Total War: WARHAMMER III

Total War: WARHAMMER III

Johnny's Reworked Trade and Diplomacy Changes (trade tarrif increase)
250 Comments
Tunch Khan 12 Apr @ 11:41am 
Oh noes, lol. :lunar2019crylaughingpig:
Johnny  [author] 12 Apr @ 10:58am 
yes lol 200% on cathay
Tunch Khan 12 Apr @ 10:54am 
Did you just start a trade war by increasing tariffs? :WH3_greasus_rofl:
Johnny  [author] 12 Apr @ 10:51am 
hi friends johnny updated i added compatibility with OVN races so they should be able to trade with everyone now
DeFMUDE 1 Feb @ 1:07pm 
Is this compatible with SFO? Game launches for me, but I want to make sure.
Johnny  [author] 22 Jan @ 5:38pm 
i can do it friend can you give me the link here to exactly which mod you are using then I will update to make it compatible.
Scary 22 Jan @ 5:17pm 
Thanks for the mod, I really like it! However, I just tried out my first modded faction - OvN Araby, and it seems that this mod makes it so that Araby cannot make trade agreements, probably because it is not a faction from the base game and your fix to enable trade agreements for all factions overwrites whatever file that is used to give Araby the ability to make trade agreements.

Is there a way to make this mod compatible with OvN Araby?
Johnny  [author] 2 Jan @ 10:37pm 
I could reduce the effect money has on the likelihood for the ai to accept the deal but other than that I believe your combination of mods may be making trading an easy way to become rich very fast.
Johnny  [author] 2 Jan @ 10:35pm 
Hi friend thanks for commenting. the patch last time where I attempted to fix the snowballing removed the increased likelihood for the AI to accept trade deals without a friendly relationship first (i.e non aggression pact). notably, trade deal evaluations made by the ai (whether it would accept or decline) is not influenced by how many resources you are producing but rather the relationship you have with them and the unique AI personality for each race/faction. In other words my mod no longer increases AI probability to trade with you outside of the relationship modifiers like vassalage and gifts to sweeten deals.
sigmars_disciple 2 Jan @ 7:08pm 
Oh, I also use Ragnarok's "Resourceful Purpose" compilation mod, which I honestly feel is absolutely 100% ESSENTIAL for anybody who likes trade in this game and thinks it should be more important and lucrative (so basically anybody who likes THIS mod haha).... <3

I don't know how exactly your mod works, but because "heavy traders" like me can get a pretty hefty amount of different resources relatively early: I guess If your mod causes a larger # resources my faction has ACCESS to as one of the factors for factions to favor becoming trade partners, then I guess my main problem could be limiting THAT snowball.... Hope I explained that ok
sigmars_disciple 2 Jan @ 6:58pm 
With those, if I have multiple new trade partners in a round to add (let's say 5 or 6) but due to snowball in discovery I eventually might add up to 15 new trade partners in ONE round... Shortly after, I SWIM in ca$h.

I recommend playing with all caravans on should you be able to test it, maybe also the popular "Emissaries of Diplomacy" - as far as I understand, those aid the "discovery process" of new factions and can accelerate the problem
sigmars_disciple 2 Jan @ 6:58pm 
Hey! Still love this mod, but gotta say that with 6.0 and specific factions with relatively high # of diplomacy relations on turn #1, caravans and pretty much all of the popular, 6.0 ready and compatible mods around, I got a pretty large snowball on my hands. I don't know if you remember, but I reported the identical issue sometime in the past (and you fixed it).

Confirmed for:

- Karl (Reikland)
- Elspeth (Wissenland)
- Modded Marienburg (by SCM)
Love Life or Die 15 Dec, 2024 @ 9:39am 
YES THANKYOU FOR ALL YOUR GREAT MODS.........................:steamthumbsup:
Johnny  [author] 14 Dec, 2024 @ 11:19am 
mody updated
Johnny  [author] 8 Nov, 2024 @ 6:03pm 
thanks friend
johna 8 Nov, 2024 @ 4:20pm 
Thank you for your wok on this.
Johnny  [author] 4 Nov, 2024 @ 1:36pm 
@ everyone, the mod is now updated. let me know if there are issues.
Johnny  [author] 23 Aug, 2024 @ 9:30pm 
johnny updated i didnt get to make resource building for beastmens yet
👁 11 Aug, 2024 @ 1:11pm 
Of course
Johnny  [author] 10 Aug, 2024 @ 11:16am 
oke i can make beastmen resource buildings but i wana finish a wip mod first if thats ok.
👁 10 Aug, 2024 @ 7:22am 
Yah beastmen had no way to get trade resources of craft anything but could still technically trade.

