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Sneaky

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  1. Like
    Sneaky got a reaction from Sr. _Mario_Vargas in [Tool] Image to Province Converter   
    Seems like a very interesting tool. While I'm not sure if I'll use it, I'll still thank you for taking the time and effort to make it.
  2. Like
    Sneaky got a reaction from Hydra in World War Two Nerds?   
    I'm interested in WW2, albeit I wouldn't call myself a nerd. 
    If you want to debate, then here are some opinions on WW2 of mine:
    Germany could have won WW2, but only without Hitler. Even then, if they still had to invade USSR, they'd only win in the very unlikely scenario that they'd get Western support. Erwin Rommel is one of the most overrated Generals of all time. Heinz Guderian is what most people make Erwin Rommel out to be. Erich von Manstein was one of the most brilliant strategists of WW2 and one of the main reasons Germany was so successful. US involvement in the war could only be delayed, but not prevented. Germany could never ever have invaded mainland Britain, even with the destruction of the RAF. Hitler was the reason for both the success of Germany and the failure of it. Germany produced some of the best tanks of the war, but they were exactly the kind of tanks Germany did not need. The Sherman is underrated. While most people say Germany would have been better without Italy, I disagree. While Italy had one of the worst armies of WW2, it still did its own fair share of helping Germany. The Italian Navy kept the Royal Navy busy so Germany could focus on the ground aspect. Many people misunderstand the involvement of Baltics within WW2. The Courland Pocket saw very fierce combat, and the Latvian Legionnaires were some of the last German units surrendered. Let that sink in - the Courland Pocket held out until the Soviets had already reached Berlin. While Soviets had already won by then, D-Day was still an important part of the Allied efforts to end WW2. The nuking of Japan was fully and completely justified. Germany couldn't have gotten nukes, even if the Norwegian resistance members hadn't blown up the heavy water stations and what not. The Soviet Union had better tactics for the use of large scale tank assaults - Deep Operations/Soviet Deep Battle. There was no such thing as a "blitzkrieg" tactic - it was simply generals using the tanks at their disposal to their best ability. Germany was technologically superior to the Allies, but its resources deprived them of putting them to any use. Please don't hate me for having an opinion.
  3. Like
    Sneaky got a reaction from marksameh in Trade Routes   
    I very much like the simplistic idea. Although, here's 2 cents on how it should be balanced, based on your idea
    Imports:
    If you choose to import in a province, every turn that province gets:
    Extra economy with the formula "(Economy of Province)/200", which is 0.5%. If a province had 1000 economy, each turn it'd get 5 economy (so ~15 turns to increase by more than 10%) +0.01 development each turn. Each turn it would also cost the country a select amount of money with the formula "(Economy of Province)/10 + (Development Level)*1000). If you had a province with economy of 10000 and development of 0.6, each turn it would cost you 10000/10 + 0.6*1000 which is 1600 gold, which while seems a lot, you need to remember that province would also be getting 50 economy per turn Basically, the richer the province, the more it benefits, but also the more it costs. Also, the province that would you be importing from would be paid 50% of the amount of the money a country is paying to import from someone. To explain better, if country A imports from country B, it costs him 500 gold, which means country B would be getting 250 gold per turn. However, the amount a province can import directly scales with the province it is importing from. The more a province has more economy over the province it is importing from, the less effective it is.
    To simplify it, let's assign
    X as the amount of economy a province importing from another would gain each turn; Y as the amount of economy in a province importing from another; Z as the amount of economy the province being imported from has; The formula for importing would be X/(Y/Z*1.5), but if (Y/Z)<1, then X is not modified. Basically, say an economy importing from another province has 2500 economy. The province it is importing from has 2000 economy. That means the amount of economy gained each turn for the province importing would be decreased by 2500/2000*1.5, which is 1.25*1.5, which is 1.875, meaning in this case, the province importing from the other province would gain a 87% debuff.
    Exports:
    When you export, the provinces economic and development growth would be modified by the amount the province you're exporting to is worth. Once again, let's assign:
    X as the amount of debuffs the province exporting would gain. Y as the amount of economy in a province exporting to another province; Z as the amount of economy the province being exported to has; X=Z/Y*5%+1.4. Meaning, if Z = 5000, Y = 1000, then Y would get a debuff of 1.65, which is 65% for it's economical and development growth. However, when a province exports, it'd also give you money. The money would be equal to the percentage of debuff, but times 20. So in the case above, you'd be getting 500 gold per turn.
     
