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  1. Age of History 3: Age of Chaos is a new way to play. Every 10 years, you will have to change the Civilization you control and switch to a new one. You will be given four random Civilization to choose from. Pick one and continue your journey, even if it means one day fighting the empire you once ruled. More: https://steamcommunity.com/games/2772750/announcements/detail/545613182900637436
    4 points
  2. Evis7

    Event Making improvements

    Hi Lukasz, I'd like to suggest a few things for AoH2 Definitive Edition, in this case Event Making for modders. Here are some things I came up with: 1- Duplicate Events: This option would be fairly simple to add, and would improve the speed of creating similar events instead of creating them from scratch. 2- Categorize Events: This might be more complicated, but it could improve the player experience. There could be global events (news), major events, and minor events, each with a different size, just like in Hearts of Iron IV. Although, for me, just creating global events would be fine. 3- New Outcomes: Some outcomes could include changing the name of provinces, changing the current leader of the country to another, removing troops (this would eliminate troops in general, for example, if I have 1,000,000 troops in the event, a certain percentage could be removed, such as 20% or 80%), and finally, building a certain building in one or several provinces we select. That's all I could think of. I hope you can add some more to improve modding and the experience when creating events.
    3 points
  3. - Event data is now standardized, but some events might not be usable in a AoH2:DE from AoH2. Because the event data was never standardized, some events from different mods might not work. Keep the last version of your events as a backup. Different versions might not work. Just in case You can watch your mod here:
    3 points
  4. Sure, I will increase it to 100%, and it will be changeable in the GameValues JSON file to any number.
    2 points
  5. Added also: New option for scenario event to play music when the event pops up.
    2 points
  6. Just this moment, then let's start. This is the configuration file for the mod. We are planning a big update, fixing several problems and adding a lot of new content. We will list these updates when we release them, or we can go to the game to check them out. This is the new version about the menu. The updated content will be presented in other items in this interface, and I will add other items.
    2 points
  7. You can always use a blank image for the group like: The file: game/advisors/advisors/H/noAdvisor.png The numImages.txt file should contain only 1, and the image should be named 0.png And you will get rid of them.
    2 points
  8. -------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Have you ever wondered what could've been different during the era of the Second Great War? What if the Soviet division caused a civil war, or a fascist coup took over Britain? Ultimate Second Great War (short for USGW), aims to allow the player to experience both the historical events as well as the non-historical possibilities in this era. Ultimate Second Great War is a mod that has been going on for almost two years now! And as it has been going on for so long, it will naturally have a very large number of events. As of writing this, 0.7.2 has 1500+ events! With 0.7.5 right around the corner, the event count should reach 2000 events!!! This mod was made with the thanks of the whole community and their suggestions on how to improve it. This mod features large event trees for many nations, and attempts to be as historically accurate as possible while also giving the player the freedom of changing the course of the world. Every decision matters, every civil war makes a difference! Almost every nation in the scenario has some type of events, so content is assured. In our discord server we have a channel dedicated to posting event trees about each nation that has one, and we also have a list of nations that have their own events. This mod features many ideologies that fit the theme, as well as event trees that focus on such ideologies. Nations like Canada, Poland, Brazil, Germany, and more have details events and most of these nations have events to change ideologies! PS: Huge Germany update in version 0.8.0 😉 Wish to form the Kalmar Union? Go ahead! Want to join the allies or the comintern as Italy? Why not! Wish to influence the Sinkiang war with Tunganistan, in turn expanding the Chinese anti-Japanese faction? Hell nobody is stopping you! For 0.7.5 we have big plans, mainly Trotsky content as well as a whole new Turkish tree! Poland will get four possible monarchy paths and Chile will also get events! (Why Chile? I just like it lol) The Turkish civil war will feature at most four factions, that being Communist, Dictatorship, Democratic and Kurdish separatists, and each one of these factions will get their own events! If you wish for a certain faction to win so your own ambitions can grow as a different nation, ie: As Germany supporting the