Total War: WARHAMMER II

Total War: WARHAMMER II

Lucrative Trade
72 Comments
SloppyJoppy 11 Nov, 2021 @ 4:34pm 
me and my pal getting incompatible versions when we try to host with this mod, all our mods are the same order and all with this mod at the end of the load order, but we are just getting incompatible versions . . . i just wanted more trade T_T
TheUnforgivenBR 20 Mar, 2021 @ 7:09am 
Update, please!
romavictor 22 Dec, 2020 @ 2:06pm 
I believe there was a time when this description wasn't listed. This mod should work based on the table it edits. Other mods do the same and work, so I can't imagine it doesn't unless CA radically altered that table.
WΛRMΩNGΞR 16 Oct, 2020 @ 8:31am 
This doesnt work anymore
King Glenmore 3 Jul, 2020 @ 6:17pm 
Doesnt work
Rozarria 5 Jun, 2020 @ 7:53pm 
@Your Mom's Dad's WORMZ You see, this has been last updated 2 years ago. And since there have been a myriad of updates since then it is only natural for people to ask if it is still working. The game may work fine when this mod is installed. The game may not crash. But is it "working"? And by working it doesn't just mean not crashing. Does it do what it's supposed to do?
TheWeinerSamurai 23 May, 2020 @ 3:18pm 
Did anyone take the time to read the first line of the mod description that states it still works even when listed as outdated? Yes, it still works. :cozybrawlhalla3:
PHIneaZ 23 May, 2020 @ 12:53pm 
Just checked it, game did not crash. But I didn't check whether the mod has any effect or not. Could also cause problems on loading or generating saves, I just made sure the game starts with it. In casy anyone cares.
// 13 Feb, 2020 @ 10:19am 
I have it running and it doesn't crash....I should check my numbers tonight to see if it actually is working though. Lol :)
Rutger Mordhauer 13 Feb, 2020 @ 6:29am 
Causes the game to crash.
WΛRMΩNGΞR 4 Jan, 2020 @ 11:10pm 
Its been a long time does this even still work? Is it dead?
TataKhan 21 Dec, 2019 @ 12:39pm 
dose this mod work now?
xkenshinx 18 Dec, 2019 @ 6:07pm 
please update
xkenshinx 18 Dec, 2019 @ 6:06pm 
have you updated it yet?
XIII07 18 Dec, 2019 @ 5:01am 
Does anyone know if it still works? Don't know how to test it, where I can see commodities
Leondegrance 15 Sep, 2019 @ 2:34pm 
Good to know, interestingly enough, even though the mod hasn't been updated since 2018, it just showed up as "updated" on my mod manager. Thanks Dayne!
// 15 Sep, 2019 @ 11:41am 
Thank you for the heads up @Arthur Dayne! ;)
Mana-100 15 Sep, 2019 @ 7:32am 
Thank you.
Arthur Dayne  [author] 15 Sep, 2019 @ 1:52am 
Please use the mod even when it says outdated. It should work anyway :)
a7903019 12 Sep, 2019 @ 9:35am 
update please~thanks this's good mod
Mana-100 7 Jul, 2019 @ 6:59pm 
Will this mod work with the K launcher?
Zain619 27 Apr, 2019 @ 9:40am 
I too need OP trade.
Bonham 20 Apr, 2019 @ 6:24am 
Please!
ShadyBhaz 19 Apr, 2019 @ 11:11pm 
Dear author, kindly review and update your mod please
Thank you very much, I've been a big fan! :mug::squirtyay:
Barake 19 Apr, 2019 @ 3:31am 
If you get a chance to update that would be great. Thanks!
// 17 Apr, 2019 @ 11:16am 
Please! That would be great!
WΛRMΩNGΞR 17 Apr, 2019 @ 10:57am 
Update please!
Lampros 31 Mar, 2019 @ 6:38am 
So it still works?
Arthur Dayne  [author] 4 Dec, 2018 @ 4:02pm 
Yeah, I guess some other values need to be modified that I don't know about :/
less1630 3 Dec, 2018 @ 5:03pm 
Um... I tried to modify the numbers in "commodities_tables", but the data in the gameplay doesn't seem to show changes.
Anyway, thank you
less1630 3 Dec, 2018 @ 3:36pm 
Oh! Thank you very much, I think I found it. Thank you for your selfless help.
Arthur Dayne  [author] 3 Dec, 2018 @ 3:06pm 
Hmm, well, there is a table 'commodities_tables' in db that should do the thing you want :)
less1630 3 Dec, 2018 @ 12:20pm 
I know, but the parameter modified in Zarkis' Better Trade mod is "background_resource_supply" in the "campaign_variables_tables" (change to 30000).
I really don't know what this means?
Arthur Dayne  [author] 3 Dec, 2018 @ 9:02am 
Yes, e.g. Zarkis' Better Trade mod also changes the prices, so it's easily doable.
less1630 3 Dec, 2018 @ 3:37am 
Sorry, do you know how to modify the price of traded goods? Thank you
// 10 Nov, 2018 @ 12:45pm 
Thanks for the heads up! Great Mod....
Arthur Dayne  [author] 10 Nov, 2018 @ 12:36pm 
Well, since it's a simple mod it doesn't need a lot of changes (which is what Steam registers as updates). In the launcher it shows as up-to-date, and it should be working in game as well :)
BENNI.RoR 10 Nov, 2018 @ 12:06pm 
Well, I just saw that the last update was on the first of July, but that was before I actually tested it out. And apparently, the mod still works.
Arthur Dayne  [author] 10 Nov, 2018 @ 10:17am 
Is the mod not working? It says it's updated for me...
BENNI.RoR 10 Nov, 2018 @ 6:24am 
We need the update!
// 8 Nov, 2018 @ 3:53pm 
When you have the time! Please and thank you!
w00tl00ps 8 Nov, 2018 @ 3:45pm 
By the old Gods and the New, good Ser Dayne, Sword of the Morning, please update :)
Tsukuyo 8 Nov, 2018 @ 11:17am 
update pls !
Vagabond™ 27 Aug, 2018 @ 1:19pm 
Lampros,