    Also, trading post levels should simply increase the range of trading. Hope I didn't make everything overcomplicated...
     
  4. Like
    Sneaky got a reaction from Cayo in Trade Routes   
    I very much like the simplistic idea. Although, here's 2 cents on how it should be balanced, based on your idea
    Imports:
    If you choose to import in a province, every turn that province gets:
    Extra economy with the formula "(Economy of Province)/200", which is 0.5%. If a province had 1000 economy, each turn it'd get 5 economy (so ~15 turns to increase by more than 10%) +0.01 development each turn. Each turn it would also cost the country a select amount of money with the formula "(Economy of Province)/10 + (Development Level)*1000). If you had a province with economy of 10000 and development of 0.6, each turn it would cost you 10000/10 + 0.6*1000 which is 1600 gold, which while seems a lot, you need to remember that province would also be getting 50 economy per turn Basically, the richer the province, the more it benefits, but also the more it costs. Also, the province that would you be importing from would be paid 50% of the amount of the money a country is paying to import from someone. To explain better, if country A imports from country B, it costs him 500 gold, which means country B would be getting 250 gold per turn. However, the amount a province can import directly scales with the province it is importing from. The more a province has more economy over the province it is importing from, the less effective it is.
    To simplify it, let's assign
    X as the amount of economy a province importing from another would gain each turn; Y as the amount of economy in a province importing from another; Z as the amount of economy the province being imported from has; The formula for importing would be X/(Y/Z*1.5), but if (Y/Z)<1, then X is not modified. Basically, say an economy importing from another province has 2500 economy. The province it is importing from has 2000 economy. That means the amount of economy gained each turn for the province importing would be decreased by 2500/2000*1.5, which is 1.25*1.5, which is 1.875, meaning in this case, the province importing from the other province would gain a 87% debuff.
    Exports:
    When you export, the provinces economic and development growth would be modified by the amount the province you're exporting to is worth. Once again, let's assign:
    X as the amount of debuffs the province exporting would gain. Y as the amount of economy in a province exporting to another province; Z as the amount of economy the province being exported to has; X=Z/Y*5%+1.4. Meaning, if Z = 5000, Y = 1000, then Y would get a debuff of 1.65, which is 65% for it's economical and development growth. However, when a province exports, it'd also give you money. The money would be equal to the percentage of debuff, but times 20. So in the case above, you'd be getting 500 gold per turn.
     
    Also, trading post levels should simply increase the range of trading. Hope I didn't make everything overcomplicated...
     
  5. Dislike
    Sneaky got a reaction from Skapis9999 in Best Scenarios   
    Why download only the best? The fun is in finding and trying out new scenarios. 
    Best =/= Fun
  6. Like
    Sneaky got a reaction from Ilovethisgame2 in Trade Routes   
    I very much like the simplistic idea. Although, here's 2 cents on how it should be balanced, based on your idea
    Imports:
    If you choose to import in a province, every turn that province gets:
    Extra economy with the formula "(Economy of Province)/200", which is 0.5%. If a province had 1000 economy, each turn it'd get 5 economy (so ~15 turns to increase by more than 10%) +0.01 development each turn. Each turn it would also cost the country a select amount of money with the formula "(Economy of Province)/10 + (Development Level)*1000). If you had a province with economy of 10000 and development of 0.6, each turn it would cost you 10000/10 + 0.6*1000 which is 1600 gold, which while seems a lot, you need to remember that province would also be getting 50 economy per turn Basically, the richer the province, the more it benefits, but also the more it costs. Also, the province that would you be importing from would be paid 50% of the amount of the money a country is paying to import from someone. To explain better, if country A imports from country B, it costs him 500 gold, which means country B would be getting 250 gold per turn. However, the amount a province can import directly scales with the province it is importing from. The more a province has more economy over the province it is importing from, the less effective it is.
    To simplify it, let's assign
    X as the amount of economy a province importing from another would gain each turn; Y as the amount of economy in a province importing from another; Z as the amount of economy the province being imported from has; The formula for importing would be X/(Y/Z*1.5), but if (Y/Z)<1, then X is not modified. Basically, say an economy importing from another province has 2500 economy. The province it is importing from has 2000 economy. That means the amount of economy gained each turn for the province importing would be decreased by 2500/2000*1.5, which is 1.25*1.5, which is 1.875, meaning in this case, the province importing from the other province would gain a 87% debuff.
    Exports:
    When you export, the provinces economic and development growth would be modified by the amount the province you're exporting to is worth. Once again, let's assign:
    X as the amount of debuffs the province exporting would gain. Y as the amount of economy in a province exporting to another province; Z as the amount of economy the province being exported to has; X=Z/Y*5%+1.4. Meaning, if Z = 5000, Y = 1000, then Y would get a debuff of 1.65, which is 65% for it's economical and development growth. However, when a province exports, it'd also give you money. The money would be equal to the percentage of debuff, but times 20. So in the case above, you'd be getting 500 gold per turn.
     
