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Das Moss Man

Łukaszian Scenarios - A Dark Age Mod

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Which one do you prefer?

Divided into counties an alliance or vassalage unites them as a kingdom 

Screenshot_20240915-115953_kindlephoto-646775669.png

                                                              Just one kingdom no counties

Screenshot_20240915-120343_kindlephoto-646813117.png

Edited by Das Moss Man

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Looks very interesting!, good to see modders are still moding even after the announcement of Aoh3

 

also I think divided into counties is the best; however having it as one kingdom is also good

 

this looks very promising :P

 

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On 9/15/2024 at 5:53 PM, HaSa said:

Looks very interesting!, good to see modders are still moding even after the announcement of Aoh3

 

also I think divided into counties is the best; however having it as one kingdom is also good

 

this looks very promising 😛

 

Thanks bro, am a modder if you can get sources for county maps that would really help thx 

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French dynasties [House of Capet]

English dynasties [House of Normandy]

Bavarian dynasties [House of Welf]

Burgundian dynasties [House of Burgundy]

Polish dynasties [House of Piast]

Kievan dynasties [House of Iziaslavichi]

Swedish dynasties [House of Stenkil]

Danish dynasties [House of Estridsen]

Norwegian dynasties [House of Hardrada]

Scottish dynasties [House of Dunkeld]

Léonese dynasties [House of Jiménez]

Castilian dynasties [House of Jiménez]

Saxon dynasties [House of Supplinburg]

Hungarian dynasties [House of Árpád]

Byzantine dynasties [House of Komnenid]

Brittanian dynasties [House of Cornouaille]

Aquitainian dynasties [House of Poitiers]

Bohemian dynasties [House of Přemyslid]

Edited by Das Moss Man

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Planned Governments

- Kingdom

- Duchy

- County 

- Empire 

- Emirate

- Trade_Republic

- Sultanate

- Caliphate

- Khaganate 

- Theocracy

- Tribal Chiefdom

- Nomads

- Clans

Maybe ill add religions ;-]

Edited by Das Moss Man

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{
            Name: "Kingdom",
            Extra_Tag: "k",
            GOV_GROUP_ID: 0,

            ACCEPTABLE_TAXATION: 0.29,
            MIN_GOODS: 0.1,
            MIN_INVESTMENTS: 0.12,
            RESEARCH_COST: 1.05,
            INCOME_TAXATION: 1.06,
            INCOME_PRODUCTION: 0.93,

            MILITARY_UPKEEP: 1.22,
            ADMINISTRATION_COST: 1.09,
            ADMINISTRATION_COST_DISTANCE: 1.01,
            ADMINISTRATION_COST_CAPITAL: 0.6,

            COST_OF_MOVE: 8,
            COST_OF_MOVE_TO_THE_SAME_PROV: 4,
            COST_OF_MOVE_OWN_PROV: 3,
            COST_OF_RECRUIT: 19,
            COST_OF_DISBAND: 16,
            COST_OF_PLUNDER: 10,

            DEFENSE_BONUS: 6,

            CAN_BECOME_CIVILIZED: -1,
            CIVILIZE_TECH_LEVEL: 2.0f,
            AVAILABLE_SINCE_AGE_ID: 0,

            REVOLUTIONARY: false,

            AI_TYPE: "KINGDOM",

            R: 206,
            G: 181,
            B: 97
        },

Kingdom code, lemme know if its bad :-Þ

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{
            Name: "Duchy",
            Extra_Tag: "d",
            GOV_GROUP_ID: 1,

            ACCEPTABLE_TAXATION: 0.23,
            MIN_GOODS: 0.1,
            MIN_INVESTMENTS: 0.14,
            RESEARCH_COST: 0.97,
            INCOME_TAXATION: 0.99,
            INCOME_PRODUCTION: 0.89,

            MILITARY_UPKEEP: 1.45,
            ADMINISTRATION_COST: 1.05,
            ADMINISTRATION_COST_DISTANCE: 1.01,
            ADMINISTRATION_COST_CAPITAL: 0.6,

