Geoplanetical Annexation Guide: Wars, Peace Deals and Console Commands to Take Land

Master Geoplanetical annexation: win territorial war goals, annex provinces at the peace table, claim collapsed states, and use console commands.

Redrawing the map is the entire point of Geoplanetical annexation, and the game hands you several very different tools for the job. You can demand occupied provinces at the peace table, settle the devastated land of a collapsed state, negotiate a formal change of sovereignty, or open the console and dissolve an entire country with one typed command. Understanding how Geoplanetical annexation works matters because territory grabbed without a plan tends to haunt you afterward — through stability crises, furious neighbors, and the next war on your border. This guide walks through every route to new land so you can pick the one that fits your campaign.

Four Roads to New Territory

Geoplanetical treats land as its most consequential resource, so annexation is never a single button. It's a set of systems, each with its own requirements, costs, and diplomatic price tag. Every form of Geoplanetical annexation follows the same underlying logic, though: territory only changes hands when someone holds both a claim and the means to enforce or settle it.

RouteWhat You NeedBest For
Peace treaty annexationDeclared territorial war goals plus occupied provincesRecognized gains after a won war
Devastated-territory expansionA collapsed neighboring state and a shared land borderFree land with no shots fired
Political-status negotiationAn eligible territory and an available proposalSovereignty changes without war
Console commandsConsole access in a campaignTesting, screenshots, alternate-history scenarios

The formal routes produce land your government actually administers, complete with the survivors, provinces, and governance headaches that come with it. The console route produces instant results — and instantly disqualifies your campaign from Steam achievements.

The Classic Route: Territorial War Goals and the Peace Table

Most players' first taste of Geoplanetical annexation comes at the end of a war. The mechanic is deliberately stricter than "occupy everything and keep it": you can only demand provinces that are both occupied by your forces and covered by territorial war goals you declared before or during the conflict. Push your army across an unrelated stretch of border, and those provinces stay off the negotiating table no matter how badly you beat the enemy.

Here is the full peace-negotiation loop:

StepActionTip
1Open Peace negotiations from the command controls while directing the warCheck the negotiating margin first — it shows what the opponent will realistically accept
2Select occupied provinces covered by your declared territorial goalsClick a selected province again to leave it out of the deal
3Use Clear all to drop every demandThis proposes a white peace: occupation lifted, borders unchanged
4Choose Sign the treaty once terms are acceptedA rejected offer leaves the war running
5Open the war report after peaceIt summarizes the settlement, duration, and losses

Two details trip up new players constantly. First, the negotiating margin matters as much as your battlefield position — a beaten but unbroken opponent can still refuse demands beyond what the margin allows, and a rejected offer simply continues the war. Second, deselection is a weapon: trimming one or two provinces from your package is often the difference between a signed treaty and another year of fighting. The official Geoplanetical wiki stresses reviewing that margin before you even open the negotiations panel.

Taking Land Without Firing a Shot

Expand Into Devastated Territory

When a state collapses, its land becomes devastated territory — unadministered ground with survivors and a visible settlement progress bar. As a neighboring government, you can select that land and choose Expand into this land, provided you share a land border and hold the authority to expand your territory. Settlement takes months, and you won't be racing alone: rival neighbors can compete for the same ground, and provinces plus survivors transfer as settlement progresses. Stop expanding ends your effort at any point if the race turns against you.

Negotiate a Change of Sovereignty

The Political Status screen handles the quieter side of Geoplanetical annexation: autonomy, independence, integration, and outright cession. Start a proposal for an eligible territory, set the receiving authority where required, and — for a cession — agree on a price. The other side can respond or compose a counteroffer, and some cases require a referendum before the outcome becomes final. Authorizing the vote never guarantees the result goes your way.