    Also, trading post levels should simply increase the range of trading. Hope I didn't make everything overcomplicated...
     
  7. Love
    Sneaky got a reaction from Syed Osama in World War Two Nerds?   
    I'm interested in WW2, albeit I wouldn't call myself a nerd. 
    If you want to debate, then here are some opinions on WW2 of mine:
    Germany could have won WW2, but only without Hitler. Even then, if they still had to invade USSR, they'd only win in the very unlikely scenario that they'd get Western support. Erwin Rommel is one of the most overrated Generals of all time. Heinz Guderian is what most people make Erwin Rommel out to be. Erich von Manstein was one of the most brilliant strategists of WW2 and one of the main reasons Germany was so successful. US involvement in the war could only be delayed, but not prevented. Germany could never ever have invaded mainland Britain, even with the destruction of the RAF. Hitler was the reason for both the success of Germany and the failure of it. Germany produced some of the best tanks of the war, but they were exactly the kind of tanks Germany did not need. The Sherman is underrated. While most people say Germany would have been better without Italy, I disagree. While Italy had one of the worst armies of WW2, it still did its own fair share of helping Germany. The Italian Navy kept the Royal Navy busy so Germany could focus on the ground aspect. Many people misunderstand the involvement of Baltics within WW2. The Courland Pocket saw very fierce combat, and the Latvian Legionnaires were some of the last German units surrendered. Let that sink in - the Courland Pocket held out until the Soviets had already reached Berlin. While Soviets had already won by then, D-Day was still an important part of the Allied efforts to end WW2. The nuking of Japan was fully and completely justified. Germany couldn't have gotten nukes, even if the Norwegian resistance members hadn't blown up the heavy water stations and what not. The Soviet Union had better tactics for the use of large scale tank assaults - Deep Operations/Soviet Deep Battle. There was no such thing as a "blitzkrieg" tactic - it was simply generals using the tanks at their disposal to their best ability. Germany was technologically superior to the Allies, but its resources deprived them of putting them to any use. Please don't hate me for having an opinion.
  8. Like
    Sneaky got a reaction from adiloyuncu3 in World War Two Nerds?   
    I'm interested in WW2, albeit I wouldn't call myself a nerd. 
    If you want to debate, then here are some opinions on WW2 of mine:
    Germany could have won WW2, but only without Hitler. Even then, if they still had to invade USSR, they'd only win in the very unlikely scenario that they'd get Western support. Erwin Rommel is one of the most overrated Generals of all time. Heinz Guderian is what most people make Erwin Rommel out to be. Erich von Manstein was one of the most brilliant strategists of WW2 and one of the main reasons Germany was so successful. US involvement in the war could only be delayed, but not prevented. Germany could never ever have invaded mainland Britain, even with the destruction of the RAF. Hitler was the reason for both the success of Germany and the failure of it. Germany produced some of the best tanks of the war, but they were exactly the kind of tanks Germany did not need. The Sherman is underrated. While most people say Germany would have been better without Italy, I disagree. While Italy had one of the worst armies of WW2, it still did its own fair share of helping Germany. The Italian Navy kept the Royal Navy busy so Germany could focus on the ground aspect. Many people misunderstand the involvement of Baltics within WW2. The Courland Pocket saw very fierce combat, and the Latvian Legionnaires were some of the last German units surrendered. Let that sink in - the Courland Pocket held out until the Soviets had already reached Berlin. While Soviets had already won by then, D-Day was still an important part of the Allied efforts to end WW2. The nuking of Japan was fully and completely justified. Germany couldn't have gotten nukes, even if the Norwegian resistance members hadn't blown up the heavy water stations and what not. The Soviet Union had better tactics for the use of large scale tank assaults - Deep Operations/Soviet Deep Battle. There was no such thing as a "blitzkrieg" tactic - it was simply generals using the tanks at their disposal to their best ability. Germany was technologically superior to the Allies, but its resources deprived them of putting them to any use. Please don't hate me for having an opinion.
  9. Like
    Sneaky got a reaction from WorkPlease in World War Two Nerds?   
    I'm interested in WW2, albeit I wouldn't call myself a nerd. 
    If you want to debate, then here are some opinions on WW2 of mine:
    Germany could have won WW2, but only without Hitler. Even then, if they still had to invade USSR, they'd only win in the very unlikely scenario that they'd get Western support. Erwin Rommel is one of the most overrated Generals of all time. Heinz Guderian is what most people make Erwin Rommel out to be. Erich von Manstein was one of the most brilliant strategists of WW2 and one of the main reasons Germany was so successful. US involvement in the war could only be delayed, but not prevented. Germany could never ever have invaded mainland Britain, even with the destruction of the RAF. Hitler was the reason for both the success of Germany and the failure of it. Germany produced some of the best tanks of the war, but they were exactly the kind of tanks Germany did not need. The Sherman is underrated. While most people say Germany would have been better without Italy, I disagree. While Italy had one of the worst armies of WW2, it still did its own fair share of helping Germany. The Italian Navy kept the Royal Navy busy so Germany could focus on the ground aspect. Many people misunderstand the involvement of Baltics within WW2. The Courland Pocket saw very fierce combat, and the Latvian Legionnaires were some of the last German units surrendered. Let that sink in - the Courland Pocket held out until the Soviets had already reached Berlin. While Soviets had already won by then, D-Day was still an important part of the Allied efforts to end WW2. The nuking of Japan was fully and completely justified. Germany couldn't have gotten nukes, even if the Norwegian resistance members hadn't blown up the heavy water stations and what not. The Soviet Union had better tactics for the use of large scale tank assaults - Deep Operations/Soviet Deep Battle. There was no such thing as a "blitzkrieg" tactic - it was simply generals using the tanks at their disposal to their best ability. Germany was technologically superior to the Allies, but its resources deprived them of putting them to any use. Please don't hate me for having an opinion.
  10. Like
    Sneaky got a reaction from SES in Any place in the games folders where I can edit game buildings and alike?   
    Basically, is there any file or alike in the game folder where I could edit buildings and alike? I want to change the icon for castles and workshops, as well as how their effectiveness (like making the castle defense bonus +20%)
  11. Like
    Sneaky got a reaction from 143609 in Flag Competition   
    Here are some random flags (and coat of arms) I've made in the past.

