Total War: Warhammer III: Difference between revisions
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* For once, the AI is generally willing to make peace and stick to it (or at least signal its intentions if it doesn't want to). You can conquer an enemy province, then trade back their own minor settlement in exchange for a peace treaty (or maybe even trade and Military Access) and not have to worry about that front for at least 10-20 turns (more if you actually invest in diplomacy in the meanwhile). | * For once, the AI is generally willing to make peace and stick to it (or at least signal its intentions if it doesn't want to). You can conquer an enemy province, then trade back their own minor settlement in exchange for a peace treaty (or maybe even trade and Military Access) and not have to worry about that front for at least 10-20 turns (more if you actually invest in diplomacy in the meanwhile). | ||
* On the same note, bringing your friends into your wars is great for relationship points and allegiance mission farming, but don't bring them into wars you intend to be limited. The AI may forgive a brief offensive action, but it won't forgive you being friends with a bunch of its enemies who are currently at war with it. | |||
* 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. | ||