Total War: WARHAMMER II

Total War: WARHAMMER II

Reasonable Trade (1.10.0 update)
48 Comments
Francisco 4 Jun, 2022 @ 11:56am 
Is this compatible with SFO and also More trade goods?
Black Spiral 6 Aug, 2021 @ 5:56pm 
does this still work now?
青眼橘猫•Z 20 Mar, 2021 @ 6:04am 
great mod!THANKS!
Duke_of_Bretonnia  [author] 13 Dec, 2020 @ 4:36am 
I dont know what all SFO's overhauls or if that includes adjusting trade mechanics, if they don't specifically change this single table:

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.
Timujin 27 Oct, 2020 @ 11:54pm 
Imagine this is still working. and also that it would play fine with SFO?
Duke_of_Bretonnia  [author] 17 Jun, 2020 @ 10:02pm 
---Attention---

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.
Zugs 26 May, 2020 @ 7:09am 
Is this working? Can anyone update me?
Orph3us 29 Jan, 2020 @ 5:34pm 
Does this still work? would it be compatible with "More Trade Resources"?
Krimson 13 Dec, 2019 @ 10:47pm 
Should still work fine
Mana-100 13 Sep, 2019 @ 10:47am 
Please update.
a7903019 12 Sep, 2019 @ 9:19am 
update please~thanks
Angry Twilight 27 Aug, 2019 @ 9:40pm 
fantastic
Duke_of_Bretonnia  [author] 22 Aug, 2019 @ 10:44pm 
Updated, runs perfectly fine now with or without Mod Manager
Republicapitalist-Octobot 22 Aug, 2019 @ 3:16am 
God. Such an a simple concept that is so well executed O_O thanks.
Vaelore Onari 20 Apr, 2019 @ 8:59pm 
Got it, works great!!
Duke_of_Bretonnia  [author] 19 Apr, 2019 @ 7:02pm 
Hey everyone, so a quick shout-out to @Zorander who commented on my Skill Point Progression Mod , he basically spells out what’s going on. To summarize for what I’ve tested so far is that with the current Launcher I can’t get any of my Mod’s to load

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
Vaelore Onari 19 Apr, 2019 @ 2:53pm 
Back in business!! Thank you sir!!
Duke_of_Bretonnia  [author] 18 Apr, 2019 @ 10:34pm 
Updated

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
Vaelore Onari 17 Apr, 2019 @ 4:16pm 
New Warhammer auto update, have not bought the new DLC yet, and 48 of my 58 mods are now out of date including this one!!! Crash at loading screen.
Todbringer [FR] 17 Apr, 2019 @ 9:23am 
please update thx!
less1630 4 Dec, 2018 @ 1:14pm 
Because I don't want to modify DATA directly, I added "commodities_tables" and modified the data in one of the mods I'm using, but the data in the gameplay doesn't seem to show any changes.

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
Duke_of_Bretonnia  [author] 4 Dec, 2018 @ 12:11pm 
@less1630 Yea it's pretty simple as well, its just a single table that modifies trade good prices, cant remember its exact name, but theres only a couple trade tables so it should be easy to find if you want to mod it
less1630 3 Dec, 2018 @ 3:45am 
Sorry, do you know how to modify the price of traded goods? Thank you
Duke_of_Bretonnia  [author] 3 Sep, 2018 @ 10:19pm 
I have no idea if the AI takes into consideration the value of a trade agreement when deciding to offer or decline. I personally haven't noticed a change in the AI's trade behavior, as trade ageements mostly rely on faction type, as well as your reputaion level and diplomacy score
Beltalowda 2 Sep, 2018 @ 4:03pm 
Does this effect how easy/hard it is to get trade agreements as well, or only the income from them?
Duke_of_Bretonnia  [author] 19 Jul, 2018 @ 3:24pm 
To the first question, no you can't have domestic trading in the sense to benifit from more from excess trade goods, that's just a game mechanics thing so theres nothing I could change to do that.