    Basically the Latvian Coat of Arms but in the middle, there's the Swedish Coat of Arms.

    Flag for a rip-off of the International Red Cross.

    Flag of the North German Federation from Victoria 2 but it's actually the Latvian flag and on the sides there's a stock image of oak leaves.
  12. Like
    Sneaky got a reaction from Ilovethisgame2 in Coat of Arms: 1836.   
    The tl;dr version is that this features events, the one currently in the game doesn't.
    Longer version:
    US controls less colonies. India isn't fully united. China isn't fully united. Germany has different countries within it. Prussia gets an event if they conquer Saxony and Holstein to form the North German Confederation. The NGC gets an event to form the German Empire if they conquer Alsace-Lorraine. Sardinia-Piedmont has events to form the Unified Provinces of Central Italy, and later Italy itself. There's events for Texas to join the US, as well as their intervention in the Mexican-American war. Event for US to get cores of all of the currently-owned US lands. Manifest Destiny. Once it advances in tech enough, China gets an event to fully centralize. The maps are similar, but that shouldn't come as a surprise.
  13. Like
    Sneaky got a reaction from Dullishcrab in Coat of Arms: 1836.   
    The tl;dr version is that this features events, the one currently in the game doesn't.
    Longer version:
    US controls less colonies. India isn't fully united. China isn't fully united. Germany has different countries within it. Prussia gets an event if they conquer Saxony and Holstein to form the North German Confederation. The NGC gets an event to form the German Empire if they conquer Alsace-Lorraine. Sardinia-Piedmont has events to form the Unified Provinces of Central Italy, and later Italy itself. There's events for Texas to join the US, as well as their intervention in the Mexican-American war. Event for US to get cores of all of the currently-owned US lands. Manifest Destiny. Once it advances in tech enough, China gets an event to fully centralize. The maps are similar, but that shouldn't come as a surprise.
  14. Love
    Sneaky got a reaction from One Fan Of This Game in Coat of Arms: 1836.   
    (p.s. image quality isn't /that/ good because i'm on a 1366x768 monitor. my 1920x1080 one will arrive tomorrow, so yeah)

