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Ender20020

Weird ideology problem in Bloody Europe2

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    • By Businessoverrights
      I'm making a scenario with a few custom events, is there a way to get a Leader to change? Do you have to do it via an event or is there another way to do so? Or are you stuck with the Leader you get at the start of the game? Please advise.
    • By Veoxide
      What is wrong with this code? With it, the game crashes.
       
      { Government: [ { Name: "Neutrality", Extra_Tag: "", GOV_GROUP_ID: 0, AACCEPTABLE_TAXATION: 0.25, MIN_GOODS: 0.15, MIN_INVESTMENTS: 0.1, RESEARCH_COST: 0.98, INCOME_TAXATION: 0.98, INCOME_PRODUCTION: 1.0, MILITARY_UPKEEP: 1.0, ADMINISTRATION_COST: 0.98, ADMINISTRATION_COST_DISTANCE: 1.0, ADMINISTRATION_COST_CAPITAL: 0.4, COST_OF_MOVE: 8, COST_OF_MOVE_TO_THE_SAME_PROV: 4, COST_OF_MOVE_OWN_PROV: 3, COST_OF_RECRUIT: 18, COST_OF_DISBAND: 16, COST_OF_PLUNDER: 9, DEFENSE_BONUS: 4, CAN_BECOME_CIVILIZED: -1, CIVILIZE_TECH_LEVEL: 2.0f, AVAILABLE_SINCE_AGE_ID: 0, REVOLUTIONARY: false, AI_TYPE: "DEMOCRACY", R: 255, G: 255, B: 255 }, { Name: "Republic", Extra_Tag: "r", GOV_GROUP_ID: 0, ACCEPTABLE_TAXATION: 0.25, MIN_GOODS: 0.15, MIN_INVESTMENTS: 0.1, RESEARCH_COST: 0.98, INCOME_TAXATION: 0.98, INCOME_PRODUCTION: 1.0, MILITARY_UPKEEP: 1.0, ADMINISTRATION_COST: 0.98, ADMINISTRATION_COST_DISTANCE: 1.0, ADMINISTRATION_COST_CAPITAL: 0.4, COST_OF_MOVE: 8, COST_OF_MOVE_TO_THE_SAME_PROV: 4, COST_OF_MOVE_OWN_PROV: 3, COST_OF_RECRUIT: 18, COST_OF_DISBAND: 16, COST_OF_PLUNDER: 9, DEFENSE_BONUS: 4, CAN_BECOME_CIVILIZED: -1, CIVILIZE_TECH_LEVEL: 2.0f, AVAILABLE_SINCE_AGE_ID: 0, REVOLUTIONARY: false, AI_TYPE: "DEMOCRACY", R: 0, G: 90, B: 166 }, { Name: "Absolute_Monarchy", Extra_Tag: "m", GOV_GROUP_ID: 0, ACCEPTABLE_TAXATION: 0.25, MIN_GOODS: 0.15, MIN_INVESTMENTS: 0.1, RESEARCH_COST: 1.0, INCOME_TAXATION: 1.01, INCOME_PRODUCTION: 1.01, MILITARY_UPKEEP: 1.0, ADMINISTRATION_COST: 1.02, ADMINISTRATION_COST_DISTANCE: 1.0, ADMINISTRATION_COST_CAPITAL: 0.4, COST_OF_MOVE: 8, COST_OF_MOVE_TO_THE_SAME_PROV: 4, COST_OF_MOVE_OWN_PROV: 2, COST_OF_RECRUIT: 18, COST_OF_DISBAND: 16, COST_OF_PLUNDER: 8, DEFENSE_BONUS: 4, CAN_BECOME_CIVILIZED: -1, CIVILIZE_TECH_LEVEL: 2.0f, AVAILABLE_SINCE_AGE_ID: 0, REVOLUTIONARY: false, AI_TYPE: "DEFAULT", R: 255, G: 194, B: 36 }, { Name: "Constitutional_Monarchy", Extra_Tag: "k", GOV_GROUP_ID: 0, ACCEPTABLE_TAXATION: 0.25, MIN_GOODS: 0.15, MIN_INVESTMENTS: 0.1, RESEARCH_COST: 1.0, INCOME_TAXATION: 1.01, INCOME_PRODUCTION: 1.01, MILITARY_UPKEEP: 1.0, ADMINISTRATION_COST: 1.02, ADMINISTRATION_COST_DISTANCE: 