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.
donschmiddy 17 Jul, 2018 @ 9:14am 
i have a question, would you be able to create a mod which would enable domestic trade? I mean the surplus is downright annoying and i always have to check, wether i produce to much of a resource when i decide to build the building. How about a mod which would give the resources a domestic benefit? you could use domestic modifiers and increase the income by a tenth of what the normally gain by international trade.
Rank 1 Gamer 22 Jun, 2018 @ 3:00pm 
Makes the faceroll late game, even more faceroll.
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.
StormWarriors2 31 May, 2018 @ 5:52pm 
Oh cool this was updated :D
Duke_of_Bretonnia  [author] 13 May, 2018 @ 3:40pm 
@echelon are you sure your trustworthiness is high in game? After breaking treaties regardless of how high the relationship score is no one will be willing to trade with you until it recovers. So far I haven't had trouble getting trade deals while using the mod
Slim Sic 12 May, 2018 @ 12:31pm 
It is definitely working because im play the loremasters and there are factions i've traded with in the past that would absolutely trade with me. I have some factions over 300 approval, says "trusted friends" and it is not allowing me for some reason. The empire for example has not offered and will not take a deal. No southern realms execpt new world colonies accepted my trade. Brettonia will not trade. Other minor factions have gave me a hard time. This has lasted all the way up to 200. Not sure why its harder, i thought it would make trade possibly easier
Duke_of_Bretonnia  [author] 8 May, 2018 @ 2:43pm 
@bence165 and others - Yes it is save compatible, you can turn the mod off or on to see the impact it will have on your game without any risk.

@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.
Slim Sic 3 May, 2018 @ 8:47am 
oh and it does work with SFO. It makes things like 10x more interesting
Slim Sic 3 May, 2018 @ 8:46am 
another thing, trade seems more difficult early game. If its not a faction of the same race, good luck trading.
Slim Sic 3 May, 2018 @ 8:45am 
so far its going great. It seems like minor factions have a little bit more resources to last longer turns. The southern realms are not getting killed right away and other random factions like blue vipers will come out of nowhere and stomp everything. Naggarond and main factions seem to have a tougher time uniting. I have been busy and so far i have only been able to do like two games and these have been the results of both games. Main factions see to have a hard time overpowering their minor faction neighbors.
3.141592653589793238462643383279 1 May, 2018 @ 10:13am 
that's nice
Steele 1 May, 2018 @ 3:06am 
Looks promising. I just want to know if it works with SFO.
Clown Baby 30 Apr, 2018 @ 5:36am 
@echelon hows it going
Slim Sic 29 Apr, 2018 @ 8:12pm 
im totally putting this to the test. I play SFO with like 50 other mods and trade is something i've noticed that is off. I will try this mod mostly with the empire and high elves to see what happens. I usually do games with rounds around 100 to 200
Rabid Hyena 29 Apr, 2018 @ 4:07pm 
Save compatible?
++ Syg ++ 28 Apr, 2018 @ 2:34pm 
Same question as @Krimson. Which by the way I would add this to the collection if this doesn't conflict.
Krimson 28 Apr, 2018 @ 11:53am 
Is this good to use with sfo?
Mafnmarsn92 28 Apr, 2018 @ 10:57am 
reactivating the mod got rid of the issue ;)
Mafnmarsn92 28 Apr, 2018 @ 10:11am 
okay this is really weird xD when I enable this mod my tax income goes from 20k to around 120k xD (might be because i have all the "incrrase trade resources etc skills) but i also get way more recruitmetn slots and my armies can march about twice as far. any ideas what might cause this? xD
Boshty 28 Apr, 2018 @ 8:38am 
doing gods, er i mean, sigmars work. nice mod man
bence165 28 Apr, 2018 @ 12:41am 
is it save safe?
donschmiddy 25 Apr, 2018 @ 3:10pm 
@ Bob i am fairly certain that they intended the ressources to have a deeper reason they just didn't implement it. Infact the mortuary cult is probably the biggest indicator for that because it is laughably unbalanced. The same thing goes for the upkeep and the unit capacities. I think hordes will have a similar mechanic fairly soon and ressources will limit the units/buildings for the sendentary factions and any surplus will be available for trade. (at least i hope it was planed this way, otherwise the current system is just garbage because of the high risk factor for trade ...)
Bob 25 Apr, 2018 @ 3:31am 
Nice thanks for the Sharing your work with us.
CA has really done a bad job with this trading and resource System :steamsad: