Total War: Warhammer III

From Before I Play
Revision as of 21:10, 1 January 2026 by Xander77 (talk | contribs) (Created page with "* 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...")
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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.
  • 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.
  • 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.
  • The AI really loves getting settlements in trade. Getting it to hand over settlements you want is a huge pain in the ass, but you can easily ally with any faction vaguely on the same side of the good guy \ bad guy divide by sailing up to their coasts, conquering a random minor Greenskin settlement and handing it over to them.
  • I came to this game from earlier TW titles, and while I kinda understood that my generals now have HP and won't get randomly killed just because they engaged some spearmen, I haven't realized just how much the game relies on you using them as speedbumps and force multipliers, holding back entire enemy units while artillery, ranged units and spells do their work.
  • Regarding the above - regular humans (dwarves, demons, etc) aren't ideal for taking out lords or heroes in any efficient fashion. Even the killier factions don't really have infantry that's quite good enough. You want to use one unit to hold the "single entity" in place, and either shoot them to pieces with your ranged units or bring in another single entity like a hero or monster to do damage. Importantly, enemy SEs have to decide whether they are doing damage to your single entity or to the entire infantry unit holding them in place, they can't actually fight both at once.
  • Magic facts - the first is that the more magic you have in reserve, the quicker your magic regens. So if you're sitting on 60 winds of magic, throw out a 6 WoM spell and let things rest there, you'll get those 6 back much faster than had you emptied your entire tank by casting spell after spell. The other is that enemy units tend to dodge area of effect spells, and you'll get a lot more out of a big damage spell if you wait until the enemy has piled on in a bunch against your melee units.
  • The relatively new "reassign skill traits" button that all lords and heroes have is just far superior to disbanding them. Put the hero on an injured list for 3 turns, not having to pay any upkeep, then feel free to rehire them anywhere else on the map, whenever you have need.