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  1. Mercenaries are more costly because they do not drain your population like regular recruitment. You pay more, get an army instantly, and do not lose population in your provinces. The values can be changed in the GameValue files.
    3 points
  2. This giant province in Eastern Greenland was split into 474...
    2 points
  3. 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 !
    1 point
  4. 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
  5. 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
  6. IlyaRU

    Metro 2033 Mod

    In the near future update, the updated map of Moscow is still unfinished, the classic map of St. Petersburg will be presented, as well as several changes related to buildings, technology and the army. Also new Moscow map is under development, made over 500 provinces
    1 point
  7. Chodzi o monarchie? Można zrobić, że jakiś procent powili zmienia się z powoli na inne od roku np. 1800. Nie do końca. Budynki należą do cywilizacji, która kontroluje prowincję. Budowanie warsztatów w innych cywilizacjach ma na celu wsparcie tej cywilizacji oraz czerpanie zysku w postaci procentu od wartości zainwestowanych kosztów.
    1 point
  8. Comrade_Parrot

    intercourse mod

    okay bro 😭
    1 point
  9. Here's the current development progress:
    1 point
  10. Hello Programmers, Comrades and Modders! For years, we have been creating scenarios and events restricted to static images. We add a picture of a war, and it just sits there. A picture of a nuclear explosion? Static. But not anymore. I have been digging into the source code and I realized something crucial: Age of History 2 runs on LibGDX. Why does this matter? Because LibGDX natively supports complex animations via TextureAtlas and Animation classes. The code was always there, sleeping inside the game engine, just waiting for someone to wake it up. I have successfully implemented fully animated, looping events without breaking the original game compatibility. 🚀 What I Achieved I modified the Menu_InGame_Event.java class. The logic is simple but powerful: When the game tries to load an event picture (e.g., war.png), my code first checks if a .atlas file exists with that name (e.g., war.atlas). If it exists: It ignores the static image and loads the SpriteSheet using the Atlas, creating a smooth loop animation. If it doesn't exist: It falls back to the default code, loading the static .png or .jpg just like the vanilla game. This means you can have animated events and static events in the same scenario without any bugs! // Logic inside Menu_InGame_Event Constructor String sEventRawName = CFG.eventsManager.getEvent(EVENT_ID).getEventPicture(); String sBaseName = sEventRawName; // remove extension logic... // Check if the .atlas exists if (Gdx.files.internal("UI/events/" + sBaseName + ".atlas").exists()) { // Load the Atlas and create the Animation this.modAtlas = new TextureAtlas(Gdx.files.internal("UI/events/" + sBaseName + ".atlas")); Array<AtlasRegion> regions = this.modAtlas.findRegions(sBaseName); this.modAnimation = new Animation(0.15f, regions, Animation.PlayMode.LOOP); this.isAnimatedEvent = true; } The Rendering (The Draw Method): We use stateTime (delta time) to calculate which frame to show: In the draw() method, instead of drawing the static Image object, you use the stateTime (delta time) to get the current frame from your Animation and draw it using the SpriteBatch. // Inside the draw() method if (this.isAnimatedEvent && this.modAnimation != null) { this.stateTime += Gdx.graphics.getDeltaTime(); TextureRegion currentFrame = this.modAnimation.getKeyFrame(this.stateTime, true); // Draw the current frame oSB.draw(currentFrame, x, y, width, height); // Force the game to keep rendering (otherwise it pauses on static screens) CFG.setRender_3(true); } 📂 How to make your own Animations You don't need to be a coder to use this once the code is in the game. You just need: A SpriteSheet: A PNG containing all frames of your animation. An .atlas file: This maps the frames. You can generate this using GDX Texture Packer (Use the Legacy settings/version, this is crucial!). Place both in UI/events/. I am attaching an example (SoldierRunning.atlas and SoldierRunning.png) so you can test it yourselves. 🌟 The Future Imagine the possibilities: Events with soldiers actually marching. Nuclear explosions that animate. Flags waving in the event wind. News tickers scrolling. The engine was always capable of this; we just had to write the lines to let it speak! Although I used it for events, it's more than that and can be used in any other contexts or images! I am not releasing my file, not because I wanna lock knowledge, it's because I think it's simple to people to do, and because my code is full of nonsense (like superevents, etc) I will send a .gif file showing the use of it (what I achieved!) Download the example files below! SoldierRunning.atlas (first and last line are blank.) file: SoldierRunning.png size: 2048, 2048 format: RGBA8888 filter: Nearest, Nearest repeat: none SoldierRunning rotate: false xy: 2, 1478 size: 498, 367 orig: 498, 367 offset: 0, 0 index: 7 SoldierRunning rotate: false xy: 2, 1109 size: 498, 367 orig: 498, 367 offset: 0, 0 index: 14 SoldierRunning rotate: false xy: 502, 1478 size: 498, 367 orig: 498, 367 offset: 0, 0 index: 19 SoldierRunning rotate: false xy: 2, 740 size: 498, 367 orig: 498, 367 offset: 0, 0 index: 4 SoldierRunning rotate: false xy: 502, 1109 size: 498, 367 orig: 498, 367 offset: 0, 0 index: 11 SoldierRunning rotate: false xy: 1002, 1478 size: 498, 367 orig: 498, 367 offset: 0, 0 index: 9 SoldierRunning rotate: false xy: 2, 371 size: 498, 367 orig: 498, 367 offset: 0, 0 index: 16 SoldierRunning rotate: false xy: 502, 740 size: 498, 367 orig: 498, 367 offset: 0, 0 index: 1 SoldierRunning rotate: false xy: 1002, 1109 size: 498, 367 orig: 498, 367 offset: 0, 0 index: 6 SoldierRunning rotate: false xy: 1502, 1478 size: 498, 367 orig: 498, 367 offset: 0, 0 index: 13 SoldierRunning rotate: false xy: 2, 2 size: 498, 367 orig: 498, 367 offset: 0, 0 index: 18 SoldierRunning rotate: false xy: 502, 371 size: 498, 367 orig: 498, 367 offset: 0, 0 index: 3 SoldierRunning rotate: false xy: 1002, 740 size: 498, 367 orig: 498, 367 offset: 0, 0 index: 10 SoldierRunning rotate: false xy: 1502, 1109 size: 498, 367 orig: 498, 367 offset: 0, 0 index: 8 SoldierRunning rotate: false xy: 502, 2 size: 498, 367 orig: 498, 367 offset: 0, 0 index: 15 SoldierRunning rotate: false xy: 1002, 371 size: 498, 367 orig: 498, 367 offset: 0, 0 index: 5 SoldierRunning rotate: false xy: 1502, 740 size: 498, 367 orig: 498, 367 offset: 0, 0 index: 12 SoldierRunning rotate: false xy: 1002, 2 size: 498, 367 orig: 498, 367 offset: 0, 0 index: 17 SoldierRunning rotate: false xy: 1502, 371 size: 498, 367 orig: 498, 367 offset: 0, 0 index: 2 Let's modernize Age of History 2!
    1 point
  11. 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
  12. 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
  13. Apple

    Magna Europa

    ..Why?
