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Showing content with the highest reputation since 02/20/2026 in Posts

  1. Yea, added 😛
    5 points
  2. Added option to copy events Added outcomes for renaming provinces and civilizations Added the ability to change the leader and check leader conditions Added the ability to build and destroy certain buildings in selected or random provinces Added the ability to remove X% of an army https://www.youtube.com/watch?v=ENLEpE3xD4s
    5 points
  3. When creating a scenario, you can choose if an event is a mission and describe what the player has to do. When all mission conditions are met, the player can activate the mission. The AI does this automatically. To create a mission for a Civilization, set the recipient to a specific Civilization and enable the mission button. https://steamcommunity.com/sharedfiles/filedetails/?id=3687537505
    3 points
  4. Added: If the wiki text for a leader does not contain any underscores (_), it is considered a description and displayed as such. The bonus can now range from -100% to 100%. It can be changed in GameValues.
    3 points
  5. Global events / News
    3 points
  6. Events will now be stored as JSON files, with each event in its own file, making it possible to edit or create events in Notepad if needed. The game will still load events from the old event system if there are no events in the JSON files or if loading from JSON files is disabled.
    2 points
  7. Nation Templates are now in Age of History 3. Civilization. Templates allow you to assign all provinces to a civilization with a single click, based on a pre-generated historical time period for that Civilization. Mod for many more Civilization templates: https://steamcommunity.com/sharedfiles/filedetails/?id=3685025641
    2 points
  8. Hello @Łukasz Jakowski, hope you are doing well. I come with another suggestion that should be pretty simple to implement but would be a life changer. Adding texts under event outcomes would add a good way to point players through event trees. For example, since in the upcoming 0.8.0 USGW update Soviet Union rework we will have a working purge mechanic that changes balance of power within the country, we would love to be able to write "-1 Leftist leverage" or something simular under the decisions when howered over the decisions with a mouse, like how money and other stuff ate stated to be added/removed when hovered over. Thank you for reading this suggestion.
    2 points
  9. Hi everyone, or at least to those who are still here, I had an idea that is quite requested in the community but has still not been implemented. The idea is that AI civilizations could train AIs. Why? To make the gameplay more immersive and also to standardize the borders, thus limiting the level of bordergore. But first of all, I would like to thank you @Łukasz Jakowski for designing a game of such a high level. Over time, you had continued to evolve it with passion and rigor, constantly enriching it to offer an increasingly refined experience. You also shown a genuine attachment to the community behind this project, and this is reflected in the care, attentiveness, and dedication you give to your work. The journey offered is exceptional and fully deserves to be praised ! What will change from the basic functionality is that AI civilizations that can form a particular nation will be part of the same group, called the 'claimants,' and will favor their expansion into provinces that are part of the nation to be formed. It would be interesting if the claimants annex territories that are part of the nation, and only vassalize territories that are not. The chances of the claimants expanding into the territory of the nation to be formed can be modified in the game settings. This feature will not only be great for nation formation scenarios, such as historically Italy and Germany, but also for colonization, to project future conquests of colonizing countries. It would therefore be a good addition to introduce a new map mode: nations. After that, it can get complicated if there are overlapping nations, so to easily address this, I suggest displaying the list of formable nations, and when you click on one of them, the territories appear in addition to the list of claimants. Another interesting addition: when the nation is formed, if the player does not organize a festival and does not assimilate ALL of its provinces (this is still debatable), the level of civil unrest will increase and the happiness rate will drop, and the nation is highly likely to collapse (and all claimants prior to unification will become fully independent again). I am sincerely sorry if this is not clear enough, I would be happy to rephrase it. See you !
