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Total War: Warhammer II Game Guide by gamepressure.com

Total War: Warhammer II Game Guide

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Diplomacy and Trade | Campaign Map Gameplay Total War: Warhammer II Guide

Last update: 02 October 2017

Although the diplomacy is often limited to other factions of the same race, you should spare a moment to learn about it some more. Diplomacy allows you to establish trade agreements, non-aggression pacts and even military and defense alliances (if your relations are good enough). In case of factions of the same race, you can also try to incorporate them under your reign.

Other factions' attitude towards you

The attitude of other factions is determined by a number of factors. - Diplomacy and Trade | Campaign Map Gameplay - Campaign Map Gameplay - Total War: Warhammer II Game Guide
The attitude of other factions is determined by a number of factors.

You can open the diplomacy tab by clicking the icon in the top-right corner, or by pressing "7". This will take you to the world map with a list of discovered factions. By default, the map will indicate the attitudes of other factions towards you with colors. If you chose any faction, you will be able to see what attitude others have towards it.

There are the following colors:

  1. Green means friendly.
  2. Grey means neutral.
  3. Red means hostile.
  4. Yellow shows the territory of the selected faction.

Additionally, by clicking on any faction in the tab on the right, you will see a list of treaties and agreements binding the faction, as well as some info about the trading goods they have (which ones do they import, and which export). You will find here some personal info about faction leaders. At the bottom of the screen there are the treaties that different factions have signed. If you hover the mouse over the given faction's icon, you will see a list of the factors influencing your relations. There are different possibilities:

  1. Approve - the things they like about your country. This can be anything - also treaties and gifts of gold. These bonuses can also stem from different technologies.
  2. Disprove - the things they don't like about your country. Things such as broken treaties, wars with their allies or hostile actions of your heroes.
  3. Ultimate relation - the attitude of the faction towards you. If it's positive (green), the faction is friendly towards you. If it's negative (red), they're hostile.

The diplomatic relations is also influenced by the race. There are some serious animosities between the Dark and High elves, so they have a default penalty of -60 to their relations.

Maintaining friendly relations to other factions gives you a series of advantages. First of all, the trade agreement and the non-aggression pact, which ensures safety to your country. The military access treaty allows your armies to freely move on the territories of another faction (which, without it, is treated as violation of borders and causes your relations to deteriorate).

You should also consider defense alliances. Thanks to that, you will be able to call your allies to help you if you're attacked. Likewise, if your ally gets attacked, you'll be asked to help them out - declining is synonymous to breaking the pact.

Military alliance are also useful, but more risky; while you'll be able to call your allies to help you with any war, even those spurred by yourself, you might be asked to do something you'd rather not do, or forced to fight a whole bunch of angry factions.

Confederacies and vassals

Establishing a confederacy is very useful if you want to unite nations of your race without bloodshed. In case of confederacies the whole faction - along with all its armies and heroes will be merged into yours. Remember that this is an expensive operation - for the duration of five turns you will suffer a -40 penalty to relations with other factions of the same race, and on top of that, all your provinces will get a -8 order penalty. Additionally, you will take control of all the armies; if the country you're incorporating is in poor economic condition, your income may drop drastically - in such case, consider dismantling the armies you don't need and try to stabilize the economy over a few turns. Always try to get some money from the faction you're taking over.

The best chance to form a confederation is when you're in great relations with another country. If that country's losing a war then the chances of forming a confederacy are even better.

If you make another faction your vassal, they will still be visible on the map, but their foreign policy will still be dependant on you; they will pay a tribute every turn (a percentage of their income). Similarly to the confederacy, you need a high diplomatic level to make another faction your vassal.

Trade

You can earn a lot of money on trade. - Diplomacy and Trade | Campaign Map Gameplay - Campaign Map Gameplay - Total War: Warhammer II Game Guide
You can earn a lot of money on trade.

The trade is an exchange of goods that you can generate in certain buildings (wood, iron, exotic animals, etc.). You can trade with another faction if they don't have the resource you're trading - otherwise, they won't be interested. Different goods have different prices, plus the income from trade depends on how much of the resource you produce.

Every resource you export yields a sum of money every turn. The income you get from the resource can be checked by hovering over the given resource in the diplomacy tab. In order to check how much money you get off the trade with a faction, you have to hover over the icon of the trade agreement, next to the given faction in the diplomacy tab.

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