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Now I working for my AoC2 Europe map, that have more provinces than Bloody Europe! I believe that I will be able to make this map by the February of 2023 (I mean connecting provinces and scenarios too) [---------------------------------------------------------------------------------------------------------------------------------------] [---------------------------------------------------------------------------------------------------------------------------------------] To show how big the map is, I'll make a comparison Crimea in Bloody Europe(20 provinces): Crimea in my map(28 provinces): Ukraine in Bloody Europe(146 provinces): Part of Ukraine in my map(186 provinces): [-------------------------------------------------------------------------------------------------------------] [-------------------------------------------------------------------------------------------------------------] Future scenarios: Modern World(DPR, LPR, Kosovo, Abkhazia, South Ossetia, Transnistrian Moldavian Republic included) Modern World+ (Russo-Ukrainian war and also Kosovo, Abkhazia, South Ossetia, TMR included) Regions of Ukraine 26 December 1991(Ichkeria included) World War ll 1919 World War l The scenarios will be supplemented [-------------------------------------------------------------------------------------------------------------] [-------------------------------------------------------------------------------------------------------------] If you think that I, like others, will leave the creation of the map at the final stage, its a mistake. I'm not them, I haven't so many things that I can't finish something. Map author is from Ukraine! You can follow the mod here: YouTube or Telegram Channel
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Cruel Ages II - The Successor of Cruel Ages Cruel Ages II is a symbiosis of Sieg Edition and Bloody Europe II dedicated to the era from the 15th to the 21st century, full of many scenarios, countries and other features. Features mod Cruel Ages II Main features: ⦁ 35 historical scenarios between the 15th and 21st centuries ⦁ All scenarios have new screensavers and introductory events ⦁ Bloody Europe II 1.2.2.1 engine ⦁ Extended SiegEdition map (5137 provinces) ⦁ Fixed most of the bugs in both Cruel Ages and Sieg Edition ⦁ 45 songs ⦁ Complete (almost) fix of translation ⦁ In events implemented SVO, the collapse of the USSR and other conflicts. Additional improvements: ⦁ Added Antarctica to the map background (only there) ⦁ Added new map backgrounds ⦁ Changed all references to BEII to Cruel Ages II in the code ⦁ Fixed a bug with the lack of a background on phones ⦁ Sawed out the mechanics “Not included in the declaration of war” ⦁ Registered Wikipedia for all scenarios ⦁ Changed the image in the main menu ⦁ Compressed almost all tracks to save space ⦁ Removed unnecessary civilizations ⦁ Fixed a bug with Sieg Edition eras ⦁ Fixed a bug with missing country names on Android ⦁ Civilizations that were still in CA got normal flags, like for example KOMUCH ⦁ Fixed a bug with flags that was in Cruel Ages ⦁ Changed atomic strike event images ⦁ Removed unnecessary and non-working %Damages in atomic strike events ⦁ Fixed eras for accessing ideologies ⦁ Fixed HRE borders and members ⦁ A huge number of edits in scenarios compared to both Cruel Ages and Sieg Edition ⦁ Increased the number of formable civilizations to 290 ⦁ Fixed a bug where the game crashed while scrolling through the list of scenarios on Android ⦁ Made normal, unstretched images for events ⦁ Made a lot of changes in the interface ⦁ Added an additional cursor ⦁ Changed some links in the game ⦁ Fixed Growth Rate ⦁ Added new ideologies ⦁ Fixed a bug with losses of defenders ⦁ Made national spirits for a couple of countries ⦁ Fixed a bug with tribes ⦁ Slightly changed the flag of the rebels Screenshots Download mod AoH 2: Cruel Ages II Developer golaid Platform Age of History 2 release date February 2, 2023 Launching the PC version: Unpack to an empty folder and run "CAII.jar" (BE 2 stable version) or "cr_be1.2.3.jar" (BE new version). Launching the android version: Choose the original mod or the version without music, and install as a normal game. Download PC version Download for android Android without music From Mods.su
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The mod will be early 2000s and based on my lore ( alternate universe) You must be wondering how I made a mod on mobile? I used, MT manager, Multispace (last image) Credits: ZDlord I used his mod as a base
