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faction_resource_consumptions_tables
then it should be 100% compatible
You can easily test if its working simple by checking your trade tab and compare the number of goods trading to that faction with the number of settlements they control.
I've "updated" the mod to the current game version (literally didn't change anything from previous versions) This mod should work regardless of update or version number, all it edits is a single table in the game database.
Hope this clears up any confusion.
However, following this link to Kaedrin's Mod Manager [github.com] and launching from Kaedrin’s Mod Manager I was able to launch multiple Mods successfully. I encourage everyone having trouble to download the .zip file from the link and simply run the .exe file where you can easily select which Mod’s you want to play with and then start the game by clicking the Launch button in the program.
Until CA fixes whats going on with the current Launcher I recommend using this method
Just spent a few hours trying to figure out what the hell could be wrong and it seems as if a lot of mods are having issues
The Mod is updated and nothing has changed between patches so it looks like the issue is with the Mod launcher and the game itself.
please let me know if its working
Zarkis' Better Trade mod change "background_resource_supply" in the "campaign_variables_tables" (change to 30000).
But I can't see any changes in the game....
I really don't know what this means....and how to works...
Anyway, thank you
However you could change the building effects to grant larger benifits if you wanted, and could have them grant larger bonuses the more of them you have, however that goes beyond the scope of what this mod's intention is.
And i have played a couple of campaigns with mod, it seems to favour high elves alot (both as player an AI) and factions that doesnt trade muhc (norsca/greenskins etc) is indirectly nerfed.
I will suggest nerfing the late game scaling, so maximum resource amount doesnt go above 50-55.
@Mafnmarsn - lol I have no idea what would cause that, this mod only edits the trade resource consumption amounts, sounds like an interesting problem however haha
@ Everyone asking about SFO – So idk if SFO changes its trade tables, this mod does overwrite the trade tables however, so depending on the mod load order you’ll either get my Trade Tables or theirs, though from the looks of the comments by @echelon mine are being implemented. However I don’t believe the trade prices effect how factions decide trade agreements unless it’s a deeper imbedded mechanic, as there is no indication of this I saw when going over the data tables, on that note however I have only tested it on my own game to confirm that it works as intended and not how minor kingdom income would end up effecting the wider scope of the game.
CA has really done a bad job with this trading and resource System