Jump to content
Age of History 3

Scenario Variables and "Events" Without a Recipient

Recommended Posts

Scenario variables: Integer values that events can get and set - manually or to a specific value like how much money a civilization has. They would be great help for scenarios where I want an event to check something from the past as well, like whether a certain decision was made in a previous event. I don't know the maximum amount of money a civilization can have, but if it was M then I believe a range of [-M, M] for variables would allow the player to store any value they could want in them.

"Events" without a recipient: Events that are not necessarily a decision made by a country to shift the environment, but a random or specific shift in the environment enacted by... the game? They would be more useful in updating the variables mentioned above rather than make uninformed changes on the player's country which may be annoying.

Variables would be a huge step up, and IMO urgently needed for scenario design while events without a recipient would come in handy for neater design where there isn't a specific country that needs to be alerted about something.

For example, I have events in my "WW2 August 1st, 1943" scenario that annex certain groups of provinces back into the Soviet Union when they are liberated from Axis occupation. It would be only sensible to get rid of those events' possibility to occur if the two sides achieved a status quo peace without one or more of those events having occurred. The Soviets once recognized the German annexation of that territory and wouldn't aggressively reorganize it into their administration when they get hold of it in another war! The best that can be done at the moment is to make the event non-repeatable.

If scenario variables and events without recipients were a thing now, I would have made use of both of them in my scenario: Say I created a scenario variable called a (initial value: 0), and an event without a recipient that fires when Germany and the Soviet Union are not at war and sets a to 1. If I now added a prerequisite to those re-annexation events that have the event fire only when a equals 0, that would be my goal achieved. The Soviets would only be able to re-annex that land when they have been at war with the Axis since the beginning of the scenario, and thus never given up the land!

Other examples I can think of where variables to connect two or more decisions that are far away in time would be useful are:

  • The German Empire choosing whether to unconditionally support Austria-Hungary in the period between Franz Ferdinand's assassination and the actual outbreak of the war where they will or will not be forced to join based on whether they have promised support
  • The same concept above for the Allied guarantee of Poland in a 1939 scenario (the choice to support Poland would have been made at that time, so probably more useful for a scenario that starts from further back in time)
  • Japanese choice to prepare to respond to the American Hull Note with an attack on Pearl Harbor
Edited by Kemalakkus

Share this post

Link to post
Share on other sites

Another good addition with this would be to add the option to include tooltips in event outcome choices. There will definitely be situations where we need to inform the player of the future results of the choice they're making if variables ever become a reality. While we're at it, why not add descriptions to events as well?

Share this post

Link to post
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.

Unfortunately, your content contains terms that we do not allow. Please edit your content to remove the highlighted words below.
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

  • Popular Now

  • Our picks

    • AoH3 – Help with translation of the Game
      Hi, I need your help translating the Age of History 3 to your native language.
      Your translation into your native language would be very helpful! ❤️

      In the attachment is a file with new texts in the game to be translated.

      How to make translation:

      In the file there is list of texts in the game

      The Left side is the key, do not change it!

      The right side of each line after = is the translation to your language




      ChooseAnAdvisorToHire = Choose an Advisor to Hire

      ChooseAnAdvisorToHire is the key, don't change it


      Correctly made translation:

      ChooseAnAdvisorToHire = Your translated text
      ClickToHireAnAdvisor = Your translated text
      ClickToFireAnAdvisor = Your translated text


      ShiftClickToInvestXTimes = Shift + Click to invest {0} times

      In the place of {0} will be placed number or text

      PerformTheActionXTimes = Perform the action {0,choice,0#{0} times|1#{0} time|1<{0,number,integer} times}



      For now the game is translated to: Only English language!


    • Bloody Europe II | New update
      Bloody Europe II - it's a mod with a huge map of Europe.

      In these mod is:
      -Giant map of Europe (4434 provinces) + big map of Europe (2637 provinces) + large map of German Empire (937 provinces)

      -Large count of scenarios from ancient times to alternative future

      -New fonts and music

      -Plenty of new civilizations, form civs and union

      -You will see changes in the game code that will change the game significantly
    • Events - Common events for every civilization in the game
      in this topic, I am interested in your ideas for events that can happen for every Civilization in the game.
      I'm also interested in Missions for every Civilization.

      Here is some example, have more than 10k army, have more than 5000 gold, build 10 buildings, recruit an Advisor, increase tax efficiency 20 times, be largest  producer of some resource in the world, unlock 5 Civilization legacies etc.
      • 181 replies
    • First preview of the Alpha version of Age of History 3
      First preview of the Alpha version of Age of History 3, YouTube.
      Release date: When it's ready 😛 Subscribe for more!


    • Land units - Ideas AoH3
      AoH3 will have different types of land units.

      In this topic we will write ideas for new land units. 


      So the AoH 3 will have new battle system.

      Representation of the battlefield in the game.

      Land units will be grouped into 3 types. Each unit will have a different recruitment cost, attack, defense, movement speed and upkeep.

      Groups determine the placement of units on the battlefield.


      Each unit can be unlocked by researching technology and then upgraded.


      Here is the current list of units with upgrades:

      First line:

      Warrior -> Light Footmen -> Heavy Infantry -> Infantry -> Line Infantry -> Modern Infantry

      Hoplites -> Spearmen -> Pikeman -> Elite Pikeman -> Musketeer -> Riflemen -> Mechanized Infantry -> Modern Mechanized Infantry

      First line side:

      Horseman -> Elite Horseman -> Cavalry -> Tank -> Modern Tank

      Second line:

      Archer -> Bowmen -> Crossbowman -> Elite Crossbowman

      Canon -> Field Cannon -> Artillery -> Modern Artillery

      Early Airplane -> Airplane -> Modern Airplane


      This is a very early version, so maybe something should be changed?

      Or maybe an idea for a new type of unit with upgrades? I'm waiting for your suggestions.

  • Create New...

Important Information

We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue. Age of History Games