Total War: WARHAMMER II

Total War: WARHAMMER II

More Trade Resources
153 Comments
Gleen Cross 7 Jan, 2023 @ 9:17pm 
Hope you can port this for WH3
Monkey Man 17 Dec, 2022 @ 8:07pm 
Would love to see this ported over to WH3, hope you can make it happen. Thank you for the great work.
Benlicht 29 Nov, 2022 @ 5:35am 
Anyone planning to port this to WHIII?
sKj0RTa 27 Nov, 2022 @ 7:28am 
Port to wh3 pls
Julius 20 Oct, 2022 @ 5:46am 
Sir, me and a lots of others are eagerly waiting for you to port it over to wh3. Will you answer these cries for salvation and will you port it over? It would be very much appreciated :praisesun:
Winter 13 Sep, 2022 @ 8:45pm 
Is there any chance you might port this magnificent mod across to warhammer III?
RagnaroK 31 Aug, 2022 @ 1:17am 
Looking forward to see this masterpiece ported to WH3.
Ninental 27 Aug, 2022 @ 5:24am 
please make this great mod for WH3
Ran 26 Aug, 2022 @ 11:51am 
this but in Immortal Empires will be so cool
=[NK]= Col. Jack O'Neil 29 Jun, 2022 @ 10:39pm 
Yes it works with sfo
Angel 29 Jun, 2022 @ 3:58pm 
@Francisco it does work with the latest SFO
Francisco 19 Apr, 2022 @ 10:08am 
Does it work with the latest SFO mod version?
Lampros 30 Sep, 2021 @ 9:53am 
"Haute Couture" - ROFL!
BlackLuck 16 Jul, 2021 @ 8:42am 
here is the log in question, tho the "removing effectbundle_race" goes on for pages and pages as it updates the whole game


[out] <172.3s> & Removing effect bundle [pj_trade_goods_empty] from region with key [wh2_main_yvresse_shrine_of_loec]
[out] <172.3s> & Removing effect bundle [pj_trade_goods_empty] from region with key [wh2_main_yvresse_tor_yvresse]
[out] <172.3s> & Removing effect bundle [pj_trade_goods_empty] from region with key [wh2_main_yvresse_tralinia]
[out] <172.4s> & Removing effect bundle [effectbundle_race_Lizardmen] from region with key [wh2_main_caledor_vauls_anvil]
[out] <172.4s> & Removing effect bundle [effectbundle_race_Lizardmen_weak] from region with key [wh2_main_caledor_vauls_anvil]
[out] <172.4s> & Removing effect bundle [effectbundle_race_Lizardmen_weakest] from region with key [wh2_main_caledor_vauls_anvil]
[out] <172.4s> & Removing effect bundle [effectbundle_race_Ogres] from region with key [wh2_main_caledor_vauls_anvil]
BlackLuck 16 Jul, 2021 @ 8:42am 
I seem to be getting a crash when I make a military alliance, or even denying one. I am Karl Franz. the first time it was with one of my electors, and I thought it was Lorghul's Population Mechanic mod.

That error list made me think that. But now I am getting a new crash a few turns later, at a similar Military Allliance offer (whether I accept it or refuse it) from the dwarves, and the log leads me to think it is your mod (they just lost one of their cities, and I gained on in their region recently, from the skaven).

prop joe  [author] 14 Jul, 2021 @ 1:08pm 
Pressed the update button, no changes to the mod.
prop joe  [author] 14 Jul, 2021 @ 1:08pm 
@Your Best Friend
thanks a bunch