    2 points
  10. To port a mod to AoH2, here is a list of things to do: Go to the Age of History 2: Definitive Edition game files. #1. From the folder modsExamples/, place the folder MyOwnMod_Empty/ in mods/ and rename MyOwnMod_Empty/ to your own mod name. For this example we will use MOD_NAME/. Now that the mod folder is set up, you can start porting the mod. #2. Place a map folder from map/MAP_NAME/ (in this example "EarthUSGW/") in: mods/MOD_NAME/map/ #3. Place backgrounds/ from map/backgrounds/ in: mods/MOD_NAME/backgrounds/ And the map part of the mod is done. The map will be loaded automatically by the game. In some cases map/data/ might also be needed. #4. Place Civilizations from game/civilizations/ in: mods/MOD_NAME/game/civilizations/ #5. If the mod has civs in game/civilizations_editor/ then place them in: mods/MOD_NAME/game/civilizations_editor/ #6. Place all flags from game/flags/ in: mods/MOD_NAME/game/flags/ #7. Place all flags from game/flagsH/ in: mods/MOD_NAME/game/flagsH/ #8. Place all files from game/leaders/ in: mods/MOD_NAME/game/leaders/ #9. Place all files from game/leadersIMG/ in: mods/MOD_NAME/game/leadersIMG/ ### Governments BEGIN #10. If the mod has new Governments then place game/Governments.json in: mods/MOD_NAME/game/Governments.json #11. Place all government images from UI/icons/crowns/ in: mods/MOD_NAME/UI/icons/crowns/ #12. Place all government images from UI/H/crowns/ in: mods/MOD_NAME/UI/interface/H/crowns/ #13. Place all government images from UI/XH/crowns/ in: mods/MOD_NAME/UI/interface/XH/crowns/ #14. Place all government images from UI/XXH/crowns/ in: mods/MOD_NAME/UI/interface/XXH/crowns/ #15. Place all government images from UI/XXXH/crowns/ in: mods/MOD_NAME/UI/interface/XXXH/crowns/ And all governments are done. ### Governments END #16. Adding translations: #17. Place the folder languages/ from modsExamples/TranslationModExample/ in: mods/MOD_NAME/ Then you will have a file for all new translations: mods/MOD_NAME/languages/Bundle.properties #18. Open the file as a text file and add all or new texts from: game/languages/civilizations/Bundle.properties to: mods/MOD_NAME/languages/Bundle.properties This will allow all new Civilizations to be translated in the mod. You can also use other languages like Bundle_tr.properties, it works the same way. #19. If the mod has new music then place the music/ folder in: mods/MOD_NAME/music/ #20. The same thing for sounds/: Place the sounds/ folder in: mods/MOD_NAME/sounds/ ## NEW MAP ProvinceNamePoints.json At the end, you need to open the game and change the map to the new map. Load it to 100%, then close the game and open it again to automatically generate the file: map/MAP_NAME/data/ProvinceNamePoints.json After that, move the file from: map/MAP_NAME/data/ProvinceNamePoints.json To your mod folder: mods/MOD_NAME/map/MAP_NAME/data/ProvinceNamePoints.json This generates the province name text positions and only needs to be done once. That’s all. Never place all files from a mod directly in mods/MOD_NAME/ #21. Now you can create mod logo.png: mods/MOD_NAME/logo.png The logo must be below 1 MB. #22. Then write the mod title, description, and tags for the Steam Workshop in the file: mods/MOD_NAME/mod.txt Example: { Name: "USGW Mod", Description: "The best mod for the game: USGW Mod", Tags: [ "Map", "USGW", "Events" ], ChangeNote: "First release", } #23. Submitting a mod to the Steam Workshop: Open the game → Go to Editor → Steam Workshop → and click the mod name and wait.
