Leaderboard
Popular Content
Showing content with the highest reputation since 07/11/2025 in all areas
-
Host Diplomatic Summit - Diplomacy
Outlawexperience and 7 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/5140925192182175678 points -
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
-
Union Fixes
histroy and 5 others reacted to Łukasz Jakowski for a topic
Union Fixes When creating a union with a special alliance like the HRE, the civilization will now be added to the alliance if it wasn't already a member. If a union is created with the Emperor or the alliance leader, the player will become the new Emperor. Manpower, regiment limit, and income bonuses are now correctly awarded after becoming Emperor. Unions are disabled when playing in Age of Chaos mode. Minor bug fixes6 points -
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
-
Suggestion for AoH2:de events
Wooodex and 4 others reacted to Łukasz Jakowski for a question
Yea, added 😛5 points -
Event Making improvements
BALONA30 and 4 others reacted to Łukasz Jakowski for a question
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=ENLEpE3xD4s5 points -
Simple Ideas for Age of History 2: Definited Edtion
china peple and 4 others reacted to Dipto479 for a topic
1. Add an autonomy system like AOC2.5 mod. Add levels of autonomy with varying rights. 1.2 Add diplomatic freedom option in the vassal system (I don't like that my vassals are aligned with another nation). Option to control whether vassals can form foreign relations, influenced by the autonomy level 1.3 Construction control. Add building Construction right to the overlord option in the vassal system. Let overlords construct buildings in vassal provinces (cost adjusted or shared). influenced by the autonomy level 1.4 military control. a cost-shared or adjusted system for the recruited army in Vassal Province, army keep-up, etc., influenced by the autonomy level. Army recruit in Vassal Province. 1.5 political right (right to change government) 1.6 auto join war (Allow overlords to set whether vassals auto-join their wars. This setting should depend on autonomy—puppets must always join, while dominions may choose or be called in.) 1.7 trade rights (always aspect overlord trade or favor overlord) 1.8 Economic control. control over tax, population growth, etc. (every control level: no right, low right, partially has right, max right) For exampale: Military Control – Autonomy Levels & Examples 1. No/minimum Right Overlord has zero military influence. Vassal recruits, maintains, and commands its own army freely. Overlord can station troops. Example: A dominion-level vassal with near-total independence like Canada under the Statute of Westminster (1931)—free to make military decisions 2. Low Right Overlord has limited control. Can request troops from the vassal during wartime (vassal may refuse if auto war level is no or low right). Can recruit in vassal territory. But cost is fully provided by the overlord. Example: A semi-independent protectorate where the overlord has military access but can't directly command—like British influence over princely states in India. 3. Partial Right Overlord shares military control. Can recruit limited units from vassal territory. May station troops in a vassal land with reduced upkeep. Can control to vassal armies. If the relation is good with the overlord Costs and upkeep can be shared. Example: A colony like French Algeria, where France could both station and raise troops, but local forces still existed under colonial command 4. Max Right Full military control by the overlord. Overlord can: Fully recruit and control armies in vassal provinces Merge vassal troops into its own command. meaning no army for vassal Force conscription Directly command all vassal military units Vassal has no independent military decisions. Example: A puppet regime like Manchukuo under Imperial Japan, with complete Japanese control over all military activity. Or you can just do what @Pumped did if CAN_CONTROL_MILITARY: true vassals have no control. If a false vessel has full control. But do something. 2. Add more buildings. 3. Every building should be stackable. Allow the same building type to be constructed multiple times per province (with soft caps or diminishing returns). 4. Auto-building contraction system like Project Zetvl 5. add XP for the whole army like bloody Europe 2 but more debuffed 6. The army shouldn't be recruited in 1 turn, like Project Zetvl. Recruiting units should take multiple turns based on the province's infrastructure, manpower, tech, development of the province, etc. 7. Add manpower. Introduce a manpower pool for each country, affected by population, infrastructure, war exhaustion, development, tech, etc 8. Add an administrator building (A unique structure that unlocks all auto/all functions, improves UI efficiency, and may boost national administration capacity. More control over provinces, more money, less chance of revolt, etc) 8.2 Stronger Administration Capacity Debuffs. Make overextension more impactful (higher corruption, revolt risk, economic inefficiency). 