War
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This article is accurate for the latest versions of EU3, Napoleon's Ambition, and In Nomine v 3.2.
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War is a diplomatic state between two countries, in which conflict exists between them. The main causes of war are over the reputation of a nation or under a Casus Belli (CB). The advantage of declaring war with a Casus belli is that it usually reduces the stability hit suffered. Without a CB Reputation penalties are accrued, often leading to other nations invading as well.
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Diplomacy
Wars can be joined by additional nations via a Call to Arms, mainly coming from alliances and guarantees, among others (see more on the main article). Any nation turning down a call will immediatley lose its alliance, however.
War is frequently fought with at least one nation between the two at war. If this nation is not allied or actively participating, one nation or both will attempt to gain Military access from it to guarantee safe pasasage.
Finance
Wars are often funded through the raising of War taxes. There are, however, two sides to this. What may appear as the easiest way to raise capital for an invasion often results in its collapse for new players. Unaware that repeated war taxes raise War Exhaustion and increase the chances of Rebels, beginners will often invade small neighbours with the sole intent of taxing their citizens while obliterating the other nation. As Inflation and maintenance costs destroy his economy, the new player will often wonder what went wrong.
The end of a war is often a good place to earn funds, however. For colonial powers in the Americas, rather than demanding provinces they often instead seize all their foe's ducats in a series of brutal invasions. This can result in the invader becoming the richest nation in the region, fast outpacing her neighbours in the same Technology group.
Fighting
While in a state of war, participants accrue War Exhaustion, a penalty that increases national Revolt risk and lowers army morale. Though battles are often unavoidable, the main damage is done via siege. The brutality of an assault when opportune is not to be underestimated; a wealthy province can tip the balance in one nation's favour.
Peace
Wars will always end with at least one dissatisfied participant. They end either through a negotiated peace or from general inactivity - ie. if a certain time elapses without conflict the war is immediately ended with a Status Quo. Frequently an artificial ceasefire is created, when both sides are evenly matched: a White peace. Breaking this truce results in a stability hit for the attacker, creating an incentive to stay neutral.
A nation can, while negotiating the peace, either offer a tribute, demand a tribute, Demand Annexation or request a White Peace. Depending on the war score accumulated, as well as other factors such as war exhaustion, a nation may be more or less likely to accept this.