    1 point
  11. ############################# ## ## Steam Workshop ## ## When reading any file, the game will always prioritize the mods folder followed by subscribed items from the Steam Workshop and finally the game files. ## ## ## You will find all files from this example in the folder: "modsExample" in the game files. ## ## ## ############################# To create a new mod that can be submitted to the Steam Workshop, create a new folder file for your mod in the "mods" folder. Inside this folder, place the files in the same folders as they are placed in the game. Example: # Step 1 Create a new folder in the "mods" folder in the game files. Let's name this folder in this example: "MyOwnMod". You can copy folder "MyOwnMod_Empty" from: modsExample/ And rename it to unique name! # Step 2 In the newly created folder: (Example path: mods/MyOwnMod/) Create a text file named: mod.txt ## EXAMPLE CODE OF mod.txt file { Name: "Two new Governments", Description: "This item will add two new Governments, and two flags.", Tags: [ "Map", "Government" ], ChangeNote: "First release", } ## END OF EXAMPLE CODE OF mod.txt file Copy it to mod.txt and edit it. Set a name for your mod that will be visible in the Steam Workshop. Name: "Your Title of the Mod in the Steam Workshop", The same with Description and ChangeNote. ## Tags In your tags, put the categories that your mod fits into You can use as many tags as you like: Tags: [ "FIRST_TAG", "SECOND_TAG", "THIRD_TAG" ], Tags: [ "FIRST_TAG" ], Example tags: Tags: [ "Map", "Government" ], Tags: [ "Scenario" ], Tags: [ "Mod", "Laws", "Units", "Buildings" ], # Step 3 - Main mod image: "logo.png" In the same newly created folder: (Example path: mods/MyOwnMod/) Place the main image file of the mod, which will be published on the Steam Workshop. The mod's main image file must be named "logo.png". # Step 4 We are already configured, now we can place the files that will be part of this mod in this folder. We will create new governments for the game in this example. ## Basically, you create the file structure of the main game in the mod folder. The Governments file is located in the path: Game/Governments.json So copy this file to the mod folder. Imporatant! : use the same path where you found this file. mods/MyOwnMod/game/ ## The file was in the game folder, so create a game folder inside the mod folder and place the copied file there. If the "game" folder does not exist in the mod folder, create it. And there place Governments.json Now when you launch the game, the game will load the Governments.json file from your mod. (Path of the file: mods/MyOwnMod/game/Governments.json) # Step 5 Let's make some changes to the game! Open Governments.json as a text file in Notepad. ### EXAMPLE CODE { Name: "YourGovernmentType", Extra_Tag: "k", GOV_GROUP_ID: 0, RulerTitle: King, RulerRoman: true, KingsImages: true, Color: [255, 194, 36], AVAILABLE_SINCE_AGE_ID: 0, REVOLUTIONISTS: false, AdvisorCost: -0.05, MonthlyLegacy: 0.35, MaxManpower: 1000, }, ### EXAMPLE CODE END You can add new Goverment from example code after any: " }," in the file. Add new Goveremnt to the file. Extra_Tag: "k", (The tag should be unique) To publish your mod to Steam Workshop, open the game, go to editor -> Steam Workshop -> and find your mod folder, click on it to publish. ## Update the mod To update the mod, follow the same steps. You can change "ChangeNote" description in mod.txt. Do not delete the automatically created id.txt file! To update a mod in the Steam Workshop, simply do the same thing as when you published the mod. ######### ## Limit exceeded Error While Publishing a Mod to the Steam Workshop The logo.png file is too large. Reduce the image quality to decrease its size.
    1 point
  12. Łukasz Jakowski

    GameValues

    All available GameValues files are located in the modsExamples/gameValues_AllFiles/ folder. The game does not load these default example files automatically. To use the GameValues files, move the .json files from: modsExamples/gameValues_AllFiles/ to: game/gameValues/ If you do not move the files, any changes will have no effect. If you do not move the files, any changes will have no effect. If you do not move the files, any changes will have no effect. If you do not move the files, any changes will have no effect. When creating your own mod, place the files in: mods/YOUR_MOD_NAME/game/gameValues/ mods/YOUR_MOD_NAME/game/gameValues/ ## Important Do not copy all GameValues files into your mod. Only copy the files you actually modify. This allows other modders to edit and override the remaining files. If you copy all .json files from: modsExamples/gameValues_AllFiles/ into: game/gameValues/ You will block other mods from modifying those files. For example, if a player uses two or more mods, copying all GameValues files may override changes made by other modders. For example, if a player uses two or more mods, copying all GameValues files may override changes made by other modders. For example, if a player uses two or more mods, copying all GameValues files may override changes made by other modders. For example, if a player uses two or more mods, copying all GameValues files may override changes made by other modders. For example, if a player uses two or more mods, copying all GameValues files may override changes made by other modders. For example, if a player uses two or more mods, copying all GameValues files may override changes made by other modders.
