Trade can take place between two political groups in campaign mode. Trade agreements can be concluded on the diplomatic screen, allowing political groups to exchange trade resources and generate additional revenue for both factions. You can only negotiate with other groups if you have produced at least one commercial resource (iron, stone, wood, etc.) in one of your colonies and the fraction with which you want to trade does not yet have it. The value of each resource is different (you can check it in the bottom left corner of the diplomacy screen). In addition, the amount of gold you earn through trade depends on the amount of resource you can produce (the higher the level of the building it can manufacture, the more gold you will earn with that). On the left (on your side), the interface shows you how much you earn with the trade and resources you export to your trading partner. The right side shows how much money they earn and what resources you import from them. I have never seen evidence that more commercial resources would increase the likelihood of someone agreeing to a trade agreement. The diplomatic system is very veiled here. I have seen that groups with 200-plus relationships are opposed to profitable trade for them and that groups with 5-strong relationships accept the same trade. Diplomacy in the game may not be as important as in other games of this genre, but it remains a pretty important aspect of the gameplay. With this, you will be able to trade with other factions, maintain friendly relations (or sign military contracts) or even assimilate other factions to your kingdom.
By clicking on a political group, you can see different information, such as. B, all contracts between your groups or the commercial assets available to this group. If you show the mouse on a group, you can see the list of things that have a positive and negative impact on your relationships. The information on this screen is divided into: Note: Tomb Kings are the only faction that actually uses resources for their mortuary cult mechanics (edit: a similar mechanic called forger has been added to the dwarves in Warhammer 2 only since this response was originally published). For all other groups, resources only increase the value of trade agreements. So you`re generally right to think that these resources are not actually used by the trading partner, but not in this particular example. It works in a rather strange way. By signing a trade agreement, you send all your resources to the group you are acting with (except those the group already has) and vice versa.
A simple example will allow you to better understand: it is because of the Lore. If you were an elf, you wouldn`t negotiate with a vampire. This is just another symptom of the larger problem called ”Total War Diplomacy,” something that has shown very little love and attention since CA was first born. They even took poor little diplomatic boats and cars on the campaign map. They waved their finger against diplomacy and also took trade routes. Animal men, greenskin and chaos warriors cannot act. Tilea and Estalia are also very difficult to obtain as business partners for reasons I can`t understand. Each resource you export increases your group`s income, while each imported one increases your trading partner`s income. Unfortunately, you can`t decide what resources you want to send them and what resources you want to receive. In the late game, it causes situations where you can win 100 gold from the trade, while the other faction 600 or more. However, it is always worth doing, because you will not really lose something and trade increases relations with a political group.