Total War

You are playing TW-Troy wrong. Advancements in diplomatic alliances. Don’t play this like previous TW.

Content of the article: "You are playing TW-Troy wrong. Advancements in diplomatic alliances. Don’t play this like previous TW."

There are quite the number of amazing qualities of Troy. The one common factor that keeps coming up over and over (and over and over) by users who are having frustrations with this game is just a lack of understanding of how integral military alliances are to both sides of this war. To keep things honest, I myself, started out the same way as many, not understanding a new game. Which is natural. But, then actually taking the time to understand it. While seeing others just not give it the same sort of patience, and just trying to basically push a square block through a triangle hole.

One of the innovations Troy brings is how centered the design is in forming alliances with other factions on your side of the war. I have met users who told me straight up, they don't do military alliances in Total War games. Like at all. Due to it being "terrible" or whatever reason. OK sure and fine. But carrying that attitude over to Troy, which is heavily centered around building alliances, absolutely blows my mind.

The basis of this is to explain how faction alliances function in Troy, and the importance of building alliances each turn from the start of the game. And how it could mean the difference between a really enjoyable and exhilarating campaign. Versus a fairly tedious and frustrating one due to the design of Troy punishing you for trying to play this like previous TW games.

There are nearly 20 dozen factions on the map. This is a key to the game design due to the need for the campaign to have a good opposition for how large your combined allied forces can get. The design, including supply lines, is quite effective at preventing user's own faction from fielding more armies. User can't just mindlessly amass a huge force, and overrun everybody that easily. Thereby, you actually need to put more thought into more strategic play. Which I consider a benefit of Troy that actually gives relevance to more diplomatic strategies. You really can't just say "I don't do military alliances because they suck" like some keep insisting about other TW games.

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There are two main gangs. The red and the blue (Danans and Trojans). Each side has eight Pillar Factions. You get four of them to choose from on whichever side you go. The others can be seen in the Diplomacy section on the top right as part of the faction traits. Those with the pillar trait will even have a bonus in diplomatic attitude. And those on the opposing side will have a penalty.

It's a good idea, if not very important, to start improving diplomatic relationships with your Pillar Factions on each turn, from the very start of the game. With the overarching goal of getting to military alliances with all seven of the others. Depending on your faction of choice, different factions will take more or less effort to get there. But with good diplomacy, they will get there. For example, Agamemnon who has a very unique playstyle that is heavily diplomacy based, can get all seven other pillars to military alliance fairly quickly. While others may take a bit longer. (Note – this is based on the agreements going green so they're paying you. Rather than you paying them.)

It's also a good idea to keep in mind other factions that you may want to form defensive or military alliances with. Such as those who tend to be more friendly to you and/or your allies. As well as those with territories who can buffer more hostile factions from invading your territories.

Troy actually offers quite decent control over military allies. The coordinated war target system can be used to direct allies towards a common target. There is also a very helpful 'join war' option in the trade. These can be maneuvered strategically in interesting ways.

So just some tips.

The most obvious one is the many uses of war coordination to have your allies attack another faction for whatever reason that will be beneficial to you. To assist you in fights. Or to help you defend a location when your army is elsewhere. To keep an enemy distracted so they don't start attacking you. Be sure to think keep ally war targeting in mind during your turns. It will make quite the difference to your campaign.

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You don't need to be allies to use the join war function. Often, an ally (or potential ally) can be at war with a faction nowhere near you. You can use the join war trade to not only gain extra resources in exchange. It also improves your relationship quite well. This is a really effective way to improve attitude with factions you want to more friendly with. At the same time, you might want to avoid joining a war if it might pis off another faction you want don't want to be enemies with at the moment.

You can keep allies busy on war targets to keep them from ending up going to war with each other. You can also get allies to go to war with whoever you go to war with even though you might not need the help. But, specifically so they have an enemy in common. That way they will have better attitude towards each other.

You can use your war coordination to send allies elsewhere. Thus, keep them away from regions you want to go after. Thereby, preventing them from taking over a region you might want for yourself.

In the Royal Decrees, I try to get the first one for each resource. As well as happiness and wood cost discount, (both under stone). Then, the gold section has one I go for next that costs 400 gold for diplomatic relations.

Part of what makes Troy so great is how much and how well you can work together with your ally factions to fend off opposition. There is so much fun in your squad of allied factions working together to push through the campaign. Please don't sleep on alliances as a major part of the design of this game. It will make a huge difference in how the campaign unfolds.


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