FAQ
55 topics in this forum
-
- 1 reply
- 231 views
game/_FAQ/Legacies_CivilizationLegacy.txt ####################################### ## 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/legacies/ Adding new Group: LegaciesGroups.txt edit in notepad: ### EXAMPLE AdministrativeLegacies;EconomicLegacies;MilitaryLegacies;DiplomaticLegacies;NEW_GROUP_NAME; #…
Last reply by EdgeLord, -
-
- 6 replies
- 330 views
Age of History 3 - How to add Government game/_FAQ/Governments.txt ####################################### ## 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. ## ##### File containing all Governments in the game: game/Governments.json For your mod the path will be: mods/YOUR_MOD_NAME/game/Governments.json Exampl…
Last reply by YouravaragebrazilianAoCfan, -
- 1 follower
- 0 replies
- 236 views
Age of History 3 - How to add Religion game/_FAQ/Religions.txt ####################################### ## 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. ## ##### File containing all religions in the game: game/Religions.json For your mod the path will be: mods/YOUR_MOD_NAME/game/Religions.json Example code fo…
Last reply by Łukasz Jakowski, -
- 1 follower
- 2 replies
- 2k views
How to add custom preview for Scenario ####################################### ## 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. ## ##### To add a custom preview for your scenario, go to: map/THE_MAP/scenarios/YOUR_SCENARIO/ Ensure that the image dimensions match those of the preview.png file generated by the game. …
Last reply by Sacro Império Brasileiro, -
- 1 follower
- 6 replies
- 563 views
City names depend on the Civilization. game/_FAQ/City_Names_Depending_On_Civilization.txt ####################################### ## 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. ## ##### For your mod the path will be: mods/YourModName/game/cities/ Go to: game/cities/ The files in this folder are named after …
Last reply by YouravaragebrazilianAoCfan, -
- 1 reply
- 301 views
Age of History 3 - How to add real Advisors and Generals to scenario game/characters/ How to create new Character: Each character has its own unique JSON file (Example: Franklin.json) ########################## [ { Name: "Benjamin Franklin", ImageID: Franklin, BornDay: 17, BornMonth: 1, BornYear: 1706, Attack: -1, Defense: -1, }, ] ########################## ## Steps to Create a New Character: Copy and Rename the File: Copy an existing file (e.g., Franklin.json) and rename it with a unique filename, like Surname.json Replace "Surname" with the real last name of the character you are creating. ## Set the Character's Name: The name that will ap…
Last reply by Kiwi, -
- 1 reply
- 227 views
game/_FAQ/Governments_Peace_Order.txt ## PEACE TREATY -> AI -> ORDER 0 == TAKE LAND 1 == DEMAND VASSALIZATION 2 == DEMAND SUBJECT TRANSFER 3 == DEMAND RELIGION CONVERSION 4 == DEMAND GOVERNMENT CHANGE 5 == DEMAND GOLD 6 == LIBERATE CIVS 7 == DEMAND WAR REPARATIONS 8 == DEMAND HUMULIATE ## EXAMPLE USE: AI_PEACE_ORDER: [0, 4, 3, 5, 1, 2], AI_PEACE_ORDER2: [2, 5, 7, 6, 8, 0, 1, 3], ## 75% chance for 'AI_PEACE_ORDER,' 25% chance for 'AI_PEACE_ORDER2. AI_PEACE_ORDER_CHANCE: 75, AI_PEACE_ORDER_CHANCE2: 25,
Last reply by EuroballProductions, -
- 2 replies
- 265 views
game/_FAQ/Units.txt ####################################### ## 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/units/ ## Main file with all unit types: Units.json Here you add new unit type. Example: { File: "Warior.json", ID: 0, Line: 0, }, Line: 0 - The army will be position…
Last reply by YELAN, -
- 2 replies
- 262 views
game/_FAQ/Governments_AI_BuildScore.txt #################### ## AI_BUILD_SCORE 0 == AI_BuildResearch 1 == AI_BuildGold 2 == AI_BuildLegacy 3 == AI_BuildTaxEfficiency 4 == AI_BuildProvinceMaintenance 5 == AI_BuildManpower 6 == AI_BuildDefensive 7 == AI_BuildRecruitArmyCost 8 == AI_BuildGrowthRate 9 == AI_BuildEconomy 10 == AI_BuildProductionEfficiency 11 == AI_BuildConstructionCost 12 == AI_BuildRest 13 == AI_BuildCapitalBuilding 14 == AI_BuildResource 15 == AI_ColonizationTribal ## Example use: AI_BUILD_SCORE: [ 70, 50, 40, 60, 40, 65, 60, 30, 40, 55, 50, 45, 30, 50, 40, 0], ## DON'T USE IT THIS WAY AI_BUILD_SCORE: [ 70, // AI_BuildResearch 50, // AI_…
Last reply by Wayne23lololh, -
- 1 reply
- 178 views