Unfortunately trading for the resources doesn't work. I even vassalized a Norsca faction and forced them to settle every territory around my Herdstones before rituals but no luck getting resources from vassals. It is cool to have a norscan vassal as Beastmen though.
Johnny  [author] 9 Aug, 2024 @ 7:31pm 
like the resource producing buildings other races have?
👁 6 Aug, 2024 @ 6:05am 
Hey can you add some trade buildings to Beatmen so that we don't have to rely on Eviltide Trading?
raw666 3 Aug, 2024 @ 10:48am 
@Aparajita If looking for improve relationship with similar factions to make it easier trade, try the following mods:

Loreful Diplomacy Warhammer III Edition: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2789902959

Loreful Strategic Threat https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2854768607 (the later does add make it eaiser for similar factions)

Not sure of a mod improve races naturally hostile to players but I notice they will trade if they are far away from ally territory.
Johnny  [author] 26 Jun, 2024 @ 9:27pm 
thanks for the understanding friend. the only way I know to implement AI receptiveness changes to trade agreement is through a change to the ai_personalities tables. this means that if i make khorne for example more receptive to trade it will be with all other races (including order races) which is kinda weird. the way I can see making order factions and destruction factions more likely to trade within each group is to apply a bonus relationship between them but then i run the risk of affecting the balance between the factions. I will try to find another way to make trade more likely.
Aparajita 24 Jun, 2024 @ 3:54pm 
@Johnny, no problem, brother, everyone has things that they have to deal with IRL. Thanks for the response.
I understand your opinion on the matter and I'll concede to the point. Is there a way to make certain factions more likely to trade with each other? Like, Chaos trading with Chaos, Destruction trading with Destruction, and Order with Order?
Other than just a blanket bonus to reputation?
Johnny  [author] 24 Jun, 2024 @ 3:34pm 
Hello @Aparajita, sorry for the late reply. this is possible, in fact it used to be a feature of this mod. However, other players reported that when trading is made easier it becomes too easy to rack up alot of income early in the game and sort of breaks the game when you play ordertide factions.
Aparajita 21 Jun, 2024 @ 10:08pm 
Is there any way that you can increase the amount of willingness to trade with us?
I find it hard to have neutral relations and people not want to trade still.
Harkonnen Matata 11 May, 2024 @ 8:58am 
Absolutely glorious mod. Please never abandon it!
Johnny  [author] 7 May, 2024 @ 10:41am 
thanku friend
👁 7 May, 2024 @ 4:08am 
Tyvm one of the top 10 mods IMHO
Johnny  [author] 6 May, 2024 @ 11:06pm 
johnny updated let me kno if buggy
👁 5 May, 2024 @ 9:33am 
Yooo this is an ESSENTIAL MOD
Johnny  [author] 30 Apr, 2024 @ 6:16pm 
update on the way
Johnny  [author] 24 Mar, 2024 @ 11:25am 
@Harkonnen Matata, lol that made me chuckle. thank you so much friend.

@Len, thank you friend I am happy you like it.
Perturabo did nothing wrong 24 Mar, 2024 @ 3:43am 
Great mod brother, thank you
Harkonnen Matata 21 Mar, 2024 @ 8:33am 
This chad is helping a guy troubleshoot a mod with mod compatibility trouble. Amazing.

Great mod too. Don't fuckin cut out parts of the game ya fuckers, I want more stuff to get lost in!
Johnny  [author] 14 Mar, 2024 @ 5:13pm 
hello again, @Sindral i tested the moddy with fudging vassals and i can trade as daniel. my load order is fudging vassals below my moddy. do you wana adopt this load order and try again?
Johnny  [author] 14 Mar, 2024 @ 4:26pm 
@Sindral oke friend sorry for the bug i will look into it this weekend
Sindral 14 Mar, 2024 @ 12:22am 
I should add I do have Fudging vassals as well in my load order
Sindral 14 Mar, 2024 @ 12:22am 
im running into some slight difficulty with this mod, I can't seem to get Daniel to be able to trade? His building produce resources and gain income from them, but I cannot trade with anyone :c
Johnny  [author] 29 Feb, 2024 @ 2:28pm 
ello @Life Could Be a Dream, steam can be iffy with its updates for mods. it should work but you can unsub and resub to ensure the new version is downloaded.
Life Could Be a Dream 29 Feb, 2024 @ 7:15am 
You're hero. Do I need resubscribe or it will work anyway?
Johnny  [author] 25 Feb, 2024 @ 1:21pm 
johnny updated. as requested I also increased the income from trade tarrifs by 50% so trade is more important now.
Johnny  [author] 24 Feb, 2024 @ 10:19am 
oke
Life Could Be a Dream 24 Feb, 2024 @ 7:59am 
can you please increase money income from trade tariffs? Idk what CA did in this game, but trade tariffs are ridiciously low, about 70-90. Trade in this game It's just absurd
Johnny  [author] 8 Feb, 2024 @ 5:32pm 
try switching load order too you can put mine under and see if modifier goes away
Johnny  [author] 8 Feb, 2024 @ 5:25pm 
thanks for investigating friend it just means i will have to do some compatibility vodoo i will try this weekend.
FinalBraincell 8 Feb, 2024 @ 9:18am 
I do. As far as I can tell, it seems to work after disabling every other mod. The only 2 that I could see changing it in any way is, "No diplomatic penalty for having vassals" and "Fudging Vassals". They are after your mod in the load order and are the only others that would change any diplomacy modifiers.