Total War: WARHAMMER III

Total War: WARHAMMER III

Johnny's Reworked Trade and Diplomacy Changes (trade tarrif increase)
257 Comments
Johnny  [author] Sep 6 @ 5:05pm 
thanks friends
White Wolf Tengū Ariamis Sep 6 @ 4:50pm 
Thank you so much! You're an absolute unit of a modder Johnny! :marijaonlooker:
Oz Sep 6 @ 4:28pm 
Thank you Johnny. We appreciate your hard work.
Johnny  [author] Sep 6 @ 11:54am 
hemlo moddy is updated. changes are:

i) compatibillity with:
- TEB southern realms can now trade with all
- musk deer faction can now trade with all
- gnoblar horde can now trade with all

no other changes.
White Wolf Tengū Ariamis Sep 5 @ 7:07am 
I seem to have the same problem as Oz and Scary did, when I play as the Knights of the Musk Deer modded faction I can't seem to trade with any faction. If it's not much trouble could it be made compatible with this mod? I really love it and me and my friends can barely play without it, so it would be a terrible shame if I'd be forced to play as another faction or if we had to deactivate the mod whenever I play as that faction
Johnny  [author] Aug 26 @ 12:34pm 
thanks for sharing friend i will fix
Oz Aug 21 @ 9:49pm 
Looking at the comments cause I was trying to figure something out, and I think I'm having the same problem that Scary did and I'm having it with Cataph's Southern Realms overhaul and Unwashed Masses
Tunch Khan Apr 12 @ 11:41am 
Oh noes, lol. :lunar2019crylaughingpig:
Johnny  [author] Apr 12 @ 10:58am 
yes lol 200% on cathay
Tunch Khan Apr 12 @ 10:54am 
Did you just start a trade war by increasing tariffs? :WH3_greasus_rofl:
Johnny  [author] Apr 12 @ 10:51am 
hi friends johnny updated i added compatibility with OVN races so they should be able to trade with everyone now
DeFMUDE Feb 1 @ 1:07pm 
Is this compatible with SFO? Game launches for me, but I want to make sure.
Johnny  [author] Jan 22 @ 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 Jan 22 @ 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] Jan 2 @ 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] Jan 2 @ 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 Jan 2 @ 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 Jan 2 @ 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 Jan 2 @ 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 Dec 15, 2024 @ 9:39am 
YES THANKYOU FOR ALL YOUR GREAT MODS.........................:steamthumbsup:
Johnny  [author] Dec 14, 2024 @ 11:19am 
mody updated
Johnny  [author] Nov 8, 2024 @ 6:03pm 
thanks friend
johnukguy Nov 8, 2024 @ 4:20pm 
Thank you for your wok on this.
Johnny  [author] Nov 4, 2024 @ 1:36pm 
@ everyone, the mod is now updated. let me know if there are issues.
Johnny  [author] Aug 23, 2024 @ 9:30pm 
johnny updated i didnt get to make resource building for beastmens yet
👁 Aug 11, 2024 @ 1:11pm 
Of course
Johnny  [author] Aug 10, 2024 @ 11:16am 
oke i can make beastmen resource buildings but i wana finish a wip mod first if thats ok.
👁 Aug 10, 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] Aug 9, 2024 @ 7:31pm 
like the resource producing buildings other races have?
👁 Aug 6, 2024 @ 6:05am 
Hey can you add some trade buildings to Beatmen so that we don't have to rely on Eviltide Trading?
raw666 Aug 3, 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://steamcommunity.com/sharedfiles/filedetails/?id=2789902959

Loreful Strategic Threat https://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] Jun 26, 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 Jun 24, 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] Jun 24, 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 Jun 21, 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 May 11, 2024 @ 8:58am 
Absolutely glorious mod. Please never abandon it!
Johnny  [author] May 7, 2024 @ 10:41am 
thanku friend
👁 May 7, 2024 @ 4:08am 
Tyvm one of the top 10 mods IMHO
Johnny  [author] May 6, 2024 @ 11:06pm 
johnny updated let me kno if buggy
👁 May 5, 2024 @ 9:33am 
Yooo this is an ESSENTIAL MOD
Johnny  [author] Apr 30, 2024 @ 6:16pm 
update on the way
Johnny  [author] Mar 24, 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 Mar 24, 2024 @ 3:43am 
Great mod brother, thank you
Harkonnen Matata Mar 21, 2024 @ 8:33am 
This chad is helping a guy troubleshoot a mod with mod compatibility trouble. Amazing.

Great mod too. Don't ♥♥♥♥♥♥ cut out parts of the game ya ♥♥♥♥♥♥♥, I want more stuff to get lost in!
Johnny  [author] Mar 14, 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] Mar 14, 2024 @ 4:26pm 
@Sindral oke friend sorry for the bug i will look into it this weekend
Sindral Mar 14, 2024 @ 12:22am 
I should add I do have Fudging vassals as well in my load order
Sindral Mar 14, 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] Feb 29, 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.