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<Last update Plus points: change backgrounds, plus 2 governments, Changing the era of changing the government system, add flags editor overlays (etc. premonition my updates...: I'm make this mod to use mobile So if l have a computer. I learn java language. l add a army response supply systems and fix supply systems. But l think. When is This work come true? It's long future. My mod links https://drive.google.com/file/d/1TFouA9dgc1iCitwCL-c59qYLKDfrFiIj/view?usp=drivesdk Ah ah ah l want to play AoC3...so l have 20000types of feedbacks. but he isn't make this Inform ) it's long feedbacks. ======================== the existing ones in Age of Civilization 2. ======================== Port 10 percent economic growth, 5 percent population growth ======================== Add General The General has a mobile point of 5.0 allow to be obtained by use The General has a mobile point 3.0. allow for use and dismissal The General has a moving point of 1.0. Use the Matton retention point. The general's level is up to 10. General's level one. General's level one. receive General Level 1 Party Add 2% more military attack. Add 1% military defense. Through combat and training, You can get an experience value of 1. If you're 20 years old, the general's level is high. It's going up It can only be put into a land unit. After 70 years, it is gone. Even if it wins, it disappears with a 0.5 percent chance. It disappears with a 60 percent chance of defeat. ======================== technical ability Per 0.01 skill > 0.05% increase in military defense > 0.05% increase in military attack power ex) Your country's technology 1.0 The enemy's technological prowess My Military 10000 vs Enemy Military 10000 |10000×{(120/100)<-Army attack buff)}×[{(100-10)/100}<-Enemy's Defensive Buff}] vs 10000×{(1110/100)<-Enemy's Attack Buff)}×[{(100-20)/100}<-Army's Defense Force]=> 10000× 12/10 × 9/10 vs. 10000 × 11/10 × 8/10 => 10800-8800=8000 When we send troops from land to sea, Add charges (shipbuilding) ======================== dissemination system Supplies only have ports, supply stations. possibility There's no port or supply station. Out of nowhere, out of nowhere. Where there's only the ocean. His own Provins, Wherever you are, you have more than 10 percent of your economic power. In the presence of troops, supply is not available. ======================== Add Tribute Bureau System Only money can be collected. a secular system Not only money, but the diplomatic score of the underworld, Enable adjustment of moving scores. ======================== Addition of Military Training > 2% increase in military defense > 3% increase in military attack power > After 50 without training, every 2 tons 3% reduction in military defense 2% reduction in military attack power The training takes three turns. >A military attack through training is up to 15%. It can be increased. >A military defense through training is up to 10%. It can be increased. >A military attack through training is up to 30%. can be lined up. >The military defense through training is up to 40%. can be lined up. ======================== economic development and assimilation system I can't do it at once with brushes or regional bundles. Make it happen. ======================== Add leader hereditary system Every five years of democracy and republic. The leader changes automatically. When we're outside of democracy, republicanism, Leaders change automatically every 80 years. Every time a leader changes, his name changes. Let me set it up. ======================== leadership ability value conversion We're going to have to figure out what the leadership is capable of. It is divided into diplomacy, politics, military and charisma. And all of these capabilities range from at least 10 to 1. It can be up to In the event of a diplomatic increase >Add 6% diplomatic points. >5 The chance of success of the alliance proposal increases. At the rate of political increase from zero, >Add 6% moving point >3% building construction cost, assimilation cost reduced. > 0.1% increase in political legitimacy per ton > Increases speed of happiness by 2% > Decrease research costs by 10% When the number of troops increases from zero, >1% additional military defense. >1% more military attack. At zero, charisma increases by one. >The rate of increase in national corruption decreased by 20 percent >Reduce corruption by 0.5% per ton > 3% reduction in military maintenance costs If diplomacy drops by one from zero, Six percent of the diplomatic points are added. The chances of success in the alliance proposal of >5 are reduced. If politics drop by zero, >Add 3% more moving points >3% building construction cost, assimilation cost increase. > Decrease 0.2 per ton in political justification > Increases happiness rate by 2% > Increases research costs by 10% If we reduce the military by one from zero, >1% less military defense >1% less military aggression If you decrease your charisma by one at zero, > National corruption increases by 20 percent >Collapse per ton increases by 0.5% > 5% increase in military maintenance costs ======================== Added national corruption Added red-money clearing items from the budget Budgets can be adjusted to suit your disposal in the capacity of a leader If your charisma decreases from zero to one, Corruption per ton increases by 0.5 percent. per ton of inflation Corruption Increases 2% Corruption per ton per loan also increases by 1% Corruption per ton increases by 0.5% when war fatigue is over 80. Happiness is under 50, corruption per ton increases by 1%. Corruption per ton increases by 2% when the capital is lost. political justice