9. Add a capitulation system. Add a capitulation mechanic triggered by war exhaustion, loss of a major city that is a major population center or economic center, or overwhelming military defeat, nation's stability, etc. 10. More tech tree/tech lines 11. Change the movement-point tech tree name to communication (it's just better) 12. add coup system (I remember there was a bug in AOC2. In that bug, you can send an army to another nation, then declare war, and that nation will capitulate, something like that ) 13. Every building should be updatable. Each building should have upgrade levels (e.g., Farm → Improved Farm → Agri Center). 14. add road, railway, etc 15. Add culture. 16. Better spectator mode Every value should be changed in .json files (For the modding community) @Łukasz Jakowski5 points -
Rebels Rework
Dule22 and 3 others reacted to Łukasz Jakowski for a topic
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/6886303753243206274 points -
Through the Ages: Definitive Edition
Łukasz Jakowski and 3 others reacted to Pnompenb for a topic
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=37285749364 points -
Major Update Coming
Evis7 and 3 others reacted to Łukasz Jakowski for a topic
4 points -
AoH2: Definitive Edition is now AVAILABLE for PC and iOS. AoH2 owners get a 30% discount.
euxiety and 3 others reacted to Łukasz Jakowski for a topic
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 -
15 April 2026 - Age of History 2: Definitive Edition
Evis7 and 3 others reacted to Łukasz Jakowski for a topic
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 -
Events Stored in JSON Files
Wooodex and 3 others reacted to Łukasz Jakowski for a topic
4 points -
Custom Event Templates - Age of History 2: Definitive Edition
Wooodex and 3 others reacted to Łukasz Jakowski for a topic
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 -
Union Improvements
Dule22 and 3 others reacted to Łukasz Jakowski for a topic
4 points -
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
-
Molotov-Ribbentrop Pact | Tired Developers MOD [Steam]
Łukasz Jakowski and 2 others reacted to Anton Egorov for a topic
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=37179614243 points -
Crown of Emperors [Steam]
Dule22 and 2 others reacted to Łukasz Jakowski for a topic
3 points -
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
-
Map Editor Request
IIduce and 2 others reacted to CopenhaguenLink for a topic
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 -
Missions do not work on new civilizations
Dule22 and 2 others reacted to Łukasz Jakowski for a topic
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 -
AI Formable Nations
Das Moss Man and 2 others reacted to Wayne23lololh for a topic
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 -
Leaders: AoH2:DE can now read leaders from AoH3
Markius and 2 others reacted to Łukasz Jakowski for a topic
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 -
Ceasefire
Dule22 and 2 others reacted to Łukasz Jakowski for a topic
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 -
Missions for Civilizations have been added - Mod Example
Dule22 and 2 others reacted to Łukasz Jakowski for a topic
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=36875375053 points -
Yet another suggestion for leaders
Mihael1 and 2 others reacted to Łukasz Jakowski for a question
3 points -
Event Making improvements
Dule22 and 2 others reacted to Łukasz Jakowski for a question
Global events / News3 points -
Propozycje dotyczące AOH2 Definitive Edition
Dule22 and 2 others reacted to Łukasz Jakowski for a topic
3 points -
My suggestions for aoh2 DE
Evis7 and 2 others reacted to Łukasz Jakowski for a topic
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 -
The System from the East: Project-Zetvl
Olivki Show and 2 others reacted to AddPlck for a topic
3 points -
Question about age of history 2 defined edition volunteer
histroy and 2 others reacted to Łukasz Jakowski for a question
3 points -
New forum update possibly problematic
Coolist and 2 others reacted to Łukasz Jakowski for a question
I see it's not available to guests. I have created a special new category for Age of History 2, and it seems to be working fine now but someone can confirm just to be sure.3 points -
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)3 points
-
The System from the East: Project-Zetvl
Outlawexperience and one other reacted to AddPlck for a topic
