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  1. Send Ultimatums to Your Vassals. With this beta update, you can now send an ultimatum to your vassals. You can demand provinces or full annexation. It is important to have a larger army than your vassal for the ultimatum to be accepted. You can send an ultimatum by opening the civilization's diplomacy view: Once your army is much bigger, the ultimatum should be accepted. New GameValues, GV_Diplomacy.json: DIPLOMACY_SEND_ULTIMATUM_COST: 10, DIPLOMACY_SEND_ULTIMATUM_COST_LEGACY: 10, ULTIMATUM_ARMY_MODIFIER: 1.75, ULTIMATUM_RELATION_CHANGE: -25, More information: https://store.steampowered.com/news/app/2772750/view/577134669776028814
    15 points
  2. 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/514092519218217567
    8 points
  3. thiago9099

    Definitve Edition?

    dont make it a separate game please just update age of history 2 !
    8 points
  4. 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:
    7 points
  5. YO, mod switcher here. I introduce to you, a bloody era So, what's this mod about? - It's about the conflicts of 1900-2000. there is planning for a megacampaign but on this moment we will have different scenarios 1900, 1908, 1918, 1934, 1946, 1956, 1970, 1989 and 2000 Every scenario will have events but some more then others. But it's more then events 1900 europe: As you can see in for example Italy or Serbia, we have edited borders as well as more detail in to the geopolitics of the year If you're intrested our discord: https://discord.gg/pTpRRGhfPF
    7 points
  6. 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
  7. Łukasz Jakowski