game/_FAQ/Event_Example.txt id=unique_id_of_my_event title=Here is the title of my event! desc=The description of my event. This event will give bonuses if the civilization has more than 10 regiments. image=49.png show_in_missions=false mission_image=2 only_once=true trigger_and next_and civ_regiments_over=10 trigger_and_end option_btn name=First button text ai=100 province_manpower=1.2 bonus_duration=20 bonus_max_morale=5 bonus_army_morale_recovery=15 option_end option_btn name=Thank you, I don't collect points. ai=2 option_end
Last reply by eNeXPii, -
- 2 replies
- 499 views
game/_FAQ/Map_ProvinceImage.txt ####################################### ## 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. ## ##### Open the game and navigate to: New Game → Play → Play While in the game, click the Civilization Flag (located in the top left corner). Select More → Console In the console, type a messag…
Last reply by Matvey, -
- 0 replies
- 197 views
game/_FAQ/Wonder_Bonuses.txt List of available bonuses for Wonders: MonthlyIncome: X, TaxEfficiency: X, ProvinceMaintenance: X, BuildingsMaintenanceCost: X, GrowthRate: X, ProductionEfficiency: X, MonthlyLegacy: X, MaxManpower: X, ManpowerRecoverySpeed: X, ArmyMaintenance: X, RecruitmentTime: X, RecruitArmyCost: X, RecruitArmyFirstLineCost: X, RecruitArmySecondLineCost: X, Research: X, ResearchPoints: X, TechnologyCost: X, ConstructionCost: X, AdministrationBuildingsCost: X, MilitaryBuildingsCost: X, EconomyBuildingsCost: X, ConstructionTimeBonus: X, BuildingSlot: X, InvestInEconomyCost: X, IncreaseTaxEfficiencyCost: X, IncreaseGrowthRateCost: X, IncreaseMan…
Last reply by Łukasz Jakowski, -
- 0 replies
- 183 views
game/_FAQ/Terrain_type.txt ####################################### ## 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/terrain/ and Edit TerrainTypes.json file as txt file in notepad. Example of one Terrain Type: { Name: "Plains", ImageFile: "plains.png", Color: [32, 74, 11], MovementSp…
Last reply by Łukasz Jakowski, -
- 0 replies
- 243 views
game/_FAQ/Technology.txt ####################################### ## 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/technologies/ Edit Technologies.json file as txt file in notepad Here is an example code of one Technology: { ID: 96, Name: "WarTactics", ImageID: 0, TreeColumn: 14, …
Last reply by Łukasz Jakowski, -
- 0 replies
- 136 views
game/_FAQ/Resources.txt ####################################### ## 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/resources/ And open as text file in notepad: Resources.json ### EXAMPLE RESOURCE { Name: Rice, ID: 1, ImageID: 1, GroupID: 0, Color: [225, 205, 156], ArmyMai…
Last reply by Łukasz Jakowski, -
- 0 replies
- 207 views
game/_FAQ/Religion_Bonuses.txt ## File: game/Religions.json List of available bonuses for Religions: MonthlyIncome: X, TaxEfficiency: X, ProvinceMaintenance: X, ProductionEfficiency: X, MonthlyLegacy: X, MaxManpower: X, ArmyMaintenance: X, RecruitmentTime: X, ConstructionCost: X, AdministrationBuildingsCost: X, MilitaryBuildingsCost: X, EconomyBuildingsCost: X, ConstructionTime: X, BuildingSlot: X, InvestInEconomyCost: X, IncreaseManpowerCost: X, IncreaseTaxEfficiencyCost: X, DevelopInfrastructureCost: X, RecruitArmyCost: X, GeneralAttack: X, GeneralDefense: X, UnitsAttack: X, UnitsDefense: X, AdvisorCost: X, GeneralCost: X, CoreCost: X, ReligionCost: X…
Last reply by Łukasz Jakowski, -
- 0 replies
- 205 views
game/_FAQ/Map_CitiesGenerate.txt ########################## ## ## This feature pre-generates data to reduce loading times ## ## After adding new cities, you need to generate to which province each city belongs to in-game. To do this, go to: map/MAPNAME/cities/build_cities.txt Open the file and write inside it only: true # Next, launch the game, and during the loading process, the game will automatically generate all the necessary data. Once the data is generated, don't forget to disable the data generation by setting the file map/MAPNAME/cities/build_cities.txt to: false
Last reply by Łukasz Jakowski, -
- 0 replies
- 109 views
