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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
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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
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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 -
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 -
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 -
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 -
Rebels Balance
Mihael1 and 2 others reacted to Łukasz Jakowski for a topic
Rebels Balance Revolutions now require at least one province to have a Revolutionary Risk above 60% before they can begin. Every revolution begins with a spark. Once unrest reaches its breaking point, the flames of rebellion may spread across the nation. GameValues: gvRebels.json START_UPRAISE_MIN_REV_RISK_IN_PROVINCE_TO_START: 0.6,3 points -
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
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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
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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 -
Chronica Mundi - Iron age, Dark ages, Medieval, Victorian scenarios.
Das Moss Man and one other reacted to IIduce for a topic
New project once again, because they always end up corrupting, but now I've learned my lesson, and I will be saving this project somewhere else so it doesn't go lost again. This mod will consist of many scenarios, some of those scenarios will be: 656 BCE - Neo-Assyrian Empire 323 BCE - Macedonian Empire 210 BCE - 2nd Punic war battle of Herdonia, and the Qin empire 100 BCE - Just a cool number 49 BCE - Julius Caesar Roman civil war 1 BCE/1 AD - doesnt really matter which one 145 AD - Kushan Empire 271 AD - Crisis of the Third Century (and probably more inbetween) 1075 - Seljuk Empire 1245 - Fourth Crusade 1337 - Because of EU5 1444 - Because of EU4 1453 - Fall of Constantinople 1526 - Battle of Mohács 1615 - Swedish Empire 1803 - Napoleonic wars If you want any extras comment suggestions. Current progress: 1444 Balkans: Ottomans Albania (League of Lezhe): England: Just to note, this is two days of progress currently.2 points -
A bloody age(i am so back)
YouravaragebrazilianAoCfan and one other reacted to Xjento for a topic
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/pTpRRGhfPF2 points -
Earth Huge - Alpha v0.3 "Greenland in 16K" released!
bizacjum and one other reacted to daniiiiiii for a topic
WOAH2 points -
Earth Huge - Alpha v0.3 "Greenland in 16K" released!
YusufAliDE and one other reacted to Beter Griffin for a topic
This giant province in Eastern Greenland was split into 474...2 points -
[REVOLUTION] 🎬 ANIMATED EVENTS in Age of History 2! Unlocking the Engine's Hidden Power!
Das Moss Man and one other reacted to Katiowa for a topic
I don't know how he did it, but as I can see it didn't used Atlas, so it's curious. When he release AOH2 DE we will know. He did post minutes ago, it was a shock for me, xD.2 points -
𝐓𝐡𝐞 𝐖𝐚𝐫 𝐨𝐟 𝐑𝐞𝐯𝐨𝐥𝐮𝐭𝐢𝐨𝐧𝐬 | New Launcher Showcase Video 17.02.2026
YusufAliDE and one other reacted to Lim10 for a topic
2 points -
Thrones of Ice and Fire - Game of Thrones mod
Lim10 and one other reacted to PeteFromPat for a topic
2 points -
[REVOLUTION] 🎬 ANIMATED EVENTS in Age of History 2! Unlocking the Engine's Hidden Power!
Lim10 and one other reacted to Das Moss Man for a topic
why arent ppl talking abt this more this is revolutionary2 points -
Magna Europa
Wayne23lololh and one other reacted to Apple for a topic
It would also probably take 3 decades to make all those provinces anyway. And this mod would be extremely unfun with a million provinces. Making scenarios would be a nightmare as well, and it would run like a river of cement.2 points -
Happy new year.
YouravaragebrazilianAoCfan and one other reacted to Apple for a topic
Happy new year. I hope this community becomes slightly more active2 points -
2 points
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Thrones of Ice and Fire - Game of Thrones mod
MOHMMAD STARK and one other reacted to PeteFromPat for a topic
2 points -
Thrones of Ice and Fire - Game of Thrones mod
Redmemer101 and one other reacted to PeteFromPat for a topic
sorry for lack of progress, things will be back up soon. Tomorrow I will post a Showcase to the YouTube channel.2 points -
Earth Huge - Alpha v0.3 "Greenland in 16K" released!
bizacjum and one other reacted to Beter Griffin for a topic
Most of Greenland's ice sheet has zero named geographic features, so they will be named after coordinates within the province2 points -
Earth Huge - Alpha v0.3 "Greenland in 16K" released!
YouravaragebrazilianAoCfan and one other reacted to Beter Griffin for a topic
In 1836, you can release and play as the Republic of Indian Stream, a small breakaway state which existed from 1832 to 1835.2 points -
Earth Huge - Alpha v0.3 "Greenland in 16K" released!