            COST_OF_MOVE: 8,
            COST_OF_MOVE_TO_THE_SAME_PROV: 4,
            COST_OF_MOVE_OWN_PROV: 3,
            COST_OF_RECRUIT: 21,
            COST_OF_DISBAND: 14,
            COST_OF_PLUNDER: 10,

            DEFENSE_BONUS: 6,

            CAN_BECOME_CIVILIZED: -1,
            CIVILIZE_TECH_LEVEL: 2.0f,
            AVAILABLE_SINCE_AGE_ID: 0,

            REVOLUTIONARY: false,

            AI_TYPE: "Duchy",

            R: 206,
            G: 181,
            B: 97
        },

Duchy code

Edited by Das Moss Man

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{
            Name: "County",
            Extra_Tag: "u",
            GOV_GROUP_ID: 2,

            ACCEPTABLE_TAXATION: 0.19,
            MIN_GOODS: 0.1,
            MIN_INVESTMENTS: 0.11,
            RESEARCH_COST: 1.12,
            INCOME_TAXATION: 1.02,
            INCOME_PRODUCTION: 0.94,

            MILITARY_UPKEEP: 1.42,
            ADMINISTRATION_COST: 0.99,
            ADMINISTRATION_COST_DISTANCE: 0.94,
            ADMINISTRATION_COST_CAPITAL: 0.5,

            COST_OF_MOVE: 8,
            COST_OF_MOVE_TO_THE_SAME_PROV: 4,
            COST_OF_MOVE_OWN_PROV: 3,
            COST_OF_RECRUIT: 22,
            COST_OF_DISBAND: 16,
            COST_OF_PLUNDER: 10,

            DEFENSE_BONUS: 5,

            CAN_BECOME_CIVILIZED: -1,
            CIVILIZE_TECH_LEVEL: 2.0f,
            AVAILABLE_SINCE_AGE_ID: 0,

            REVOLUTIONARY: false,

            AI_TYPE: "COUNTY",

            R: 206,
            G: 181,
            B: 97
        },

County code

Edited by Das Moss Man

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{
            Name: "Empire",
            Extra_Tag: "e",
            GOV_GROUP_ID: 3,

            ACCEPTABLE_TAXATION: 0.19,
            MIN_GOODS: 0.1,
            MIN_INVESTMENTS: 0.14,
            RESEARCH_COST: 1.03,
            INCOME_TAXATION: 1.12,
            INCOME_PRODUCTION: 0.96,

            MILITARY_UPKEEP: 1.28,
            ADMINISTRATION_COST: 1.14,
            ADMINISTRATION_COST_DISTANCE: 1.09,
            ADMINISTRATION_COST_CAPITAL: 0.9,

            COST_OF_MOVE: 8,
            COST_OF_MOVE_TO_THE_SAME_PROV: 4,
            COST_OF_MOVE_OWN_PROV: 3,
            COST_OF_RECRUIT: 21,
            COST_OF_DISBAND: 16,
            COST_OF_PLUNDER: 10,

            DEFENSE_BONUS: 6,

            CAN_BECOME_CIVILIZED: -1,
            CIVILIZE_TECH_LEVEL: 2.0,
            AVAILABLE_SINCE_AGE_ID: 0,

            REVOLUTIONARY: false,

            AI_TYPE: "EMPIRE",

            R: 206,
            G: 181,
            B: 97
        },

Empire code

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57 minutes ago, Das Moss Man said:
{
            Name: "County",
            Extra_Tag: "c",
            GOV_GROUP_ID: 2,

            ACCEPTABLE_TAXATION: 0.19,
            MIN_GOODS: 0.1,
            MIN_INVESTMENTS: 0.11,
            RESEARCH_COST: 1.12,
            INCOME_TAXATION: 1.02,
            INCOME_PRODUCTION: 0.94,

