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  1. Major update now live! https://store.steampowered.com/news/app/3381680/view/536633253534106386 Flag Painter, National Bank, Send Spy, In the Game World Editor, Scenario Editor and much more!
    6 points
  2. 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!
    6 points
  3. rEman

    Crown of Emperors [Steam]

    Steam: https://steamcommunity.com/sharedfiles/filedetails/?id=3717961424 "Alexander the Great, Caesar, Charlemagne, and I myself founded vast empires. But upon what did the creation of our genius rest? Upon force. Jesus Christ alone founded His empire upon love... And be assured, all of them were real men, but none of them was like Him; Jesus Christ was more than a man... At a distance of eighteen hundred years, Jesus Christ makes a demand which is above all others. He asks for the human heart." — Napoleon I Bonaparte. Crown of Emperors is a large-scale alternate history mod for Age of Histor*, transporting you to the world of 1834, where Napoleon has emerged victorious and changed the course of world history. After the War of the Fifth Coalition, France and Russia reach an agreement on the partition of the Austrian Empire. The Habsburg state suffers its final collapse, and Europe enters a new era of imperial compromises and hidden struggle. While the continent is being redrawn, the war in the Pyrenees drags on for years. Eventually, Great Britain is so exhausted that it is forced to conclude a humiliating "Eternal Peace" with France. The Old World is dying. The New World has not yet been born. Empires stand at the peak of their power. Nations are awakening. Revolutions are ripening. Alliances are cracking. Every throne has its price. Will you be the one to claim the Crown of Emperors? What awaits you: - An alternate world with deep lore - A new balance of power in Europe and the world - Unique states, alliances, and borders - The formation of new empires and nations - The atmosphere of the 19th century in the shadow of Napoleon's victory - Preparation for large-scale story campaigns Upcoming development plans: - A complete rework of ideologies - Replacing religions with a "Spheres of Influence" system - More states available for formation - Polishing of the map, balance, and interface Chapter I: Springtime of the Peoples The first major story update, which will bring: - Large-scale stories and events - New paths of development for states - Content for France, Spain, and Portugal - Events for the Confederation of the Rhine - Content for Prussia, Austria, and the states of Italy - The eve of the great revolutionary storm Special thanks: Thank you to everyone who follows the development, supports the mod, and believes in this project. It is thanks to you that Crown of Emperors continues to grow. And also: 𝖑𝖊V𝖎, avoidddme, gubka. Glory to ambition. Glory to empires. Glory to the history that you write.
    5 points
  4. Yea, added 😛
    5 points
  5. 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
  6. Telegram channel (main) Discord channel (in progress) Hi! I'm continuing to work on my main mod for Age of History 3, Pillars of Power. I'm currently writing events and preparing for release. At the same time, I had a desire to transfer my old mod to the new AoHDe! 🗿 Through the Ages is a mod for Age of History 2, adding a new map of Europe with ~6,000 provinces, 15 detailed scenarios, new leaders, governments, and more. Navigable rivers allow you to make landings deep inside countries, but also become an obstacle when moving by land. Enhanced terrain effects require you to plan your offensives and defenses more carefully. Now its improved version will also be available for AoH2:DE! Changes compared to the previous mod: Improved graphics English language support New Leaders Added missing cities 20th century scenarios A more detailed 2026 scenario Removed the logo from the corner of the map and the empty starting scenario https://steamcommunity.com/sharedfiles/filedetails/?id=3728574936
    4 points
  7. Łukasz Jakowski