game/_FAQ/Legacy_Bonuses.txt List of available bonuses for Civilization Legacy: ConstructionCost: [X], AdministrationBuildingsCost: [X], MilitaryBuildingsCost: [X], EconomyBuildingsCost: [X], WonderConstructionCost: [X], ConstructionTime: [X], TaxEfficiency: [X], ProvinceMaintenance: [X], BuildingsMaintenanceCost: [X], ManpowerRecoverySpeed: [X], MaxManpower: [X], Research: [X], ResearchPoints: [X], BuildingSlot: [X], MaxInfrastructure: [X], Devastation: [X], GrowthRate: [X], IncomeProduction: [X], ProductionEfficiency: [X], InvestInEconomyCost: [X], IncreaseTaxEfficiencyCost: [X], IncreaseGrowthRateCost: [X], DevelopInfrastructureCost: [X], GeneralAttack: [X]…
Last reply by Łukasz Jakowski, -
- 0 replies
- 154 views
game/_FAQ/Laws.txt ####################################### ## 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", "SelectiveServ…
Last reply by Łukasz Jakowski, -
- 0 replies
- 129 views
game/_FAQ/Law_Bonuses.txt List of available bonuses for Law: MonthlyIncome: [X], MonthlyLegacy: [X], MonthlyLegacy_Percentage: [X], Gold: [X], ConstructionCost: [X], AdministrationBuildingsCost: [X], MilitaryBuildingsCost: [X], EconomyBuildingsCost: [X], ConstructionTime: [X], WonderConstructionCost: [X], TaxEfficiency: [X], ProvinceMaintenance: [X], BuildingsMaintenanceCost: [X], ArmyMaintenance: [X], MaxManpower: [X], MaxManpower_Percentage: [X], ManpowerRecoverySpeed: [X], ReinforcementSpeed: [X], ArmyMovementSpeed: [X], Research: [X], ResearchPoints: [X], MaxMorale: [X], ArmyMoraleRecovery: [X], WarScoreCost: [X], BuildingSlot: [X], MaxInfrastru…
Last reply by Łukasz Jakowski, -
- 0 replies
- 124 views
game/_FAQ/Governments_Bonuses.txt ## File: game/Governments.json List of available bonuses for Governments: MonthlyIncome: X, TaxEfficiency: X, ProvinceMaintenance: X, ProductionEfficiency: X, MonthlyLegacy: X, MaxManpower: X, ArmyMaintenance: X, RecruitmentTime: X, ConstructionCost: X, AdministrationBuildingsCost: X, MilitaryBuildingsCost: X, EconomyBuildingsCost: X, ConstructionTime: X, BuildingSlot: X, InvestInEconomyCost: X, IncreaseManpowerCost: X, IncreaseTaxEfficiencyCost: X, DevelopInfrastructureCost: X, RecruitArmyCost: X, GeneralAttack: X, GeneralDefense: X, UnitsAttack: X, UnitsDefense: X, AdvisorCost: X, GeneralCost: X, CoreCost: X, Religio…
Last reply by Łukasz Jakowski, -
- 0 replies
- 135 views
game/_FAQ/Events.txt ####################################### ## 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. ## ##### How to create new Event/Mission ##### STEP 1 ##### Create new txt file in path: game/events/common/ Or if is it event for scenario the path will be: map/Earth3/scenarios/WW2/events/common/ Where Earth…
Last reply by Łukasz Jakowski, -
- 0 replies
- 201 views
game/_FAQ/CivilizationsFlag_Goverment.txt ## EXAMPLE: How to add Theocracy and Horde flag for Ukraine. From the game/languages/Bundle.properties file, find the tag: ukr = Ukraine This means: ukr From the game/Governments.json file, find the ideology. Theocracy Extra_Tag: "o", So, the flag file for Ukraine with Theocracy will be called: ukr_o.png For another example, with Horde: From the game/Governments.json file, find the ideology. Horde Extra_Tag: "h", The file will be: ukr_h.png Image dimensions must be 154 pixels wide and 100 pixels high (154 x 100). The image extension must be .png Add flags to the folder: mods/YourModName/gfx/flagsXH/ Replace You…
Last reply by Łukasz Jakowski, -
- 0 replies
- 169 views
game/_FAQ/Civilizations.txt ####################################### ## 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. ## ##### ########## HOW TO ADD CIVILIZATION ########## ########## -- STEP 1 ## Open game and go to: Editor -> Game Civilizations -> Add Civilization In this menu you set up: Civilization TAG:…
Last reply by Łukasz Jakowski, -
- 0 replies
- 84 views
game/_FAQ/Buildings_Bonuses.txt List of available bonuses for Buildings: TaxEfficiency: [X], MonthlyLegacy: [X], DefenseBonus: [X], FortLevel: [X], FortDefense: [X], MaximumManpower: [X], LocalManpower: [X], ConstructionCost: [X], ConstructionTimeBonus: [X], RecruitArmyCostInProvince: [X], LocalGrowthRate: [X], InvestInEconomyCost: [X], IncreaseManpowerCost: [X], IncreaseTaxEfficiencyCost: [X], DevelopInfrastructureCost: [X], IncreaseGrowthRateCost: [X], ProvinceMaintenance: [X], MonthlyIncome: [X], LocalTaxEfficiency: [X], DiseaseDeathRate: [X], CasualtiesNuclearAttacks: [X], Economy: [X], ResearchPoints: [X], ProductionEfficiency: [X], IncomeProduc…
Last reply by Łukasz Jakowski,