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May 4, 2001
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Harken and listen to my tale! Over on

http://www.angelfire.com/games3/redplanet/total/ww.html

there is a tale of conquest and war, trade and
diplomacy (not so much diplomacy, actually) that
made the Russian Empire take over the whole
world. Yes, the whole world. Every single
province in the game.

This story is being told as a service to other
aspiring dictators with delusions of grandess.

Enjoy!

Game parameters:
Standard Grand Campaign (no majors)
Patchlevel 1.08
Very difficult level
Aggressive AI
No events of any kind.

All hail the Tzar, as always.
 
how did you put down rebelions? did you have any? very cool? now try with some other country which has more expansive army....
 
Very impressive! You must have ended up with an incredibly high BB score.
 
Originally posted by Pomerania Prince
how did you put down rebelions? did you have any? very cool? now try with some other country which has more expansive army....

Well, rebellions are _the_ limiting factor late-game, of course. Not that they're much trouble by themselves, but there is always the possibility of it leading to civil war, which must be avoided at every cost. Dealing with them is much like dealing with all other things in an all-out conquest game: aggression. Have _lots_ on troops on stand-by everywhere. Move in and crush asap. Repeat as necessary. In fact the amazing EU factoid that rebells generally manage to take over your fortifications first thing (now how does that happen, I wonder? Would anybody stock the local imperial garrison with local troops? Naaah...) is a major reason not to build fortifications beyond level one or two at all. Beyond the early game (say, from 1550 on) I only build fortifications in the "Siberian transit channel" to enable low-attrition troop movement. After 1750 (when I had maxed out on tech) and could pump all that cash into bribes (eh, "stability") instead it got a lot easier. And you'll notice certain enemy-held provinces in core Russia that where there almost to the very end - they're are there for casus-belli reasons to be sure.

In all, it's tedious rather than difficult. You just put them down. Again, again and yet again. But EU is not a game that scales well.
 
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Originally posted by Chengar Qordath
Very impressive! You must have ended up with an incredibly high BB score.

Sindai Can you give us a final BB count? I'm curious....some funny comments in there.

Thank you, guys. I didn't keep track of the BB (I understand everything over 20 is really all the same anyway) but in my last AAR (poted here some time ago, when I didn't quite take over the world but managed to take over most of it) I got to BB 257. So at a guess I'd say I came over 300 here... I can check.

If course, BB works counter to EU intentions once you are mighty enough. Since the stability hit from declaring war is one of the few game penalities you really fear having an atrocious BB only helps you along since everyone and their grandma' jumps on you when some little war starts somewhere.

And tanks, Sindai, I tried to make the AAR comments funny - glad you liked it!
 
COOOOOOOOL:cool:
not even an uncontrolled provinse in the world!!
 
Yikes! I bow before a true master . . .
 
WWWWWWOOOOOOOOOOWWWWWWW!!!!!

I bet you had an easy time with spain and her colonial possesions;) .

not to be rude but i bet the game would have been a tad bit harder if you had RE's on. imagine a -3 stability hit or +5% chance to revolt:eek: that would have been quite a fast downfall:D but your still much better than me :( well im off to conquer those friggin konites :rolleyes: (why wont they just give up) :mad:
 
Russia is Probably the easiest of the countries for world conquest, In the first 10 years you can always conquer Kazan the Horde, Astrakan,Georgia, Sibir, Uzbecs, Teutonic Knights, Prussia, and if not at least a good portion of Persia and Sweden, And of course a big portion of Poland but I go slow there and use it also as a Hostile buffer the first 10 years. Crimea is more useful allied for the first 10 years as a buffer state, I think, or you could take that too.

The Game dynamics, make it too easy since the opposing troops join you when you annex, and all the countries declare war on you and save you the instability of Declarations of war. It is sad that in the first two years you can conquer Kazan, Horde and Astrakhan and have alot more troops then you started with.

I am bored now even with the small countries, If you can conquer the world with Oman, and you can, the game is quiet flawed,

World Conquest is a bit harder with the events on, The -33% inflation event can be great, but the -3 stability event is a nightmare. It gets very expensive to put down rebelions, with war exhastion. If you add in the +5 revolt event it is a real pain, with a proper garrison strategy though you can do it, generally I fully garrison two religous sects, I can set there tolerance to 0 when I need to as a safety hatch, Reformed and Protestents are good canidates for this, If you are playing russia, and obviously all your colonists can be used for conversion.

It is too bad the game is great the first several plays, I have never undestood why there are never expert difficulty settings on almost any game, let alone Europa....
 
Neat.
 
Re: WWWWWWOOOOOOOOOOWWWWWWW!!!!!

Originally posted by Splangy
I bet you had an easy time with spain and her colonial possesions;) .

No, Spain fell within a year once the war started. Like all colonial powers, you just have to make sure you've got fleets with troops off their shores everywhere before you start the war. Once you get the no-attrition sea tech, this becomes a breese, even if it a lot of work to set it up properly. Difficult wars are in the 1500s - after that it's mostly work.


not to be rude but i bet the game would have been a tad bit harder if you had RE's on. imagine a -3 stability hit or +5% chance to revolt:eek: that would have been quite a fast downfall:D but your still much better than me :( well im off to conquer those friggin konites :rolleyes: (why wont they just give up) :mad:

It's mostly a game enjoyment thing. I think the RE are really badly set up, from a strategic point of view: lousy monarchs, lost fleets, burning breweries are fine; but lost stability and half infrastructure gone overnight just don't make sense within the EU framework. What _you_ as a player do should determine these factors. And I'm really not interested in the historic events - I play strategy games, I don't try to recreate some kind of historical slideshow.

So for challenge I'd play with RE off, but start with some weaker power instead. From a strategic point of view that's a much more interesting challenge, I think.
 
Adam,

Is it the game parameter of "no majors" that allows you to actually conquer another major power? Or did you have to fiddle with the code to accomplish this?

Thanks,

Rat Face

Originally posted by adamxxx1
Harken and listen to my tale! Over on

Game parameters:
Standard Grand Campaign (no majors)
Patchlevel 1.08
Very difficult level
Aggressive AI
No events of any kind.

All hail the Tzar, as always.

 
Re: Re: AAR: Total world conquest - step by step screenshot guide

Originally posted by rat face
Adam,

Is it the game parameter of "no majors" that allows you to actually conquer another major power? Or did you have to fiddle with the code to accomplish this?

Thanks,

Rat Face


Download the IGC, and you can play and change all the majors and minors.
 
Òàê äåðæàòü!

Âåëèêîëåïíî! Ïîçäàâëÿþ!
 
How did you get all those colonists to settle N. America and Siberia by 1600 simultaneously?
Were you just setting up TPs or colonies-->cities?
Good show!
 
Originally posted by Sindai
Can you give us a final BB count? I'm curious....some funny comments in there. :D

Well, I've checked now, and the final BB count was; gasp, 609!

I'm at a loss trying to explain that - I weren't _that_ much
more agressive here than in the game where it ended up at 257.

So it seems BBs are somehow exponetially awarded for annexation.

It'd be interesting if the game team had bothered to
release that kind of information intead of that laughable pamphlet
they had the nerve to call manual.
 
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