Total War: WARHAMMER III

Total War: WARHAMMER III

237 ratings
Eviltide Trading - Diplomacy & Resources
5
   
Award
Favorite
Favorited
Unfavorite
campaign
Tags: mod
File Size
Posted
Updated
1.085 MB
Oct 11, 2023 @ 2:40am
Apr 18 @ 9:01am
30 Change Notes ( view )

Subscribe to download
Eviltide Trading - Diplomacy & Resources

In 1 collection by RagnaroK
RagnaroKs Collective Mod Compendium
57 items
Description
Greetings fellow mod enjoyers!

I grant to thee - A trading and resource mod for your collection.

Ingame screenshots show a few examples of trade agreements and resource buildings.

Factions in the list below are now all able to trade via diplomacy, just like ordertide factions etc. I have added resource buildings for Greenskins and Beastmen, as they did not have any.

Keep in mind, that in order to be able to make trade agreements, just must be in control of a settlement/herdstone. You might also wan't to combine this mod with a building slot mod, as Beastmen are somewhat restricted with building slots. Example - You occupy "Nuja" in Estalia, but there is only room for the herdstone and the predetermined port, making you unable to build the spices building there.

This mod is included in my Resourceful Purpose - Compilation and by subscribing to the compilation mod, you no longer need to subscribe to this mod.

Credits & Considerations
  • Big thank you to Spartan VI for allowing me to use some of his resource icons.
  • This mod was inspired by this WH2 mod by Dog with a Hat on a Nose.

  • Is this mod compatable with SFO and Radious? Yes it is.

  • Why are Warriors of Chaos and Wood Elves not included? Their settlements work in a different way, so I made an entire mod series for those alone - Frontier Forests & Fortresses

  • Is this mod save game compatable? From my testing yes, but I would always recommend that you backup your save file first, just to be safe.

  • Does this work with Golg's mercenary contracts? Yes, but he won't be able to make alliances nor vassals, which kinda suits his mercenary style.

  • I am happy with the Greenskins buildings and tooltips, but I might change some of the Beastmen ones down the line, when I am less busy with other mods.
  • Consider using a building slot mod, as Beastmen have very few slots.
  • Sigvald is not showing trade icons due to his mechanic, but they still exist and function when you make them.

Diplomacy
  • All diplomacy options is now available to all factions.

  • Peace
  • None Aggression Pact
  • Trade Agreement
  • Military Access
  • Defensive Alliance
  • Military Alliance
  • Join War
  • Vassalage

Custom Resource Production & Building Tiers
  • Greenskins
  • Beastmen
  • Khorne
  • Nurgle
  • Slaanesh
  • Tzeentch
  • Daemon Prince
  • Vampire Coast
  • Norsca
  • Tomb Kings
  • Chaos Dwarfs - Updated their iron, gems, marble, timber and obsidian to match the rest.
  • All Factions - Gold Idols will now be produced by their gold resource buildings. Gold bar icons on the World map has been changed into the Gold Idols icon for better clarity.

Honourable Mentions
  • Grudge Settler, Champion of Hashut & Revered Prophet of Omens - Godzilla2021
    Gratitude for donating the ToD, Chorfs & OoD DLC's.

  • Changer of Ways - [FuFo] Mortucus
    Gratitude for donating the SoC DLC.

  • Everchosen of Chaos - Zach
    Gratitude for donating the WoC DLC.

  • Rampager of the Herds - 1st Viscount Silvermarch
    Gratitude for donating the SaF DLC.

These tremendously generous donaters, has made me able to dabble much more into modding and expand upon those I have made.

Translation Submods

Collection of Mods I Created
Thank you for spending some of your time, considering using some of my mods.
134 Comments
창조의신 Mar 25 @ 11:25pm 
update pl ㅠㅠ
Felekis Jan 14 @ 9:59am 
@Ragnarok I am glad the stack trace helped you.
Thank you for your time
RagnaroK  [author] Jan 13 @ 5:35am 
Ah so its 'Old World Rites' mod that does not like my mod granting military access it seems. I never used that mod, so would never have known.
Felekis Jan 13 @ 12:12am 
@Ragnarok

"script\campaign\mod\diplomacy_all.lua"]:11>
(tail call): ?
[C]: in function 'pcall'
[string "script\campaign\mod\oldworldritesmod.lua"]:37: in function 'safeCall'
[string "script\campaign\mod\oldworldritesmod.lua"]:61: in function <[string "script\campaign\mod\oldworldritesmod.lua"]:55>
[C]: in function 'pcall'
[string "script\_lib\mod\pj_error_wrapping.lua"]:100: in function 'callback'
[string "script\_lib\lib_core.lua"]:1930: in function <[string "script\_lib\lib_core.lua"]:1930>
[C]: in function 'xpcall'
[string "script\_lib\lib_core.lua"]:1930: in function 'event_protected_callback'
[string "script\_lib\lib_core.lua"]:1991: in function 'event_callback'
[string "script\_lib\lib_core.lua"]:2051: in function <[string "script\_lib\lib_core.lua"]:2051>
Felekis Jan 13 @ 12:12am 
@Ragnarok it boots fine I just get script break errors in game, example log:

SCRIPT ERROR, timestamp <58.3s>
WARNING: generate_diplomacy_bitmask() was given a string [military access] containing unrecognised token [military access], ignoring

stack traceback:
[string "script\_lib\lib_campaign_manager.lua"]:15003: in function 'generated_diplomacy_bitmask'
[string "script\_lib\lib_campaign_manager.lua"]:14942: in function 'force_diplomacy'
[string "script\campaign\mod\diplomacy_all.lua"]:17: in function <[string
RagnaroK  [author] Jan 12 @ 5:11am 
I am not quite sure what is breaking on your end, works for me. Is your game unable to boot up?
Felekis Jan 12 @ 4:40am 
@RagnaroK I can provide complete modlist and/or script logs if you want
Felekis Jan 11 @ 4:27am 
Got some script break errors with your mod. Found it using the powershell command based on the script logs
RagnaroK  [author] Dec 25, 2024 @ 5:50am 
I can make Golg able to ally and make vassals like others, but it will render his merc contract mechanic unusable sadly.

I tried dabbling with the vanilla script to make it all work, but no luck sadly, so for now its an either or situation. :retreatordie:
EducatedDEAD Dec 24, 2024 @ 9:48pm 
>Does this work with Golg's mercenary contracts? Yes, but he won't be able to make alliances nor vassals, which kinda suits his mercenary style.

Is there any chance of you making it an option/submod? Love this mod, thank you.