Total War: Warhammer III: Difference between revisions

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* Trade treaties are actually 20 turn (at least) non-aggression pacts. You get "low reliability" (no one wants to make treaties and some factions break treaties) if you attack someone while at treaty is in effect OR within 10 turns of cancelling a treaty OR cancel a treaty within 10 turns of signing it. You get that unreliable rating and the world goes to war with you. So think whether an extra 300 gold per turn is worth delaying your conquest of a faction you'll want to wipe out later.
* Trade treaties are actually 20 turn (at least) non-aggression pacts. You get "low reliability" (no one wants to make treaties and some factions break treaties) if you attack someone while at treaty is in effect OR within 10 turns of cancelling a treaty OR cancel a treaty within 10 turns of signing it. You get that unreliable rating and the world goes to war with you. So think whether an extra 300 gold per turn is worth delaying your conquest of a faction you'll want to wipe out later.


* The game is really quite good about explaining itself, even if some stuff is hidden away in tiny text menus. For example, Karl Franz has no trespassing diplomatic penalties with other election counts, which means he can go out and save their asses \ hands them their lost cities without bothering to negotiate a Military Access \ alliance pact. I could have learnt that before turn 20, and saved myself a lot of hassle had I read everything with due attention.
* The game is really quite good about explaining itself, even if some stuff is hidden away in tiny text menus. For example, Karl Franz has no trespassing diplomatic penalties with other election counts, which means he can go out and save their asses \ hands them their lost cities without bothering to negotiate a Military Access \ alliance pact. I could have learnt that before turn 20, and saved myself a lot of hassle had I read everything with due attention. As another example, it took me forever to learn enemy unit cards have the  unit "tier" on them, right above the stats, allowing you to know approximately how valuable and dangerous a unit is at a glance.  


* Alliances as actually incredibly useful, as you can both direct your allies to attack certain targets AND recruit 4 units per army from your allies, allowing you to negate any shortcoming your faction has. The Empire can really use some Grail Knights and Gyrocopters, and it can now have both.  
* Alliances as actually incredibly useful, as you can both direct your allies to attack certain targets AND recruit 4 units per army from your allies, allowing you to negate any shortcoming your faction has. The Empire can really use some Grail Knights and Gyrocopters, and it can now have both.  
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