    1 point
  13. Creating Your Own Radio Station Follow these steps to create a custom radio station: 1. Create Your Mod Go to the modsExamples/ folder. Copy the folder MyOwnMod_Empty into the mods/ directory. Rename MyOwnMod_Empty to your desired mod name (for example: TheBestRadioMod). 2. Create the Radio Folder Inside your mod folder (TheBestRadioMod), create a new folder named: radio 3. Create a Station Folder Inside the radio folder, create another folder for your radio station. The folder name will be displayed in the game. Example: radio/Classical Radio 4. Add Music Files Place all music files for this station inside the station folder. Only .ogg and .mp3 format is supported. 5. Create the Track List Inside the station folder, create an empty text file named: list.txt 6. Add Track Names Open list.txt and add the names of all music files for this station, separated by a semicolon (;). Example: Black_Vortex.ogg;Chase.ogg;Crusade.ogg; After this setup, your custom radio station will appear in the game with its own music playlist. Radio Mod Example: https://steamcommunity.com/sharedfiles/filedetails/?id=3681811591 Radio Stations Mod Example: https://steamcommunity.com/sharedfiles/filedetails/?id=3677984439
    1 point
  14. Creating Animated Leaders It is possible to create animated leaders for the game. To do this, create a new leader as usual or find an existing leader image file. For this example, we will use "benito.png", so in the leader editor the leader image is benito.png. To tell the game that this leader has an animation, start by naming the first frame "benito0.png". In the leader editor, the image should still be set to "benito.png". Place all animation images inside: game/leadersIMG/ The images must be named sequentially, starting with benito0.png, then benito1.png, benito2.png, and so on up to benitoX.png. Example: benito0.png benito1.png benito2.png etc. To create the animation, you need to split a GIF into separate PNG images and rename them correctly. The game will automatically check if animation frames for the leader exist. How to Convert and Split a GIF into Images First, resize the GIF to 88 px width and 100 px height. Go to: https://ezgif.com/resize Upload your GIF. Set width = 88 and height = 100. Click "Resize Image!" When the resizing is finished, download the file by clicking "Save". Next, split the image into frames. Go to: https://ezgif.com/split Upload your resized GIF. In "Split options", select "Output as PNG" (or JPG if needed). Click "Split to frames!" Click the red button "Download frames as ZIP". A ZIP file will be created containing all the frames. Now rename all the images to match the leader image name. Example: benito0.png benito1.png benito2.png etc. Full mod example: https://ageofhistorydownload.com/AnimatedLeaders.zip All Leaders Mod: https://ageofhistorydownload.com/LeadersModDE.zip
    1 point
  15. It will be possible to create Global Events in the Scenario Editor. You can use them also as news events, where the event only appears without any effect, or you can give the event a global outcome. To create a Global Event, the "Recipient Civilization" must be set to Neutral. You can use any triggers and outcomes just like with a normal event. A global event will be shown to the player regardless of which civilization they are playing. If there is more than one outcome button, the player will be able to choose the outcome.