    Coat of Arms: 1836
    The Era of Industrialization
     
    Lead your nation through a dangerous, yet prosperous era as you try your best to meddle in political affairs, either peacefully, or if it comes to it, by force. The Revolution ended over 20 years ago, yet the ideas of it live on, as the common class start questioning their government and turning to the ideas of liberalism, with a few even turning to the views of Karl Marx.
    It is a strange, and yet rather short period in the time of nations, yet, it will influence everything else that comes by. Will you play as the King of Prussia and unite the German Confederation under one flag, or will you control the prospering United States of America, perhaps leading it into a darker path of jingoism and imperialism? The choice is yours, but be careful - you're not the only one with ambitions in this world.
    Features:
    A map very hugely based on the one found in Victoria II, featuring a rather disunited China, the slowly unifying Italian and German regions, up to the Americas where the American-Mexican tensions are as high as ever. A dynamic event-chain for the unification of Germany. German states have the option to deny the option to join the North German Confederation, but also suffer penalties since the people of Germany want to unite as one. Also features event chains for the unification of Italy (which is not dynamic, but if people want it, I might make it so) and the centralization of China. There are also many other events, such as the Texan War of Independence and its addition as the 28th state of the US, not to mention the American Civil War. Some placeholder countries in Asia (which is a bad feature, but one I'm planning to fix, but not high priority at the moment) Planned Features:
    I know a big list of planned features is kinda bad, since, more often than not, large projects get abandoned, but when you're depicting something as large as the 19th century, you really have no other choice, not to mention these may change under strange circumstances. Anyways, as for planned features:
    Changes to castles to decrease their cost, increase their effectiveness and rename them to trenches to better reflect the very costly wars of early 20th century, primarily the Great War. A crisis system, where certain flashpoints (such as the balkans, poland, eastern europe, et cetera) might cause a great power to either grant autonomy to one of their minorities, or deny and risk a war with other great powers. Various random events and event chains to increase the flavor of the scenario. Things such as the Russian Revolution, formation of the British Raj., Japanese Westernization, as well as events that depict the Industrial Revolution by increasing economy and the likes. "AI mode" where some restrictions for forming Germany are removed so it forms much more often. Modded terrain to better replicate regions that saw especially heavy urbanization and industrialization, such as the Ruhr. Remove some of the placeholder countries in Asia and replace them with the correct ones. Of course, it's prone to change and I might add more, but I am trying to keep it not too railroaded as to make it actually fun.
     
    Download:
    Version 1.0: https://drive.google.com/open?id=1-JHS4lTzdwpRp1uTwEGJuqjk2h_vtRqn + the required 2 civilizations https://drive.google.com/open?id=1B70NoLUdVY9UqoFKYV05PrrCGh99qgys (put the 2 folders inside the latter download into civilizations_editor)
    NOTE: When you download the scenario itself, rename the folder called "1836_1.0" to "1543173432500wgzxkzbo". I'll fix it once I upload version 1.1
    The version isn't final at all, and some events might be bugged. If you find anything not working the way it should be, feel free to notify me and I'll fix it.
    Personal/final notes:
    I very much know that various other people are working on a 1836 scenario, but this is simply my personal take on it. I've been working on a scenario like this bit by bit since I got the game, and way before the community version got added into the game. Nevertheless, since this is a 1836 scenario with my own personal touch, I'm still looking forward to making and finishing it.
    Oh, and mind the title - "Coat of Arms: 1836". I'm looking to make other scenarios with different names under the same tag, as to personalize all my scenarios. The other scenario that I've basically finished is "Coat of Arms: 1492", which only takes places on the Americas with the main focus on Spanish colonists, but also features the arrival of English, French, Portuguese and even colonists from Courland, although that'll release at a later date.
  15. Like
    Sneaky got a reaction from Globin4060 in Coat of Arms: 1836.   
    (p.s. image quality isn't /that/ good because i'm on a 1366x768 monitor. my 1920x1080 one will arrive tomorrow, so yeah)