Turkish dictatorship, you are better off sending them money than watching them fall! Besides the separate Historical and Non-Historical (A-Historical) scenarios, this mod also features the Man in the High Castle and Endsieg scenarios with their own events, while the events in question are not complete, you can be assured they will be sooner or later! And as a mod that tries to expand the reach past 1945, we are slowly starting to break through! We have added Soviet Warlords that you can find teased for here, or ask about in the discord server! This project has been going on for almost two years now! If you wish to help us out, or join an active community, our server is always welcoming!: https://discord.gg/kdZxg2HZ2d Map of USGW beta 0.7.1 We have added more civilizations to the map to make the game more historically accurate. We also added new Terrain buffs and debuffs to make it more strategically oriented, with that we also fixed some terrain positions to be more accurate. Provinces bordering rivers give more defense buffs Every leader will have their own portrait sooner or later, we make the portraits ourselves A new mechanic that will be used in the future is two leaders leading one nation, one having more power then the other. Some leaders like Benito Mussolini proceed to change their appearance after a change of Ideology First image is socialist and second fascist Mussolini A lot of nations formable via event will have custom flags for different ideologies Example Lithuania-Curonia -------------------------------------------------------------------------------------------------------------------------------------------------------------------------- What to expect 1. Events will have support for multiple languages, while currently only English in the future Russian, Serbo-Croat and a few more can be expected. 2. Events lasting till 1950 and beyond. 3. After ww2 is done and the allies win, now you will keep most of the territory you conquered if you were on the allied side. ( For example if you won against the Soviets and Germans as Poland, previously you would lose your land, but now you should keep most of it ). 4. Events for most of the countries in the scenario. 5. More mechanics added along the way. -------------------------------------------------------------------------------------------------------------------------------------------------------------------------- PC: https://drive.google.com/file/d/1xB5MiVLwS1-BwMIMpBhNEq9QmAz9sjTu/view?usp=drive_link Mobile: https://drive.google.com/file/d/1OgukoRkL9WcwZuGdkwECpgQgPIV5ARRq/view?usp=drivesdk v0.5 old | 300 new events and new mechanics v0.6 old | 100 new events, border and event fixes v0.7 old | 350 new events, border and event fixes v0.7.1 | 100 new events, event fixes and leader portrait changes 0.7.2 | Current The mod currently has 1500+ events Q: What are our plans for the future of USGW? 1. Our plans for the future updates of USGW consist of giving events to almost every country in the game 2. To make possibilities never before thought off, possible 3. To make the events hopefully go up to the year 1964, having endless possibilities for end game maps All ideas and recommendations will be heard out, you can recommend them in the Discord server or here. Brought to you by @Italian PeC, IdiotFBG,, @3dddies and me. Special thanks to: @Emir of Granada and @PHZanoniGamer
    1 point
  9. still under planning. as for the focus result, at present, only events can be triggered, and you can send me a request for more. there may be a focus tree editor behind it. at present, only I own it, because it was converted from AoH3.
    1 point
  10. Yes, you read that right, the Kaduskian mod is a mod for Age of History II, what this includes Loads of stolen things (Because I have no creativity) Big map (Project vita) A Advanced Engine (Uwut engine) Credits to all stolen material (Because I ain't stupid, and I ain't trying to get in an argument with anyone, or into court at 13.) Many Scenarios! (With Events) Also, if you own any of the content here and want me to remove them from the mod, just complain about it at the main thread, I will fix it (Like if you made a flag that I took you can tell me to remove it, and it won't be there on the next update. Current Version - V5 Europe, 1980 Scenario Europe, 2020 Scenario World, 2020 Scenario. Europe, 1930 Scenario Asia, 1930 Scenario World, 1930 Scenario
    1 point
  11. Hello @Łukasz Jakowski it's me again. I have been wondering, will "world events" be possible in AoH2 definitive? Basically if no civilization is set to get an event, then by default all civilizations get the event. I think this should be possible to implement, if anything might be 10 lines of code max? With this the mods would revolutionize, instead of having to lean on one engine or miss out, everyone would be able to make world events. This could work in many contexts, like for modern world every nation getting an event about the Russian-Ukrainian war, or for the second world war every nation getting an event about German's attack on Poland and later Soviet Union? Wish to hear back from you soon, and good luck!