            MILITARY_UPKEEP: 1.42,
            ADMINISTRATION_COST: 0.99,
            ADMINISTRATION_COST_DISTANCE: 0.94,
            ADMINISTRATION_COST_CAPITAL: 0.5,

            COST_OF_MOVE: 8,
            COST_OF_MOVE_TO_THE_SAME_PROV: 4,
            COST_OF_MOVE_OWN_PROV: 3,
            COST_OF_RECRUIT: 22,
            COST_OF_DISBAND: 16,
            COST_OF_PLUNDER: 10,

            DEFENSE_BONUS: 5,

            CAN_BECOME_CIVILIZED: -1,
            CIVILIZE_TECH_LEVEL: 2.0f,
            AVAILABLE_SINCE_AGE_ID: 0,

            REVOLUTIONARY: false,

            AI_TYPE: "COUNTY",

            R: 206,
            G: 181,
            B: 97
        },

County code

changelog:
- removed communism

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{
            Name: "Emirate",
            Extra_Tag: "i",
            GOV_GROUP_ID: 4,

            ACCEPTABLE_TAXATION: 0.31,
            MIN_GOODS: 0.1,
            MIN_INVESTMENTS: 0.14,
            RESEARCH_COST: 1.07,
            INCOME_TAXATION: 1.12,
            INCOME_PRODUCTION: 0.91,

            MILITARY_UPKEEP: 1.19,
            ADMINISTRATION_COST: 1.12,
            ADMINISTRATION_COST_DISTANCE: 1.10,
            ADMINISTRATION_COST_CAPITAL: 0.6,

            COST_OF_MOVE: 8,
            COST_OF_MOVE_TO_THE_SAME_PROV: 4,
            COST_OF_MOVE_OWN_PROV: 3,
            COST_OF_RECRUIT: 17,
            COST_OF_DISBAND: 16,
            COST_OF_PLUNDER: 10,

            DEFENSE_BONUS: 6,

            CAN_BECOME_CIVILIZED: -1,
            CIVILIZE_TECH_LEVEL: 2.0f,
            AVAILABLE_SINCE_AGE_ID: 0,

            REVOLUTIONARY: false,

            AI_TYPE: "EMIRATE",

            R: 206,
            G: 181,
            B: 97
        },

Emirate code

Edited by Das Moss Man

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{
            Name: "Trade_Republic",
            Extra_Tag: "t",
            GOV_GROUP_ID: 5,

            ACCEPTABLE_TAXATION: 0.24,
            MIN_GOODS: 0.2,
            MIN_INVESTMENTS: 0.16,
            RESEARCH_COST: 1.02,
            INCOME_TAXATION: 1.12,
            INCOME_PRODUCTION: 0.93,

            MILITARY_UPKEEP: 1.27,
            ADMINISTRATION_COST: 1.11,
            ADMINISTRATION_COST_DISTANCE: 1.16,
            ADMINISTRATION_COST_CAPITAL: 0.8,

            COST_OF_MOVE: 8,
            COST_OF_MOVE_TO_THE_SAME_PROV: 4,
            COST_OF_MOVE_OWN_PROV: 3,
            COST_OF_RECRUIT: 24,
            COST_OF_DISBAND: 16,
            COST_OF_PLUNDER: 10,

            DEFENSE_BONUS: 6,

            CAN_BECOME_CIVILIZED: -1,
            CIVILIZE_TECH_LEVEL: 2.0f,
            AVAILABLE_SINCE_AGE_ID: 0,

            REVOLUTIONARY: false,

            AI_TYPE: "TRADEREPUBLIC",

            R: 206,
            G: 181,
            B: 97
        },

Trade_Republic code

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{
            Name: "Sultanate",
            Extra_Tag: "s",
            GOV_GROUP_ID: 6,

            ACCEPTABLE_TAXATION: 0.29,
            MIN_GOODS: 0.1,
            MIN_INVESTMENTS: 0.12,
            RESEARCH_COST: 1.05,
            INCOME_TAXATION: 1.06,
            INCOME_PRODUCTION: 0.93,

