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Yes

 

#######################################
## Read: mods_steam_workshop.txt !
## 
## To create a new mod for submission to the Steam Workshop, first create a new folder for your mod within the 'mods' directory.
## Then, copy or recreate all the modified files into that folder!
##
## For example, if a file was originally located in game/ExampleFile.json, 
## it should be placed in mods/YourModName/game/ExampleFile.json in your mod's folder.
##
#####


Go to:
game/laws/

And open as text file in notepad: Laws.json


### EXAMPLE LAW

		{
			ImageID: [22, 18, 23, 24, 25],
			Title: ConscriptionLaws,
			
			Law: ["FeudalLevies", "DraftSystem", "SelectiveService", "ProfessionalVolunteerArmy", "ProfessionalStandingArmy" ],
			LawDesc: ["Description for FeudalLevies", "Desc for DraftSystem", "Desc for SelectiveService", "Desc for ProfessionalVolunteerArmy", "Desc for ProfessionalStandingArmy" ],
			
			RequiredTechID: [-1, 27, 37, 45, 59],
			RequiredGovernmentID: null,
			
			MaxManpower_Percentage: [0, 0.10, 0.25, 0.50, 1.0],
			Discipline: [0, 0.1, 0.2, 0.3, 0.5],
			MaximumLevelOfTheMilitaryAcademy: [0, 1, 2, 3, 4],
			RecruitmentTime: [0, -5, -10, -15, -20],
		},

### EXAMPLE LAW END

Main title:
Title: ConscriptionLaws,


Law: ["FeudalLevies", "DraftSystem", "SelectiveService", "ProfessionalVolunteerArmy", "ProfessionalStandingArmy" ],

The name of the default law will be: FeudalLevies and so on.

LawDesc: ["Description for FeudalLevies", "Desc for DraftSystem", "Desc for SelectiveService", "Desc for ProfessionalVolunteerArmy", "Desc for ProfessionalStandingArmy" ],
Ths description for all Laws.

#########
RequiredTechID: [-1, 27, 37, 45, 59],

RequiredTechID: -1,
If -1, this Law does not require any technology and will be unlocked at the beginning of the game.

RequiredTechID: 2,
This means that to unlock this Law, you need to unlock Technology ID 2

Technology file with IDs:
game/technologies/Technologies.json

#########
RequiredGovernmentID: null
If null, this Law does not require any special Government Type.

If you want to make a Law available only for specific types of government, use the following format:
RequiredGovernmentID: [-1, 2, -1, 3, -1],

Where:
- Communism ID: 3
- Constitutional Monarchy ID: 2

Explanation:
1. First Law will be for all types of government. # It must be -1, because it will be default Law!!
2. Second Law will be available only for Civs with the government type ID: 2 (Constitutional Monarchy).
3. Third Law will be for all types of government.
4. Fourth Law will be available only for Civs with the government type ID: 3 (Communism).
5. Fifth Law will be for all types of government.

The number of IDs must match the number of Laws.

Governemtns file with IDs:
game/Governments.json

### Available bonuses:

MonthlyIncome: [X,X,X,X,X],
MonthlyLegacy: [X,X,X,X,X],
MonthlyLegacy_Percentage: [X,X,X,X,X],

Gold: [X,X,X,X,X],

ConstructionCost: [X,X,X,X,X],
AdministrationBuildingsCost: [X,X,X,X,X],
MilitaryBuildingsCost: [X,X,X,X,X],
EconomyBuildingsCost: [X,X,X,X,X],

ConstructionTime: [X,X,X,X,X],

WonderConstructionCost: [X,X,X,X,X],

TaxEfficiency: [X,X,X,X,X],
ProvinceMaintenance: [X,X,X,X,X],
BuildingsMaintenanceCost: [X,X,X,X,X],

ArmyMaintenance: [X,X,X,X,X],
MaxManpower: [X,X,X,X,X],
MaxManpower_Percentage: [X,X,X,X,X],