    Union Fixes

    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 fixes
    6 points
  8. Age of History 3: Age of Chaos is a new way to play. Every 10 years, you will have to change the Civilization you control and switch to a new one. You will be given four random Civilization to choose from. Pick one and continue your journey, even if it means one day fighting the empire you once ruled. More: https://steamcommunity.com/games/2772750/announcements/detail/545613182900637436
    6 points
  9. Disclosure on May 10, 2025
    6 points
  10. 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
  11. Yea, added 😛
    5 points
  12. 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
  13. 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 Jakowski
    5 points
  14. Szanowny Panie Łukaszu Chciałbym do pana przemówić, gdy pan zapowiedział niespodziewanie nowy projekt, gdy podczas Age of History 3 jest dalej zabugowane i źle wykonaną grą szczególnie w aspekcie dyplomacji i wojny, lecz przejdę do tego zaraz. Jako modder Project Civilization 2 i w imieniu innych modderów aoh3 którzy borykają się z błędami w outcomach eventów czy też triggerów. Chciałbym otrzymać dokładny roadmap z funkcjami którymi pan planuje najbliższym czasie, żeby nie opierało się na pustych frazesach i nie robieniu nikomu złudnej nadziei. Lecz chciałbym zaproponować kilka zmian które by znacznie usprawniły rozgrywkę. Aspekt działań zbrojnych które są wykonane słabo po prostu gdzie w każdej bitwie liczy się jedno jednostka z większym atakiem i większą przewagą liczebną wygrywa. W samych bitwach chciałbym żeby została faza kontratak gdzie siły broniące atakują przeciwnika. Chciałbym przede wszystkim żeby do gry trafił bonusy dla jednostek pod konkretny teren które byłoby urozmaiciły rozgrywkę. Kolejny aspekt edycji jednostek to bonus do dyscypliny i morali, tak samo jak powyższy element miałby urozmaicić rozgrywki. Przechodząc dalej dodanie wymagań surowcowych które umożliwiały regionalizacje jednostek dodania np. Surowca słoni, lub też wielbłądów, podobnie miało to wyglądać w aspekcie religii. Ale najważniejszym byłoby jednak jednostki tylko dostępne dla danego kraju. Tutaj zaprezentuje na 3 przykładach: { Army: [ { Name: "Knight", ImageID: 43, UnitLevel: 2, Attack: 17, Defense: 17, MovementSpeed: 4.8, AttackRange: 2, SiegeProgress: 0.1, BoostDiscipline: 0.5 BoostMorale: 1.0 RequiredTechID: 14, RequiredResources: -1 RequiredResourcesCivilization:none RequiredCivilization: RequiredReligion: 1 Cost: 25, MaintenanceCost: 0.2, RecruitmentTime: 80, przykład nr.2 { Army: [ { Name: "RomanLegionist", ImageID: 3, UnitLevel: 2, Attack: 17, Defense: 17, MovementSpeed: 4.8, AttackRange: 2, SiegeProgress: 0.1, BoostDiscipline: 0.5 BoostMorale: 1.0 RequiredTechID: 14, RequiredResources: -1 RequiredCivilization:spqr;romw (roman empire and wester empire) RequiredReligion:3 Cost: 25, MaintenanceCost: 0.2, RecruitmentTime: 80, przykład nr.3 { Army: [ { Name: "Elephant", ImageID: 3, UnitLevel: 2, Attack: 17, Defense: 17, MovementSpeed: 4.8, AttackRange: 2, SiegeProgress: 0.1, BoostDiscipline: 0.5 BoostMorale: 1.0 RequiredTechID: 14, RequiredResources: -1 RequiredCivilization:none RequiredReligion:23 Cost: 25, MaintenanceCost: 0.2, RecruitmentTime: 80, Teraz przejdźmy do kolejnej rzeczy które trącą myszką a raczej ich bezużyteczność. Chciałbym żeby gra pokazywała regiony do której jest przypisana dana prowincja jak w imperatorze rome. Można byłoby się o pokusić dodania jakiegoś znacznika na mapie pokazujący stolice regionu. W przypadku oblężenia prowincji która nie jest stolicą regionu kapitulujesz całego regionu tylko jedną prowincję, gdy oblężysz stolicę regionu to zdobywasz cały region. Postuluje system fortów które również są wyświetlane na mapie które nie umożliwiają przejście armii wroga w odległości prowincji od fortu. Również postuluję wprowadzenie limitów fortów coś w stylu regiments limit żeby ograniczyć zbudowanie całego państwa fortami, kończy się zniszczeniem gospodarki.Event oblężeniowe chciałbym żeby został wprowadzony outcome province_siege = true, który będzie działał niezależnie od tego jaka prowincja jest oblężona na mapie. Pomniejsze kwestie odnośnie armii. czyli attrition i generałowie. Attrition miałby przede wszystkim zmniejszyć stacki graczy i ai podczas wojen.Liczbę regimentów które może utrzymać dana prowincja może zostać zwiększona przez technologie. Generalnie powinni otrzymać jakiś system perków które zależały na jakim terenie walczył i czy się bronił czy atakował. Teraz przez każdego ukochana dyplomacja, której można pisać długo. Uważam że powinien pozostać system z aoh2, z kilku powodów. Przede wszystkim obecny system dyplomatyczny służy po to żeby z kimś zmniejszyć relacje i wypowiedzieć wojnę od czasu do czasu podpiszesz sojusz. Ale dla mnie działanie minimum jest to że mam opcje handlu i że ai potrafi pokojowo zaanektować wasala. Ale przejdźmy do sojuszów specjalnych byłem wielkim fanem tego rozwiązania, lecz jak każdy inny aspekt w tej grze wydaje się niedokończony. Sojusz obronny jeszcze zrozumiem ale ten sojusz typu Hre jest bezużyteczny. Raz że nie można edytować to pod każde sojusz osobno to jeszcze do tego ai nie umie w tego reformować. Tutaj istnieją oczywiście eventy i można coś wykombinować lecz istnieje głupiutka mechanika że przywództwo przejmuje ten kto ma najwięcej punktów prestiżu.Ale tutaj byłoby proste rozwiązanie dodanie outcome prestige=-500 duration=5, co ny rozwiązało ten problem. Teraz polityka wewnętrzna a przynajmniej jej brak. Stabilność powinno się przesunąć do głównego ui i znacznie rozszerzyć jego działanie w tym dodać triggered odpowiedzialny gdzie stabilność cywilizacji spada poniżej jakieś granic np. triggered - stability_civilization_lower=36% -> outcome explode=(tagcivilization), i outcome civilization_stability=-5. Wyczerpanie wojny również powinno również zostać przesunięte do głównego ui, powinno również otrzymać swe outcome i