies can now be annexed through diplomatic means. Populist characters have a chance to incite riots should be be imprisoned in this way. If he's unpopular and/or poor, then he's got a very low chance of winning.
#Total conquest 1 trial
A series of events then follows, representing their trial if the character is popular and/or wealthy, then there's an increased chance of him being acquitted. Characters are now able to be imprisoned through the use of two grantable titles (one for normal characters, the other for populists). Revamped the character imprisonment stuff. I need to spend more time actually playing the game rather than tinkering This is going to be the last version of TCM for a while now. 1.3 now also allows you to annex neighbouring vassals diplomatically, a feature I'm sure most of us EU players have missed for a while now. Provinces can now even be ceded to neighbouring countries if you don't want to keep them. It focuses mostly on war and conquest, being able to annex entire countries in a single war (though it's intentionally an administrative nightmare!), as well as making non-core provinces worth a lot less in peace deals. Total Conquest changes many aspects of the game's core features.
