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Sneaky

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  1. Like
    Sneaky reacted to BavarianGlory in Road to Hell : A European War 4 : Napoleon Mission   
    Shiite is on his alts, disliking every negative comment posted about him again...
  2. Like
    Sneaky reacted to German_Soldier in 1870 Franco-Prussian War   
    This is the Franco-Prussian War Alternative Scenario, hope you will like it !
    Before replacing your game files with this one, remember to backup them.
    Dowload link: https://drive.google.com/open?id=1FF3wLTNT6IkKG3SOujarJ8KOPULNuIfy
     
    The scenario begins on July 19, 1870, so the war between France and Prussia has already begun. If you fight with France, be careful because you will have to fight on two fronts (because of the Prussia-Italy alliance). If you fight for Prussia it will be easier, the enemy will be forced to fight against Italy in the meantime, and you can easy occupy Paris but be careful never underestimate the French Empire.
    Screenshot (Sorry if is in Italian )             (P.S. I have added Prussia to create the German Empire)
     

  3. Like
    Sneaky reacted to Slavic Comrade in Lukasz and AOC games vs. Paradox   
    no comment if you don´t want die 

  4. Like
    Sneaky reacted to Titaneagle in Age Of Turks - 570y mod   
    *I will try to share this mod with everybody soon. It is too big to upload it without making it into a zip file
    This age of civilization 1 mod deals with the year 570.
    The turkic khanate and the eastern Roman Empire are at their peak while the Persians are having a hard time fighting them both.
    The aztects and the mayans are at the Americas. In the far east, India China and Korea are separated into many small nations. 
    language supported: Korean and English 
    Scenario supported: 570 scenario only
    please make sure that you are playing the 570 scenario before you start the game.
    version 2 
     











  5. Like
    Sneaky reacted to MatijaVojnic in Balkan Wars   
    Hey everyone!
    I made a new scenario which includes events too! This is a historical scenario about Balkan wars which were in period of 1912-1913. First Balkan War was against Ottoman Empire and Second Balkan War was against Bulgaria.
    ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
    How to install?
    -Simply move balkanwars folder to E:\Steam\steamapps\common\Age of Civilizations\map\Earth\scenarios
    ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
    Screenshots:
     




    -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
    NOTE: Austria-Hungary has nothing to do with Balkan Wars, it is just added for estetics. 
    ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
    Challenges:
    -Form Yugoslavia with Serbia
    -Conquer everything with Ottoman Empire/Austria-Hungary
    ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
    I recommend you to listen to this while you are playing this scenario:
    https://www.youtube.com/watch?v=TH_l4nKL7p0&t=2s
    ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
     
     
     
    balkanwars.zip
  6. Like
    Sneaky reacted to c45cd in The Industrial Collapse   
    First Update
    I have no began development on the scenario and so far Greece is about halfway finished. Need to add some events and just tweak various other things.
    At the start of the game Greece is divided into 10 different nations.

    The major ones are as listed
    Macedonia - A nation that has fought many bloody wars to secure its territory. It was the victor of the Bulgaro-Macedon War securing itself as the dominant power in the Southern Balkans. Yet instability is high in Macedonia as its large ethnic minorities such as the Turks and Bulgarians seek to separate themselves from Macedonia.
    Athenian Democratic League - A faction in the Athenian Civil War. They seek to keep Athens independent from a centralized state. 
    Greek Unification Front - A Rebellion in Athens Eastern Territory. They seek to conquer Athens and proclaim a new Greek State. After Athens they wish to unify the rest of Greece.
    Mani - A Greek Pagan Kingdom in the South of Peloponnese. Ruled by a Mad King who has aspirations of returning Greece to a Hellenic Nation.
    If you want more lore then you can find it on our discord in the lore section.
  7. Like
    Sneaky reacted to c45cd in The Industrial Collapse   
    The Industrial Collapse
     
    The Industrial Collapse is a Age Of Civilization 2 Scenario with custom nations, lore, and events.
    The Scenario will be about a world that collapses due to horrible working conditions in the 1800's.
    This mod was originally for Victoria 2 and it went far into development. Sadly the game could not handle what I wanted to do.
    Here is the discord for screenshots, lore, events, and if you are interested in helping
    https://discord.gg/GfKqg2z
     
