Help with Mods
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Steam Workshop (5,957 visits to this link)
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game/_FAQ/Event_Example.txt id=unique_id_of_my_event title=Here is the title of my event! desc=The description of my event. This event will give bonuses if the civilization has more than 10 regiments. image=49.png show_in_missions=false mission_image=2 only_once=true trigger_and next_and civ_regiments_over=10 trigger_and_end option_btn name=First button text ai=100 province_manpower=1.2 bonus_duration=20 bonus_max_morale=5 bonus_army_morale_recovery=15 option_end option_btn name=Thank you, I don't collect points. ai=2 option_end
Last reply by eNeXPii, -
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- 2 replies
- 943 views
game/_FAQ/Map_ProvinceImage.txt ####################################### ## Read: mods_steam_workshop.txt ! ## ## To create a new mod for submission to the Steam Workshop, first create a new folder for your mod within the 'mods' directory. ## Then, copy or recreate all the modified files into that folder! ## ## For example, if a file was originally located in game/ExampleFile.json, ## it should be placed in mods/YourModName/game/ExampleFile.json in your mod's folder. ## ##### Open the game and navigate to: New Game → Play → Play While in the game, click the Civilization Flag (located in the top left corner). Select More → Console In the console, type a messag…
Last reply by Matvey, -
- 0 replies
- 495 views
game/_FAQ/Wonder_Bonuses.txt List of available bonuses for Wonders: MonthlyIncome: X, TaxEfficiency: X, ProvinceMaintenance: X, BuildingsMaintenanceCost: X, GrowthRate: X, ProductionEfficiency: X, MonthlyLegacy: X, MaxManpower: X, ManpowerRecoverySpeed: X, ArmyMaintenance: X, RecruitmentTime: X, RecruitArmyCost: X, RecruitArmyFirstLineCost: X, RecruitArmySecondLineCost: X, Research: X, ResearchPoints: X, TechnologyCost: X, ConstructionCost: X, AdministrationBuildingsCost: X, MilitaryBuildingsCost: X, EconomyBuildingsCost: X, ConstructionTimeBonus: X, BuildingSlot: X, InvestInEconomyCost: X, IncreaseTaxEfficiencyCost: X, IncreaseGrowthRateCost: X, IncreaseMan…
Last reply by Łukasz Jakowski, -
- 0 replies
- 420 views
game/_FAQ/Terrain_type.txt ####################################### ## Read: mods_steam_workshop.txt ! ## ## To create a new mod for submission to the Steam Workshop, first create a new folder for your mod within the 'mods' directory. ## Then, copy or recreate all the modified files into that folder! ## ## For example, if a file was originally located in game/ExampleFile.json, ## it should be placed in mods/YourModName/game/ExampleFile.json in your mod's folder. ## ##### Go to: game/terrain/ and Edit TerrainTypes.json file as txt file in notepad. Example of one Terrain Type: { Name: "Plains", ImageFile: "plains.png", Color: [32, 74, 11], MovementSp…
Last reply by Łukasz Jakowski, -
- 0 replies
- 970 views
game/_FAQ/Technology.txt ####################################### ## Read: mods_steam_workshop.txt ! ## ## To create a new mod for submission to the Steam Workshop, first create a new folder for your mod within the 'mods' directory. ## Then, copy or recreate all the modified files into that folder! ## ## For example, if a file was originally located in game/ExampleFile.json, ## it should be placed in mods/YourModName/game/ExampleFile.json in your mod's folder. ## ##### Go to: game/technologies/ Edit Technologies.json file as txt file in notepad Here is an example code of one Technology: { ID: 96, Name: "WarTactics", ImageID: 0, TreeColumn: 14, …
Last reply by Łukasz Jakowski, -
- 0 replies
- 467 views
game/_FAQ/Resources.txt ####################################### ## Read: mods_steam_workshop.txt ! ## ## To create a new mod for submission to the Steam Workshop, first create a new folder for your mod within the 'mods' directory. ## Then, copy or recreate all the modified files into that folder! ## ## For example, if a file was originally located in game/ExampleFile.json, ## it should be placed in mods/YourModName/game/ExampleFile.json in your mod's folder. ## ##### Go to: game/resources/ And open as text file in notepad: Resources.json ### EXAMPLE RESOURCE { Name: Rice, ID: 1, ImageID: 1, GroupID: 0, Color: [225, 205, 156], ArmyMai…