    1 point
  16. It is possible to create animated backgrounds. Create a new folder in the "mods" folder in the game files. Let's name this folder in this example: "MyOwnMod". You can copy folder "MyOwnMod_Empty" from: modsExamples/ And rename it to unique name! Then create a folder called UI, and inside it create another folder named animated. Inside UI/animated/ create a text file named numberOfImages.txt. In this file, write the total number of images used in the animation. Place all animation images (in .jpg format) inside UI/animated/. The images must be named sequentially starting from 0.jpg, then 1.jpg, 2.jpg, and so on up to X.jpg. Example: 0.jpg 1.jpg 2.jpg etc. To convert a GIF into JPG images, you can use this website: https://ezgif.com/split Full mod example: https://ageofhistorydownload.com/AnimatedBG.zip
    1 point
  17. You can add new main menu backgrounds to UI/background/ The image files should be named 0.png, 1.png, and so on. Number of images to load randomly: PC: numberOfImages.txt Mobile: numberOfImages_Not_PC.txt
    1 point
  18. UI/topColorsLeft.txt & UI/topColorsRight.txt In this mod, you can also see usage in UI/topColorsLeft.txt and UI/topColorsRight.txt, which change the in-game colors of the buttons in the top bar. You can change the button background colors from blue to any color by adding a txt file to: UI/topColorsLeft.txt Inside the file, put the RGB color values separated by ; Example: 140;34;60; Do the same for UI/topColorsRight.txt, which changes the background color of the date, plus, and minus buttons. MOD: https://steamcommunity.com/sharedfiles/filedetails/?id=3680747950 More colors: https://steamcommunity.com/app/3381680/discussions/3/807971027746365175/ MOD: https://steamcommunity.com/sharedfiles/filedetails/?id=3681235073
    1 point
  19. To enable the possibility of changing colors and make the game load them, you need to create an empty text file: mods/yourModName/UI/colors/loadColors.txt By having the loadColors.txt file, the game will load all files it can find in mods/yourModName/UI/colors/. It is possible to change 63 colors. Each file changes one color. For example, COLOR_POPULATION.txt changes the population text color in the game. Each file should contain an RGB color value separated by semicolons, for example: 255;0;255; You can subscribe to the mod to see all available files that change specific colors in the game along with their names. You don’t need to use all the files. Only include the files for the colors you want to change! #### UI/topColorsLeft.txt & UI/topColorsRight.txt In this mod, you can also see usage in UI/topColorsLeft.txt and UI/topColorsRight.txt, which change the in-game colors of the buttons in the top bar. You can change the button background colors from blue to any color by adding a txt file to: UI/topColorsLeft.txt Inside the file, put the RGB color values separated by ; Example: 140;34;60; Do the same for