DIPLOMATIC DISASTERS! - Campaign NOOB Mistakes | Warhammer 3

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Total War diplomacy might seem complicated to a fair noob, but rejoice as I point out a few pitfalls that may be hindering your relationships with other factions!

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One thing I never liked about the diplomacy measure was that trespassing will apply if you are standing in a region that is captured over your end turn. You will instantly be pinged by the conquering faction, despite it not being your fault they captured a region you stood in. Never felt fair to me

fullmoontales
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Trading Settlements is a huge Diplomacy perk. It's often dictated where my offensives are going, trying to take unfinished pieces of provinces for allies.

Cifer
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You forgot to mention the most important parts about Defensive/Military Alliances:

If a faction you have a defensive alliance with is attacked, they'll ask you for help just as you can ask them when you get attacked,
respectively, Military Alliance partners will also ask you to go to war with the factions that they declare war on.

If you don't come to your partners aid and decline their requests it may lead to them canceling the alliance and your reliability takes a hit. And low reliability will seriously hinder your diplomatic efforts all around. So be careful just who to have a Defensive/Military alliance with. They could drag you into a lot of wars you really don't want to wage, especially since player bias is still a thing (if a bit better that it was) and factions that are far away might suddenly start sending armies your way.

Another part about these alliances:

When you have these allies you can build an outpost in one of their settlements. These outposts can be upgraded up to tier 3. These will add three units to the settlements garrison and enable you to recruit some units of your ally. Every army of yours can have a maximum of four ally units, and they can be really helpful. For example, in my current dwarf campaign I have a military alliance with Reikland (Empire) and a defensive alliance with the Ice Court (Kislev). Outposts in defensive allies settlements can only be built to tier 1, while outposts with military alliance factions can be upgraded to tier 3. At tier one, I can recruit up to four units per army/ two units per turn that the settlement in which the outpost is situated can produce. At tier 2 and 3, I can recruit any unit that the ally has in his global recruit. So in this case, because I have a tier 2 outpost at Ubersreik, I can recruit 4 of all units that Reikland has available, and that means any and all units. So in my case I can get some cavalary to complement my stunties, or bolster my artillery even more with Hellfire Rocket Artillery... At the same time, I have a tier 1 outpost at Kislev, which lets me recruit every unit that the Ice Court can produce in Kislev. So my armies could have two Hellfire Rockets and two Bear Rider Cavalry units.

So alliances have become a lot more helpful than they were in WH2 because the additional units you can get can really make a difference, however they may still pull you into a downwards spiral of war if you're not careful.

RimshotKiller
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Funfact:
The Tombkings have a trait called something like "Absolute Power" or so... so they don't mind you being the strongest mofo on the map, whilst other factions do dislike you for that.

Grauer
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After growing a large empire, eventually many factions around you will declare war on you. It's very annoying when you want to expand in a certain direction, but you have to waste your armies' time to defend against factions you don't want to fight. It helps to befriend factions at those borders by gifting them nearby settlements (or just money) so they can act as a punching bag from any other threats in that region

Tuck
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Minor correction: if I'm not mistaken the projected attitude isn't usually reached by the next turn, but rather gradually progressed towards. (Not sure about the exact mechanics, but I've heard it moves faster the larger the difference is)

Ulthuanelf
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What really sucks is when some faction you want to potentionally ally with takes enemy settlement you are already heading to. Then they hate you for tresspassing their territory even though it wasn't theirs before you ended your turn.

martind
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I like how diplomacy has improved in WHTW 3. Allies are actually usefull now and I find myself fighting to add to their territory in order to get more powerful buffer states.
The only thing that's still weird is that it's basically impossible to ever make peace with anyone you're at war with without beating them and sieging their last settlement.

lb
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Step 1: make treaties with the other dwarfs
Step 2: hoard gold

Grombrindal
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In Wh2 you could make fast friends with a faction by spamming agent actions against mutual unfriendly faction. Playing as an Empire you could make friends with Orion by smashing Clan Spitel's buildings and stealing their technology turn after turn eventually making a non-agression pact before he goes on a Wild Hunt all the while leveling up your Battle Nuns and Wizards.

I wonder if it's still true in Wh3.

DzinkyDzink
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I wish there was a sever diplomatic ties option to stop enemies from asking for peace every turn.

greenghost
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The only diplomacy in Total War you need is "Declare War".
Its not called Total friendship is it.

richardsylvester
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Playing a tall Wood Elf campaign right now with Durthu as head of the Old World Treaty Organization (OWTO). Just running around occupying territories and giving them to the nearest High Elf, Imperial, or Tomb King heh. No Dawi in the OWTO though, Belegar made the mistake of taking out Orion so his lands belong to Gelt and the rest of the dwarfs were eradicated by Greenskins. Diplomacy is fun in this game, especially as WE!

jakeholmannf
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In my current Malus campaign, I needed to be at war with Couronne for one of Tz'arkan's whispers. So I asked Be'lakor if I could join his war, got 600 gold to boot and avoided also being at war with the Fay.

alecburrett
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The one thing thats great about trading settlements is that you can do it as part of a peace treaty.

If you are afraid of a big faction right next to your border, you can snipe 1-2 of their valuable settlements (that you can reach in one turn) and then offer them a peace treaty in exchange for their settlement (and maybe even some money). You now have that front secured for 10-20 turns and even got some cash out of it.
If you got another settlement too, you can then sell it for a crapton of money to further build up your empire.

CG-ehoe
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The is also some evil skill in diplomacy he didn’t mention:
1. trade off settlement that you going to lose to your ally/neutral faction so you will not lose a lot of money
2. if you want to go war with someone, you can try to diplomatic ask them(or their ally) to break all treaties so you don’t have to fight all at once, and most time it’s free
3. there is way to go around those diplomat penalty, just trespass+raid there land hero act on them so they will declare war on you, so you can make peace take their last money and get declare war in few turns
4. when an Ai faction is going down, they will pay a lot for ally, take that money and watch them die next turn
5. You don’t have to declare war for free, if the target has any enemy, ask them to pay for your declare war

huanggeorge
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Its also good not to ally too many different fractions as you get a dicey dilemma when your two allies declare war on each other and you loose whichever way you go.. 🙃

Crtrus
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Peace always screws me over in the long term

hedonistic_goblin
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Military alliances are dangerous because the ai can drag you into wars you may want nothing to do with. They’ve even declared war on your vassals making you break one or the other. That was the case a lot in warhammer 2 at least, I’m noticing a massive improvement in the diplomacy in warhammer 3. I haven’t yet noticed ally’s declaring war on vassals. There are greater alliegence/outpost rewards for taking it to a full military alliance I still get nervous doing this because the ai can easily just blow shit up for you in a military alliance declaring war on some nation you had no intention on facing either at the moment or potentially for the entire campaign.

Uncertainty makes the game fun though, adds to a real feel of a real world.

Great video breaking down the fundamentals

danielbrown
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I'm very surprised you didn't mention the danger of being too friendly, during your "dodgy pacts" section. Having more than one military alliance with super powers that share a border, can be absolutely dreadful in the late game.
As an example: in my last Avelorn game, I worked very VERY hard to forge military alliances with Lothern and Yvresse. Together the three of us saved Ulthuan and united the continent, BUT THEN Yvresse declared war on Lothern, for absolutely no reason. I was forced to break one of my two alliances, plunging my reliability and causing my other ally to break their alliance with me, because I could no longer be trusted. ABSOLUTE NONSENSE! And all Eltharion kept going on about was "the defense of Tor Yvresse" as he plunged the continent into a bloody massacre.

BTML
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