    Rebels Rework

    Rebels Rework - The rebellion system has been reworked - Rebellions can now appear more frequently - Rebels may emerge as civilizations that have no provinces but still have cores in provinces with high revolt risk - Civil wars can break out in provinces with high revolt risk Full text: https://store.steampowered.com/news/app/3381680/view/688630375324320627
    4 points
  8. A major update for AoH2: DE is planned for the second half of May. It will be available on Steam and will bring new content and improvements to the Age of History 2: Definitive Edition. More information will be available closer to release.
    4 points
  9. AoH2: Definitive Edition is now AVAILABLE for PC and iOS. AoH2 owners get a 30% discount. Steam: https://store.steampowered.com/app/3381680/ Upgrade Bundle: https://store.steampowered.com/bundle/55391/Definitive_Edition_Upgrade_Bundle/ AppStore: https://apps.apple.com/us/app/age-of-history-2-definitive/id6759263202 Original AoH2 owners get an exclusive total discount of 30% 10% launch discount + an extra 20% just for owners. Upgrade Bundle: https://store.steampowered.com/bundle/55391/Definitive_Edition_Upgrade_Bundle/ Developer_Note_DE: https://lukaszjakowski.pl/Enigma/
    4 points
  10. 15 April 2026 - Age of History 2: Definitive Edition Steam AoH2: DE: https://store.steampowered.com/app/3381680/Age_of_History_2_Definitive_Edition/
    4 points
  11. 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.
    4 points
  12. It will be possible to create and use custom event templates, such as the newspaper style. The template is empty by default. In EventTemplates.json, you can define a custom background for each template (e.g., a newspaper layout), a default image if none is specified for an event, button image, as well as the positions of the title, description, and buttons. Here is a mod example showing how to do it: https://steamcommunity.com/sharedfiles/filedetails/?id=3689505731 In EventTemplates.json, you can add multiple templates, and the game will read and load EventTemplates.json files from all mods. The file path for EventTemplates.json is: UI/events/templates/EventTemplates.json When creating an event, you can choose which template will be used either the default one or a custom template. You can use multiple templates for different events.
    4 points
  13. Remember when Megamod existed? Do you also remember when there was this era of combining AoH2 mods together to make absolute amalgamations? Well I have been working on a project and it is called: AMALGANATION! What is the mod about? This mod combines many mods across the AoH2 community (including Russian mods and a couple of Chinese mods) and it shall be one of the largest AoH2 mods of all time. The concept came from my previous combination projects and also how influential Megamod was before that collapsed. This includes NWR, Sieg Redux, World Ablaze, World Crisis, QBAM and many, many others! Are there any issues with the mod? There are a few problems with the mod though and it is that a port of the mod to the smaller screens won't be available due to the file integer limit so it is only exclusively on PCs unless if someone finds a way to port the mod. There are also many bugs in the mod as I'm typing this and because of my personal life piloting when I can mod, it will take quite a long time to get everything to function properly. I do assure you that quite a few of the civilizations may have flags in the wrong ideologies or have no available tags and because I have a separate career to turn to, just feel free to make community additions to it. Do whatever you want, whether it is crazy, experimental or just some simple flags; it is your choice. Will there be any release of the mod? For now, the mod is in private until further notice. Apologies for not getting your hopes up for this huge mod I worked on. PC: [Unavailable until further notice] 📱: [There is no chance unless a miracle happens]
    3 points
  14. Łukasz Jakowski

    Rebels Balance

    Rebels Balance Revolutions now require at least one province to have a Revolutionary Risk above 60% before they can begin. Every revolution begins with a spark. Once unrest reaches its breaking point, the flames of rebellion may spread across the nation. GameValues: gvRebels.json START_UPRAISE_MIN_REV_RISK_IN_PROVINCE_TO_START: 0.6,
    3 points
  15. Steam: https://steamcommunity.com/sharedfiles/filedetails/?id=3732675262 The flames of the most terrible war in the history of mankind have barely died out, leaving behind the ruins and ashes of the former world. The Molotov-Ribbentrop Pact has stood. Two relentless titans - the Soviet Union and the Third Reich - have torn the planet in half, like a piece of meat, establishing a bloody and gloomy new order over the world. But this fragile peace is only an illusion. The Cold War has broken out between the two most powerful empires of mankind - a deadly confrontation that can turn the Earth into a radioactive desert at any moment. Every decision, every word, every shot can now become a spark that will ignite the final fire that will destroy all life. You are on the front line of this shadow. Your choice depends on whether civilization will survive or burn in a new, even more terrible war. Molotov-Ribbentrop Pact is a mod that has been around for 4 years, the first version of the mod was released back in 2021 for the original Age of History 2. But in the new version of AoH2:DE we will really be able to realize our old dreams, to make the mod what it really should have been once upon a time. Our resources: TG: https://t.me/tiredddevelop Discord: https://discord.gg/etTfB78WC Finally, we can present you Beta 1.0. Unfortunately, there will be no events in this version, but you can fully play our mod. Over time, we will release the first update, namely Beta 1.1, in which we will focus our efforts on creating story events (by the way, the first demonstrative events are already there, declare war on the Soviet Union for the Reich, or start the game for the Federal Government). Here are all the changes and innovations that you can see in the game: - Scenario of the alternative 1953 - Leaders - New ideologies (11 pieces) - Completely redesigned interface - Animated background in the main menu - Administrative policies have been reworked into Doctrines, currently 10 pieces - Changed the names of the provinces in Germany to what they were when they were part of Germany after 1940-1941 - Religions have been reworked into Economic Types (25 pieces) - Minor changes in the game balance Available languages: English, Ukrainian Interesting regions for the game in this version: - Europe. A cold war has broken out between the Reich and the Soviet Union, the two states have their own plans for the world, which of them will be able to achieve their goals is up to you; - North America. Devastated by war and fragmented, the great power is no more, on the territory of the USA there are now only enclaves and separatist formations, but hope is still alive. The federal government led by President Harry Truman wants to revive the USA, but the Confederate Government of Texas and Independent California have other plans; - China. The Chinese state has never been able to unite, the communists and nationalists decide the fate of all of China. For correct visualization of the text, set the font size to 17 in the game settings. The release was worked on by: 𝖑𝖊V𝖎, AVOIDDDME, rmlvr Also be sure to try playing: https://steamcommunity.com/sharedfiles/filedetails/?id=3717961424
    3 points
  16. Cool mod! I’ve fixed the top bar for you, just replace the images in ui/interface/. Download http://lukaszjakowski.pl/DL/topBarFixCrowns.zip H XH
    3 points
  17. It's great to see the progress of the Age of History 3 updates moving forward. The third game remains relevant for modding because it offers a number of advantages that are probably not possible in AoH2DE due to some thematic differences. But we still need important things like: Event-based building construction or territorial annexation, which occurs not by a civilization specified in the event, but directly by the event recipient. It would be nice if laws required not only a government type but also a religion. Laws could also be automatically revoked if their requirements are violated (the government is changed). Buildings that could require not just one form of government or religion, but several. Building levels. For example, so that stone walls could replace palisades, rather than being built next to them. Thank you for your attention to this matter! PRESIDENT DONALD J. TRUMP 🙏🙏 🙏
    3 points
  18. Hey Lukasz, I have already tried the game and its amazing, I wanted to ask you if it's possible to release a Map editor for the definitive edition with the 14k provinces as default so to edit them you just have to delete one and change it, like the original one, you know?
    3 points
  19. Set Spain with provinces as the event recipient. The events are saving the civ ID, not the civ TAG. I have slightly changed the event outcome for “Form civ,” and now Spain's missions will work. The update will come later, but I don’t know when yet.
    3 points
  20. 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 !
    3 points
  21. AoH2:DE can now read leaders from AoH3, and they can be stored in both the old AoH2 format and the new AoH3 format in JSON files. Reading of JSON leaders must be enabled first in gvLeader.json ENABLE_JSON_LEADERS: true, By default, it is disabled. Put the JSON files in game/leaders/ and the images, as before, in game/leadersIMG/ Example: lao.json { Rulers: [ { Name: "Thongloun Sisoulith", ImageID: 122, BornDay: 10, BornMonth: 11, BornYear: 1945, ReignYear: 2021, }, ], Age_of_History: Rulers }
    3 points
  22. Łukasz Jakowski