This mysterious system from the East has finally lifted its veil. Its name: Zetvl. Project title: Project-Zetvl. Development began in mid-September 2024. Initially, it solved the integer limit issue in the base game, then progressively rolled out player experience optimizations. By early this year, updates unexpectedly paused... Come mid-February, updates miraculously resumed. The creator shared his work within his mini-game community platform. Over these four months, game re-optimization updates were systematically implemented. New features now make it a fundamentally distinct mod from the original. Important: This mod remains in early development. Some features are work-in-progress or contain minor issues—please maintain reasonable expectations. The mod's creator is the publisher of this thread. Version 1.0.7.2 Release Notes The Definitive Edition of Age of Civilizations II is coming soon, and we plan to release this version ahead of its launch. Due to various reasons, we have to continuously refactor the national focus system, so it remains unfinished in this version. We ask for your understanding. Versions 1.0.7.0 and 1.0.7.1 contained many bugs, so we prioritized player experience. We also apologize for the long delay in this update. This version fixes numerous issues from previous releases and further optimizes certain aspects. For details, please refer to the changelog. Thank you for your support. # Zetvl Mod Full Update Summary (Sept 2024 – Apr 12 2026) Upgraded civilization population, economic output, treasury, income and expense values to long integer to break the 2.1-billion limit, and adopted abbreviated large number display (18K, 36K, 1W, 3E) with comma digit separators. The engine was updated to LibGDX 1.13 and later reverted to 1.9.14 for stability. The game was successfully ported to Android on Feb 24 2025 with version 1.0.5.0 released, featuring crash window, Toast notifications, popup animations, background optimization and multi-resolution support. Integrated BE combat and surrender systems, enhanced tech suppression effect in wars, displayed surrender progress in war panel, and added dynamic surrender overlay above 80% progress. Only Heartland provinces count toward surrender calculation; territories are automatically distributed to top contributors upon capitulation, and capitulated civilizations cannot launch wars. Added nuclear weapon system with AI deployment capability, global nuclear events, and console commands for nuclear control. Fixed civilian casualties being counted as military losses and added detailed casualty source display. Introduced manpower, occupied manpower, government support rate, standard and strict supply systems; low happiness or over-expansion may reduce support and trigger revolutions. Added delayed recruitment, AI recruitment logic, and automation features including auto-build, auto-invest, auto-recruit, auto-attack and auto-assimilation. Added three province core types (Heartland/Occupied Territory/Colony), optimized occupation sovereignty rules, and vassal system with color synchronization and war/diplomacy restrictions. Greatly improved province auto-connection efficiency by 90%, supported province file packing, AoH3-to-AoH2 map migration, and JSON-formatted terrain data. Added demilitarized zone (DMZ) function configurable via scenario editor, events and decisions. Overhauled UI with TNO-inspired super event UI, HOI4-style loading screen, animated main/loading backgrounds, non-linear easing animations for menus and transitions. Improved map zoom with smooth name fading, dynamic city rendering, and vassal color sync. Supported custom borders, menu backgrounds, fonts, textures, color templates and music playback with playlist and auto-scanning for MP3/OGG files. National Focus system was moved into core, rebuilt, and enhanced with visible active focuses, completion popups, and improved editor supporting connection editing. Event system was upgraded with colored tooltips, multicolor text, audio linkage, search function, leader replacement, exit war effect and global event broadcasting. The event editor now supports music, super-event and global event data with saving issues fixed. Added observer mode, borderless window, real-time debug log panel, expanded console commands, and configurable flag position. Improved scenario editor with higher sliders, starting population setup and tech editor fixes. Optimized loading speed, memory leaks, rendering logic, in-game lag and various UI glitches. Unified file I/O to UTF-8 encoding, standardized configuration files, removed unused libraries and fixed save-loading, nuke construction and other known bugs. For more update details, please check the in-game (About Menu) The following is the updated content of the old version, for reference only. After more than 1 month, we have released this update (1.0.7.0 FIX): 2025-06-09 to 2025-06-23 (Version 1.0.6.3) Added configuration file: Added under the UI directory to manage new UI parameters and feature togglesMenuConfig.json Added interfaces: Enabled HOI4-style loading screen and TNO-style main menu interface via MenuConfig Dynamic Leader System: Civilization leaders now automatically change over time Numeric System Upgrade: Migrated civilization income/expense values from Integer to Long, exceeding the 2.1 billion limit Province Connection Optimization: Improved auto-connection efficiency by 90% (connecting 13,892 AoH3 tiles now takes only 30 seconds) Interaction Animation Enhancement: Implemented non-linear animations for menu transitions and province view jumps UI Adaptation Optimization: TNO super-event interface now fully supports multi-resolution adaptation Core Type System: Added three new province core types (Core Region/Occupied Territory/Colony), configurable via the editor Surrender Mechanism Update: Surrender progress now calculated based solely on core region province value Audio Resource Management: Added folder for storing super-event and future audio resourcessfx Event Interface Optimization: Fine-tuned visual style of event UI Event Sound Effect Linkage: Placing in now links event images with audioexample.png.oggUI/events Nuclear Weapon System: Basic functionality implemented (AI deployment not yet supported) Font Color Configuration: Provided font color templates via ZetvlUniverse/interface/color.json Custom Texture Loading: Configure custom image resources via texture.json Dynamic City Rendering: Enabled province setting causes number of displayed cities to dynamically change with map scale About Interface Upgrade: Adopted new design style Background Rendering Optimization: Adjusted visuals for game loading screen and candidate backgrounds Main Interface Configuration: Added configuration file (functionality to be extended)main_Example.json Text Display Optimization: Improved cropping logic for scrolling text Value Algorithm Adjustment: Optimized province victory point calculation rules Province Logic Update: Changed city tier assignment from population level to province value Game Startup Sound Effect: Added as the new game startup soundsounds/Play.ogg ZetvlX Version 1.0.7.0 Update (2025-07-06) Enhanced Surrender System: Dynamic light filter effect displayed when surrender progress exceeds 80%, intensifying with progress Automation Function Expansion: Added options for auto-building, auto-investing, and auto-recruitment Export Interface Upgrade: Integrated native file browser supporting path selection and file export X-System Function Integration: Implemented event search, leader replacement, and civilization name update features Nuclear Weapon System Upgrade: AI can now autonomously use nuclear weapons; nuclear status triggers record historical info and broadcast global events New Display Mode: Added support for borderless window mode Optional Combat Systems: Provided three combat modes: BE, VANILLA, and NEW_SYSTEM Configuration File Renamed: →Zetvl_ModifyOption.txt Zetvl_Configuration.properties Added Nuclear Strike Tracking: When is enabled, view automatically focuses on targeted province during a nuclear strikeGLOBAL_NUCLEAR_ATTACK Event Interface Revamp: Added config option to enable the new event interaction interfaceNEW_EVENT_UI Scenario Info Optimization: Automatically count and display total events when saving a scenario Leader Lock Mechanism: Leaders changed via events are permanently locked and won't auto-change unless replaced by a subsequent event Surrender Mechanism Optimization: When a civilization ceases resistance, its territory is distributed to major civilizations based on damage contribution (only triggers once; resettable if surrender progress <20% and capital not captured) UI Fine-Tuning: Optimized in-game UI elements Core Occupation Rule: Direct sovereignty granted when occupying own core provinces; control transferred to allies when occupying their core provinces AI Peace Negotiation Logic: Peace talks can only be initiated when all Top 15 civilizations in the faction are at peace (testing phase) About Interface Upgrade: Integrated changelog and custom entries loaded via ZetvlUniverse/interface/Zetvl_EntryColumn.json New Console Commands: (global declaration of war on a specific civilization), (deploy reactors globally and distribute 100 nukes)survivalthermonuclear Global Event Trigger: Broadcasts global event when Top 25 civilizations cease hostilities after 1900 Investment Mechanism Fix: Increased province development cap from 1.0 to 2.0 (vanilla fix) Bug Fix: Optimized happiness icon display in province info Command Adjustment: now directly sets diplomatic pointsdiplomacy [value] Credits: Nuclear age from mega4oss - https://vk.com/mod4xstudio Combat mechanics and surrender system from BE2 - https://vk.com/bloodyeurope2 Most of the rest of the code was written by me and a group of Chinese creators Downloads: PC Manual Install (File-Overwrite): Google Drive ◆ Build: | Requires Java 17+v1.0.7.2 Android Version: (File-Overwrite): Google Drive Vanilla + Zetvl Engine: Google Drive We're giving back another map, note that it's only available for the Zetvl engine Download: Google Drive Screenshots:2 points -
AoH2 RED FLOOD: FORWARD!