from zero to 100 at the rate of one rise 0.02 per ton also reduces corruption in the capacity of a leader When charisma increases from zero to one, Decrease in per-ton corruption by 0.5%. At 0% of the budget for the liquidation of the enemy. at the rate of 1% Decrease corruption per ton by 1%. If corruption increases by 1%. > Increase the rate of rebellion by 2% > 2% reduction in tax income >Reduced military defense by 0.3% >Reduced military offensive power by 0.3% > 0.05 reduction in political justification per ton ======================== the addition of political legitimacy If political justice is zero, a coup d'etat political justice from zero to 100 at the rate of one rise >Add 0.05 moving point per ton >Add 0.02 diplomatic point per ton > 0.02 per ton less corruption 3 increase per ton if water is lost. If war fatigue is over 70 a five-point increase per ton in the capacity of a leader If politics drop by zero, > Decrease 0.2 per ton in political justification in the capacity of a leader At the rate of political increase from zero, > 0.2% increase in political justification per ton a statue built in Province at the rate of increase > 0.05 increase in political justification per ton If corruption increases by one percent, a reduction of 0.02 per ton in political legitimacy ======================== Addition of coup Zero political legitimacy leads to coup. in the event of a coup >Province, where the soldiers are, is 50 percent Probability turns a soldier into a coup d'etat. > Add 30 degrees of corruption When the coup d'etat takes over the capital, >The leader of a nation that has fallen into the hands of its capital Turns into a coup d'etat leader The Kudeta army was captured by the capital city. fall into the possession of the state Province ate by Kudetta Become the Province of the Fallen State. ======================== Add Health Center It can be built in three stages. Step 1: 0.2 Construction is possible if technology is more than 0.2 Phase 2: 0.6 Construction is possible if the technology is above capacity Step 3: Buildable if over 0.9 skill set In the event of construction in Province, 30% of disease per stage of disease occurrence mortality reduction ======================== adding frostbite In the event of construction in Province, an increase of 0.05 per ton in political justification ======================== Added the religious system, race and culture. the dominant state and the controlled state. If the system of religion and race and culture are different, than at the same time Increase in costs of assimilation; increase in rebellion. in the religious system Add Buff and Debuff to Different Religions ======================== Navy Additions Can only be created in Pro Vince with ports. When moving troops on land into the sea, Cheaper half the money of the navy. addition of artillery fire (In exchange for not moving) 2% economic power reduction in the number of artillery in the next Province Next to Province, the soldier was responsible for the attack Half as low as military attack, in the next Province. Decreased military defense by 10 percent, next to Provins. 5% less military fraud. {ex)The economy is 5000-(1/50× 20000)= It becomes an economic power of 4,800. (Military fraud is 100% standard) Military personnel are 10000-[{(1/2 ×20000)×9/10}×99/100]= 909 The number of soldiers stands at 909. For your information, I calculated without the other buffs.}) In the naval battle with the Army, 20% military defense and military attack. Add 10% ======================== Admiral Addition Admiral, you're going to have to take point 5.0. allow to be obtained by use Admiral, you're going to need a mobile point 3.0. allow for use and dismissal Admiral, you've got 1.0 moving point. Use the Matton retention point. The admiral's level is up to 15. The Admiral's level is 1 per capita. receive per admiral level Add 1.5% more military attack. Add 1% military defense Through combat and training, You can get an experience value of 1. If you're 20 years old, the Admiral's level is high. It's going up It can only be put into the Navy. After 70 years, it is gone. Even if it wins, it disappears with a 0.5 percent chance. It disappears with a 95 percent chance of defeat. ======================== the addition of the emperor's authority in the Holy Roman Empire. The emperor's authority is increased through reform. the emperor and the state belonging to the Holy Roman Empire. Decrease in War Decommissioning the Holy Roman Empire on the 0th 30th day, the emperor can ask for war. However, I get a diplomatic grade. 