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Host Diplomatic Summit - Diplomacy
Evis7 and 2 others reacted to Łukasz Jakowski for a topic
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/5140925192182175673 points -
Additions & Stuff Mod (Including Project: Vita 3.0)
ViktorH1488 and one other reacted to Çağan Ayyıldız for a topic
Do you like Age of History 3 but find its content insufficient? Introducing; Additions & Stuff. What is the purpose of Additions & Stuff? Additions & Stuff is a general megamod that aims to improve the existing features of the game at the best level. What has been added so far and what is planned to be added; A small-scale extended timeline for both maps; (16 of 245 scenarios were completed). There will be a total of 10 scenarios per 100 years. The ones on the main map will be vanilla level, and the ones in Project: Vita will be about 5 times more detailed than vanilla level (Since Project: Vita has about 5 times more provinces than t he main game, we will talk about them in the following articles). Better laws (to be developed); Most of the "laws" in the game are politically based, and as different tools, they can work in different situations. So, while lesser laws may not be as effective as their higher counterparts, they do provide you with additional advantages. This means you can restrict certain rights and generate revenue for your country at any time, especially in emergencies and in poor countries. However, there are still various problems and adjustments that need to be corrected (such as the artificial intelligence not changing any laws, the values of some laws being insufficient, missing or exaggerated) and they will be fixed in the future. Map improvements; Additions & Stuff comes with an improved version of the Map Tweaks mini-mod. Growth rates have been completely overhauled to be more proportional to population balance (growth rates will be further improved in the future), and resources have been reworked to be more realistic to align with real-world resource production. Large regions of the United Nations have been added instead of continents (the existing "regions" feature will be updated in the future, and continents will be added back as regular continents). The map overlays have a new look (by combining the 2 overlays published by Lukasz) and when you zoom out from the map a different map appears. Some cities have been changed to align with the administrative division capitals. New islands that weren't in the game are also being added to the map. In the future, terrain types will also receive a new renewal. Good news: once everything is finalized before the release of Additions & Stuff, you'll be able to subscribe to Map Tweaks v1.2 directly on Steam. Resource updates; As mentioned above, the distribution of resources has been completely renewed and made realistic. Future plans include giving resources a real function, rebalancing the returns you get from resources, balancing resource farming, and adding a few new resources. Project: Vita 3.0 announcement; In addition to the main map, the mod will include a map approximately four to five times larger than the main one, which I previously created for Project: Vita, version 3. The map will be created similarly, dividing the provinces of the main game but preserving their basic shapes. Like Map Tweaks, Project: Vita 3.0 is a sub-expansion of the mod, so it will be released as an additional mod once completed. While production on the map is not yet complete, I'd like to announce that production has begun. Other plans include; new units, research adjustments, more detailed civilization technologies, changes to the military, better tasks, time picker and more... -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Triple Modders Presents Our Discord server for updates and more Steam page of the mod My YouTube Channel2 points -
Additions & Stuff Mod (Including Project: Vita 3.0)
Beter Griffin and one other reacted to Çağan Ayyıldız for a topic