@rossco437
no plans currently
rossco437 14 Jun, 2021 @ 4:11pm 
any plans of adding anything else to the mod?
Your Best Friend 9 Jun, 2021 @ 10:07am 
Hey there, I'm just leaving this comment to let you know that I made a compilation of some of the best mods I could find to make Total Warhammer 2 a better game over all, and this was one of them! Thanks to you and everyone else involved in making this awesome community-made content for a wonderful game, I hope you like the showcase!
Nox 18 Apr, 2021 @ 10:59pm 
Love the idea of this, but I'm still confused of trading. I guess different resources increase tradability, but amount determines the turnover?
prop joe  [author] 11 Apr, 2021 @ 6:02am 
Updated, nothing changed.
Alex the Great 4 Apr, 2021 @ 10:14am 
Also, is it possible to add the resource cider to bretonnia? Bordeleaux is known to trade wine, cider, & either salt or fish.
AlphaLoures 4 Apr, 2021 @ 7:52am 
Save game compatible?
Alex the Great 3 Apr, 2021 @ 9:37am 
Even without the script would you still see the new resources?
rossco437 28 Mar, 2021 @ 8:59pm 
is this mod still being updated? Because I had this crazy idea that involved "Crab" being created via the Vampire Coast sea monster building chain?
Dante 28 Mar, 2021 @ 12:21am 
Can you please click 'update' even if it doesn't need to be changed so its easier to sort through mod manager when you have 200+ mods..? ty
Killer Rabbit 19 Mar, 2021 @ 4:28pm 
The mob won't be satisfied until it shows green in their launcher. :lol:
prop joe  [author] 19 Mar, 2021 @ 10:52am 
all the mods still work, the Rakarth update didn't have breaking changes for mods
TheUnforgivenBR 19 Mar, 2021 @ 8:17am 
Update, please! :(
lwhのsama 10 Mar, 2021 @ 8:10am 
绿皮为什么没有怎么增强贸易呢???how about greenskin?
Marco_Mozzarelli 11 Jan, 2021 @ 7:59am 
This is 107% amazing stuff. gj!
Jack Greedy 4 Jan, 2021 @ 12:59pm 
Great work
grz34998 31 Dec, 2020 @ 11:22am 
Would this mod be compatible with mods that make changes to skaven undercity buildings?
rossco437 28 Dec, 2020 @ 2:40pm 
How about some sort of "plundered cargo", "buried treasure" or even "prize ships" for the vampire coast? they are pirates after all?

Awesome mod by the way!
prop joe  [author] 12 Dec, 2020 @ 4:11pm 
Very few players use a mod that allows Greenskins to trade, so it's very unlikely I'll add anything for them.
darkpsychobilly 12 Dec, 2020 @ 3:10pm 
What about Squiggs for Greenskins, if you use a trademod, greenskins can trade with them, so far as I know are Squiggs a food resource not only eaten by greenskins. Very cool mod by the way, thanks.
Colithiel 3 Dec, 2020 @ 8:28pm 
Very excited for the update friend! I enjoy your work!
Winter 30 Oct, 2020 @ 9:50pm 
Greetins Pointyears,
Interested in trading fer some of yer Art, we 'ave run out of bumtowels.

Love from Kraka Drak
UltraRanger 29 Oct, 2020 @ 8:33pm 
"Not Warpstone" lolol
prop joe  [author] 24 Oct, 2020 @ 2:16pm 
Small fix for the undercities resources bundle in home region appearing for other factions than skaven.
prop joe  [author] 16 Oct, 2020 @ 12:06pm 
Nah, that ain't me, man.
Rommelthedesertfox 15 Oct, 2020 @ 3:26pm 
Nice mod. I have a question for you Prop Joe. If Marlo had let you go as you suggested would you really have gone away quietly and retired from "the game"? ;)
prop joe  [author] 4 Oct, 2020 @ 5:12am 
It's possible, but the idea of just throwing a bunch of bonuses to the player doesn't appeal to me. If I have an idea that appeals to me it's possible I'll make something, but nothing of that sort right now.
Aquizar 4 Oct, 2020 @ 1:50am 
what you think of adding effects to all these trade goods along with income? is it possible?
prop joe  [author] 13 Sep, 2020 @ 8:29am 
Updated:
Added Halfling Pies, Nehekharan Trinkents and Nehekharan Artifacts.
prop joe  [author] 13 Sep, 2020 @ 2:33am 
Updated:
Added Promises of Immortality to the Vampire building chain for the Vampire Counts.
Updated with some resource icons made by Crisord!
Added support for the Tier 4 Minor Settlements mod.
Blade 26 Aug, 2020 @ 7:34pm 
Agree! Add more for new races...
=SAS= Hafkl 28 Jul, 2020 @ 3:51am 
im producing over 2500 copper with a few undercities, I think something is broke
UnLapinDeGaren 15 Jul, 2020 @ 2:57am 
Hello I noticed that when we play lizardman hexoatl and itza are busy city and we do not harvest a single resource with itza hexoatl is occupied and with hexoatl itza is occupied, you know if it comes from you?
UnLapinDeGaren 9 Jul, 2020 @ 5:59pm 
thks nice mod