60 days, Holy Roman Empire. the subjugation of the emperor's kingdom. One hundred days, one Holy Roman Empire. Another increase of 10 per increase in prestige ======================== adding trade system Once we put the zoning in, the addition of trade power to the unit of the region per trade power > Increase population growth rate by 0.05% > Economic growth rate increased by 0.1% an increase in income of 20 The war has forced the trade power of the other region. Take up to 25% of them. It can be sent to its own region by trade power. Trade power is compared to the existing trade power at the time of the port installation an increase of 1.5 times Trade power increases by 1 per 1,000 economic power in the region. ======================== addition of trade policy Trade policy is mobile point 3.0, diplomatic point 2.0, gold 2000 allow for alteration in writing In free trade, trade is more common than general trade. >Double the country's trade power > Double the income of trade power > 5 percent increase in economic growth rate of 5 percent Partial free trade is more common than general trade. > 1.6 times more trade power in the country > 1.6 times the income of trade power In case of limited free trade, it is more common than general trade. > 1.2 times the country's trade power > 1.2 times the income of trade power It has no effect on general trade. Watchdog trade is more than general trade >a 1.5-fold drop in the country's trade power > 1.5 times the income of trade power >Two times the rate of technological increase In case of limited trade, trade is more common than general trade. a three-fold decline in one's trade power > Double the income of trade power >Three times the rate of technological increase When trade is banned, trade is more common than general trade. >Three times less trade power in one's. > Double the income of trade power >Four times the rate of technological increase ======================== Add Military Assistance System Military support is based on the presence of its own military personnel. There is a military option to send as a Providence choice. After the selection, the countries supported with the right of way in the country of support. The soldier turns into a country where ownership is supported. ======================== Adding a Modernization System This effect occurs when certain technical skills are applied. >Add 50% Attack Power >Add 40% more defense >Add 50% increase in population, >Add 55% economic growth rate ======================== Add a variety of military types Infantry Production: gold 5 price per unit, maintenance: gold 2 price no effect a mounted soldier Production: 20 gold per unit, maintenance: 5 gold prices >30% more military attack than infantry >20% less military defense compared to infantry >10% increase in military offensive against shield troops Artillery Production: Gold15 price per unit, maintenance: Gold5 price Available from 0.35 or higher technical skill. 20 percent more military attack than infantry >20% less military defense compared to infantry > 7% reduction in military defense against horseback disease > Explosive technology (instead of moving) 2% economic power reduction in the number of artillery in the next Province, Next to Province, the soldier was responsible for the attack Half as low as military attack, in the next Province. Decreased military defense by 10 percent, next to Provins. 5% less military fraud. {ex)The economy is 5000-(1/50× 20000)= It becomes an economic power of 4,800. (Military fraud is 100% standard) Military personnel are 10000-[{(1/2 ×20000)×9/10}×99/100]= 909 The number of soldiers stands at 909. For your information, I calculated without the other buffs.}) shield soldier Production: 10 gold prices per unit, maintenance: 3 gold prices >35% increase in military defense compared to infantry >30% less military attack than infantry > Increases military attack on artillery by 10% Every soldier in Province with a shield More than a quarter of the time. Add 20% ERA Infantry on land. Shield's five-ton shift. One turn can't move. In the ground provins, the artillery will move three-tone, One turn can't move. ======================== the addition of a soldier's morale For every 0% to 1% increase in fraud, Increased military offensive power by 0.5%. 0.2% increase in military defense Every time the fraud goes down from zero to one percent, 0.9% reduction in military attack power Decrease military defense by 0.5%. ======================== Added military complaints Military dissatisfaction 50 There's a random military presence in Pro Vince. of different ideologies or subordinate to the state. rise in revolt of the state ======================== Added military maintenance buffs Less than 10% of the military maintenance cost. 1% less military complaints per turn, 5% less fraud per turn Military Maintenance Expenses If the cost of maintaining the troops is less than 10% and 50% Every 50 percent to 1 percent drop, 2% less fraud per ton When military maintenance costs exceed 90%. >Increases fraud by 5% per ton, Turntang Military Complaints Decrease 2 ======================== Added large army and combat penalty More than twice as many as our troops. >Increases military attack power by 10% on enemy troops Decrease military defense by 10% in our armed forces. More than three times as many as four times as our troops. >Increases military offensive power by 20 percent to enemy troops Reduced military defense by 15% in our armed forces. More than four times as many as six times as our troops. >30% more military attack on enemy troops 20 percent less military defense for our armed forces. More than six times the size of our army. >Increases military