    To show you what content the scenario will have here are some Victoria 2 Screenshots of the mod
    https://cdn.discordapp.com/attachments/482706988065619968/505798024833007617/20181027133841_1.jpg
     
    https://cdn.discordapp.com/attachments/482706988065619968/489266391023747072/42960_screenshots_20180911224155_1.jpg
  8. Like
    Sneaky reacted to XGamer50 in Road to Hell : A European War 4 : Napoleon Mission   
    Hello , everyone 
    Here is my first scenario made in Age of Civilization II
    This mission can be familiar for a few people 
    In fact, this scenario is inspired from a game named European War 4 : Napoleon made by Easytech
    It's the last USA mission 
    In this mission, USA is based in England, Spain & a part of France
    The First French Empire is with Switzerland to face USA but also the Coalition : Prussia,  Austrian Empire & Sardania
    1547316299611kuuvnwin.zip


  9. Like
    Sneaky got a reaction from Lonathan in Group pormotions   
    I hope I'm not too late?
    Since, let's be honest, the main setting for AoC2 is the 1444 start date... how about royal and noble ranks? (The number is the number of posts to acquire that rank)
    Serf [0-25] Gentleman [25-50] Baron [50-100] Count [100-200] Prince [200-500] Duke [500-1000] Grand Duke [1000-2000] Archduke [2000-3000] King [3000-5000] Emperor [5000-10000] Custom Title [10000+]
  10. Love
    Sneaky got a reaction from Havamesh in Group pormotions   
    I hope I'm not too late?
    Since, let's be honest, the main setting for AoC2 is the 1444 start date... how about royal and noble ranks? (The number is the number of posts to acquire that rank)
    Serf [0-25] Gentleman [25-50] Baron [50-100] Count [100-200] Prince [200-500] Duke [500-1000] Grand Duke [1000-2000] Archduke [2000-3000] King [3000-5000] Emperor [5000-10000] Custom Title [10000+]
  11. 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.
  12. Like
    Sneaky reacted to Timm638 in [Tool] Image to Province Converter   
    I've made a tool, which converts a .png into a bunch of provinces, allowing someone to create a custom map more easily.
    Link to download : https://github.com/Timm638/aoc2_converter/raw/master/AoC2_Conv_0.1.jar
    Link to short guide: https://github.com/Timm638/aoc2_converter
    If you need help ask here or come over to the discord.
  13. 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...
     
  14. 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...
     
  15. 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...
     
  16. 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%.
  17. Like
    Sneaky reacted to Łukasz Jakowski in Age of Civilizations 2, -20% - Humble Bundle   
    AoC2 on sale -20% in Humble Bundle Store 😛
    https://www.humblebundle.com/store/age-of-civilizations-ii
  18. Like
    Sneaky reacted to Don_Colasanti in Lukasz: The editor is so simple! There's no way to F**k this up!   
    Are you proud of me Lukasz?

  19. Like
    Sneaky got a reaction from Adx97 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...
     
  20. 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.
  21. Love
    Sneaky got a reaction from Łukasz Jakowski in Coat of Arms: 1836.   
    Currently working on Update 1.1: The Forgotten East, featuring:
    The Meiji Restoration, which starts an event chain of various reforms Japan can enact, each boosting Japans technology significantly at the cost of severe happiness penalties; The Taiping Revolution; Coal, Iron and their appropriate hill/mountain version terrains, featuring significant boosts for provinces with coal, not to mention industrial centres such as the Ruhr; Some of the placebo civilizations in India being removed and replaced with the correct countries; Events for Japanese colonization of nearby islands without needing the necessary technology; Formation of the British Raj.; Various other flavor events for the countries of the East. Stay tuned!
  22. 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.
  23. 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.
  24. Like
    Sneaky reacted to Łukasz Jakowski in USA +provinces (WIP)   
    @Checkmate
    Open config.json of your map
    {     Map: [         {             MapName: "Earth",             Author: "Łukasz Jakowski",             BackgroundName: "AoC2",             ContinentsPackage: "Earth6",             RegionsPackage: "Earth_AoC2",             NumberOfProvinces: 4269,             MapScale: 5,             WorldMap: true,             Scenario: "1440",             Wiki: "Earth"         },     ],          Age_of_Civilizations: Map } And if you change "WorldMap: true," to "WorldMap: false," the map won't be scrolled like a world map and will have left and right borders
  25. Like
    Sneaky got a reaction from Boblik in Coat of Arms: 1836.   
    Currently working on Update 1.1: The Forgotten East, featuring:
    The Meiji Restoration, which starts an event chain of various reforms Japan can enact, each boosting Japans technology significantly at the cost of severe happiness penalties; The Taiping Revolution; Coal, Iron and their appropriate hill/mountain version terrains, featuring significant boosts for provinces with coal, not to mention industrial centres such as the Ruhr; Some of the placebo civilizations in India being removed and replaced with the correct countries; Events for Japanese colonization of nearby islands without needing the necessary technology; Formation of the British Raj.; Various other flavor events for the countries of the East. Stay tuned!
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