1.0, ADMINISTRATION_COST_CAPITAL: 0.4, COST_OF_MOVE: 8, COST_OF_MOVE_TO_THE_SAME_PROV: 4, COST_OF_MOVE_OWN_PROV: 2, COST_OF_RECRUIT: 18, COST_OF_DISBAND: 16, COST_OF_PLUNDER: 8, DEFENSE_BONUS: 4, CAN_BECOME_CIVILIZED: -1, CIVILIZE_TECH_LEVEL: 2.0f, AVAILABLE_SINCE_AGE_ID: 0, REVOLUTIONARY: false, AI_TYPE: "DEMOCRACY", R: 218, G: 165, B: 32 }, { Name: "Communism", Extra_Tag: "c", GOV_GROUP_ID: 1, ACCEPTABLE_TAXATION: 0.28, MIN_GOODS: 0.16, MIN_INVESTMENTS: 0.1, RESEARCH_COST: 1.05, INCOME_TAXATION: 0.98, INCOME_PRODUCTION: 1.0, MILITARY_UPKEEP: 0.97, ADMINISTRATION_COST: 1.08, ADMINISTRATION_COST_DISTANCE: 1.0, ADMINISTRATION_COST_CAPITAL: 0.4, COST_OF_MOVE: 8, COST_OF_MOVE_TO_THE_SAME_PROV: 2, COST_OF_MOVE_OWN_PROV: 4, COST_OF_RECRUIT: 16, COST_OF_DISBAND: 18, COST_OF_PLUNDER: 6, DEFENSE_BONUS: 3, CAN_BECOME_CIVILIZED: -1, CIVILIZE_TECH_LEVEL: 2.0f, AVAILABLE_SINCE_AGE_ID: 0, REVOLUTIONARY: false, AI_TYPE: "COMMUNISM", R: 204, G: 0, B: 0 }, { Name: "Authoritarianism", Extra_Tag: "e", GOV_GROUP_ID: 0, ACCEPTABLE_TAXATION: 0.25, MIN_GOODS: 0.15, MIN_INVESTMENTS: 0.1, RESEARCH_COST: 1.0, INCOME_TAXATION: 1.01, INCOME_PRODUCTION: 1.01, MILITARY_UPKEEP: 1.0, ADMINISTRATION_COST: 1.02, ADMINISTRATION_COST_DISTANCE: 1.0, ADMINISTRATION_COST_CAPITAL: 0.4, COST_OF_MOVE: 8, COST_OF_MOVE_TO_THE_SAME_PROV: 4, COST_OF_MOVE_OWN_PROV: 2, COST_OF_RECRUIT: 18, COST_OF_DISBAND: 16, COST_OF_PLUNDER: 8, DEFENSE_BONUS: 4, CAN_BECOME_CIVILIZED: -1, CIVILIZE_TECH_LEVEL: 2.0f, AVAILABLE_SINCE_AGE_ID: 0, REVOLUTIONARY: false, AI_TYPE: "DEFAULT", R: 105, G: 105, B: 105 }, { Name: "Fascism", Extra_Tag: "f", GOV_GROUP_ID: 2, ACCEPTABLE_TAXATION: 0.28, MIN_GOODS: 0.14, MIN_INVESTMENTS: 0.12, RESEARCH_COST: 1.0, INCOME_TAXATION: 1.01, INCOME_PRODUCTION: 1.05, MILITARY_UPKEEP: 0.98, ADMINISTRATION_COST: 1.0, ADMINISTRATION_COST_DISTANCE: 1.0, ADMINISTRATION_COST_CAPITAL: 0.4, COST_OF_MOVE: 8, COST_OF_MOVE_TO_THE_SAME_PROV: 2, COST_OF_MOVE_OWN_PROV: 2, COST_OF_RECRUIT: 18, COST_OF_DISBAND: 18, COST_OF_PLUNDER: 6, DEFENSE_BONUS: 5, CAN_BECOME_CIVILIZED: -1, CIVILIZE_TECH_LEVEL: 2.0f, AVAILABLE_SINCE_AGE_ID: 0, REVOLUTIONARY: false, AI_TYPE: "FASCISM", R: 51, G: 108, B: 168 }, { Name: "Nationalism", Extra_Tag: "n", GOV_GROUP_ID: 1, ACCEPTABLE_TAXATION: 0.28, MIN_GOODS: 0.14, MIN_INVESTMENTS: 0.12, RESEARCH_COST: 1.0, INCOME_TAXATION: 1.01, INCOME_PRODUCTION: 1.05, MILITARY_UPKEEP: 0.98, ADMINISTRATION_COST: 1.0, ADMINISTRATION_COST_DISTANCE: 1.0, ADMINISTRATION_COST_CAPITAL: 0.4, COST_OF_MOVE: 4, COST_OF_MOVE_TO_THE_SAME_PROV: 1, COST_OF_MOVE_OWN_PROV: 0, COST_OF_RECRUIT: 7, COST_OF_DISBAND: 16, COST_OF_PLUNDER: -1, DEFENSE_BONUS: 1, CAN_BECOME_CIVILIZED: -1, CIVILIZE_TECH_LEVEL: 2.0f, AVAILABLE_SINCE_AGE_ID: 0, REVOLUTIONARY: false, AI_TYPE: "FASCISM", R: 139, G: 69, B: 19 }, { Name: "Anarchism", Extra_Tag: "a", GOV_GROUP_ID: 1, ACCEPTABLE_TAXATION: 0.25, MIN_GOODS: 0.15, MIN_INVESTMENTS: 0.1, RESEARCH_COST: 1.07, INCOME_TAXATION: 1.08, INCOME_PRODUCTION: 1.02, MILITARY_UPKEEP: 0.99, ADMINISTRATION_COST: 1.02, ADMINISTRATION_COST_DISTANCE: 1.03, ADMINISTRATION_COST_CAPITAL: 0.4, COST_OF_MOVE: 8, COST_OF_MOVE_TO_THE_SAME_PROV: 6, COST_OF_MOVE_OWN_PROV: 4, COST_OF_RECRUIT: 18, COST_OF_DISBAND: 16, COST_OF_PLUNDER: 8, DEFENSE_BONUS: 2, CAN_BECOME_CIVILIZED: -1, CIVILIZE_TECH_LEVEL: 2.0f, AVAILABLE_SINCE_AGE_ID: 0, REVOLUTIONARY: false, AI_TYPE: "COMMUNISM", R: 200, G: 0, B: 0 }, { Name: "CityState", Extra_Tag: "s", GOV_GROUP_ID: 0, ACCEPTABLE_TAXATION: 0.26, MIN_GOODS: 0.1, MIN_INVESTMENTS: 0.12, RESEARCH_COST: 1.02, INCOME_TAXATION: 1.02, INCOME_PRODUCTION: 1.02, MILITARY_UPKEEP: 0.94, ADMINISTRATION_COST: 1.2, ADMINISTRATION_COST_DISTANCE: 7.25, ADMINISTRATION_COST_CAPITAL: 0.025, COST_OF_MOVE: 10, COST_OF_MOVE_TO_THE_SAME_PROV: 4, COST_OF_MOVE_OWN_PROV: 4, COST_OF_RECRUIT: 18, COST_OF_DISBAND: 14, COST_OF_PLUNDER: 4, DEFENSE_BONUS: 12, CAN_BECOME_CIVILIZED: -1, CIVILIZE_TECH_LEVEL: 2.0f, AVAILABLE_SINCE_AGE_ID: 0, REVOLUTIONARY: false, AI_TYPE: "CITYSTATE", R: 117, G: 28, B: 136 }, { Name: "Horde", Extra_Tag: "h", GOV_GROUP_ID: 2, ACCEPTABLE_TAXATION: 0.22, MIN_GOODS: 0.14, MIN_INVESTMENTS: 0.08, RESEARCH_COST: 1.35, INCOME_TAXATION: 1.08, INCOME_PRODUCTION: 0.96, MILITARY_UPKEEP: 1.04, ADMINISTRATION_COST: 1.05, ADMINISTRATION_COST_DISTANCE: 1.08, ADMINISTRATION_COST_CAPITAL: 0.4, COST_OF_MOVE: 6, COST_OF_MOVE_TO_THE_SAME_PROV: 1, COST_OF_MOVE_OWN_PROV: 1, COST_OF_RECRUIT: 20, COST_OF_DISBAND: 26, COST_OF_PLUNDER: 4, DEFENSE_BONUS: 0, CAN_BECOME_CIVILIZED: 1, CIVILIZE_TECH_LEVEL: 0.50f, AVAILABLE_SINCE_AGE_ID: 0, REVOLUTIONARY: false, AI_TYPE: "HORDE", R: 28, G: 99, B: 75 }, { Name: "Tribal", Extra_Tag: "t", GOV_GROUP_ID: 3, ACCEPTABLE_TAXATION: 0.30, MIN_GOODS: 0.1, MIN_INVESTMENTS: 0.06, RESEARCH_COST: 0.4, INCOME_TAXATION: 1.1, INCOME_PRODUCTION: 1.00, MILITARY_UPKEEP: 1.6, ADMINISTRATION_COST: 1.175, ADMINISTRATION_COST_DISTANCE: 9.15, ADMINISTRATION_COST_CAPITAL: 0.01, COST_OF_MOVE: 15, COST_OF_MOVE_TO_THE_SAME_PROV: 8, COST_OF_MOVE_OWN_PROV: 2, COST_OF_RECRUIT: 16, COST_OF_DISBAND: 16, COST_OF_PLUNDER: 12, DEFENSE_BONUS: 10, CAN_BECOME_CIVILIZED: 1, CIVILIZE_TECH_LEVEL: 0.35f, AVAILABLE_SINCE_AGE_ID: 0, REVOLUTIONARY: false, AI_TYPE: "UNCIVILIZED", R: 51, G: 153, B: 102 }, { Name: "Rebels", Extra_Tag: "u", GOV_GROUP_ID: 4, ACCEPTABLE_TAXATION: 0.24, MIN_GOODS: 