One faction is entirely annexed by the other, who gains control of all the confederated faction's settlements, Heroes, and armies.For example, Kislev factions can confederate one another but cannot confederate or be confederated by Grand Cathay.Only available if both factions belong to the same nation.Provinces held by your vassals count toward the requirements for Quests and Domination Victory.The vassal gives a portion of their income to their overlord each turn.Declaring war on a vassal is automatically considered a declaration of war against their overlord.The vassal maintains their settlements, army, research, and economy but must join all their overlord's wars.One party agrees to become a vassal to the other.Provinces held by your Military Allies count toward the requirements for Quests and Domination Victory.Refusing a call-to-arms will break the Military Alliance and reduce your Reliability.Each party may call on the other to join their wars regardless of who is the Attacker.Both parties can build Outposts in the other's territory.Refusing a call-to-arms will break the Defensive Alliance and reduce your Reliability.Each party may call on the other to join their war as long as they are the Defender.Without formal Military Access, having armies in another faction's territory will reduce your Relations with them.Both parties allow the other's armies to freely pass through their territory.Factions producing Trade Goods will receive more income from Trade Agreements.Each faction will receive a small amount of additional income each turn.Establishes formal trade routes between the two parties.If you intend to declare war on a neighbor with whom you have a Non-Aggression Pact, cancel the agreement first to minimize your penalty.Declaring war in violation of a Non-Aggression Pact results in a larger reduction in the aggressor's Reliability than normal.The two parties agree not to declare war on one another.For example, the Daemon Prince can ally the Norscan tribes and build Outposts in their territory, recruiting Marauders where he otherwise wouldn't be able to. These allow you to recruit basic units from the ally's faction. OutpostsĪllies can build Outposts in one another's settlements. If the threatened faction refuses your demand, you will be forced to declare war upon them. Doing so causes a large penalty to your Reliability, but it can allow you to get more than you would through normal diplomacy. If you are more powerful than the faction you're negotiating with, you can choose to threaten them into accepting your proposal. Related: Total War: Warhammer 3 - Tzeentch Beginner's Guide This acceptance score is determined by how beneficial the deal is to you versus the other party, and modified by your Relations and Reliability. Otherwise, you'll need to offer concessions to sweeten the deal. As long as the number is above zero by any amount the agreement is considered fair. When you make a diplomatic proposal, a score in the lower-right corner of the interface shows whether it will be accepted. The amount of Reliability lost is inversely proportional to the length of the deal - declaring war on a faction the turn after you signed a Non-Aggression Pact is the fastest way to see your reputation tank. Breaking an agreement with another empire for any reason will reduce your Reliability for a time. The only way to increase Reliability is to enter long-term agreements with other empires and stick to them. Combined with strong Relations, a high Reliability will make other empires more likely to accept your proposals. This is a global indicator of your reputation and trustworthiness. Under your leader's portrait on the diplomacy screen is your Reliability rating. Conversely, a nation that dislikes you will be unwilling to negotiate without major concessions and may even go so far as to declare war on you. The higher your Relations with a faction, the more likely they are to accept diplomatic proposals and the less they will demand in return. Needless to say, declaring war on an empire is a slight they won't forget for a long time, even after a peace treaty is signed. Conversely, raiding their lands or negotiating treaties with their rivals will cause an empire to like you less. If you do things another empire likes, such as trading with them or fighting their enemies, they will tend to like you more. Relations are ultimately pretty simple to understand.
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