UI/topColorsRight.txt, which changes the background color of the date, plus, and minus buttons. MOD: https://steamcommunity.com/sharedfiles/filedetails/?id=3680747950 Below is the full list of all colors. COLOR_FLAG_FRAME.txt -> 255;0;255; COLOR_TEXT_NUM_OF_PROVINCES.txt -> 255;0;255; COLOR_HOVER_TITLE.txt -> 255;0;255; COLOR_CREATE_NEW_GAME_BOX_PLAYERS.txt -> 255;0;255; COLOR_NEW_GAME_EDGE_LINE.txt -> 255;0;255; COLOR_BUTTON_GAME_TEXT.txt -> 255;0;255; COLOR_BUTTON_GAME_TEXT_HOVERED.txt -> 255;0;255; COLOR_BUTTON_GAME_TEXT_ACTIVE.txt -> 255;0;255; COLOR_BUTTON_GAME_TEXT_IMPORTANT.txt -> 255;0;255; COLOR_BTN_M.txt -> 255;0;255; COLOR_BTN_M_NOT_CLICKABLE.txt -> 255;0;255; COLOR_GRADIENT_DIPLOMACY.txt -> 255;0;255; COLOR_BOX_GRADIENT.txt -> 255;0;255; COLOR_GRADIENT_BLUE.txt -> 255;0;255; COLOR_GRADIENT_DARK_BLUE.txt -> 255;0;255; COLOR_GRADIENT_LIGHTER_DARK_BLUE.txt -> 255;0;255; COLOR_GRADIENT.txt -> 255;0;255; COLOR_GRADIENT_MENU_BLUE.txt -> 255;0;255; COLOR_TEXT_CIV_INFO.txt -> 255;0;255; COLOR_BUTTON_MENU_TEXT.txt -> 255;0;255; COLOR_BUTTON_MENU_TEXT_HOVERED.txt -> 255;0;255; COLOR_BUTTON_MENU_TEXT_ACTIVE.txt -> 255;0;255; COLOR_ECONOMY.txt -> 255;0;255; COLOR_ECONOMY_HOVER.txt -> 255;0;255; COLOR_ECONOMY_ACTIVE.txt -> 255;0;255; COLOR_POPULATION.txt -> 255;0;255; COLOR_POPULATION_HOVER.txt -> 255;0;255; COLOR_POPULATION_ACTIVE.txt -> 255;0;255; COLOR_PROVINCE_VALUE.txt -> 255;0;255; COLOR_DEVELOPMENT.txt -> 255;0;255; COLOR_POPULATION_GROWTHRATE_MIN.txt -> 255;0;255; COLOR_POPULATION_GROWTHRATE_MAX.txt -> 255;0;255; COLOR_TECHNOLOGY.txt -> 255;0;255; COLOR_REVOLUTION_MIN.txt -> 255;0;255; COLOR_REVOLUTION_MIN_0.txt -> 255;0;255; COLOR_REVOLUTION_MAX.txt -> 255;0;255; COLOR_PROVINCE_STABILITY_MIN.txt -> 255;0;255; COLOR_PROVINCE_STABILITY_MAX.txt -> 255;0;255; COLOR_HAPPINESS_MIN.txt -> 255;0;255; COLOR_HAPPINESS_MAX.txt -> 255;0;255; COLOR_GOLD.txt -> 255;0;255; COLOR_MOVEMENT.txt -> 255;0;255; COLOR_MOVEMENT_ZERO.txt -> 255;0;255; COLOR_DIPLOMACY_POINTS.txt -> 255;0;255; COLOR_NEUTRAL.txt -> 255;0;255; COLOR_NEUTRAL2.txt -> 255;0;255; COLOR_NEGATIVE.txt -> 255;0;255; COLOR_NEGATIVE2.txt -> 255;0;255; COLOR_POSITIVE.txt -> 255;0;255; COLOR_ARMY_TEXT.txt -> 255;0;255; COLOR_ARMY_TEXT_ACTIVE.txt -> 255;0;255; COLOR_ARMY_TEXT_CAPITAL_ACTIVE.txt -> 255;0;255; COLOR_ARMY_TEXT_SEA.txt -> 255;0;255; COLOR_ARMY_TEXT_SEA_ACTIVE.txt -> 255;0;255; BUTTON_TEXT.txt -> 255;0;255; BUTTON_TEXT_HOVERED.txt -> 255;0;255; BUTTON_TEXT_ACTIVE.txt -> 255;0;255; BUTTON_TEXT_BRIGHT.txt -> 255;0;255; COLOR_TEXT_GRAY_NS.txt -> 255;0;255; COLOR_TEXT_GRAY_NS_HOVER.txt -> 255;0;255; COLOR_TEXT_GRAY_NS_ACTIVE.txt -> 255;0;255; COLOR_TEXT_GRAY_LEFT_NS.txt -> 255;0;255; COLOR_TEXT_GRAY_LEFT_NS_HOVER.txt -> 255;0;255; COLOR_TEXT_GRAY_LEFT_NS_ACTIVE.txt -> 255;0;255;
    1 point
  20. Governments can have more than one letter tag, and Governments from multiple mods will be automatically merged and loaded if the Government has a unique tag.