triggered. Eventy i misje w mej opinii nie powinieneś dodawać edytor eventów do gry. Lecz skupiać żeby było jak najwięcej outcome w łamanie sojuszy i wyzwalania wasli. Ostatnim i chyba najważniejszym jest to żeby w grze pojawił się outcome odpowiedzialny za przeładowania drzewka misji aby móc je zmienić podczas trwania rozgrywki Prosiłbym żeby pan rozważył wszystko co tutaj napisałem, Z poszanowaniem Bizantyjczyk English Version Dear Łukasz I would like to speak to you when you unexpectedly announced a new project while Age of History 3 is further bugged and a poorly made game especially in the diplomacy and war aspect, but I will get to that right away. As a modder of Project Civilization 2 and on behalf of other aoh3 modders who are struggling with bugs in event outcoms or triggers. I would like to receive a detailed roadmap with the features you are planning for the near future, so that it is not based on empty platitudes and not giving anyone false hope. But I would like to propose a few changes that would significantly improve the gameplay. The aspect of military action, which is simply poorly executed, where in each battle one unit with a greater attack and a greater numerical advantage wins. In the battles themselves I would like to see a counter-attack phase where the defending forces attack the enemy. Above all, I would like to see terrain-specific unit bonuses added to the game, which would add variety to the gameplay. Another aspect of unit editing is the bonus to discipline and morale, just as the above element would add variety to the gameplay. Moving on to the addition of resource requirements that would allow for the regionalisation of units adding e.g. raw elephants, or camels, similarly there would be the aspect of religion. But most importantly, units would only be available for a given country. Here, I will present 3 examples: { Army: [ { Name: "Knight", ImageID: 43, UnitLevel: 2, Attack: 17, Defense: 17, MovementSpeed: 4.8, AttackRange: 2, SiegeProgress: 0.1, BoostDiscipline: 0.5 BoostMorale: 1.0 RequiredTechID: 14, RequiredResources: -1 RequiredResourcesCivilization:none RequiredCivilization: RequiredReligion: 1 Cost: 25, MaintenanceCost: 0.2, RecruitmentTime: 80, nr.2 { Army: [ { Name: "RomanLegionist", ImageID: 3, UnitLevel: 2, Attack: 17, Defense: 17, MovementSpeed: 4.8, AttackRange: 2, SiegeProgress: 0.1, BoostDiscipline: 0.5 BoostMorale: 1.0 RequiredTechID: 14, RequiredResources: -1 RequiredCivilization:spqr;romw (roman empire and wester empire) RequiredReligion:3 Cost: 25, MaintenanceCost: 0.2, RecruitmentTime: 80, nr.3 { Army: [ { Name: "Elephant", ImageID: 3, UnitLevel: 2, Attack: 17, Defense: 17, MovementSpeed: 4.8, AttackRange: 2, SiegeProgress: 0.1, BoostDiscipline: 0.5 BoostMorale: 1.0 RequiredTechID: 14, RequiredResources: -1 RequiredCivilization:none RequiredReligion:23 Cost: 25, MaintenanceCost: 0.2, RecruitmentTime: 80, Now let's move on to the next thing that trumps the mouse, or rather their uselessness. I would like the game to show the region to which a province is assigned like in imperator rome. One could be tempted to add a marker on the map showing the capital of the region. If you siege a province which is not the capital of a region you only capitulate the whole region, if you siege the capital of a region you conquer the whole region. I postulate a system of forts that are also displayed on the map which do not allow the enemy army to pass within a province of the fort. I also postulate the introduction of forts limits something like regiments limit to limit the building of a whole country with forts, ends up destroying the economy.Siege event I would like the outcome province_siege = true to be introduced, which will work regardless of which province is besieged on the map. Minor issues regarding armies. i.e. attrition and generals. Attrition would primarily reduce player stacks and ai during wars.The number of regiments a province can hold can be increased by technologies. Generals should get some kind of perk system that depended on what terrain they fought on and whether they defended or attacked. Now by everyone's beloved diplomacy, which can be written about at length. I believe that the system from aoh2 should remain, for several reasons. First of all, the current diplomatic system serves to reduce relations with someone and declare war occasionally sign an alliance. But for me the minimum action is that I have options to trade and that ai can peacefully annex a vassal. But let's move on to special alliances I was a big fan of this solution, but like every other aspect in this game it seems unfinished. A defensive alliance I can still understand but this Hre type alliance is useless. You can't edit it for each alliance and the ai doesn't know how to reform it. Here there are of course events and you can work something out, but there is a silly mechanic that leadership is taken by the one who has the most prestige points.But here would be a simple solution adding outcome prestige=-500 duration=5, which ny solved this problem. Now internal politics or at least the lack of it. Stability should be moved to the main ui, and it should be greatly expanded to include a triggered responsibility where the stability of a civilization falls below some limit, e.g. triggered - stability_civilization_lower=36% -> outcome explode=(tagcivilization), and outcome civilization_stability=-5. War exhaustion should also be moved to the main ui, it should also get its outcome and triggered. Events and missions in my opinion you should not add an event editor to the game. But to focus as much as possible on outcomes in breaking alliances and triggering vassals. Lastly, and probably most importantly, the game should include an outcome responsible for reloading the mission tree so that it can be changed during the game. I would ask you to consider everything I have written here, Respectfully Bizantyjczyk
    5 points
  15. Marerjh