0.08, MIN_INVESTMENTS: 0.14, RESEARCH_COST: 8.0, INCOME_TAXATION: 1.15, INCOME_PRODUCTION: 0.95, MILITARY_UPKEEP: 0.15, ADMINISTRATION_COST: 1.04, ADMINISTRATION_COST_DISTANCE: 1.00, ADMINISTRATION_COST_CAPITAL: 0.1, COST_OF_MOVE: 6, COST_OF_MOVE_TO_THE_SAME_PROV: 2, COST_OF_MOVE_OWN_PROV: 0, COST_OF_RECRUIT: 16, COST_OF_DISBAND: 20, COST_OF_PLUNDER: 20, DEFENSE_BONUS: 2, CAN_BECOME_CIVILIZED: -1, CIVILIZE_TECH_LEVEL: 2.0f, AVAILABLE_SINCE_AGE_ID: 0, REVOLUTIONARY: true, AI_TYPE: "REBELS", R: 92, G: 92, B: 92 }, ], Age_of_Civilizations: Governments }  
    • By Jabal Wagner
      PROJECT BLOODY EUROPE II 1.1.7 MECHANICS
      This is project that combine mods with bloody europe II 1.1.7 mechanics in order to make the gameplay more enjoyer and memer,  this mod doesnt have music to make the size more smaller, i dont claim ownership for this mods so use it as you want and like.
      Dont forget to join our discord server: https://discord.gg/SZJXxxYuTn if you have some complaint.
      And a lot of thanks to Trans-Amur who makes the bloody europe II mechanics.
      List of Mods:
      -11:59
      -Addin+
      -Addon+
      -Age of Chinese Civilizations
      -Age of Imperialism
      -AoCII MEGAMOD
      -AoH Ultra
      -Blitz of the Ancients
      -Conquerors
      -Crowns of Iron IV
      -Equestria at War
      -Fate of World RE
      -King of Dynasties
      -Medieval Scenario
      -Red Flood
      -Roma Invicta
      -StarWars
      -The New Order
      -Through the Ages
      -Victoria II
      -Winter Disaster
      Credits:
      -11:59 Development Team
      -Francis Urquhart
      -Ivr17
      -Italian P&C
      -PHZanoniGamer
      -AoC2ModdingTR
      -Batin Burhan
      -Dmitry Bunt
      -Krauser3ful
      -Ple2
      -AoH2 Green Star Studio
      -Gheovgos
      -George Lucas
      -Aryan
      -Pnompenb
      -Victoria II Mod Team
      Link:
      https://mega.nz/folder/TpB2BB4b#awomWFzVdZwTLz8ajGDmuw
      https://www.dropbox.com/sh/qlr8xsozdbohst6/AABcpe45GfKi5l-gUfDttpyYa?dl=0
       
       


    • By Inspector
      I made my own ideologies, but when playing and I turn into, for example, Stalinism for some reason instead of being Stalinism my country is city state. Another example could be when I turn into conservative but my country turns to comunism. Anybody know what is happening and how to solve it?
    • By Anjeliux
      Where i can find the main code of aoh2?
      Because i wanna edit the code but i don't where the code is, and other question.
      Why when i enter in the .so files or others, it reads all the code as question marks?
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