Lim10 and one other reacted to Beter Griffin for a topic
Northeastern tribes as of 1440. Some of these might not have existed as of then.2 points -
Additions & Stuff Mod (Including Project: Vita 3.0)
ViktorH1488 and one other reacted to Çağan Ayyıldız for a topic
Do you like Age of History 3 but find its content insufficient? Introducing; Additions & Stuff. What is the purpose of Additions & Stuff? Additions & Stuff is a general megamod that aims to improve the existing features of the game at the best level. What has been added so far and what is planned to be added; A small-scale extended timeline for both maps; (16 of 245 scenarios were completed). There will be a total of 10 scenarios per 100 years. The ones on the main map will be vanilla level, and the ones in Project: Vita will be about 5 times more detailed than vanilla level (Since Project: Vita has about 5 times more provinces than t he main game, we will talk about them in the following articles). Better laws (to be developed); Most of the "laws" in the game are politically based, and as different tools, they can work in different situations. So, while lesser laws may not be as effective as their higher counterparts, they do provide you with additional advantages. This means you can restrict certain rights and generate revenue for your country at any time, especially in emergencies and in poor countries. However, there are still various problems and adjustments that need to be corrected (such as the artificial intelligence not changing any laws, the values of some laws being insufficient, missing or exaggerated) and they will be fixed in the future. Map improvements; Additions & Stuff comes with an improved version of the Map Tweaks mini-mod. Growth rates have been completely overhauled to be more proportional to population balance (growth rates will be further improved in the future), and resources have been reworked to be more realistic to align with real-world resource production. Large regions of the United Nations have been added instead of continents (the existing "regions" feature will be updated in the future, and continents will be added back as regular continents). The map overlays have a new look (by combining the 2 overlays published by Lukasz) and when you zoom out from the map a different map appears. Some cities have been changed to align with the administrative division capitals. New islands that weren't in the game are also being added to the map. In the future, terrain types will also receive a new renewal. Good news: once everything is finalized before the release of Additions & Stuff, you'll be able to subscribe to Map Tweaks v1.2 directly on Steam. Resource updates; As mentioned above, the distribution of resources has been completely renewed and made realistic. Future plans include giving resources a real function, rebalancing the returns you get from resources, balancing resource farming, and adding a few new resources. Project: Vita 3.0 announcement; In addition to the main map, the mod will include a map approximately four to five times larger than the main one, which I previously created for Project: Vita, version 3. The map will be created similarly, dividing the provinces of the main game but preserving their basic shapes. Like Map Tweaks, Project: Vita 3.0 is a sub-expansion of the mod, so it will be released as an additional mod once completed. While production on the map is not yet complete, I'd like to announce that production has begun. Other plans include; new units, research adjustments, more detailed civilization technologies, changes to the military, better tasks, time picker and more... -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Triple Modders Presents Our Discord server for updates and more Steam page of the mod My YouTube Channel2 points -
Earth Huge - Alpha v0.3 "Greenland in 16K" released!
YouravaragebrazilianAoCfan and one other reacted to Beter Griffin for a topic
Alpha v0.1 of the mod is finally out! https://steamcommunity.com/sharedfiles/filedetails/?id=35690855092 points -
Additions & Stuff Mod (Including Project: Vita 3.0)
Beter Griffin and one other reacted to Çağan Ayyıldız for a topic
# Weekly Update Notes ***Summary;*** 1. Map Editing Tool was designed as a new .jar file. 2. New islands added for Bahamas 3. Some game values have been changed. 4. Some countries' flags have been revised. 5. New units have been added and units have been edited. 6. New laws (beta) 7. PV 3.0: New scenario: Administrative Divisions. 8. PV 3.0: Afghanistan is completed. 9. PV 3.0: One city was added to each province of Afghanistan. 10. PV 3.0: Major cities feature added (Indev). **v Scroll Down For Details v** # Weekly Update Notes ## Main mod: ***Map Editing Tool was designed as a new .jar file.*** 1. Its purpose is to provide more options for editing the map in-game. 2. For now, it only increases the max edit level of growth rate and base development level to 1000. 3. It may be possible to transfer it to the main game after determining whether it has any errors and resolving the errors found. ***New islands added for Bahamas.*** 1. All arrangements for the islands have been made (connections, growth rate etc.). 2. Added islands; - Ragged Island - Spanish Wells - Hope Town - Grand Cay - Black Point - Bimini - Long Cay - Green Turtle Cay ***Some game values have been changed.*** 1. The atomic bomb production price increase was reduced from 500 to 20 for each atomic bomb created. The time to create an atomic bomb was increased from 180 to 365 days. The initial production price for an atomic bomb was increased from 1000 to 2000. This allowed larger countries to produce atomic bombs more easily than smaller countries, and prevented the near-impossibility of producing atomic bombs in the late game. 2. You can now recruit obsolete units. 