    1 point
  12. I feel like portraits hinder my ability to make a good ancient history mod, I can't find good portraits for all the cultures I have, nor do I have imperator so I can't ss leaders there, so I rather just get rid of the portraits in general, the focus is on the ancient world and statehood, I can add symbols for the general and advisor slots, but the leader portraits annoy me(as in finding suitable portraits) I tried an CK2 mod for the ancient world, the portraits look ok, but still not great, I rather just get rid of them
    1 point
  13. Hello @Łukasz Jakowski, I was not sure where to post this, so I hope this is of no issue. This post might be a little loaded, but I wish to get answers to these concerns and suggestions. I believe I speak for all the modders when I ask; will events be transferable from base AoH2 to Definitive? As someone who has an almost two year running project, USGW, I do have this concern seeing as the newest version of USGW I am working on will reach 2k events and it would simply be impossible to manually re-add them to Definitive. A way to transfer them would be great. With this I also believe the conditions for owning land in events should be fixed, it is one line of code that needs changing from what I have noticed, because as of right now the condition does not work. As well as that, events seem to not fire if they have conditions of "occupied land" and "decision taken" together as a requirement, which means custom capitulations cannot be added to the game for taking certain decisions, I wonder if this could be fixed for Definitive? For the second concern, this is a really minor one really, Definitive should be able to lower ai aggressiveness to 0% in the settings. It is such a simple change but will allow players to rp their own stories better in their gameplay, and allows new modders to make events without the headache of 50% aggression ruining the events. Thank you for reading this in advance, please do respond to this when able to.
    1 point
  14. He can email me from the address he used to register. jakowskidev@gmail.com
    1 point
  15. Backward compatibility is one of the most important things, so I think all of your events will work. AI aggression range can now be set from 0% to 1000%. I will check the condition of the 'Controls provinces' event. I changed something and I think it will work now as itended. Here is a list of all current changes: https://steamcommunity.com/app/3381680/discussions/0/528723987504574345/
    1 point
  16. game/_FAQ/Events_Outcomes.txt play_music=KOL_DC_01 # Play music file from audio/music/ # or mods/YourMod/audio/music/ # Don't put the extension of the file. The file format must be .ogg gold=125 gold_monthly_income=2.0 legacy=75 # Civ will receive 75 legacy points legacy_monthly=4.5 # Civ will get 4.5 monthly legacy player_set_civ=fra # Player will now play as France research=35 # Civ will get 35 research points advantage_points=3 # Civ will get 3 advantage points manpower=7500 # +7500 manpower inflation=8.2 # +8.2 inflation ai_aggression=100 # AI Aggression: +100 out of 1000 ai_aggression=-1000 # AI Aggression: -1000 out of 1000 ae_set=24.0 # Set civ's Aggressive Expansion to 24 move_capital=75 # Move Civ's capital to province ID: 75 declare_war=fra # Civ will decalre war on France declare_war2=ger=pol # Germany will declare war on Poland add_alliance=ger=hun # Civ with tag 'ger'(Germany) will make an alliance with civ with tag 'hun'(Hungary) add_non_aggression=fra=spa # Civ with tag 'fra'(France) will sign Non Aggression Pact with civ with tag 'spa'(Spain) add_military_access=rus=swe # Civ with tag 'rus'(Russia) will get Military Access to civ with tag 'swe'(Sweden) add_guarantee=fra=pol # Civ with tag 'fra'(France) will Guarantee Indpendence of civ with tag 'pol'(Poland) add_defensive_pact=ita=ger # Civ with tag 'ita'(Italy) will sign Defensive Pact with civ with tag 'ger'(Germany) add_truce=ita=ger # Civ with tag 'ita'(Italy) will sign a Truce with civ with tag 'ger'(Germany) change_ideology=4 # Civ will change ideology to id: 4 change_ideology_civ=2=fra # Civ 'fra' will change ideology to id: 2 change_religion=3 # Civ will change religion to id: 3 change_religion_civ=3=fra # Civ 'fra' will change religion to id: 3 # Annexation of provinces ID: 0, 1, 2, 3, 4: annex=0;1;2;3;4; # Annexation of provinces ID: 0, 1, 2, 3, 4, if are controled by "fra", fra is an example and it is the Civ TAG: annex_from_civ=fra=0;1;2;3;4; # ger(Germany) will annex provinces: 646, 652, 647 if are controled by "czsl" (Czechoslovakia) annex_by_civ_from_civ=ger=czsl=646;652;647; annex_by_civ_from_civ=CIVTAG=CIVTAG2=646;652;647; # Annexation of Civilization, fra is an example and it is the Civ TAG: annex_civ=fra # Civilization will be annexed by ger. ger is Civ TAG for Germany. annexed_by_civ=ger # A civilization with the tag "atr" will become a vassal/puppet of the civilization with the tag "ger". make_puppet=ger=atr set_civ_tag=pol # Set Civilization Tag to pol -> Poland # This will change the Civilization to Poland set_civ_tag=spa_n # Set Civilization Tag to spa_n -> Spain, Constitutional Monarchy # This will change the Civilization to Spain set_civ_tag=fra_r # Set Civilization Tag to fra_n -> France, Republic # This will change the Civilization to France set_civ_tag2=czsl=slo_z ## The civilization with the TAG 'czsl' (Czechoslovakia) will change to 'slo_z' (Slovakia). set_civ_tag2=fra=fra_f ## The civilization with the TAG 'fra' (France) will change to 'fra_f' (Vichy France). #### ## RUN EVENT run_event=the_austrian_question # The event with ID 'the_austrian_question' will run the next day. # Civilization will get a Random General add_general=true # Civilization will get a General: Zhukov from the game/characters/Zhukov.json if exists! add_general2=Zhukov # Civilization will get a General: Galileo from the game/characters/Galileo.json if exists! With 6 Attack, 4 Defense! add_general3=Galileo=6=4 # Civilization will get a General: Galileo from the game/characters/Galileo.json if exists! With random Attack(-1), 3 Defense! -1 to set random value add_general3=Galileo=-1=3 # Civilization will get Economic Advisor(1): Franklin from the game/characters/Franklin.json if exists! add_advisor2=1=Franklin # Civilization will get Military Advisor(3): Zhukov from the game/characters/Zhukov.json if exists! add_advisor2=3=Zhukov # 0 = Administrative Advisor # 1 = Economic Advisor # 2 = Innovation Advisor # 3 = Military Advisor Civilization will get Random Economic Advisor add_advisor=1 add_ruler=Lukasz=Jakowski=223=23=06=1992 # Civilization will get new Ruler: # Name: Lukasz, Surname: Jakowski # Image ID: 223, Will be loaded from: game/rulers/rulersImages/H/223.png for mod it will be: mods/YOUR_MOD_NAME/game/rulers/rulersImages/H/223.png # You can use text instead of an integer for the ruler image. For example, 'Zedong' -> it will load Zedong.png # Born Day: 23, Born Month: 6, Born Year: 1992 add_ruler=TheName=TheSurname=Zedong=23=06=1992 ###### # province_economy=15.4 ### A random Civilization province will receive 15.4 economy points. # province_economy_capital=15.4 ### A capital province will receive 15.4 economy points. # province_economy_capital_all=15.4 ### All provinces of Civilization will receive 15.4 economy points. # province_economy_id=332=15.4 ### Province with id 332 will receive 15.4 economy points. province_economy=15.4 province_economy_capital=27.2 province_economy_all=3.5 province_economy_id=11245=4.8 province_tax_efficiency=3.2 province_tax_efficiency_capital=4.7 province_tax_efficiency_all=2.5 province_tax_efficiency_id=725=3.0 province_manpower=1.2 province_manpower_capital=1.7 province_manpower_all=3.5 province_manpower_id=332=4.0 province_growth_rate=8.2 province_growth_rate_capital=6.2 province_growth_rate_all=7.25 province_growth_rate_id=725=3.0 province_population=5000 province_population_capital=12500 province_population_all=2500 province_religion=3 province_religion_capital=2 province_religion_all=3 