I personally feel that arbitrary limitation such as the trade caps are silly. If you have the stuff to trade, why limit yourself to whom? The greenskins need more unique mechanics to make up for the fact that they are so waaaagh! happy.

1) Give greenskins a recruitment pool similar to the vampire's summoning. This would represent pockets of greenskins that have sprouted up from past campaigns. The large battle marker that vampires get would even work for better troops because the more riled up and plantosterone-filled they get, the bigger they get, and the more spores they release.

2) A mechanic that spawns orc armies in provinces that orcs have been in, using the a system like the rebel use.

Obviously, these two mechanics would only spawn regular ork and goblin units. Not giants, spiders, cavalry (actually, maybe cavalry?), or siege engines, ect.

I think this would better represent orcs, and bring them up to power.
Lampros 9 Aug, 2018 @ 7:18am 
Appolyon,

"Better" is subjective. If you think balance is important, then this is not the mod for you, for instance. In my experience, this mod causes certain factions - especially the Dwarves and the High Elves - to have too high a trade income. And those are precisely the factions that do not need any boosts. The domino effect - so to speak - is that the Dark Elves and the Greenskins struggle even more relative to those factions, among other things.

I am really tempted to say that the vanilla balance as to the economy should not be disturbed, as doing so causes grave imbalances.
✠ Apollyon ✠ 31 Jul, 2018 @ 2:48am 
this mod here is far better cause it allows you to trade more commodities
Arthur Dayne  [author] 19 Jun, 2018 @ 12:57pm 
Basically, Zarkis' mod grants fewer commodity slots then my mod and also reduces commodity prices, so all in all has lesser impact than my mod. Here are some of the numbers for regions and commodities:
1 - 8
3 - 14
6 - 22
9 - 28
12 - 34
15 - 40
18 - 46
21 - 51
24 - 54
27 - 57
Goberin Sreya 19 Jun, 2018 @ 8:37am 
what is the difference between this mod, and "Zarkis' better trade" mod?
Mekboy Reaper 14 Jun, 2018 @ 9:32am 
thx for update :D
Un Poisson Rouge 25 Jan, 2018 @ 8:47am 
Thx for update!