# Weekly Update Notes ***Summary;*** 1. Map Editing Tool was designed as a new .jar file. 2. New islands added for Bahamas 3. Some game values have been changed. 4. Some countries' flags have been revised. 5. New units have been added and units have been edited. 6. New laws (beta) 7. PV 3.0: New scenario: Administrative Divisions. 8. PV 3.0: Afghanistan is completed. 9. PV 3.0: One city was added to each province of Afghanistan. 10. PV 3.0: Major cities feature added (Indev). **v Scroll Down For Details v** # Weekly Update Notes ## Main mod: ***Map Editing Tool was designed as a new .jar file.*** 1. Its purpose is to provide more options for editing the map in-game. 2. For now, it only increases the max edit level of growth rate and base development level to 1000. 3. It may be possible to transfer it to the main game after determining whether it has any errors and resolving the errors found. ***New islands added for Bahamas.*** 1. All arrangements for the islands have been made (connections, growth rate etc.). 2. Added islands; - Ragged Island - Spanish Wells - Hope Town - Grand Cay - Black Point - Bimini - Long Cay - Green Turtle Cay ***Some game values have been changed.*** 1. The atomic bomb production price increase was reduced from 500 to 20 for each atomic bomb created. The time to create an atomic bomb was increased from 180 to 365 days. The initial production price for an atomic bomb was increased from 1000 to 2000. This allowed larger countries to produce atomic bombs more easily than smaller countries, and prevented the near-impossibility of producing atomic bombs in the late game. 2. You can now recruit obsolete units. 3. The base starting build slot for all provinces has been reduced from 3 to 2. The base starting build slot for the capital has been increased from 4 to 5. This limits the ability of provinces with weak economies to build large amounts of buildings and grow easily. While this feature will be more prominent in Project: Vita 3.0, it will also be useful in the main game. 4. The AI will no longer change its government if it can colonize a province. This means the AI will only attempt to change its government if it finds no colonizable provinces within its borders. This is an experimental feature only available for tribes. The aim is to gather all uncolonized provinces to form kingdoms. 5. The value of cheat codes has been doubled. This means cheats now give you 1000 gold instead of 500, 500 legacy instead of 250, 15000 manpower instead of 7500, 2 advantage points instead of 1, and 200 diplomacy points instead of 100. This change is to increase the rewards of cheats and make it easier to use cheat features when you decide to cheat. 6. The maximum number of alliances has been increased to 5 from 1. 7. The negative impact of aggressive expansion on becoming an alliance has been reduced from 0.75 to 0.10 per point of aggressive expansion. The negative effect of being in a different type of government on forming an alliance was increased from 5 to 10, the negative effect of being in a different type of government group on forming an alliance was increased from 15 to 20, the effect of being a member of a different religion on forming an alliance was increased from 5 to 10, and the effect of being a member of a different religion group on forming an alliance was increased from 20 to 25. 8. The negative effect of belonging to different governments or religious groups on signing a non-aggression pact was increased from 0.4 to 0.5. 9. The sales value of provinces has been increased from 1.5 to 6.0 per province. So this feature will actually gain a function 10. You will now experience a 15.0 increase in relations with civilizations that share technology, instead of 3.0. So this feature will actually gain a function too. 11. The quest menu opened from the Council now displays events, so if I add events to the game in the future, they can be easily controlled from there. 12. Now the electors will also protect the Holy Roman Empire from wars. 13. Added province income map mode. 14. The rebels will now change their form of government after gaining independence. 15. The points addition and subtraction rates in the Sandbox have been changed. The highest gold has been increased from 300 to 1000, the highest manpower from 2500 to 10000, the highest inheritance from 250 to 500, and the highest research from 200 to 500. 16. Pausing the game now also stops ship movements.***Some countries' flags have been revised.*** 1. Afghanistan, Armenia, Andorra and Argentina **New units have been added and units have been edited.** 1. Fixed incorrect unit settings. 