    Definitve Edition?

    Small requests and suggestions that have never left the game's community: Can we get the Age of History 3 soundtrack, at least as free DLC? The original soundtrack is very annoying. Frontline management should be your main focus. That's what all the players want! AI being more active in diplomacy with the player and othe r civilization would be neat One player on Reddit asked for the ability to build buildings in several provinces at once. Something like selecting a building and clicking on the desired provinces A button for assimilation/investment/holding a festival in all provinces at once (or until the gold runs out) Changing and dying rulers has always been a highly requested feature. It seems that happiness should directly affect stability. If you hover your mouse over stability, there will be a line about happiness, but it is always equal to -0.1%. On Reddit, one player mentioned that he really liked the feature of changing the name of provinces depending on the owner. I think this would make sense in the Definitive Edition. It would be cool if you could open the diplomacy menu by right-clicking on the provinces of a civilization. The event editor must remain in the game no matter what! It's a key feature! The font used to display the names of rulers when selecting a civilization looks bad. Why does the game use different fonts? We hope this will be fixed My personal request: I feel that the bonuses from terrain and governments are not strong enough, as if you were afraid of messing up the balance too much. Perhaps it would be worth rebalancing them?
    5 points
  16. Marerjh

    Definitve Edition?

    I really hope these bugs gonna be fixed! Improved diplomacy + improved AI = all we need And please, don't make the price too high. This game would fit nicely as an update for Age of History 2. Therefore, many people will be dissatisfied if it becomes more expensive.
    5 points
  17. 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 NEXT WEEK OR A LITTLE LATER
    4 points
  18. 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
  19. 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
  20. 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
  21. 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
  22. 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
  23. Here is the provinces so far: It will come out for aoh2 with the Zetvl engine: TEAM: PETEFROMPAT EDGE SERVER: https://discord.gg/yxKHwHzkSz
    4 points
  24. Union Improvements When a union is formed, the vassals of the second Civilization are now transferred to the union leader. The union leader will now gain cores on all provinces that join the union. https://store.steampowered.com/news/app/2772750/view/545615719765639609
    4 points
  25. As of now, AI will never form a formable civilization regardless of how much gold it has. it doesn't make sense for, say, Seville to conquer all of Iberia and not form it, even centuries after the fact. AIs should be able to form a civilization if they meet the requirements and are in a financially comfortable position (a player would probably not spend all of their money on forming a civ if they have 101 gold with a monthly balance of -6 (unless forming said civ is their endgoal)).
    4 points
  26. HaSa

    Definitve Edition?

    I don't care We have thousands of mods that make the game as good as possible, this edition is not needed
    4 points
  27. 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
  28. Evis7