ManpowerRecoverySpeed: [X,X,X,X,X],
ReinforcementSpeed: [X,X,X,X,X],

ArmyMovementSpeed: [X,X,X,X,X],

Research: [X,X,X,X,X],
ResearchPoints: [X,X,X,X,X],

MaxMorale: [X,X,X,X,X],
ArmyMoraleRecovery: [X,X,X,X,X],

WarScoreCost: [X,X,X,X,X],

BuildingSlot: [X,X,X,X,X],
MaxInfrastructure: [X,X,X,X,X],

Devastation: [X,X,X,X,X],
GrowthRate: [X,X,X,X,X],

IncomeProduction: [X,X,X,X,X],
ProductionEfficiency: [X,X,X,X,X],

IncomeTaxation: [X,X,X,X,X],
IncomeEconomy: [X,X,X,X,X],

InvestInEconomyCost: [X,X,X,X,X],
IncreaseManpowerCost: [X,X,X,X,X],
IncreaseTaxEfficiencyCost: [X,X,X,X,X],
IncreaseGrowthRateCost: [X,X,X,X,X],
DevelopInfrastructureCost: [X,X,X,X,X],

GeneralAttack: [X,X,X,X,X],
GeneralDefense: [X,X,X,X,X],

UnitsAttack: [X,X,X,X,X],
UnitsDefense: [X,X,X,X,X],

SiegeEffectiveness: [X,X,X,X,X],

ImproveRelationsModifier: [X,X,X,X,X],
IncomeFromVassals: [X,X,X,X,X],
LoanInterest: [X,X,X,X,X],
DiplomacyPoints: [X,X,X,X,X],

CoreCost: [X,X,X,X,X],
ReligionCost: [X,X,X,X,X],

RecruitmentTime: [X,X,X,X,X],

RecruitArmyCost: [X,X,X,X,X],
RecruitArmyFirstLineCost: [X,X,X,X,X],
RecruitArmySecondLineCost: [X,X,X,X,X],

MaxNumOfAlliances: [X,X,X,X,X],
AdvisorMaxLevel: [X,X,X,X,X],
AdvisorPoolSize: [X,X,X,X,X],

MaxNumberOfLoans: [X,X,X,X,X],
MaximumLevelOfTheMilitaryAcademyForGenerals: [X,X,X,X,X],
MaximumLevelOfTheMilitaryAcademy: [X,X,X,X,X],
MaximumLevelOfTheSupremeCourt: [X,X,X,X,X],
MaximumLevelOfCapitalCity: [X,X,X,X,X],

AggressiveExpansion: [X,X,X,X,X],
DiseaseDeathRate: [X,X,X,X,X],

AdvisorCost: [X,X,X,X,X],
GeneralCost: [X,X,X,X,X],

BattleWidth: [X,X,X,X,X],
Discipline: [X,X,X,X,X],

ManpowerRecoveryFromADisbandedArmy: [X,X,X,X,X],
MaximumAmountOfGold: [X,X,X,X,X],
MaximumAmountOfGold_Percentage: [X,X,X,X,X],

Loot: [X,X,X,X,X],

AllCharactersLifeExpectancy: [X,X,X,X,X],
RegimentsLimit: [X,X,X,X,X],

UnlocksColonization: [X,X,X,X,X],




Adding new images of legacy GROUP: Example: 36.png (It must be the next number of the last image)
Add new image in folders:

game/laws/lawsImages/H/
game/laws/lawsImages/XH/
game/laws/lawsImages/XXH/

Don't forget to increase the total number of images in the file:
game/laws/lawsImages/numOfImages.txt

 

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9 hours ago, Łukasz Jakowski said:
RequiredGovernmentID

This all looks so incredible! Thank you very much, but will there be a possibility in the future to create laws that can be passed if some other law was passed?

For example, a law on "automatic tax collection" can be adopted if the law "automation" is adopted in "bureaucracy" law group

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