

Quite a fair bit of discussion on this on reddit: Crynsos' Faction Unlocker+ might help minor factions but does nothing about rebellions.
MRANTIFUN EMPIRE TOTAL WAR MOD
Is there a mod to correct that auto-resolve so they have a reasonable chance of winning?Įd: Apparently a mod may fix it, testing now. Multiple empire / dwarf settlements L2-3 with no walls and small garrison just throw back horde after horde of rebels. After reading that reddit thread I get that this is a bug/feature that's meant to keep the major AI alive, but it also means that one way way vamps are theoretically supposed to be played (corruption / intrigue) is nigh useless vs. Yeah I've played that type of playthrough before, this time I wanted to try going all in on the corruption angle - be friends with everyone, let rebels destroy their cities and swoop in after (weaken the stunties from within at a time of my choosing etc). You then turn towards direct conflict with the empire while moving your agents toward either your next planned conquest or the greatest global threat. A simple example would be fostering rebellion in empire provinces while smashing the dwarves in early VC play. I would focus on manipulating threats you don't want to fight head-on for the time being and directly conquering what you want immediately. Any area that would fall to a rebellion is easily conquered without it.

When used vs the AI, I expect them to slow development rather than eliminate them. Re: op rebellions have long been regarded as a farmable mechanic. Never encountered this bug, so maybe you should report it with documentation. I'll document that bug in details when I have some time but for now I'm just not interested in this buggy game anymore. It's funny people did not notice it that much, maybe they don't play with allies much or with rebels or just maybe they don't pay attention? This is one of the most horrible and game breaking bug this game has at the moment. I take it rebellions count as an individual / minor faction. There are several issues with auto resolve that can't be moded:Īuto resolve power for individual units can't be changed (I look at you hellblaster volley gun.).Īuto resolve power for individual factions can't be changed (Beastmen *cough*). This is a partial fix - helps minor factions, but not rebellions. the whole 'be friends and let corruption do it's thing' route I'm trying this playthrough seems to be an utter failure, is there something I'm not aware of?Įd: This is apparently a known issue (BUG?!) meant to protect major faction AI (overtuned?!). At one point I tried breaking walls for the rebels with a banshee, but it didn't impact the outcome.
MRANTIFUN EMPIRE TOTAL WAR FULL
Nuln's been seiged at least 10 times, Bechafen similarly - those at least are Tier 4+, but some of them have been full stack seiges with powerful units. I'm staring at the Brass Keep which has no walls and a small garrison as the 5th rebellion in a row walks in and dies. Now, I've probably generated ~300 rebellions via corruption by now, no joke. Have been doing the corruption thing - not overly aggressive militarily (am 2nd in power and have treaties with the rest of the top 8 outside Malekith).

Original Post & edits: So I'm no expert but I enjoy a good game of ME now and then, a handful of make life easier mods. The garrison doesn't take any damage at all and the attacking army just disappears. Even a full 20 units stack will vanish when attacking a small 5 units tier 1 settlement. Rebels, just like some minor factions, are affected by a bug that makes their armies disappear completely when attacking a settlement no matter the forces. 2K A Total War Saga: Thrones of Britannia.846 A Total War Saga: Fall of the Samurai.