aggression by 50 percent against enemy forces Decrease military defense by 30 percent in our armed forces. ======================== In certain circumstances Added duration of battle in battle Three times the difference in each other's armies. > 20 percent reduction in battle period Four times the difference in each other's forces. > 40% reduction in battle period Five times the difference in each other's army. > 60% reduction in battle period 6 times the difference in each other's armies. > 80% reduction in battle period Every 50,000 soldiers in combat. > Increases duration of battle by 20% In battle in the castle > Increases gender rating by 40% during 1 day fighting period > 80% increase in the duration of battle when the gender rating is 2 days If there's a war of Garylia of the General's character, >When a grade is raised by about one degree, 20 percent increase in combat time ======================== Add Regional Attendance 25 tons per region. Use a diplomatic point of 0.7 Add your own core to the area. ======================== the addition of an economic alliance 0.9 Offerable for technical skill or higher than 0. Available for half the price of a trading country 2% more opinions per turn with your country 20 percent increase in the chance of alliance success ======================== the addition of big War Both the attacker and the defense. Occurs when hot steel is present One and a half times as much war fatigue as a normal war. Increase with an ally of the powers or powers. Inter-border distance from possible alliance success, It's war, diplomatic relations are severed. Remove factors ======================== the addition of World War Both the attackers and the defenders. There is a strong fever and more than 1% of the world's population is dead. Occurs upon occurrence of Three times as much war fatigue as the general war. Increase with allies to which the powers or powers belong. The distance between borders is a possibility of the alliance being successful. It's war, diplomatic relations have been severed. Remove Factors ======================== Add Resources as much as one-fifth of the economy's gold output per turn. As much as Province's resource reserves. 3 production and 1 maintenance per shield unit required Five production, two production per artillery unit ======================== Add Providence Resources Reserve In the topography and map editor of Provins, Per turn as much as the set resource reserves give resources ======================== Add deal Upon transaction request Exchange resources and money for transactions ======================== Add tension Limit 200 a decrease of 100 after the end of the big war a decrease of 180 after the end of the world war In case of a merger per Province without a core a tenfold increase Decrease by 1 per turn 1 increase in tension Increased AI militancy by 2 ======================== Add war justification In the declaration of war, other religions, cores, colonial objective, hostile country and invasion. a different religion > Invasion and defense states Create justification for different religions Core >The core of an invasive country is a defensive state Generate justification if present colonial objective An invasive country is a modernized country. defenseless Create a nation-time justification a hostile country > Opinion - Generate justification for a country less than 10 ======================== Add penalty in case of invasion without cause of war Increased tension by 5 Friendly nations and allies, the Holy Roman Empire Decrease 10 Opinions with the Empowerment Emperor of the Holy Roman Empire the 15th reduction of the emperor's authority ======================== General Added Capability Values Guerrillas: General Capability Level Increase by 20% per Battle Period Strategy: 1% increase in military attack per general level. Mountain: General Skills 1 Party 1% increase in military defense in mountain ranges and hills Plain: General's Capability Level 1% increase in military defense on flat ground Desert: General Capability Level 1 1% increase in military defense in deserts and reflectors Forest: General Skills 1 Party 1% increase in military defense in jungles and forests Cold: General's Capabilities 1 Party 1% increase in military defense in tundra ======================== Add Admiralty Capability Values Avoidance: 2% increase in military defense per admiral's ability. Strategy: 3% increase in military attack power per admiral's ability. Continued: 20% increase in duration of battle per admiral's ability. Land Defense: Admiralty Capabilities 1 Party 2% increased attack on land units ======================== addition of troops Flayer's got his own ratio. Production after setup Flayer sets the name himself possibility ======================== the limit of military defense all military defenses beyond the general's capability. The agreed-upon variation is 0% to 90%. ======================== the threshold of military aggression The limit of military aggression is General's ability is greater than -100%. Do not exceed 'number of enemies/number of allies'. ======================== Add Resource