2. New units added; - Archer type units; Railgun Battery [between "Future Artillery" and "Multiple Rocket Launcher System". Same stats as Future Artillery. (Future Artillery buffed)] - Fighter type units; Sniper (new lowest tier fighter unit), Surveillence (between Sniper and Anti-Aircraft Warfare), Anti-Aircraft Warfare (between Ground-to-Air Missile and Surveillence), Ground-to-Air Missile (between Early Fighter and Anti-Aircraft Warfare), Unmanned Fighter (between Modern Fighter and Laser Fighter), Laser Fighter (between Future Fighter and Unmaned Fighter) 3. Removed units; - The "elite", "early" and "heavy" variants of some units have been removed to bring the maximum level of all unit categories to 10. ***New laws (beta)*** 1. Now that you have all the vanilla laws you can move on to more systematic and philosophically based laws. 2. Since these laws provide a bonus of +3 monthly income, it is recommended to switch to these laws after reaching the required technology level. (I'm not sure about this. I plan to highlight new laws in different ways in the future.) 3. Instead of just giving you buffs, these laws promise buffs in some things and debuffs in others. ## Project Vita 3.0 map: ***New scenario: Administrative Divisions.*** 1. It's for testing purposes for now, but once the map is complete it will be a playable scenario. ***Afghanistan is completed.*** 1. It has a total of 313 provinces. 2. Each province is divided into approximately 6 parts, keeping the province borders from the main game. 3. Provinces are aligned with first level administrative divisions. 4. Below is how many provinces each province has; - Kandahar: 28 - Helmand: 26 - Badakshan: 22 - Herat: 19 - Ghazni: 19 - Nimruz: 16 - Farah: 14 - Bamyan: 12 - Badghis: 12 - Zabul: 12 - Paktika: 11 - Ghor: 10 - Wardak: 8 - Daykundi: 8 - Parwan: 7 - Khost: 7 - Takhar: 6 - Kunduz: 6 - Baghlan: 6 - Nangarhar: 6 - Paktia: 6 - Samangan: 6 - Balkh: 6 - Sar-e Pol: 6 - Jowzjan: 6 - Faryab: 6 - Uruzgan: 6 - Kabul: 5 - Logar: 4 - Nuristan: 2 - Panjshir: 2 - Laghman: 2 - Kapisa: 1 - Kunar: 1 ***One city was added to each province of Afghanistan.*** 1. One city was added to each province. 2. The position settings of the province names have been adjusted. ***Afghanistan's terrain types, growth rates, resources, and base development levels have been adjusted for the upcoming region update.*** 1. Also added connections. ***Major cities feature added (Indev).*** 1. The goal is to ensure that conquering all major cities of a country is enough to win the war, to ensure that the biggest cities of the regions lead the regions, and to bring a different feature to the resource system by ensuring that production resources are produced only in major cities. 2. In this context, the growth rates and base development levels of the city centers are higher than the region as a whole, and the values of the rest of the region are lower. 3. Future plans include adding a population editor and a province value editor to the Map Editing Tool (or the main game). A city terrain type will also be added.2 points -
Earth Huge - Alpha v0.1 "Eastern Canada" released!
IIduce and one other reacted to Beter Griffin for a topic
The shattered world scenario is complete (for alpha 0.1). Might make a few touches here and there though.2 points -
Wonders do not load on my custom map
Dule22 and one other reacted to Łukasz Jakowski for a question
Enable logs: https://steamcommunity.com/app/2772750/discussions/3/4694532371788070920/ In the game files, read: game/_FAQ/Error_reading_json_file.txt Maybe this is causing the error.2 points -
Earth Huge - Alpha v0.1 "Eastern Canada" released!
mordred reacted to Beter Griffin for a topic
I have considered doing so, for example norse paganism. I haven't mentioned this, but I've added leaders for the regional royale scenario.1 point -
Earth Huge - Alpha v0.1 "Eastern Canada" released!
Beter Griffin reacted to daniiiiiii for a topic
just played, ts is insane broo. can you do brazil next?1 point -
Earth Huge - Alpha v0.1 "Eastern Canada" released!
bizacjum reacted to Beter Griffin for a topic
Alpha v0.1 of the mod is finally out! https://steamcommunity.com/sharedfiles/filedetails/?id=35690855091 point -
Earth Huge - Alpha v0.1 "Eastern Canada" released!
IIduce reacted to Beter Griffin for a topic
Expect an alpha 0.1 release in the next 24 hours1 point -
Additions & Stuff Mod (Including Project: Vita 3.0)
ViktorH1488 reacted to Çağan Ayyıldız for a topic
Join our Discord for more in-depth reading; https://discord.gg/9qeCNmrkQw1 point -
Additions & Stuff Mod (Including Project: Vita 3.0)
Çağan Ayyıldız reacted to ViktorH1488 for a topic
Ok1 point -
Earth Huge - Alpha v0.1 "Eastern Canada" released!
Beter Griffin reacted to mordred for a topic
The progress on this map looks cool, good luck! (I've been gone for so long because I forgot my password for this account lol)1 point -
Additions & Stuff Mod (Including Project: Vita 3.0)
ViktorH1488 reacted to Çağan Ayyıldız for a topic
You can vote for units now!1 point -
Earth Huge - Alpha v0.1 "Eastern Canada" released!
