Total War: Warhammer III: Difference between revisions

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(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.
* 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.  
* 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.


* 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.  


* 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.  
* 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 settlement from a nearby faction 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.  
* 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.  
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