    Ceasefire

    Ceasefire - When the fighting between two Civilizations becomes too costly or uncertain, you may call a temporary ceasefire. This pause in conflict allows both sides to regroup and rebuild, but it is only temporary hostilities will resume once the agreed period ends. Use this wisely to recover strength or prepare for the next phase of war. Steam AoH2:DE https://store.steampowered.com/app/3381680/Age_of_History_2_Definitive_Edition/
    3 points
  23. 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
  24. 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
  25. Global events / News
    3 points
  26. 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
  27. Epochs of Antiquity Have you ever wondered how radically different the ancient world might have been? What if the Neo-Assyrian Empire had survived, or if Carthage had defeated Rome and ceased the ascend of Rome? Epochs of Antiquity lets you explore every alternate path. There will be many scenarios ranging from 612 BC up to the split of the Roman Empire. This mod has done thorough and detailed work on major and minor civilizations in the form of extensive research for both of them, aiming for a historically accurate touch yet offering players plenty of possibilities to alter history as they wish. Indeed, every history passionated person is going to find the nation he loves to play and explore. Politically, a large number of ideologies and government forms are represented. This diversity politically speaking is a true mirror of the ancient world, monarchies, republics, chiefdoms, punic nations, and many other types all presenting different and exciting ways to experience the game. Sicily and Carthage Southern Italy Kyrenaike What to expect A massive timeline from 612 BC to the split of the Roman Empire Hundreds (and eventually thousands) of civilizations Content across Europe, North Africa, and Asia Immense historical accuracy Expanding mechanics and features And much more 😉
    2 points
  28. 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.
    2 points
  29. 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
  30. 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
  31. 2 points
  32. What do you think about that @Łukasz Jakowski ?
    2 points
  33. 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
    2 points
  34. This giant province in Eastern Greenland was split into 474...
    2 points
  35. I don't know how he did it, but as I can see it didn't used Atlas, so it's curious. When he release AOH2 DE we will know. He did post minutes ago, it was a shock for me, xD.
    2 points
  36. Here is the provinces so far: It will come out for aoh2 with the Zetvl engine: TEAM: PETEFROMPAT EDGE SERVER: https://discord.gg/yxKHwHzkSz
    2 points
  37. why arent ppl talking abt this more this is revolutionary
    2 points
  38. 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.
    2 points
  39. Happy new year. I hope this community becomes slightly more active
    2 points
  40. Apple

    Magna Europa

    ..Why?
    2 points
  41. sorry for lack of progress, things will be back up soon. Tomorrow I will post a Showcase to the YouTube channel.
    2 points
  42. Most of Greenland's ice sheet has zero named geographic features, so they will be named after coordinates within the province
    2 points
  43. In 1836, you can release and play as the Republic of Indian Stream, a small breakaway state which existed from 1832 to 1835.
    2 points
  44. Northeastern tribes as of 1440. Some of these might not have existed as of then.
    2 points
  45. Release date: 21 November 2018 Steam: https://store.steampowered.com/app/603850/Age_of_Civilizations_II/
    2 points
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