Beter Griffin reacted to bizacjum for a topic
Imagine Second American Civil War this map1 point -
Earth Huge - Alpha v0.1 "Eastern Canada" released!
bizacjum reacted to Beter Griffin for a topic
To unite Quebec you must conquer 20 trillion civilizations1 point -
AoH3 East Showdown mod of Android
VladimirP reacted to Code Engineer for a topic
Would you like Ukrainian one?1 point -
We need a translator now. Can you translate the EastShowdown MOD into your native language or English.(When it is published on Steam Workshop, you can send Language files to me through Steam)1 point
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Earth Huge - Alpha v0.1 "Eastern Canada" released!
Beter Griffin reacted to daniiiiiii for a topic
cool1 point -
Earth Huge - Alpha v0.1 "Eastern Canada" released!
IIduce reacted to Beter Griffin for a topic
9-5 update. Along with progress in Quebec, I've added 6 island provinces off the coasts of Newfoundland and Cote-Nord, along with 3 civilizations.1 point -
8K Ultimate Project (8UP) -- 8k Bam map mod for AOH2
Historyk reacted to PeteFromPat for a topic
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Chronica Mundi - Iron age, Dark ages, Medieval, Victorian scenarios.
Beter Griffin reacted to IIduce for a topic
New project once again, because they always end up corrupting, but now I've learned my lesson, and I will be saving this project somewhere else so it doesn't go lost again. This mod will consist of many scenarios, some of those scenarios will be: 656 BCE - Neo-Assyrian Empire 323 BCE - Macedonian Empire 210 BCE - 2nd Punic war battle of Herdonia, and the Qin empire 100 BCE - Just a cool number 49 BCE - Julius Caesar Roman civil war 1 BCE/1 AD - doesnt really matter which one 145 AD - Kushan Empire 271 AD - Crisis of the Third Century (and probably more inbetween) 1075 - Seljuk Empire 1245 - Fourth Crusade 1337 - Because of EU5 1444 - Because of EU4 1453 - Fall of Constantinople 1526 - Battle of Mohács 1615 - Swedish Empire 1803 - Napoleonic wars If you want any extras comment suggestions. Current progress: 1444 Balkans: Ottomans Albania (League of Lezhe): England: Just to note, this is two days of progress currently.1 point -
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Earth Huge - Alpha v0.1 "Eastern Canada" released!
Beter Griffin reacted to bizacjum for a topic
pure madness1 point -
Earth Huge - Alpha v0.1 "Eastern Canada" released!
bizacjum reacted to Beter Griffin for a topic
Northern Quebec: 20 --> 405 provinces Also added 3 provinces in Labrador and the 4 island provinces I split off from Quebec are part of Nunavut. The north is very sparsely populated, with not much for an economy but fur, wood, and fish. There are, however, a few mines in the region1 point -
About bordergore in AoH2: DE
alpht reacted to Zaschkwarrior for a question
@Łukasz Jakowski Will AoH2: DE have the same mess of borders after a few dozen turns as in the original AoH2?1 point -
Kaduskian Mod - V6 RELEASED ON AUGUST 24TH!
