Total War: WARHAMMER III

Total War: WARHAMMER III

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Eviltide Trading - Diplomacy & Resources
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File Size
Posted
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1.087 MB
11 Oct, 2023 @ 2:40am
8 Sep @ 3:27am
25 Change Notes ( view )

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Eviltide Trading - Diplomacy & Resources

In 1 collection by RagnaroK
RagnaroKs Collective Mod Compendium
104 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.

  • 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.

Trade Agreements Via Diplomacy
  • Beastmen
  • Greenskins
  • Warriors of Chaos
  • Daemon Prince
  • Khorne
  • Nurgle
  • Tzeentch

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.

Translation Submods

Collection of Mods I Created
Thank you for spending some of your time, considering using some of my mods.
103 Comments
RagnaroK  [author] 15 Sep @ 2:06am 
Glad to hear it and enjoy! :steamsunny:

Just in case, you need to have a capital and that capital needs to have access to those factions you wish to trade with either via land or sea, if they are blocked, you won't be able to trade. (vanilla mechanic). :steamthumbsup:
Legend Slayer 14 Sep @ 5:41pm 
It works!! And thanks for the quick response.

When I first installed and activated I couldn't trade, but I think after letting it "bake in" for a couple of turns it started working. Because now I can trade all of the things.

+1 and thanks again =)
RagnaroK  [author] 14 Sep @ 1:54pm 
SFO also fiddles with resources, so I just made sure my mod would supercede their stuff, as plenty of people has asked me before.

So if you wish to fully utilize WoC and Welf resources to tier 3, then yes you have to use 'Forests & Fortresses' or a another mod granting those needed settlement tiers.

Beastmen you would most likely need a building slot mod like BSE or Mixus Mixer in order to just have room.

Hope that helps clarifying a bit, otherwise let me know. :steamsunny:
RagnaroK  [author] 14 Sep @ 1:52pm 
I can see how its confusing, the way it is worded.

WoC and Daemon Prince is mentioned as being able to do 'trade agreements' with other factions, which they can't in vanilla.

The part where both are not included, is the custom resource buildings/chains producing resources, like the others on that specific list.

In vanilla they can usually only make a resource building tier 1 without resources or no buildings at all, which I give them with this mod on equal terms with other factions.

The reason WoC and Welf is left out, is because their settlements only go to tier 1 in vanilla and it felt wrong to give them building tiers via this mod for what it does, so I moved those to 'forest & fortresses' as you mention.
Legend Slayer 14 Sep @ 12:30pm 
I'm confused about how these mods should be used. Any help? I love the idea and would love to use it!

This mod page states that Warriors of Chaos are not included, but further down in the "Trade Via Diplomacy" list of factions, both Warriors of Chaos and Daemon Prince are included.

Do I need to use this mod, the Frontier Forests & Fortresses mod, or both?

I am running SFO but Eviltide Trading & Resourceful Benefits are higher on the load order so they should supercede anything SFO is setting. I do NOT currently have any of these other trading or minor settlement infrastructure mods, as I've got some different mod that is doing that already (I forget which atm).

Anyways, thanks for a great mod idea! I'll fiddle and see if I can't get it working with my list
RagnaroK  [author] 9 Sep @ 2:25am 
Thanks for letting me know, glad this little trick worked out. Also thank you for being persistent, as I now consider this mod compatable with the big overhaul mods. :coolstar2022:
Lachlain 8 Sep @ 10:09pm 
You are my hero, I force resubbed and tried both Tomb Kings and Chaos Dwarfs both I had issues with previously. They function with the starting resource buildings like they are supposed to. Thank you a bunch.

I very much understand why you don't make the submods, I appreciate what you do.
RagnaroK  [author] 8 Sep @ 3:30am 
I just did an old trick, maybe it will be enough to make it work.

Make sure you force resub this mod and then do a test to see if it worked. It will be the best I can do with a mod catalogue nearing a 100 and 15+ mods more in the pipeline.

Which means I prefer to not make to many submods like SFO etc. as it is to much to maintain. But as I always say, people are more than welcome to make submods for my mods etc. and I would happily link them in description too.

But give it a whirl, hopefully this fix is enough to sort it out. :ranald:
Lachlain 7 Sep @ 11:10pm 
@RagnaroK are you able to create a fix at all or is the problem too large/too annoying to fix? I love this mod and I would prefer not to get rid of it.
RagnaroK  [author] 6 Sep @ 11:47pm 
@Lachlain - Thanks for the feedback :WH3_clasp:, I thought as much with that overhaul, since people reported the same issue with SFO.

I'll put it in the description.