Therein lies the trouble....
If you have anything less than a 100% war score, you cannot carte blanche dictate the terms of peace to the enemy. If they have a province out of reach, then the "provisional government" can hole up there and thumb their collective noses at you. This, however, is not without risks on their part.
Any time you offer peace that is more generous by 10% or greater than your current war score, a refusal on their part will result in a hit of -1 Stability for them. Do that often enough, and eventually they will face rebellions. If their capitol should fall to the rebels, then every province of theirs that you currently control will automatically be ceded to you. This is known as "Turbo-Annexation" from EUI days, when it was not possible to win more than 3 provinces at a time from an enemy nation.
Best advice is to wait them out and find or make a way to that last province and conquer it as well (cozy up to whomever is blocking your access and gain military access with that nation).
They will be much more agreeable when you control them, lock, stock, and barrel.
Also, I second the advice made earlier here. Don't bother spending your 200d on 100 tech points. While that is a valid use of your money, the funds are better spent for other things. That's sort of a last resort expense, if you've bought absolutely everything and are just idling till you complete the tech trees (and once in a while, it is useful to give you +3 stab just before January 1, when taxes are collected, but you have to be understandably huge for this to pay dividends).
Best course is to focus on one tech at a time, to the exclusion of all the others. This is because of the neighbor bonus, and the fact that you don't get "partial credit" for partially researched techs.
Infrastructure 5, by the way, is the hands down most important tech in the game. Get it, and no matter who you're playing, your problems are OVER!
Inf. 2 is pretty pivotal too, in the sense that, instead of spending your 200d to get you a 100d increase in tech, you could spend that money to build refineries, which give you a permanant boost to a province's tax base and +5d per month added to trade research, which will (eventually) be the largest component of your economy (this, in addition to giving you a +1% boost to trade efficiency, per refinery built).
Alternatively, if you're fed up with the war, then take the 3-4 provinces you can get, take all their money, and hit them again in five years...
-=Vel=-
If you have anything less than a 100% war score, you cannot carte blanche dictate the terms of peace to the enemy. If they have a province out of reach, then the "provisional government" can hole up there and thumb their collective noses at you. This, however, is not without risks on their part.
Any time you offer peace that is more generous by 10% or greater than your current war score, a refusal on their part will result in a hit of -1 Stability for them. Do that often enough, and eventually they will face rebellions. If their capitol should fall to the rebels, then every province of theirs that you currently control will automatically be ceded to you. This is known as "Turbo-Annexation" from EUI days, when it was not possible to win more than 3 provinces at a time from an enemy nation.
Best advice is to wait them out and find or make a way to that last province and conquer it as well (cozy up to whomever is blocking your access and gain military access with that nation).
They will be much more agreeable when you control them, lock, stock, and barrel.
Also, I second the advice made earlier here. Don't bother spending your 200d on 100 tech points. While that is a valid use of your money, the funds are better spent for other things. That's sort of a last resort expense, if you've bought absolutely everything and are just idling till you complete the tech trees (and once in a while, it is useful to give you +3 stab just before January 1, when taxes are collected, but you have to be understandably huge for this to pay dividends).
Best course is to focus on one tech at a time, to the exclusion of all the others. This is because of the neighbor bonus, and the fact that you don't get "partial credit" for partially researched techs.
Infrastructure 5, by the way, is the hands down most important tech in the game. Get it, and no matter who you're playing, your problems are OVER!
Inf. 2 is pretty pivotal too, in the sense that, instead of spending your 200d to get you a 100d increase in tech, you could spend that money to build refineries, which give you a permanant boost to a province's tax base and +5d per month added to trade research, which will (eventually) be the largest component of your economy (this, in addition to giving you a +1% boost to trade efficiency, per refinery built).
Alternatively, if you're fed up with the war, then take the 3-4 provinces you can get, take all their money, and hit them again in five years...
-=Vel=-
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