The Old World is a dangerous place. Marauding Ogres, imperialist Humans, and monstrous Daemons all have ambitions as grand as yours and won't let anything get in their way. Sometimes, though, your goals can align; that's where diplomacy comes in.
Diplomacy is the primary way of interacting with other factions in Total War: Warhammer 3 – outside the battlefield, of course. Securing treaties, trade, and tribute is important for furthering your goals. The game sports a few new functions that weren't in previous titles, so whether you're brand new or a seasoned veteran, here's how to make diplomacy work for you.
Relations and Reliability
How the other factions in the game perceive you directly affect how they will interact with you. This is determined by two factors – Relations and Reliability.
Relations
Your Relation score with a faction is a raw indication of how much they like or dislike you. A score of zero indicates full neutrality, and a larger positive or negative score indicates greater like or dislike respectively. Many factions have inherent Relation modifiers with one another. Daemons, for example, have a massive Relations penalty with Human nations and vice versa; it's hard to like someone who's been trying to destroy you and everything you care about since the dawn of time, after all.
Relations are ultimately pretty simple to understand. If you do things another empire likes, such as trading with them or fighting their enemies, they will tend to like you more. Conversely, raiding their lands or negotiating treaties with their rivals will cause an empire to like you less. 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.
The higher your Relations with a faction, the more likely they are to accept diplomatic proposals and the less they will demand in return. 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.
Reliability
Under your leader's portrait on the diplomacy screen is your Reliability rating. This is a global indicator of your reputation and trustworthiness. Combined with strong Relations, a high Reliability will make other empires more likely to accept your proposals. The only way to increase Reliability is to enter long-term agreements with other empires and stick to them. Breaking an agreement with another empire for any reason will reduce your Reliability for a time. 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.
As the game goes on and interactions between factions get more complex, you'll likely find yourself in a situation where your Reliability will take a hit no matter what you do. This usually happens when two of your allies go to war with one another; helping one will be seen as betraying the other, but staying out of the conflict means dishonoring your alliance with both. When negotiating alliances, try to foster relations with factions who also like one another to lessen the chance that this will happen.
Diplomatic Negotiations
When you negotiate with another faction through the diplomacy screen, your available options are represented through buttons at the bottom of the interface. On the left are potential agreements, the center represents agreements that can be canceled, and on the right are options for making offers or demands.
When you make a diplomatic proposal, a score in the lower-right corner of the interface shows whether it will be accepted. As long as the number is above zero by any amount the agreement is considered fair. Otherwise, you'll need to offer concessions to sweeten the deal. This acceptance score is determined by how beneficial the deal is to you versus the other party, and modified by your Relations and Reliability.
If you are more powerful than the faction you're negotiating with, you can choose to threaten them into accepting your proposal. Doing so causes a large penalty to your Reliability, but it can allow you to get more than you would through normal diplomacy. If the threatened faction refuses your demand, you will be forced to declare war upon them.
Outposts
Allies can build Outposts in one another's settlements. These allow you to recruit basic units from the ally's faction. 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.
Units recruited from an ally will automatically disband if the alliance is ever broken or the ally ceases to exist.
Agreements
Agreement | Effect |
---|---|
Non-Aggression Pact |
|
Trade Agreement |
|
Military Access |
|
Defensive Alliance |
|
Military Alliance |
|
Become Vassal |
|
Join Confederation |
|
Offers And Demands
Line Item | Effect |
---|---|
Payment |
|
Join War |
|
Declare War |
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Trade Settlement |
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