    Coat of Arms: 1836
    The Era of Industrialization
     
    Lead your nation through a dangerous, yet prosperous era as you try your best to meddle in political affairs, either peacefully, or if it comes to it, by force. The Revolution ended over 20 years ago, yet the ideas of it live on, as the common class start questioning their government and turning to the ideas of liberalism, with a few even turning to the views of Karl Marx.
    It is a strange, and yet rather short period in the time of nations, yet, it will influence everything else that comes by. Will you play as the King of Prussia and unite the German Confederation under one flag, or will you control the prospering United States of America, perhaps leading it into a darker path of jingoism and imperialism? The choice is yours, but be careful - you're not the only one with ambitions in this world.
    Features:
    A map very hugely based on the one found in Victoria II, featuring a rather disunited China, the slowly unifying Italian and German regions, up to the Americas where the American-Mexican tensions are as high as ever. A dynamic event-chain for the unification of Germany. German states have the option to deny the option to join the North German Confederation, but also suffer penalties since the people of Germany want to unite as one. Also features event chains for the unification of Italy (which is not dynamic, but if people want it, I might make it so) and the centralization of China. There are also many other events, such as the Texan War of Independence and its addition as the 28th state of the US, not to mention the American Civil War. Some placeholder countries in Asia (which is a bad feature, but one I'm planning to fix, but not high priority at the moment) Planned Features:
    I know a big list of planned features is kinda bad, since, more often than not, large projects get abandoned, but when you're depicting something as large as the 19th century, you really have no other choice, not to mention these may change under strange circumstances. Anyways, as for planned features:
    Changes to castles to decrease their cost, increase their effectiveness and rename them to trenches to better reflect the very costly wars of early 20th century, primarily the Great War. A crisis system, where certain flashpoints (such as the balkans, poland, eastern europe, et cetera) might cause a great power to either grant autonomy to one of their minorities, or deny and risk a war with other great powers. Various random events and event chains to increase the flavor of the scenario. Things such as the Russian Revolution, formation of the British Raj., Japanese Westernization, as well as events that depict the Industrial Revolution by increasing economy and the likes. "AI mode" where some restrictions for forming Germany are removed so it forms much more often. Modded terrain to better replicate regions that saw especially heavy urbanization and industrialization, such as the Ruhr. Remove some of the placeholder countries in Asia and replace them with the correct ones. Of course, it's prone to change and I might add more, but I am trying to keep it not too railroaded as to make it actually fun.
     
    Download:
    Version 1.0: https://drive.google.com/open?id=1-JHS4lTzdwpRp1uTwEGJuqjk2h_vtRqn + the required 2 civilizations https://drive.google.com/open?id=1B70NoLUdVY9UqoFKYV05PrrCGh99qgys (put the 2 folders inside the latter download into civilizations_editor)
    NOTE: When you download the scenario itself, rename the folder called "1836_1.0" to "1543173432500wgzxkzbo". I'll fix it once I upload version 1.1
    The version isn't final at all, and some events might be bugged. If you find anything not working the way it should be, feel free to notify me and I'll fix it.
    Personal/final notes:
    I very much know that various other people are working on a 1836 scenario, but this is simply my personal take on it. I've been working on a scenario like this bit by bit since I got the game, and way before the community version got added into the game. Nevertheless, since this is a 1836 scenario with my own personal touch, I'm still looking forward to making and finishing it.
    Oh, and mind the title - "Coat of Arms: 1836". I'm looking to make other scenarios with different names under the same tag, as to personalize all my scenarios. The other scenario that I've basically finished is "Coat of Arms: 1492", which only takes places on the Americas with the main focus on Spanish colonists, but also features the arrival of English, French, Portuguese and even colonists from Courland, although that'll release at a later date.
  16. Like
    Sneaky got a reaction from Ilovethisgame2 in Civilizations List Trick   
    I mean, at least for my experience with the editor, you can already add a new civilization from the outcome section of events. All you need to do is:
    Go to the outcome section of the event and choose the outcome which will make a new country appear. Click on the "add new outcome" option. Choose the "occupy" outcome. Click on the "new owner" section; Press the "add civilization" on top and select the civilization you want to break out. If you want to, you can proceed to add the provinces it'll occupy and all that. With that being done, the country should appear (from my experience) when that outcome has been picked.
     