Support He's been trying to convince other countries of his own resources. Support is available. in case of volunteer assistance >Increate >The countries that are funded by resources To a country that has volunteered. Make 'improvement of relations' ======================== addition of artillery fire Available in the presence of artillery and navy Production: 15 price per unit, maintenance: 5 price Instead of moving, 2% economic power reduction in the number of artillery in the next Province Next to Province, the soldier was responsible for the attack Reduce military aggression by half. Decrease the military defense of the neighboring Province by 10% Five percent less military fraud in the neighboring Province. {ex)The economy is 5000-(1/50× 20000)= It becomes an economic power of 4,800. (Military fraud is 100% standard) Military personnel are 10000-[{(1/2 ×20000)×9/10}×99/100]= 909 The number of soldiers stands at 909. For your information, we calculated without the other buffs.} ======================== Add Party Support It's the first time that we're going to be able to create a new version of the Unlike spending money to change ideology, according to party approval It can change ideology. Political parties each have a constitutional monarchy and an absolute monarchy. There is fascism, republicanism and communism. But the tribes, the cities, the nomadic tribes, in case of need You can change it by choosing between a city state and a nomadic tribe by using the price of 1,000 gold > City state, in case of a nomadic tribe the price of 3,000 gold constitutional monarchy, absolute monarchy, fascism, You can choose between republicanism and communism. party approval rating You can turn it into publicity, blame. When an ideological revolt broke out, The party leadership is zero. ======================== Add Promotions for four tons of gold at a price of 1,000. I've chosen the party's rightful support. 4 Increase it. When an ideological revolt broke out, Promoting the party is impossible. However, the rebel state caused by this year Promotion is possible when all cores are removed. Promote one party and the other party's support. Decrease by one. However, party leadership among the decreasing parties in the presence of zero, as many as the number of the party Turn 1, increment 1 is reduced. ======================== the addition of criticism for four tons of gold at a price of 1,000. I've chosen the party's rightful support. 4 Decrease. When an ideological revolt broke out, It is impossible to criticize the party. However, the rebel state caused by this year Blame is possible when all the cores are removed. However, party leadership among the decreasing parties in the presence of zero, as many as the number of the party Turn 1, decrease 1, decrease 1. ======================== election addition constitutional monarchy or republican first city There is an election every five years. Fascism or absolute monarchy or communism half the party's political support, or more than 50. Move point 3.0, diplomatic point 2.0 Can be done by use. the party with the highest political support in the election Ideology shifts to national ideology. ======================== Add Core Removal Probins' worth 3,0000 gold. It can remove cores from other countries. ======================== That's enough.
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This is a scenario of 867 AD to Europe map, isn't 100% but i'm going to improve it, adding leaders and more. NOTE: You must copy and paste the "civilizations_editor" folder into "C:\Program Files (x86)\Steam\steamapps\common\AoCII\game". Viking Age - 867 AD.zip
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Hello again, so i've decided to make some events, this is the iberian update, some features: - New Events - Reconquista Events - New Palette - Frontiers in iberian peninsula are more accurate - King Death event(only for Leon in 905) - Break country events Viking Age - 867 AD.zip Viking Age - 867 AD.zip
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This is the first update to the viking age scenario, i updated the British isles, some features: - New Leaders; - Now is possible to win with Wessex, but is too hard; - Isn't so easy to conquest england with Jórvik; - More balanced. Hope you like it, i'm going to update it in the future. Viking Age - 867 AD.zip
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Conqueror's II | Victorian Age: At the Dawn of an Era scenario by @St.Chmnd Maybe someone know the "At the Dawn of an Era" scenario. This detailed scenario made by @St.Chmndand now, he ported it to Conqueror's II. Thanks to him for this nice scenario! You can look at the features of this scenario from this topic: PICTURES: DOWNLAOD LINK: https://www.mediafire.com/file/4o8qh165usip4zp/Dawn+of+a+New+Era-A+Victorian+Era+Scenario.rar/file You can take help for install this scenario from this video: AoC2ModdingTR / St.Chmd
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¿Como puedo agregar otro jugador en media partida?, ¿se puede?, si es así alguien me lo puede decir ☺️
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