            MILITARY_UPKEEP: 1.22,
            ADMINISTRATION_COST: 1.09,
            ADMINISTRATION_COST_DISTANCE: 1.01,
            ADMINISTRATION_COST_CAPITAL: 0.6,

            COST_OF_MOVE: 8,
            COST_OF_MOVE_TO_THE_SAME_PROV: 4,
            COST_OF_MOVE_OWN_PROV: 3,
            COST_OF_RECRUIT: 19,
            COST_OF_DISBAND: 16,
            COST_OF_PLUNDER: 10,

            DEFENSE_BONUS: 6,

            CAN_BECOME_CIVILIZED: -1,
            CIVILIZE_TECH_LEVEL: 2.0f,
            AVAILABLE_SINCE_AGE_ID: 0,

            REVOLUTIONARY: false,

            AI_TYPE: "SULTANATE",

            R: 129,
            G: 211,
            B: 78
        },

Sultanate code (copy of kingdom)

Edited by Das Moss Man

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{
            Name: "Caliphate",
            Extra_Tag: "c",
            GOV_GROUP_ID: 7,

            ACCEPTABLE_TAXATION: 0.21,
            MIN_GOODS: 0.1,
            MIN_INVESTMENTS: 0.12,
            RESEARCH_COST: 1.05,
            INCOME_TAXATION: 1.17,
            INCOME_PRODUCTION: 0.96,

            MILITARY_UPKEEP: 1.30,
            ADMINISTRATION_COST: 1.14,
            ADMINISTRATION_COST_DISTANCE: 1.11,
            ADMINISTRATION_COST_CAPITAL: 0.9,

            COST_OF_MOVE: 8,
            COST_OF_MOVE_TO_THE_SAME_PROV: 4,
            COST_OF_MOVE_OWN_PROV: 3,
            COST_OF_RECRUIT: 19,
            COST_OF_DISBAND: 16,
            COST_OF_PLUNDER: 10,

            DEFENSE_BONUS: 6,

            CAN_BECOME_CIVILIZED: -1,
            CIVILIZE_TECH_LEVEL: 2.0,
            AVAILABLE_SINCE_AGE_ID: 0,

            REVOLUTIONARY: false,

            AI_TYPE: "CALIPHATE",

            R: 72,
            G: 102,
            B: 78
        },

Caliphate code

Edited by Das Moss Man

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{
            Name: "Khaganate",
            Extra_Tag: "h",
            GOV_GROUP_ID: 8,

            ACCEPTABLE_TAXATION: 0.18,
            MIN_GOODS: 0.1,
            MIN_INVESTMENTS: 0.07,
            RESEARCH_COST: 1.09,
            INCOME_TAXATION: 1.02,
            INCOME_PRODUCTION: 0.89,

            MILITARY_UPKEEP: 1.21,
            ADMINISTRATION_COST: 1.02,
            ADMINISTRATION_COST_DISTANCE: 0.98,
            ADMINISTRATION_COST_CAPITAL: 0.5,

            COST_OF_MOVE: 8,
            COST_OF_MOVE_TO_THE_SAME_PROV: 4,
            COST_OF_MOVE_OWN_PROV: 3,
            COST_OF_RECRUIT: 12,
            COST_OF_DISBAND: 21,
            COST_OF_PLUNDER: 10,

            DEFENSE_BONUS: 6,

            CAN_BECOME_CIVILIZED: -1,
            CIVILIZE_TECH_LEVEL: 2.0f,
            AVAILABLE_SINCE_AGE_ID: 0,

            REVOLUTIONARY: false,

            AI_TYPE: "KHAGANATE",

            R: 33,
            G: 48,
            B: 6
        },

Khaganate code

Edited by Das Moss Man

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22 minutes ago, Unity said:

I don't know, the game hasn't really come out yet to really test it to see if there were any mistakes

maybe you could make a quick test by pasting my code into a test game srry if its dumb i know nothing of true modding

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