    1 point
  21. In the config.json file of the map, there are new values: MapScaleExtra: 1.0, ProvinceBorderNew: true, ProvinceNames: true, ## MapScaleExtra Adjusts the map’s scale without needing to generate higher-scale province backgrounds. 1.0 is default value. While editing province backgrounds in the map’s config.json, the value of MapScaleExtra must be set to 1.0! ## ProvinceBorderNew: true or false Enables the new province border drawing style, or keeps the old one. Useful if province borders are poorly made and cause visual bugs. ## ProvinceNames: true or false Toggles province name display. If province names look bad, you can improve them in-game by going to: Editor → Map Editor → Map → Province Names
    1 point
  22. While editing province backgrounds in the map’s config.json, the value of MapScaleExtra must be set to 1.0.
    1 point
  23. This mysterious system from the East has finally lifted its veil. Its name: Zetvl. Project title: Project-Zetvl. Development began in mid-September 2024. Initially, it solved the integer limit issue in the base game, then progressively rolled out player experience optimizations. By early this year, updates unexpectedly paused... Come mid-February, updates miraculously resumed. The creator shared his work within his mini-game community platform. Over these four months, game re-optimization updates were systematically implemented. New features now make it a fundamentally distinct mod from the original. Important: This mod remains in early development. Some features are work-in-progress or contain minor issues—please maintain reasonable expectations. The mod's creator is the publisher of this thread. After more than 1 month, we have released this update (1.0.7.0 FIX): 2025-06-09 to 2025-06-23 (Version 1.0.6.3) Added configuration file: Added under the UI directory to manage new UI parameters and feature togglesMenuConfig.json Added interfaces: Enabled HOI4-style loading screen and TNO-style main menu interface via MenuConfig Dynamic Leader System: Civilization leaders now automatically change over time Numeric System Upgrade: Migrated civilization income/expense values from Integer to Long, exceeding the 2.1 billion limit Province Connection Optimization: Improved auto-connection efficiency by 90% (connecting 13,892 AoH3 tiles now takes only 30 seconds) Interaction Animation Enhancement: Implemented non-linear animations for menu transitions and province view jumps UI Adaptation Optimization: TNO super-event interface now fully supports multi-resolution adaptation Core Type System: Added three new province core types (Core Region/Occupied Territory/Colony), configurable via the editor Surrender Mechanism Update: Surrender progress now calculated based solely on core region province value Audio Resource Management: Added folder for storing super-event and future audio resourcessfx Event Interface Optimization: Fine-tuned visual style of event UI Event Sound Effect Linkage: Placing in now links event images with audioexample.png.oggUI/events Nuclear Weapon System: Basic functionality implemented (AI deployment not yet supported) Font Color Configuration: Provided font color templates via ZetvlUniverse/interface/color.json Custom Texture Loading: Configure custom image resources via texture.json Dynamic City Rendering: Enabled province setting causes number of displayed cities to dynamically change with map scale About Interface Upgrade: Adopted new design style Background Rendering Optimization: Adjusted visuals for game loading screen and candidate backgrounds Main Interface Configuration: Added configuration file (functionality to be extended)main_Example.json Text Display Optimization: Improved cropping logic for scrolling text Value Algorithm Adjustment: Optimized province victory point calculation rules Province Logic Update: Changed city tier assignment from population level to province value Game Startup Sound Effect: Added as the new game startup soundsounds/Play.ogg ZetvlX Version 1.0.7.0 Update (2025-07-06) Enhanced Surrender System: Dynamic light filter effect displayed when surrender progress exceeds 80%, intensifying with progress Automation Function Expansion: Added options for auto-building, auto-investing, and auto-recruitment Export Interface Upgrade: Integrated native file browser supporting path selection and file export X-System Function Integration: Implemented event search, leader replacement, and civilization name update features Nuclear Weapon System Upgrade: AI can now autonomously use nuclear weapons; nuclear status triggers record historical info and broadcast global events New Display Mode: Added support for borderless window mode Optional Combat Systems: Provided three combat modes: BE, VANILLA, and NEW_SYSTEM Configuration