wafflestein8 and one other reacted to ImLolFrankberto for a topic
Due to the death of the original AoH2 Red Flood mod, I've decided not to let it die, but to try to adapt it to current engines, and above all, make it a complete experience. This is where it comes from RED FLOOD: FORWARD!, What was originally an AoH2 RF submod has become a complete rework of the mod in every way. Adding unique UI, editing the game, and adding new content to forgotten nations. At the moment the mod is only available for Android, because to play it on PC you need Java 17, but when possible I will adapt it as well. Credits to User AddPlck creator of Zetvl and his team, because this mod would not have been possible without him. Download Link and Discord Server2 points -
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 XerxesIII2 points
-
Religions impact in AoH2
YouravaragebrazilianAoCfan and one other reacted to Wooodex for a topic
Religion as of now feels like a feature that is just kinda... there? I believe some stuff can be made to possibly improve religion and make it more impactfull. Religion should be divided into groups, and religions in simular groups should give different bonuses for alliances, ex. Catholic country making an alliance with another catholic country is +10, Catholic country with an Orthodox would be +5, but a Catholic country with a Muslim one is -5. In addition there should be an option to promote your countries religion in other provinces you own, and a section in the event editor where we can edit what provinces have what religion majority. When releasing a puppet there should be an option to force our religion on them or let them stay as their own. And finally, maybe give religions certain buffs? Like more taxation or more defense for certain religions. @Łukasz Jakowski2 points -
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.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 -
Question about age of history 2 defined edition volunteer
Code Engineer and one other 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.2 points -
I am leaving this list simply to inform the community about these bugs, in the hope that someone will fix them someday. A detailed list is available on this public Trello board (no login required for this one 🙂). All bugs have been confirmed in the current version of the game, in the beta branch on Steam (02/08/2025). Click on the bug name to go to its card. Each card contains an image, description, and explanation. I am doing this so as not to overload this post with images. Province maintenance is calculated incorrectly. The cost of maintaining a province takes into account economy three times, and also ignores tax efficiency and manpower level. An in-game hint shows a different formula for calculating. AI does not understand the penalty for exceeding the regiment limit. This is noticeable when you increase the penalty for exceeding the regiments limit. AI removes too many regiments, often the entire army, to reduce the cost of army maintenance to an acceptable level. After that, it builds new regiments, spending extra gold and leaving itself defenceless. Using both add_ruler and change_ideology as a outcome of an event results in the ruler not being created. The card contains a small example where I am trying to create Fidel Castro and change the form of government to communism at the same time. Swapping these outcomes does nothing, as well as specifying the actual image_id instead of "-1". Removing "change_ideology" results in ruler being created successfully. LocalManpower bonus from buildings is apllied incorrectly. The card shows an example of it not working. ConstructionTimeBonus and ConstructionCost bonuses from buildings are applied incorrectly. This is noticeable for ConstructionGuild building. The bonus only works if it is equal to -1, in which case it will reduce time\cost by -100%. It seems that the game reads this value as an integer rather than a float. The card contains a detailed example. Event outcome "bonus_loans_limit" is applied incorrectly. It should increase the number of possible loans by, say, +2, but instead it increases them by +2% (which in fact means that it does not increase their number). I expect it to increase the number of loans by +2, because that's how Łukasz uses this bonus in the ‘Recruit All Advisors’ mission (in that mission it increases the number of loans by +1%). Interest reduces income, not expenses. MaxMorale bonus from resources doesn't work.2 points
-
Mac version doesnt update to beta?