province_religion_id=1000=4 province_devastation=27.5 province_devastation_capital=45.5 province_devastation_all=15 province_devastation_id=35=25.0 province_unrest=15.5 province_unrest_capital=35.5 province_unrest_all=25.0 province_unrest_id=2541=-25.0 province_infrastructure=2 province_infrastructure_capital=1 province_infrastructure_all=1 province_infrastructure_id=332=1 province_add_core_civ=332=pol # Province id 332 add core for Poland province_remove_core_civ=332=pol province_remove_core_civ=460=pol province_add_core_civ=672=pol add_new_army=0=1=3=2 # Add new army in capital province, # Unit ID: 0, Army ID: 1 # Unit ID: 3, Army ID: 2 add_new_army=1=6=1=6=1=6=1=6=1=6=1=6=1=6=1=6=1=6=1=6=1=6=1=6=1=6=1=6=1=6=1=6=1=6=1=6=1=6=1=6=1=6=1=6=0=0=0=0=0=0 # UnitID=ArmyID # =UnitID=ArmyID=UnitID=ArmyID=UnitID=ArmyID=UnitID=ArmyID=UnitID=ArmyID=UnitID=ArmyID=UnitID=ArmyID=UnitID=ArmyID ## NOTE SPECIAL # A civilization will get this variable, it can be used to create a chain of events. add_variable=capital_city_economic_development # You can use add_variable=XYz, for example, with an option button to track that this option was selected. # Every time a Civilization runs an event (makes a decision), the 'id' of the event is stored by default in the Civilization's database of variables. # The Civilization with the tag 'ger' (Germany) will receive this variable. add_variable2=ger=sudetenland_accepted ########################################### ######### CIV BONUSES FOR X YEARS ######### ## We can also set temporary bonuses for X years: bonus_duration=2 bonus_monthly_income=24.4 # Civilization will have +24.4 monthly income for 2 years. # List of all available, with simple examples: bonus_monthly_income=12.2 bonus_monthly_legacy=2.4 bonus_monthly_legacy_percentage=10.2 bonus_maximum_amount_of_gold=500 bonus_tax_efficiency=10.5 bonus_growth_rate=15 bonus_province_maintenance=-25 bonus_buildings_maintenance_cost=-10 bonus_maintenance_cost=2.2 bonus_production_efficiency=25 bonus_income_production=10 bonus_income_taxation=7.5 bonus_income_economy=10.5 bonus_corruption=10.0 bonus_inflation=5.0 bonus_research=10 bonus_research_points=4.5 bonus_max_manpower=10000 bonus_max_manpower_percentage=10.25 bonus_manpower_recovery_speed=25 bonus_reinforcement_speed=15 bonus_army_morale_recovery=25 bonus_army_maintenance=-25 bonus_recruitment_time=-15 bonus_recruit_army_cost=-20 bonus_recruit_army_first_line_cost=-15 bonus_recruit_army_second_line_cost=-25 bonus_generals_attack=2 bonus_generals_defense=1 bonus_units_attack=4 bonus_units_defense=3 bonus_regiments_limit=6 bonus_battle_width=4 bonus_discipline=7.5 bonus_siege_effectiveness=25.5 bonus_max_morale=20 bonus_army_movement_speed=30.4 bonus_manpower_recovery_from_disbanded_army=25 bonus_war_score_cost=-25 bonus_construction_cost=-10 bonus_administration_buildings_cost=-15 bonus_military_buildings_cost=-20 bonus_economy_buildings_cost=-25 bonus_construction_time=-25 bonus_invest_in_economy_cost=-13.75 bonus_increase_manpower_cost=-7.25 bonus_increase_tax_efficiency_cost=-15.4 bonus_develop_infrastructure_cost=-12.5 bonus_increase_growth_rate_cost=-7.25 bonus_diplomacy_points=25 bonus_improve_relations_modifier=15 bonus_income_from_vassals=25 bonus_aggressive_expansion=-25 bonus_core_cost=-25 bonus_religion_cost=-15 bonus_revolutionary_risk=25 bonus_loan_interest=-25 bonus_loans_limit=1 ## +1 Max loans bonus_all_characters_life_expectancy=5 bonus_advisor_cost=-20 bonus_advisors_max_level=2 bonus_general_cost=-15 bonus_disease_death_rate=75 ####### CIV BONUSES FOR X YEARS END ####### ########################################### join_alliance_special_id_first_tier=0 # Join Special Alliance with ID: 0, an alliance like the Holy Roman Empire (HRE). join_alliance_special_id_second_tier=1 # Join Special Alliance with ID: 0, an alliance like the Holy Roman Empire (HRE). leave_alliance_special_id=0 # Leave Special Alliance with ID: 0, an alliance like the Holy Roman Empire (HRE). ########## kill_ruler=true kill_ruler_chance=35 