    Event Making improvements

    Hi Lukasz, I'd like to suggest a few things for AoH2 Definitive Edition, in this case Event Making for modders. Here are some things I came up with: 1- Duplicate Events: This option would be fairly simple to add, and would improve the speed of creating similar events instead of creating them from scratch. 2- Categorize Events: This might be more complicated, but it could improve the player experience. There could be global events (news), major events, and minor events, each with a different size, just like in Hearts of Iron IV. Although, for me, just creating global events would be fine. 3- New Outcomes: Some outcomes could include changing the name of provinces, changing the current leader of the country to another, removing troops (this would eliminate troops in general, for example, if I have 1,000,000 troops in the event, a certain percentage could be removed, such as 20% or 80%), and finally, building a certain building in one or several provinces we select. That's all I could think of. I hope you can add some more to improve modding and the experience when creating events.
    3 points
  29. Here's the current development progress:
    3 points
  30. AOC3, Open Sourced. Take a sledgehammer to those modding restrictions. --- AnalyticalEngine (Project Orion) is a game engine that opens up the core binary code of AOC3 and removes hardcoded features and mechanics by allowing for full NashornJS scripting in mods, as well as providing an API for Event Conditions, Effects, Game Scopes, modded Multiplayer (MP) support, and custom mapmodes and UIs. This allows for full hybrid Java and JavaScript modding support. To get started with modding in AnalyticalEngine, simply add .ds/.js files in your mod folder. These will be automatically detected by the game engine and executed in-game. Consider also reading the attached Documentation or asking for support from our Discord server. Installation: GitHub | Steam Latest Release: 0.6b - Centurion. (Make sure to check GitHub installation instructions before downloading). Install Java SDK 23. Download the current src/AOC3-Source.jar, and drop it into any basegame AOC3 directory. You may now either run it normally as a Java binary or via the command line in the extracted folder if you wish to access AnalyticalEngine's console: java -jar src/AOC3-Source.jar - Documentation: Note: Documentation is currently a work-in-progress and may not necessarily be complete. Custom Mapmodes Deepscript (Event Conditions, Effects, Loops, Scopes, Variables) Map Data Scripting Information Nashorn Scripting Features: Current Feature List. Added Singleplayer support for the Multiplayer build of the game. Custom Event support. Custom Mapmode support. Custom UI support. Fixed various localisation glitches. Fixed various map glitches. Full NashornJS compatibility and scripting. Modded Multiplayer support. Overhauled Editor UIs: Civilisations can now be directly edited by right clicking on a Civilisation in the Scenario Editor. Province Names can be edited directly from in-game editors. Resource Editor overhaul. Scenario Editor overhaul. Terrain Editor overhaul. Overhauled tooltips now allow for inline coloured text changes and images in Events. Reworked Conditions (Triggers) and Scopes. -
    3 points
  31. 3 points
  32. Receiver It will be a normal army of the civilization that received the army.
    3 points
  33. 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
  34. 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
  35. Yes, it will be possible to edit the values of buildings.
    3 points
  36. Epochs Of Antiquity This mod is unfinished Epochs of Antiquity is a mod based around the times starting from Early Cultures, hellenic ages, and till the collapse of Western Rome. 324 BC scenario (Unfinished) Name: (The Rise Of Macedon) This Scenario showcases the height of the Macedonian Empire. East Asia: Africa: Arabia: Scythia: Turkic Tribes: Europe: The mod will be released when I finish atleast one of the scenarios. Sorry for the shitty thumbnail
    3 points
  37. 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: Zetvl
    3 points
  38. - Event data is now standardized, but some events might not be usable in a AoH2:DE from AoH2. Because the event data was never standardized, some events from different mods might not work. Keep the last version of your events as a backup. Different versions might not work. Just in case You can watch your mod here:
    3 points
  39. Added also: New option for scenario event to play music when the event pops up.
    3 points
  40. Just this moment, then let's start. This is the configuration file for the mod. We are planning a big update, fixing several problems and adding a lot of new content. We will list these updates when we release them, or we can go to the game to check them out. This is the new version about the menu. The updated content will be presented in other items in this interface, and I will add other items.
    3 points
  41. You can always use a blank image for the group like: The file: game/advisors/advisors/H/noAdvisor.png The numImages.txt file should contain only 1, and the image should be named 0.png And you will get rid of them.
    3 points
  42. Siamese

    Definitve Edition?

    We need more historical formables instead of memes
    3 points
  43. Nowarhia

    Definitve Edition?

    Dont add AoH3 civs why I am saying this? Because Pizza Empire for me is just a shitpost in a game, and too much of it is not goodings, but instead make new formables and civs
    3 points
  44. This is the latest update. I promise he's not Hoi4
    3 points
  45. Pnompenb

    Definitve Edition?

    Thanks for the offers, give your money and go fuck yourself. maybe some of this will appear in 7 years in aoh1:microwave edition or something like that
    3 points
  46. 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!
    3 points
  47. I didn't have the ability to modify the code for the game's combat system before, so I've added some code for the BE mod combat system here. However, there are certain flaws within the code of their mod that could lead to an astronomical inflation in the number of troops retreating from a province, potentially reaching tens of millions or even billions (in multi-civilization battle scenarios). Should I ever possess the capability to amend this segment of the code in the future, I shall undoubtedly craft my own battle system code with meticulous precision.
    3 points
  48. News on June 2: However, it is important to note that it is currently not possible to publish here due to the presence of stolen codes. The good news is that this string of code caused a game issue and will be replaced soon
    3 points
  49. sqertsers

    New Era

    its a mod about 1988-2001 It add: nation scenario event and more (maybe) V0.1 SOON
    3 points
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