Last reply by Łukasz Jakowski, -
- 0 replies
- 639 views
game/_FAQ/Religion_Bonuses.txt ## File: game/Religions.json List of available bonuses for Religions: MonthlyIncome: X, TaxEfficiency: X, ProvinceMaintenance: X, ProductionEfficiency: X, MonthlyLegacy: X, MaxManpower: X, ArmyMaintenance: X, RecruitmentTime: X, ConstructionCost: X, AdministrationBuildingsCost: X, MilitaryBuildingsCost: X, EconomyBuildingsCost: X, ConstructionTime: X, BuildingSlot: X, InvestInEconomyCost: X, IncreaseManpowerCost: X, IncreaseTaxEfficiencyCost: X, DevelopInfrastructureCost: X, RecruitArmyCost: X, GeneralAttack: X, GeneralDefense: X, UnitsAttack: X, UnitsDefense: X, AdvisorCost: X, GeneralCost: X, CoreCost: X, ReligionCost: X…
Last reply by Łukasz Jakowski, -
- 0 replies
- 483 views
game/_FAQ/Map_CitiesGenerate.txt ########################## ## ## This feature pre-generates data to reduce loading times ## ## After adding new cities, you need to generate to which province each city belongs to in-game. To do this, go to: map/MAPNAME/cities/build_cities.txt Open the file and write inside it only: true # Next, launch the game, and during the loading process, the game will automatically generate all the necessary data. Once the data is generated, don't forget to disable the data generation by setting the file map/MAPNAME/cities/build_cities.txt to: false
Last reply by Łukasz Jakowski, -
- 0 replies
- 417 views
game/_FAQ/Legacy_Bonuses.txt List of available bonuses for Civilization Legacy: ConstructionCost: [X], AdministrationBuildingsCost: [X], MilitaryBuildingsCost: [X], EconomyBuildingsCost: [X], WonderConstructionCost: [X], ConstructionTime: [X], TaxEfficiency: [X], ProvinceMaintenance: [X], BuildingsMaintenanceCost: [X], ManpowerRecoverySpeed: [X], MaxManpower: [X], Research: [X], ResearchPoints: [X], BuildingSlot: [X], MaxInfrastructure: [X], Devastation: [X], GrowthRate: [X], IncomeProduction: [X], ProductionEfficiency: [X], InvestInEconomyCost: [X], IncreaseTaxEfficiencyCost: [X], IncreaseGrowthRateCost: [X], DevelopInfrastructureCost: [X], GeneralAttack: [X]…
Last reply by Łukasz Jakowski, -
- 0 replies
- 542 views
game/_FAQ/Laws.txt ####################################### ## Read: mods_steam_workshop.txt ! ## ## To create a new mod for submission to the Steam Workshop, first create a new folder for your mod within the 'mods' directory. ## Then, copy or recreate all the modified files into that folder! ## ## For example, if a file was originally located in game/ExampleFile.json, ## it should be placed in mods/YourModName/game/ExampleFile.json in your mod's folder. ## ##### Go to: game/laws/ And open as text file in notepad: Laws.json ### EXAMPLE LAW { ImageID: [22, 18, 23, 24, 25], Title: ConscriptionLaws, Law: ["FeudalLevies", "DraftSystem", "SelectiveServ…
Last reply by Łukasz Jakowski, -
- 0 replies
- 431 views
game/_FAQ/Law_Bonuses.txt List of available bonuses for Law: MonthlyIncome: [X], MonthlyLegacy: [X], MonthlyLegacy_Percentage: [X], Gold: [X], ConstructionCost: [X], AdministrationBuildingsCost: [X], MilitaryBuildingsCost: [X], EconomyBuildingsCost: [X], ConstructionTime: [X], WonderConstructionCost: [X], TaxEfficiency: [X], ProvinceMaintenance: [X], BuildingsMaintenanceCost: [X], ArmyMaintenance: [X], MaxManpower: [X], MaxManpower_Percentage: [X], ManpowerRecoverySpeed: [X], ReinforcementSpeed: [X], ArmyMovementSpeed: [X], Research: [X], ResearchPoints: [X], MaxMorale: [X], ArmyMoraleRecovery: [X], WarScoreCost: [X], BuildingSlot: [X], MaxInfrastru…
Last reply by Łukasz Jakowski, -
- 0 replies
- 481 views
game/_FAQ/Governments_Bonuses.txt ## File: game/Governments.json List of available bonuses for Governments: MonthlyIncome: X, TaxEfficiency: X, ProvinceMaintenance: X, ProductionEfficiency: X, MonthlyLegacy: X, MaxManpower: X, ArmyMaintenance: X, RecruitmentTime: X, ConstructionCost: X, AdministrationBuildingsCost: X, MilitaryBuildingsCost: X, EconomyBuildingsCost: X, ConstructionTime: X, BuildingSlot: X, InvestInEconomyCost: X, IncreaseManpowerCost: X, IncreaseTaxEfficiencyCost: X, DevelopInfrastructureCost: X, RecruitArmyCost: X, GeneralAttack: X, GeneralDefense: X, UnitsAttack: X, UnitsDefense: X, AdvisorCost: X, GeneralCost: X, CoreCost: X, Religio…
Last reply by Łukasz Jakowski, -
- 0 replies