    1 point
  14. World Crisis : The Information Age World Crisis is a Modification to Modernity adding Music, Interface, New Menu, Scenarios, Portraits, Provinces, New Background, Change in Code, and much more ! Map ________ Provinces - 8050 ; Rivers : Vistula, Danube, Kuban, Ural, Po, Tigris, Euphrates, Don, Rhine, Thames, Oder, Huang He, Extended Amazon, Rio Grande and many more new rivers ! Made administrative division for : Germany, France, Ukraine, Belarus, Russia, Kazakhstan, Poland, Spain, Canada, Australia, and many others. New Continent ! : Antarctica; New Islands, Changed Lake Victoria, Lake Chad Aral Sea; Scenarios : 2021|The Calm Before the Storm (Main Scenario) 425 States ; 2017|The stagnation of old thoughts (WIP) 306 States ; 1992|The flowering of freedom 325 States ; Perhaps the scenarios will still be added. more than 300 Landscapes ! Interface ______________ The interface has been completely changed, including the main menu. Below will be screenshots of the new menu, as well as a video demonstration. Were made new portraits so far in the game they are quite few. ( 300 portraits ) But in the future they will be more. ______ Code ______ Added new outcomes for events : Change of Leader ; PlayAsCiv ; Start Playing Music ; Rename City ; Add Building ; Delete Army ; Start Spreading Disease ; _______ added research trees (not used in the game yet) - https://discord.com/invite/yU2JESmc5a - https://vk.com/worldcrisismod - https://www.youtube.com/@aoc2worldcrisismod Google Drive PC - When it`s ready 😛 Google Drive Android - When it`s ready 😛
    1 point
  15. Hello everyone. In this post I will tell you how to create your own ideologies for Age of Civilizations 2 In order to create your ideology we need to go to the game files and there go to the folder "game". In the folder "game" open the file "Govrements.json" and start your work: Name: "[Name_Ideology]", If you write the name of your ideology in not-english language, then in the game it will be zalgo (i.e. "cursed" characters). Write it in English, and I will explain how to translate it into Russian (or any other language) at the end. Extra_Tag: "[Ideology Tag]", The ideology tag is a short symbol of your ideology. I recommend to set it to one letter (in English). Next I will explain where to use this tag. GOV_GROUP_ID: [I don't know what it is], I don't know what it is, better just set it to 0, because in the game files all ideologies have exactly zero. ACCEPTABLE_TAXATION: [Acceptable taxation], This parameter should look like 0.X, where X is the acceptable number of cells that the player will tax. If the player moves the slider by the number of cells beyond the X number, the happiness in the country will start to drop. I recommend to balance with MIN_GOODS and MIN_INVESTMENTS values (about them it is written below). MIN_GOODS and MIN_INVESTMENTS: [GOODS and INVESTMENTS], This parameter should look like 0.X, where X is the minimum number of squares the player must place. If the player moves the slider to a number of cells below X, the parameters for which these two effects are responsible, such as population growth, will start to drop. I recommend to balance it with the ACCEPTABLE_TAXATION value (written above). RESEARCH_COST: [Research Cost], 1.0 = 0, i.e. no effects. The more the worse, i.e. 1.05 = +5% in game. INCOME_TAXATION: [Taxation income], 1.0 = 0, i.e. no effects. The more the better, i.e. 1.05 = +5% in game. INCOME_PRODUCTION: [Income from production], 1.0 = 0, i.e. no effects. The more the better, i.e. 1.05 = +5% in game. MILITARY_UPKEEP: [army_upkeep], 1.0 = 0, i.e. no effects. The more the worse, i.e. 1.05 = +5% in game. ADMINISTRATION_COST: [Base management cost], 1.0 = 0, i.e. no effects. The higher the worse, i.e. 1.05 = +5% in game. ADMINISTRATION_COST_DISTANCE: [Cost of administering distant regions], 1.0 = 0, i.e. no effects. The more the worse, i.e. 1.05 = +5% in game. ADMINISTRATION_COST_CAPITAL: [Inflation growth], 1.0 = 0, i.e. no effects. The more the worse, i.e. 1.05 = +5% in game. COST_OF_MOVE: [Cost of Movement], 1 = 1 move point. Most ideologies in the game use 8 move points. COST_OF_MOVE_TO_THE_SAME_PROV: [Cost of movement to an occupied province], 1 = 1 move point. Most ideologies in the game take 4 move points. COST_OF_MOVE_OWN_PROV: [Cost of moving to an annexed province], 1 = 1 move point. Most ideologies in the game take away 4 move points. COST_OF_RECRUIT: [Cost of Recruit]. Most ideologies in the game takes 1.8 turn points. In the files it is necessary to write without commas, i.e. for a recruitment to take 1.8 move points, the value "18" should be written in the files. I.e. 18 = 1.8 move points in the game. COST_OF_DISBAND: [Cost of disbanding]. Most