kill_advisor=1 # 0 = Administrative Advisor # 1 = Economic Advisor # 2 = Innovation Advisor # 3 = Military Advisor promote_advisor=2 # Promote advisor ID: 2 -> Innovation Advisor military_academy=1 # Change level of Military Academy: +1 military_academy=-2 # Change level of Military Academy: -2 military_academy_generals=3 # Change level of Military Academy for Generals: +3 capital_city_level=1 # Change level of Capital City Level: +1 supreme_court=2 # Change level of Supreme Court: +2 nuclear_reactor=1 # Change level of Nuclear Reactor: +1 ############ explode=ming # Ming will split into multiple civilizations based on the number of civilizations present within Ming's provinces that have cores and no provinces ############ ## Change price of resource random Resource price_change_random=15=16=12=36 ### Change price of random Resource, by: # 15% min + Random(16)%, price will be randomly decreased or increased # For 12 months + Random(36) Months -------------------- price_change_random=5=35=24=36 ## Change price of random Resource, by: # 5% min + Random(35)%, price will be randomly decreased or increased # For 24 months + Random(36) Months -------------------- price_change_random_up=6=24=21=0 ## Change price of random Resource, by: # 6% min + Random(24)%, price will be Increased! # For 21 months + Random(0) Months -------------------- price_change_random_down=40=25=12=4 ## Change price of random Resource, by: # 40% min + Random(25)%, price will be Decreased! # For 12 months + Random(4) Months ############ ## Change price of resource Resource ID price_change=0=10=15=12=24 ## Change price of ResourceID: 0 -> Grain, by: # 10% min + Random(15)%, price will be randomly decreased or increased # For 12 months + Random(24) Months ## ResourceID can be find in: game/resources/Resources.json ## ID: 0 will be Grain -------------------- price_change=9=20=12=96=12 ## Change price of ResourceID: 9 -> Cocoa, by: # 20% min + Random(12)%, price will be randomly decreased or increased # For 96 months + Random(12) Months ## ResourceID can be find in: game/resources/Resources.json ## ID: 9 will be Cocoa -------------------- price_change_up=0=20=40=18=24 ## Change price of ResourceID: 0 -> Grain, by: # 20% min + Random(40)%, price will be Increased! # For 18 months + Random(24) Months ## ResourceID can be find in: game/resources/Resources.json ## ID: 0 will be Grain -------------------- price_change_down=0=20=40=18=24 ## Change price of ResourceID: 0 -> Grain, by: # 20% min + Random(40)%, price will be Decreased! # For 18 months + Random(24) Months ## ResourceID can be find in: game/resources/Resources.json ## ID: 0 will be Grain -------------------- price_change_group=0=15=5=24=12 ## Change price of Resources with GroupID: 0 -> Food: # 15% min + Random(5)%, price will be randomly decreased or increased # For 24 months + Random(12) Months ## GroupID can be find in: game/resources/Resources.json price_change_group_up=3=15=5=24=12 ## Change price of Resources with GroupID: 3 -> Luxury: # 15% min + Random(5)%, price will be Increased! price_change_group_down=4=15=5=24=12 ## Change price of Resources with GroupID: 4 -> Production Resources:1 # 15% min + Random(5)%, price will be Decreased! Group ID: 0 -> Food 1 -> Commodities 2 -> Luxury Commodities 3 -> Luxury 4 -> Production Resources
    1 point
  17. I don't think my project links got expired because my repl still open and got fork by someone. And no idea why someone revived my simple script from 6 years ago while AoH2 has better tools in this day, and they already have AoH3 Thanks you for revived my spirit from old days, Last time that i success
    1 point
  18. Here goes nothing. Map is ready, gonna up it soon. Sorry for the long time with no mod actually, I was kinda ocuppied and also got COVID, so here it goes anyway: https://drive.google.com/file/d/1MrYD4MoGP6zSGoT-i-svti4_vvlQixez/view?usp=sharing just unzip and play, thats all u have to do.
    1 point
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