- 1.6k views
game/_FAQ/Civilizations.txt ####################################### ## Read: mods_steam_workshop.txt ! ## ## To create a new mod for submission to the Steam Workshop, first create a new folder for your mod within the 'mods' directory. ## Then, copy or recreate all the modified files into that folder! ## ## For example, if a file was originally located in game/ExampleFile.json, ## it should be placed in mods/YourModName/game/ExampleFile.json in your mod's folder. ## ##### ########## HOW TO ADD CIVILIZATION ########## ########## -- STEP 1 ## Open game and go to: Editor -> Game Civilizations -> Add Civilization In this menu you set up: Civilization TAG:…
Last reply by Łukasz Jakowski, -
- 0 replies
- 357 views
game/_FAQ/Buildings_Bonuses.txt List of available bonuses for Buildings: TaxEfficiency: [X], MonthlyLegacy: [X], DefenseBonus: [X], FortLevel: [X], FortDefense: [X], MaximumManpower: [X], LocalManpower: [X], ConstructionCost: [X], ConstructionTimeBonus: [X], RecruitArmyCostInProvince: [X], LocalGrowthRate: [X], InvestInEconomyCost: [X], IncreaseManpowerCost: [X], IncreaseTaxEfficiencyCost: [X], DevelopInfrastructureCost: [X], IncreaseGrowthRateCost: [X], ProvinceMaintenance: [X], MonthlyIncome: [X], LocalTaxEfficiency: [X], DiseaseDeathRate: [X], CasualtiesNuclearAttacks: [X], Economy: [X], ResearchPoints: [X], ProductionEfficiency: [X], IncomeProduc…
Last reply by Łukasz Jakowski, -
- 0 replies
- 425 views
List of available bonuses for Advantage: MonthlyIncome: [X], MonthlyLegacy: [X], Gold: [X], ConstructionCost: [X], AdministrationBuildingsCost: [X], MilitaryBuildingsCost: [X], EconomyBuildingsCost: [X], ConstructionTime: [X], WonderConstructionCost: [X], TaxEfficiency: [X], ProvinceMaintenance: [X], BuildingsMaintenanceCost: [X], ArmyMaintenance: [X], MaxManpower: [X], ManpowerRecoverySpeed: [X], ReinforcementSpeed: [X], ArmyMovementSpeed: [X], Research: [X], ResearchPoints: [X], MaxMorale: [X], ArmyMoraleRecovery: [X], WarScoreCost: [X], BuildingSlot: [X], MaxInfrastructure: [X], Devastation: [X], GrowthRate: [X], IncomeProduction: [X], ProductionEfficien…
Last reply by Łukasz Jakowski, -
- 0 replies
- 668 views
game/_FAQ/A_Mods_steam_workshop_READ_ME.txt ############################# ## Steam Workshop ## ## When reading any file, the game will prioritize files in the 'mods/' folder first, followed by ## subscribed items from the Steam Workshop, and finally the default game files. ## ## You can find all files for this example in the 'modsExample/' folder within the game files. ## ##### To create a new mod that can be submitted to the Steam Workshop, create a new folder for your mod in the 'mods/' directory. Inside this folder, organize your files in the same structure as they are found in the game's directories. Example: # Step 1 Create a new folder within the 'mo…
Last reply by Łukasz Jakowski, -
- 7 replies
- 1.1k views
Age of History 3 - How to create a new Map/Mod
Last reply by Wayne23lololh, -
- 8 replies
- 1.3k views
AI Peace Treaty Order of Actions Each type of government has two special orders of actions for handling a peace treaty. ## PEACE TREATY -> AI -> ORDER 0 == TAKE LAND 1 == DEMAND VASSALIZATION 2 == DEMAND SUBJECT TRANSFER 3 == DEMAND RELIGION CONVERSION 4 == DEMAND GOVERNMENT CHANGE 5 == DEMAND GOLD 6 == LIBERATE CIVS 7 == DEMAND WAR REPARATIONS 8 == DEMAND HUMULIATE ## EXAMPLE USE: AI_PEACE_ORDER: [0, 4, 3, 5, 1, 2], AI_PEACE_ORDER2: [2, 5, 7, 6, 8, 0, 1, 3], ## 75% chance for 'AI_PEACE_ORDER,' 25% chance for 'AI_PEACE_ORDER2. AI_PEACE_ORDER_CHANCE: 75, AI_PEACE_ORDER_CHANCE2: 25, AI_PEACE_ORDER: [0, 4, 3, 5, 1, 2], The AI's orde…
Last reply by Wayne23lololh, -
- 3 replies
- 917 views
How to add own Resource in Age of History 3
Last reply by eNeXPii, -
- 4 replies
- 1.5k views
Just change the scenario tag to copy the scenario 😛
Last reply by YouravaragebrazilianAoCfan, -
- 5 replies
- 749 views
Age of History 3 - Scenario editor, Religion and Province Cores In the scenario editor it will be possible to set the religion and cores for each province.
Last reply by Iceman, -
- 3 replies
- 1k views
A special map for cutting pixels from the main map
Last reply by HUN İMPARATORLUĞU, -
- 5 replies
- 1.3k views
Age of History 3 - How to add Generals and Advisors
Last reply by Mirolit,