Apple reacted to YouravaragebrazilianAoCfan for a topic
New Map BG (Don't worry this is optional 🙂 please suggest new ideas for the map BG, I have the ones I use in mapping videos (This one), One that is just White and bright blue and the Default)1 point -
Wonders do not load on my custom map
Łukasz Jakowski reacted to Pepito_II for a question
Thank you fo rthe quick reply and the info. I managed to fix the issue and the logs will definitely be useful for the futre.1 point -
Are you tired of going into the forums to download a mod and you see you have to go to a random discord or a russian website? are you tired of having 20 annoying jar icons in your desktop ? well we present to you the Simurgh Launcher. what does this launcher have? user friendly mod list for people to download mods they like an inbuilt settings for changing settings of the game without needing to open the game + ram allocation control developer friendly enviroment to add & edit mods also a playtime mekanism wich tracks playtime of every mod that you play low disk size 30mb compressed & 120mb uncompressed The launcher is in open beta and doesnt support features such as downloading from moddb & mediafire and etc.. and can't extract 7zip right now the launcher has some of most popular mods in the forums that could've been added. to fix that you can add your own already installed mods to the launcher but how? How to add mods manually to the launcher 1- open the launcher's folder and go in data/versions 2- copy your mod folder into the versions folder (in my case its MyMod) NOTE : make sure the contents are in the mod's folder not inside anothor folder in the mod folder 3- click the View tab on top of the file explorer and turn on "File name extensions" (you can turn it off afterwards if you want) 4- make a new file called version.json (press yes if windows gives a error) 5- Put this in version.json { "name": "NAME", "version": "1.0", "main_file": "AoC2.exe", "icon": "ic_32x32.png" } 6- things to do: Replace NAME with your actual mod name (do not remove the "") Set the version of the mod (can be any) edit the main_file with your mod's main file (its mostly AoC2.exe or AoC2.jar) that you use to run the game replace ic_32x32.png with the mod's icon (preferably do not change that) now restart your launcher and the mod should be there if you didnt do anything wrong In the launcher most mods main_file is AoC2.exe or AoC2.jar if you downloaded a mod and it's main file is wrong, tell us or the mod creator to fix it Message for Mod creators whose mod is in the launcher: if you dont want your mod to be on the launcher or you want to change it join the discord server and make a ticket for manage account We also sincerely ask modders to add their mods to the launcher 🙏 Download Install SimurghLauncher.Installer.0.8.3.exe Discord server link Changelog: v0.8: Launcher release v0.8.1: fixed database issues & fixed updater not working v0.8.2: fixed windows defender slapping the app on some cases v0.8.3: fixed database issues How to add a mod? make a ticket in our discord server for manage account (your mod most contain content to some extent a simple ui change or a scenario is not accepted) and give the username you want for your account after your account is made go in the launcher and login to your account click add mod and enter your modname & icon & google drive link & description & version.json TIPS: you can use a online html editor for adding font & bold text and etc... we recommend HTML editor make sure you do not remove the "" in the version.json section the icon must be a .png your google drive link must have view?usp=sharing otherwise it gives a error if you had any problems or ecountered any bugs please inform us in our discord server mod made by McRad1 and XerxesIII1 point
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Question about age of history 2 defined edition volunteer
Code Engineer reacted to Dipto479 for a question
But if player send 50k troops to a city state. Then that state can't manage upkeeping cost. That state will be economically destroyed. That why sender should be responsible for the upkeep cost. And recall volunteer system.1 point -
These suggestions are not purely mine, they are @3dddies, basically involves event outcome improvements and possible overall improvements to the game experience, not everything needs to be added, but if it could at least be considered. Thanks in advance @Łukasz Jakowski Technical stuff: Event recipient can be any nation, it just needs to meet a criteria Global events Fix ID bug when removing civs from scenario Custom colored text in events Decision flavor text (Hover over decision and text appears) Custom variables in events like in aoh3 Allow using variables to compare to numbers in outcomes Allow event outcome to be event recipient specific Decisions locked/hidden behind triggers (For example, if not communist a certain decision cannot be taken, or if a country doesnt exist) Fix if control province trigger Option to have a manual number/variable input instead of slider in events Allow ai to have multiple events in one turn AI bias on decisions is editable by variables ( for example if certain relations a certain option is more likely to be taken) Outcome and Triggers If variable = # If Occupied trigger add option to specify on which nation its occupying If "X" Puppet trigger has "X" overlord If Neighbor(s) trigger can also determine which specific nations are bordering, not just how many If "X" is in an alliance with "X" nation trigger If # of X building(s) controlled If war weariness is #% trigger If % of provinces of "X" nation are occupied by "Y" Outcome Change Variable Outcome Set Variable to # Outcome Change province name Outcome Change leader Outcome Change # province's "X" ethnicity by #% Outcome Add population of a specific ethnicity on a province (Technically possible in vanilla) Outcome that can trigger an event with delay by turns or days Outcome change war weariness Outcome create building Outcome delete building Outcome Unending War (War does not end until one country is fully occupied) Outcome Capitulate, "X" nation fully occupies "Y" nation Outcome Full annex, "X" nation fully annexes "Y" nation Outcome Force peace deal (Not white peace, force straight to peace deal) Suggestions for game mechanics True online multiplayer (Both players are able to make a turn at the same time (Similar to RISK/RISK-Warzone) Turn timer (How long until turn force ends, waits for other players if they are lagging)1 point
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Two concerns about AoH2 Definitive Edition
NoRulez2 reacted to Łukasz Jakowski for a question
Added also: New option for scenario event to play music when the event pops up.1 point -
Two concerns about AoH2 Definitive Edition
NoRulez2 reacted to Łukasz Jakowski for a question
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 -
Political Chaos | AoH3 Mod
Beter Griffin reacted to DimitriComrade for a topic
Long time no see? hehe. So, during this time, I managed to change the map several times and draw detailed borders of the subjects of Belarus and a little bit of Russia and Ukraine. And one friend suggested an idea - what if you don't make the mod right away, but release it in parts? I made 1 country and released a DEMO version, with everything ready. That's why I'm trying to make a map of Belarus sooooo quickly so that I can at least release it. at least it is quite possible that I will have to freeze the project for reasons beyond my control (I will have to give 1 year of my life to the army, because in my country there are such laws) So, you can see - it`s a 5187 PROVINCES! Summarly. It`s + Kiev + Moscow + rivers and lakes of Belarus and Belarus. Belarus completed in 33-45%, in my sight. And, because the provinces And since 1 province is no longer 1 region, the game is expected to have a different concept than before. Because of this, and a different economy and combat system SO, come to my TG channel, if you wanna more news about the development!1 point -
I have restored the links, In case anyone is still looking for it. https://drive.google.com/drive/u/0/mobile/folders/12nLZDFtPaZAidF6PSjwE52BZAPub9Pgv1 point
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What if the White Army won the Russian Civil War? Created by Russian developers back in 2022, this mod focuses on an alternate timeline where the White Army (or Kolchak's Army) won the Russian Civil War. However, the mod didn't just change Russia, other nations such as Turkey, China, and Caucasus countries also changed. Starting from 1936 "The Calm Before the Storm", how would World War 2 play out? Features of the mod - Over 1200 events (Many will have different outcomes) - Large map with fairly detailed borders and nations - Different ideologies with actual descriptions - Every nation has a leader - Custom soundtrack - Includes 2 extra scenarios Lore Click here to read translated lore Click here for the original untranslated post Screenshots - PC Ver. 1.19.1 Screenshots - Android Ver. 1.19 Two extra scenarios: NOTICE: SET GAME SPEED TO 50% Download Links (Updated) - White Victory 1.9.2 - Translated (PC) : Google Drive - White Victory 1.9.2 - Translated (Android): Google Drive - White Victory 1.9.1 - Russian (PC) : Google Drive - White Victory 1.9 - Russian (Android): Yandex | Google Drive Credits - The White Victory Developer Team (The developer of the mod) (All credits go to them) Their VK group for the latest updates and announcements: Here - Vmosnokia (Translate to English) NOTICE THIS MOD HAS BEEN TRANSFERRED TO AOH3, UPDATES WILL NO LONGER COME TO THIS AOH2 VERSION. Check their VK for more information: Here If you have any problem, please let me know if I can fix it.1 point
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AoH2 Android porting tool
Evis7 reacted to YellowSquared for a topic