3. The base starting build slot for all provinces has been reduced from 3 to 2. The base starting build slot for the capital has been increased from 4 to 5. This limits the ability of provinces with weak economies to build large amounts of buildings and grow easily. While this feature will be more prominent in Project: Vita 3.0, it will also be useful in the main game. 4. The AI will no longer change its government if it can colonize a province. This means the AI will only attempt to change its government if it finds no colonizable provinces within its borders. This is an experimental feature only available for tribes. The aim is to gather all uncolonized provinces to form kingdoms. 5. The value of cheat codes has been doubled. This means cheats now give you 1000 gold instead of 500, 500 legacy instead of 250, 15000 manpower instead of 7500, 2 advantage points instead of 1, and 200 diplomacy points instead of 100. This change is to increase the rewards of cheats and make it easier to use cheat features when you decide to cheat. 6. The maximum number of alliances has been increased to 5 from 1. 7. The negative impact of aggressive expansion on becoming an alliance has been reduced from 0.75 to 0.10 per point of aggressive expansion. The negative effect of being in a different type of government on forming an alliance was increased from 5 to 10, the negative effect of being in a different type of government group on forming an alliance was increased from 15 to 20, the effect of being a member of a different religion on forming an alliance was increased from 5 to 10, and the effect of being a member of a different religion group on forming an alliance was increased from 20 to 25. 8. The negative effect of belonging to different governments or religious groups on signing a non-aggression pact was increased from 0.4 to 0.5. 9. The sales value of provinces has been increased from 1.5 to 6.0 per province. So this feature will actually gain a function 10. You will now experience a 15.0 increase in relations with civilizations that share technology, instead of 3.0. So this feature will actually gain a function too. 11. The quest menu opened from the Council now displays events, so if I add events to the game in the future, they can be easily controlled from there. 12. Now the electors will also protect the Holy Roman Empire from wars. 13. Added province income map mode. 14. The rebels will now change their form of government after gaining independence. 15. The points addition and subtraction rates in the Sandbox have been changed. The highest gold has been increased from 300 to 1000, the highest manpower from 2500 to 10000, the highest inheritance from 250 to 500, and the highest research from 200 to 500. 16. Pausing the game now also stops ship movements.***Some countries' flags have been revised.*** 1. Afghanistan, Armenia, Andorra and Argentina **New units have been added and units have been edited.** 1. Fixed incorrect unit settings. 2. New units added; - Archer type units; Railgun Battery [between "Future Artillery" and "Multiple Rocket Launcher System". Same stats as Future Artillery. (Future Artillery buffed)] - Fighter type units; Sniper (new lowest tier fighter unit), Surveillence (between Sniper and Anti-Aircraft Warfare), Anti-Aircraft Warfare (between Ground-to-Air Missile and Surveillence), Ground-to-Air Missile (between Early Fighter and Anti-Aircraft Warfare), Unmanned Fighter (between Modern Fighter and Laser Fighter), Laser Fighter (between Future Fighter and Unmaned Fighter) 3. Removed units; - The "elite", "early" and "heavy" variants of some units have been removed to bring the maximum level of all unit categories to 10. ***New laws (beta)*** 1. Now that you have all the vanilla laws you can move on to more systematic and philosophically based laws. 2. Since these laws provide a bonus of +3 monthly income, it is recommended to switch to these laws after reaching the required technology level. (I'm not sure about this. I plan to highlight new laws in different ways in the future.) 3. Instead of just giving you buffs, these laws promise buffs in some things and debuffs in others. ## Project Vita 3.0 map: ***New scenario: Administrative Divisions.*** 1. It's for testing purposes for now, but once the map is complete it will be a playable scenario. ***Afghanistan is completed.*** 1. It has a total of 313 provinces. 2. Each province is divided into approximately 6 parts, keeping the province borders from the main game. 3. Provinces are aligned with first level administrative divisions. 4. Below is how many provinces each province has; - Kandahar: 28 - Helmand: 26 - Badakshan: 22 - Herat: 19 - Ghazni: 19 - Nimruz: 16 - Farah: 14 - Bamyan: 12 - Badghis: 12 - Zabul: 12 - Paktika: 11 - Ghor: 10 - Wardak: 8 - Daykundi: 8 - Parwan: 7 - Khost: 7 - Takhar: 6 - Kunduz: 6 - Baghlan: 6 - Nangarhar: 6 - Paktia: 6 - Samangan: 6 - Balkh: 6 - Sar-e Pol: 6 - Jowzjan: 6 - Faryab: 6 - Uruzgan: 6 - Kabul: 5 - Logar: 4 - Nuristan: 2 - Panjshir: 2 - Laghman: 2 - Kapisa: 1 - Kunar: 1 ***One city was added to each province of Afghanistan.*** 1. One city was added to each province. 2. The position settings of the province names have been adjusted. ***Afghanistan's terrain types, growth rates, resources, and base development levels have been adjusted for the upcoming region update.*** 1. Also added connections. ***Major cities feature added (Indev).*** 1. The goal is to ensure that conquering all major cities of a country is enough to win the war, to ensure that the biggest cities of the regions lead the regions, and to bring a different feature to the resource system by ensuring that production resources are produced only in major cities. 2. In this context, the growth rates and base development levels of the city centers are higher than the region as a whole, and the values of the rest of the region are lower. 3. Future plans include adding a population editor and a province value editor to the Map Editing Tool (or the main game). A city terrain type will also be added.2 points -
Earth Huge - Alpha v0.3 "Greenland in 16K" released!
IIduce and one other reacted to Beter Griffin for a topic
The shattered world scenario is complete (for alpha 0.1). Might make a few touches here and there though.2 points -
Age of History II for PC
Mihael1 and one other reacted to Łukasz Jakowski for a topic
Release date: 21 November 2018 Steam: https://store.steampowered.com/app/603850/Age_of_Civilizations_II/2 points