  17. Like
    Sneaky reacted to Łukasz Jakowski in Age of Fixing bugs   
    Here in this topic you can write bugs to fix in the game and how to reproduce them.
    In March I will focus my work on that!
    Topic:
    https://steamcommunity.com/app/603850/discussions/0/1843566500515671824/
  18. Like
    Sneaky got a reaction from PETER in Civilizations List Trick   
    I mean, at least for my experience with the editor, you can already add a new civilization from the outcome section of events. All you need to do is:
    Go to the outcome section of the event and choose the outcome which will make a new country appear. Click on the "add new outcome" option. Choose the "occupy" outcome. Click on the "new owner" section; Press the "add civilization" on top and select the civilization you want to break out. If you want to, you can proceed to add the provinces it'll occupy and all that. With that being done, the country should appear (from my experience) when that outcome has been picked.
     
  19. Sad
    Sneaky got a reaction from Tsar Satanus I. in Small PSA: Broken events.   
    So, if you've played as Japan on the pre-release version of1.1, you might have noticed you get events at the start of the game, which wasn't intentional. I've tried my best to fix it, but as far as I can tell, the "OR" trigger just basically breaks any event, so there's nothing I can do about it. 
    Because of this, I'll focus on things outside events (new countries, to be exact) until Lukasz fixes the events, which are generally a bit of a broken mess at the moment. Sorry for the inconvenience, but there's simply not much I can do about it at the moment. 
  20. Sad
    Sneaky got a reaction from Istria in Some questions   
    Haven't been working on the mod much since the editor is half-broken. I'll definitely work again once Lukasz fixed the bugs in the editor, but until then, I can't really add the events I want (or fix the current events, for that matter), meaning there's not much point in updating at the moment. Sorry, but that's simply the truth at the moment.
    I'm still really grateful you've had an interest in this mod, and I'm 100% not abandoning it completely unless Lukasz abandons AOC2, which I hope he won't.
  21. Love
    Sneaky got a reaction from Hydra in Kaiserreich 0.1 (Based on the HoI4 mod)   
    Wilhelm II was actually incompetent.
    Change my mind.
  22. Like
    Sneaky got a reaction from JustAnUser in Stormakstiden   
    This is a scenario I had made for fun a while ago, and now I thought I might as well release it.
     

    Almost a hundred years have passed since the start of the Great Northern War. With Sweden emerging victorious, it was obvious that the era of Sweden as a Great Power will continue, however, times are changing, and Sweden's position is at risk once again. In the East, the Baltic Alliance, made out of Russia, Poland, and the Latvian States, is eager to get revenge for their loss. In Europe, instability is at its highest. The Hungarian Revolution has just begun, while a bit more north the German Federation has formed, all while the Balkan League fights for their independence from the Ottomans.
    But Sweden has problems outside of Europe too. The revolution in Brazil has gotten widespread popularity and might soon result in the loss of South-American colonies completely, while in the north the anarcho-capitalist West Indies Federation could very well threaten the Swedish American colonies. Swedens biggest ally, Portugal, might just fall too - the Mughal Federation in India is ready to take the jewel of the Portuguese Crown - India. In the meantime, the riches of Africa and the collapsing Jin dynasty will benefit any country who is able to rise to the top.
    Stormakstiden is a scenario I made based on an alternate timeline where Sweden won the Great Northern War. There were a lot of other variations as well, however. In Iberia, Castille and Aragon never joined into Spain, resulting in Portugal taking their role as one of the biggest colonizers. Great Britain and France, weakened due to many reasons, don't become the great powers they were in our timeline. As a result, Netherlands and Sweden rose to take their spot, but the Belgian succession to independence is not widely-liked in the Netherlands.
    The scenario features relations and vassals, but no events, since this is a sandbox scenario I made for fun. I also don't plan on updating this unless everything's somehow broken to hell.
    Installation link:
    https://drive.google.com/open?id=1fF8dj2Yo34FQGQvxdB0m1XzcVouabjb1
  23. Like
    Sneaky got a reaction from Stef in Age of Civilizations 2, -20% - Humble Bundle   
    For all Lukasz has done, I think he deserves a +100%.
  24. Like
    Sneaky got a reaction from PETER in Reform Technology   
    The best way to fix this, in my opinion, is this:
    Technology slowly spreads from higher technology countries to lower. If a country borders another country which is technologically more advanced, each turn one province of the country gets more advanced, and once all the provinces are advanced, the country then gets a technology level. Research is gained not based on the amount being spent, but rather the percent of the economy going towards technology. Basically, if an OPM has research of 20%, but so does a large empire, they would gain the same amount of research. However, to better represent how smaller countries made larger innovations, the amount of research a country gets would be decreased by 0.5% per province, up to -20% research speed. Research Levels are made fewer, but stronger and more unique. Maybe have like 40 technology levels instead of 200, making advancements in technology that much more important. An optional setting for where countries in specific regions get a major decrease in technology speed, making them rely more heavily on the spread of technology. For instance, for the 1440 start date, you could make a setting where every country whose capital is outside Europe gets a -80% rate to technology so they don't colonize and aren't as powerful.
  25. Like
    Sneaky got a reaction from FDrizel in Coat of Arms: 1836.   
    (p.s. image quality isn't /that/ good because i'm on a 1366x768 monitor. my 1920x1080 one will arrive tomorrow, so yeah)