FactorDevastated TerritoryPolitical-Status Deal
PrerequisiteState collapse plus a shared land borderEligible subject plus authority to propose
CostSettlement effort over many monthsPossibly a negotiated purchase price
OppositionRival neighbors racing for the same landReferendum may be required
ReversibilityStop expanding anytimeCounteroffers flow in both directions

Console Commands for Instant Annexation

For everything else, there's the console. The Territory command group is the fastest way to reshape the map, and it's also where the phrase "Geoplanetical annexation" takes on its most literal meaning: entire countries, dissolved in a single line of text.

CommandArgumentsEffect
annex_prov<provId> (required)Take one province for yourself
annex_country<country> (required)Take every province of a country and dissolve it
give_prov<provId> <country> (required)Hand a province, yours or another's, to any country
secede<region> (required)A region declares independence as if its referendum passed
regions[country] (optional)List a country's open regional questions
provat[lon lat] (optional)Read the province under your cursor
debug_mapToggleHover shows the country tag and province ID

Finding the Right IDs

Never guess an identifier. Run provat to read the province currently under your cursor, or toggle debug_map so every hover reveals a country tag and province ID. For regions, regions lists your own country's regional questions — add a country tag to inspect another state instead. Tab completion suggests matching arguments, and if a name is shared by several countries, the command is refused with a candidate list, so ambiguity can't cause an accident. Testing Geoplanetical annexation mechanics in a throwaway campaign first is a sensible habit before touching your main save.

Rules and Warnings

Three guardrails are worth memorizing:

  • Your own last province can never be given away with give_prov.
  • Any country that loses its final province is dissolved — whether through war or a console command.
  • secede only works on regional questions that are still open; the region breaks away exactly as if its independence referendum had passed.

And the big one: a successful cheat permanently disables Steam achievements for that campaign. Turning a toggle back off does not restore eligibility. Help and display commands such as provat, regions, and debug_map do not disable achievements, which makes them safe planning tools for a legitimate run.

What Happens After You Take the Land

A Geoplanetical annexation doesn't end when the ink dries. Start with the war report — settlement, duration, and losses in one summary — so you know exactly what the victory cost you in equipment, formations, and political capital.

The biggest single decision usually hides in the aftermath of total conquest. If the country you absorbed possessed nuclear weapons, a captured-arsenal decision appears once it is completely conquered, listing the recovered warheads, fissile material, delivery systems, and the estimated extra upkeep. Your options are straightforward:

  • Keep it — choose Reinforce our arsenal or Acquire a nuclear arsenal, then confirm integration. If only fissile material survived, the choice becomes Keep the equipment.
  • Dismantle it — supervised dismantlement, confirmed with a second click.
  • Transfer it — hand the entire stock to one of the listed nuclear partner countries.

There's no timer breathing down your neck: the stock remains pending until you decide. But the upkeep estimate is real, so read the full breakdown before committing if your treasury is already stretched.

Beyond warheads, absorbed provinces bring survivors, social groups, and governance into your state just like any other territory — which is exactly why the peaceful routes reward patience. Settling devastated land means funding settlement month after month; buying a cession means paying the price you negotiated. Even a cleanly won war leaves you administering people who never voted for you, and the game tracks all of it through its society and stability systems. Plan for integration, not just conquest.

Frequently Asked Questions

Can you pull off Geoplanetical annexation without declaring war? Yes — three ways. You can expand into a collapsed neighbor's devastated territory, negotiate a cession or integration through the Political Status screen, or run the annex_country console command if you don't mind losing achievements for that campaign.

Why can't I select certain provinces in peace negotiations? Peace-table annexation requires two conditions: the province must be occupied by your forces and covered by a territorial war goal you declared. Anything outside your declared goals won't appear as selectable, no matter how far your army has advanced.

Do console cheats permanently break my save? They don't break the save itself, but any successful cheat permanently disables Steam achievements for that campaign — and toggling a cheat back off does not restore eligibility. Display commands like provat and debug_map are safe to use.

What's the difference between annex_country and give_prov? annex_country seizes every province of the target and dissolves the country outright. give_prov moves a single province to any country — ideal for gifting border land to an ally. Either way, a nation stripped of its last province dissolves, while your own final province is protected from being given away.