This simple tool allows to quickly and easily port PC mods to android. (Basically its gradle project, configured to port things to Android) You dont need the code of the mod to port it. Only the jar and some folders from mod's installation folder. DOWNLOAD: https://drive.google.com/file/d/11XV1Q4sfZWrG_v0qq9V9tLSZTuAxeVvG/view?usp=sharing Features Code portation Automatic portation of Maps/Scenarios/Textures/Sounds Outputs android application, no dex manipulations needed. Instruction: Download and unzip the archive Open «local.properties» file and add full path to «sdk» folder (for example sdk.dir = «C:\\Users\\UserName\\Downloads\\AndroidPorter\\SDK») (Double backslashes are necesseary) Copy jar file of your mod into «libs» folder and rename it into «lib.jar» Copy folders game, map, music, saves, sounds, UI and files ic_32x32.ico, ic_32x32.png from your mod installation folder into «assets» folder. The amount of files in "assets" folder should be less than 65000. Delete some maps if you have over 65000 files. You will also need to remove map related lines from AgeOfCivilizations.json which is located in assets/map folder. Launch «Port.bat» More instructions are in the archive. You can contact me on discord: foxpaw4741 point -
Hello there. Download Link (PC) Download Link (Android) Warning: if there are any issues with Android version, ask Aryan, not me, I work only with PC version. AoC2 Star Wars mod (v 1.3.1 - Wonders of the Galaxy Addon).zip (PC) I present the mod you'd never seen like this before - the mod which will deliver you in the Galaxy Far Far Away and make you as a ruler of interstellar civilization of the Star Wars Universe! This mod was developed for 3 months: one week for the (most of) Galaxy map and the rest of all time for events. I wanted to create a mod as comperhensive as it possible for its fictional universe. I wanted to create a mod which would please not only casual AoC2 players but also potential Star Wars fans who may play this game. I studied Wookiepedia for hours to create a single events. I searched details to make it as accurate as it possible to the Star Wars canon, both Legendary and Disney Canon. It was a great work which would be sinful to not be shared. What's New: The Galaxy Far Far Away map containing 1039 provinces. Not everywhere, but I tried to make their borders organic to each other to make them less border-gorish. The borders were made in account with the history and astrographical division of the galaxy. Star Wars galaxy map has its own Continents and Regions packs. Continents are Galactic Rims, and Regions are... Regions and some notable sectors. New biomes for the alien worlds. One province = one planet. Most of them have very valueable bonuses and/or fines since most of them are extraterrestrial and hostile for the organic life (Molten Worlds, Toxic Worlds) or over-developed (Ecumenopolises and Forge Worlds). Just check my map on the Landscape mode... The worlds I couldn't find an information for their landscape have the Hill or Space Station biome. 300+ new, Editor-made Star Wars civilizations, from the all-known Republic and Empire to the minor species and factions probably only complete Star Wars nerds ever heard or read of. Some of these civilizations have different flags and names for different governments. 21 new ages scoping the period since 38000 BBY (Pre-Republican Era) till 500 ABY (end of Post-Imperial Age). "BBY" and "ABY" stands for "before/after the Battle of Yavin", if someone doesn't knows. 17 scenarios scoping (almost) complete history of the Star Wars galaxy since the foundation of the Republic 25,000 years before the film events till the Second Imperial Civil War 130 years after. Most of these scenarios have events with 225 pictures included. Most of them were borrowed from Wookiepedia and some from Stellaris. Some of scenarios have even "alternate history" events! 6 new government types (if you possess Addon+): Corporate, Stratocracy, Criminal Organization, Magocracy, Hive Mind, Machine Intelligence. Each of them has their own crown. 120+ new leaders and their portraits. Some of them have poritraits in Hearts of Iron IV-style. The most well-known leaders (such as Palpatine, Dooku or Darth Revan) have their linkages to Wikipedia. 28 new tracks to better immersion in the Star Wars atmosphere. New main theme. (1.3.1) "Wonders of the Galaxy" for notable locations featured in films, games (primarily Knights of the Old Republic) and in some universe lore. (1.3.1) New fonts.1 point
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Age of History 2 Android - Accessing scenario data, with video tutorial
Johor reacted to ExistenceDaVitaReduxDev for a topic
I don't understand the tutorial, can you be more specific? Just askin' cuz i am an android modder and i can't make scenarios and share them.1 point -
AoH2 how to get custom scenario to mod
Das Moss Man reacted to Johor for a question
Hello, I'm a bit new about modding AOH2, but how do you keep or transfer your custom scenarios or civs to a mod? (I'm on Android, use MT manager and using TNO to mod fyi)0 points -
Age of government (MOD DEAD)
Chairman Baad reacted to sqertsers for a topic
Release scheduled July-August new map new government new formable nation new scenario map finished at 10% government finished at 100% flag finished at 0% scenario finished at 0% formable nation finished at 0% MOD DEAD0 points