File Renamed: →Zetvl_ModifyOption.txt Zetvl_Configuration.properties Added Nuclear Strike Tracking: When is enabled, view automatically focuses on targeted province during a nuclear strikeGLOBAL_NUCLEAR_ATTACK Event Interface Revamp: Added config option to enable the new event interaction interfaceNEW_EVENT_UI Scenario Info Optimization: Automatically count and display total events when saving a scenario Leader Lock Mechanism: Leaders changed via events are permanently locked and won't auto-change unless replaced by a subsequent event Surrender Mechanism Optimization: When a civilization ceases resistance, its territory is distributed to major civilizations based on damage contribution (only triggers once; resettable if surrender progress <20% and capital not captured) UI Fine-Tuning: Optimized in-game UI elements Core Occupation Rule: Direct sovereignty granted when occupying own core provinces; control transferred to allies when occupying their core provinces AI Peace Negotiation Logic: Peace talks can only be initiated when all Top 15 civilizations in the faction are at peace (testing phase) About Interface Upgrade: Integrated changelog and custom entries loaded via ZetvlUniverse/interface/Zetvl_EntryColumn.json New Console Commands: (global declaration of war on a specific civilization), (deploy reactors globally and distribute 100 nukes)survivalthermonuclear Global Event Trigger: Broadcasts global event when Top 25 civilizations cease hostilities after 1900 Investment Mechanism Fix: Increased province development cap from 1.0 to 2.0 (vanilla fix) Bug Fix: Optimized happiness icon display in province info Command Adjustment: now directly sets diplomatic pointsdiplomacy [value] For more update details, please check the in-game (About Menu) credits: nuclear age from mega4oss - https://vk.com/mod4xstudio Combat mechanics and surrender system from BE2 - https://vk.com/bloodyeurope2 Most of the rest of the code was written by me and a group of Chinese creators Downloads: PC Manual Install (File-Overwrite): Google Drive ◆ Build: | Requires Java 17+v1.0.7.0 Android Version: (File-Overwrite): Google Drive Vanilla + Zetvl Engine: Google Drive We're giving back another map, note that it's only available for the Zetvl engine Download: Google Drive Screenshots:
    1 point
  24. Lukasz ended up adding this feature, lovely seeing him interact with the community and take suggestions For anyone currious heres the link: https://youtu.be/563Ehj1nub4?si=3Krzi4Sb0mAJz00h
    1 point
  25. it is good
    1 point
  26. What do you think about that @Łukasz Jakowski ?
    1 point
  27. This idea could be even simpler if a new event outcome is added : X, Y, Z civilizations will aim to conquer the choosen provinces to form X nation !
    1 point
  28. Hello Łukasz, I know it can be late for this type of request, but can you divide the province of the county of Sayn along the Rhine river ? I think the city in the left is Koblenz
    1 point
  29. YO, mod switcher here. I introduce to you, a bloody era So, what's this mod about? - It's about the conflicts of 1900-2000. there is planning for a megacampaign but on this moment we will have different scenarios 1900, 1908, 1918, 1934, 1946, 1956, 1970, 1989 and 2000 Every scenario will have events but some more then others. But it's more then events 1900 europe: As you can see in for example Italy or Serbia, we have edited borders as well as more detail in to the geopolitics of the year If you're intrested our discord: https://discord.gg/pTpRRGhfPF
    1 point
  30. 1 point
  31. This giant province in Eastern Greenland was split into 474...
    1 point
  32. Here's the current development progress:
    1 point
  33. Apple

    Magna Europa

    It would also probably take 3 decades to make all those provinces anyway. And this mod would be extremely unfun with a million provinces. Making scenarios would be a nightmare as well, and it would run like a river of cement.
    1 point
  34. PeteFromPat

    Magna Europa

    yeah that wont work, there is a limit of 31,000 roughly as to how many provinces will work in map editor. as well as it working in game. but nonetheless would be cool to try.
    1 point
  35. Apple

    Magna Europa

    ..Why?
    1 point
  36. when you choose a custom vassal, but do not separate him from your state, it is impossible to choose him a second time
    1 point
  37. The last great summit between two world powers showed how dialogue, even among rivals, can open the door to easing tensions and finding common ground. Now, civilizations can pursue that same path through a new feature in Age of History 3. https://steamcommunity.com/games/2772750/announcements/detail/514092519218217567
    1 point
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