Dule22 and one other reacted to Łukasz Jakowski for a topic
The Mac version has been updated. https://steamcommunity.com/games/2772750/announcements/detail/5456157197656422682 points -
AoH3 Android - Unions and Ultimatums, Age of History 3
Dule22 and one other reacted to Łukasz Jakowski for a topic
The new update will include Unions and Ultimatums for Android. It is currently under review. Android AoH3: https://play.google.com/store/apps/details?id=age.of.history3.lukasz.jakowski Steam AoH2: DE: https://store.steampowered.com/app/3381680/Age_of_History_2_Definitive_Edition/2 points -
Unions
YouravaragebrazilianAoCfan and one other reacted to Łukasz Jakowski for a topic
2 points -
I would like several types of capitulation. 1: No capitulation 2: Capital only 3: Certain percentage of country 4: Certain percentage of country and capital And also maybe another option, like a slider. You know how in AoC1 the country would surrender like 3 turns after the capital was taken, well maybe a slider to determine how many turns it takes after the capitulation requirement was met, so it could be instantly upon taking capital, or 10 turns after taking capital. You could also have a slider to determine how much of the country needs to be taken for capitulation, assuming you chose option 3 or 4 in settings.2 points
-
𝐸𝑃𝑂𝐶𝐻𝑆 𝑂𝐹 𝐴𝑁𝑇𝐼𝑄𝑈𝐼𝑇𝑌 𝐸𝑃𝑂𝐶𝐻𝑆 𝑂𝐹 𝐴𝑁𝑇𝐼𝑄𝑈𝐼𝑇𝑌 is a mod based around a time range starting from Early Cultures, hellenic ages, and till the fall of constantinople. Current scenarios: 324 BC | The Rise Of Macedon - This scenario showcases the Macedonian Empire 1154 BC | Elamite Mesopotamia - This Scenario showcases the height of the Elamite Empire 646 AD | The Invasion Of North Africa - This scenario is about the arabs invasion of byzantine north africa Also I should note that these scenarios are not finished, if you see any missing flags dont worry those will be made soon, and this mod is mostly just meant to add new scenarios. So you won't see custom troops or new systems. Although I might be making some in the future. But as for now, I will be focusing on finishing all detailed scenarios. Then making rulers for the Nations, And of course Formable Civilizations will be made soon. If you want to request anything or have any feedback please write in the comments, and if there are any bugs I will try to fix them. IMAGES AND DOWNLOAD IN STEAM: Download Link2 points
-
@Денис Живков @Das Moss Man @Łukasz Jakowski @Dule22 @MisterT @Mirolit @Smeysya @Glass Warrior @Abhyuday upadhyay @Apple @ALDI @Uruguargentina@murai @AmericanLiberia@YouravaragebrazilianAoCfan @ALDI @mattxjpg @china peple @Das Moss Man, @Lim10, @aaaaaaaaaaaaaaaaaaa, @SerenDippTheGreat, @bun_dha4, @Wooodex, @Iceman, @Comrade_Parrot, @桂圆甜不甜, @PiePants, @sanitar4ick,@Gustav Heinrich @Nisnac@Avinetta @Evis7 @AleksGame @Nay_13 @IRn@bulbanoof @RMaRe@IKayzerI @thecarvalhogamer@ecl @Kiwi@aa30388,@wbladew5,@qxz,@Wayne23lololh, @Anyone,@Nowarhia, @Outlawexperience, @GalacticCakes, @Matvey, @bizacjum @paul2kdj @BALONA30, @Barbaris, @Rodak Polak, @wafflestein8, @Yahya @wbladew5, @Mihael1, @Warnnexx, @Free City of Łódź2 points
-
*NW Engine* V0.2 Soon... Alternative to Aoc3
Niepokonany and one other reacted to AddPlck for a topic
Long time no see! In the past year and a half, I have also created my own engine. If you are interested, you can try it. thank you Engine name: Zetvl2 points