ideologies in the game take away 1.8 move points. In the files it is necessary to write without commas, i.e. in order for a summoning to take 1.6 move points, the value "16" should be written in the files. I.e. 16 = 1.6 move points in the game. COST_OF_PLUNDER: [Cost of Plunder], Most ideologies in the game take away 1 move point. In the files it is necessary to write without commas, i.e. in order for a plunder to take 1 move point, the value "10" must be written in the files. I.e. 10 = 1 move point in the game. DEFENSE_BONUS: [Defense Bonus], 1 = 1% Most ideologies in the game take away 5 move points. CAN_BECOME_CIVILIZED: [Can Become Civilized], In the original game, only the "Tribe" ideology uses this feature. If enabled, the game will prompt the player to civilize and become a monarchy. -1 = the country is already civilized. 1 = the country is uncivilized. CIVILIZE_TECH_LEVEL: [-], I don't know what this is, but all ideologies in the game have a value of "2.0f". AVAILABLE_SINCE_AGE_ID: [In which year the ideology will open], This function does not allow you to choose the ideology of communism in the medieval period. If you want your ideology to be opened in any era, just set the value to "0". If you still want to set a specific era during which your ideology will be available, then you need the id of the era. As you know in the game there are epochs, i.e. the era of feudalism, the era of conflict, the era of modernity, etc. In order to find out the idi of the epoch just count what this epoch goes by the count. For example, Communism in the game can only be taken from the Age of Conflict, and this era is the sixth in the game. REVOLUTIONARY: [Revolutionaries?] Is your ideology the ideology of the rebels? This parameter only accepts "true" and "false". If "true" and your ideology is made for rebellion, then all regions owned by a country with this ideology will automatically be occupied and an army will be created in each region. AI_TYPE: "[AI Type]", This is really, really complicated. This parameter decides how the country will behave. To make your own value, as I understand it, you have to write your own AI, and I don't think you are that clever 🙂 . So what to do? There are already ready-made AIs in the game: DEFAULT, DEMOCRACY, COMMUNISM, FASCISM, HORDE, CITYSTATE, UNCIVILIZED, REBELS Let me explain for each one: DEFAULT - Normal AI, nothing stands out. DEMOCRACY - The country will be less aggressive. COMMUNISM - The country will build more buildings. FASCISM - The country will be more aggressive. HORDE - The country will make many armies and will be more aggressive. CITYSTATE - The country will emphasize its economy and infrastructure for the most part. UNCIVILIZED - The country will have less contact with other countries. REBELS - The country will build up an army in all regions it owns (NOT REBELS). Of course, it's much more complicated than that, I just told you the basis, so to speak the base of the AI. I recommend that you put in this value what best suits the ideology that you are doing. For example, if you are creating the ideology of "Nazism", you can put the AI "FASCISM". If no value is close to you, then just set the value to DEFAULT (or if you're afraid I'm wrong, which I might be). R: 0, G: 0, B: 0 The color with which the name of your ideology will be painted and to which the colors of the country that chose this ideology will be emphasized. And now about how to translate the name of our ideology and how to bind to the country that chose our ideology a special name. In the future I will use the Notepad++ First, let's translate our ideology, for example, into Russian: Go to the game files and follow the path game --> language. In the folder "language" find and open the file "Bundle_ru.properties". In any place you need to write: Parameter_"name" = your_name. I.e., let's say, if our ideology is called "Ideologiya", then we should have: Ideologiya = Ideology Now a special name for the countries that have taken the ideology: In the same folder "language" go to the sub-folder "civilizations". There look for a file with the same name "Bundle_ru.properties". There, in any place, attribute the id of the country, i.e. if we, for example, create "Islamic Germany", we need the id of Germany. Germany's id is "ger". The country's id can be found in the game files or in the game itself in the "Civilizations" tab. And also as an example, the id of our ideology is "i". Let's write: ger_i = Islamic Germany. Now if Germany (ger), takes the conditional ideology "Islamism" (i), its name will change to "Islamic Germany". If I have helped you, and I hope I have, please rate this post
    1 point
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