    Coat of Arms: 1836
    The Era of Industrialization
     
    Lead your nation through a dangerous, yet prosperous era as you try your best to meddle in political affairs, either peacefully, or if it comes to it, by force. The Revolution ended over 20 years ago, yet the ideas of it live on, as the common class start questioning their government and turning to the ideas of liberalism, with a few even turning to the views of Karl Marx.
    It is a strange, and yet rather short period in the time of nations, yet, it will influence everything else that comes by. Will you play as the King of Prussia and unite the German Confederation under one flag, or will you control the prospering United States of America, perhaps leading it into a darker path of jingoism and imperialism? The choice is yours, but be careful - you're not the only one with ambitions in this world.
    Features:
    A map very hugely based on the one found in Victoria II, featuring a rather disunited China, the slowly unifying Italian and German regions, up to the Americas where the American-Mexican tensions are as high as ever. A dynamic event-chain for the unification of Germany. German states have the option to deny the option to join the North German Confederation, but also suffer penalties since the people of Germany want to unite as one. Also features event chains for the unification of Italy (which is not dynamic, but if people want it, I might make it so) and the centralization of China. There are also many other events, such as the Texan War of Independence and its addition as the 28th state of the US, not to mention the American Civil War. Some placeholder countries in Asia (which is a bad feature, but one I'm planning to fix, but not high priority at the moment) Planned Features:
    I know a big list of planned features is kinda bad, since, more often than not, large projects get abandoned, but when you're depicting something as large as the 19th century, you really have no other choice, not to mention these may change under strange circumstances. Anyways, as for planned features:
    Changes to castles to decrease their cost, increase their effectiveness and rename them to trenches to better reflect the very costly wars of early 20th century, primarily the Great War. A crisis system, where certain flashpoints (such as the balkans, poland, eastern europe, et cetera) might cause a great power to either grant autonomy to one of their minorities, or deny and risk a war with other great powers. Various random events and event chains to increase the flavor of the scenario. Things such as the Russian Revolution, formation of the British Raj., Japanese Westernization, as well as events that depict the Industrial Revolution by increasing economy and the likes. "AI mode" where some restrictions for forming Germany are removed so it forms much more often. Modded terrain to better replicate regions that saw especially heavy urbanization and industrialization, such as the Ruhr. Remove some of the placeholder countries in Asia and replace them with the correct ones. Of course, it's prone to change and I might add more, but I am trying to keep it not too railroaded as to make it actually fun.
     
    Download:
    Version 1.0: https://drive.google.com/open?id=1-JHS4lTzdwpRp1uTwEGJuqjk2h_vtRqn + the required 2 civilizations https://drive.google.com/open?id=1B70NoLUdVY9UqoFKYV05PrrCGh99qgys (put the 2 folders inside the latter download into civilizations_editor)
    NOTE: When you download the scenario itself, rename the folder called "1836_1.0" to "1543173432500wgzxkzbo". I'll fix it once I upload version 1.1
    The version isn't final at all, and some events might be bugged. If you find anything not working the way it should be, feel free to notify me and I'll fix it.
    Personal/final notes:
    I very much know that various other people are working on a 1836 scenario, but this is simply my personal take on it. I've been working on a scenario like this bit by bit since I got the game, and way before the community version got added into the game. Nevertheless, since this is a 1836 scenario with my own personal touch, I'm still looking forward to making and finishing it.
    Oh, and mind the title - "Coat of Arms: 1836". I'm looking to make other scenarios with different names under the same tag, as to personalize all my scenarios. The other scenario that I've basically finished is "Coat of Arms: 1492", which only takes places on the Americas with the main focus on Spanish colonists, but also features the arrival of English, French, Portuguese and even colonists from Courland, although that'll release at a later date.
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