Jump to content
Age of History 3
  • 0
Fire Quickly

Question for Lukasz

Question

2 answers to this question

Recommended Posts

  • 2

Yes

 

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


Go to:
game/laws/

And open as text file in notepad: Laws.json


### EXAMPLE LAW

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

### EXAMPLE LAW END

Main title:
Title: ConscriptionLaws,


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

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

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

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

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

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

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

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

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

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

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

The number of IDs must match the number of Laws.

Governemtns file with IDs:
game/Governments.json

### Available bonuses:

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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




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

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

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

 

Share this post


Link to post
Share on other sites

  • 0
9 hours ago, Łukasz Jakowski said:
RequiredGovernmentID

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

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

Share this post


Link to post
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.

Guest
Unfortunately, your content contains terms that we do not allow. Please edit your content to remove the highlighted words below.
Answer this question...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.




  • Our picks

    • Age of History 3 - October 23rd, 2024 - Official release date
      Age of History 3 - Official release date

       

      Steam: October 23rd, 2024

      Android: When it's ready

      iOS: When it's ready

      Epic: When it's ready

       
      • 0 replies
    • Campaign: Small Scenarios
      In this topic, share your ideas for Campaign scenarios.

      These scenarios focus on a small part of the map, with the rest designated as wasteland.

       

      For example, a scenario of the Reconquista in 1054, where gameplay takes place only on the Iberian Peninsula.

      What are your ideas for small historical scenarios?

       


       
      • 105 replies
    • Events - Common events for every civilization in the game
      Hi,
      in this topic, I am interested in your ideas for events that can happen for every Civilization in the game.
      I'm also interested in Missions for every Civilization.

      Here is some example, have more than 10k army, have more than 5000 gold, build 10 buildings, recruit an Advisor, increase tax efficiency 20 times, be largest  producer of some resource in the world, unlock 5 Civilization legacies etc.
      • 196 replies
    • First preview of the Alpha version of Age of History 3
      First preview of the Alpha version of Age of History 3, YouTube.
      Release date: When it's ready 😛 Subscribe for more!



       





       
      • 204 replies
    • Land units - Ideas AoH3
      AoH3 will have different types of land units.

      In this topic we will write ideas for new land units. 

       

      So the AoH 3 will have new battle system.


      Representation of the battlefield in the game.


      Land units will be grouped into 3 types. Each unit will have a different recruitment cost, attack, defense, movement speed and upkeep.

      Groups determine the placement of units on the battlefield.


       

      Each unit can be unlocked by researching technology and then upgraded.

       

      Here is the current list of units with upgrades:

      First line:

      Warrior -> Light Footmen -> Heavy Infantry -> Infantry -> Line Infantry -> Modern Infantry

      Hoplites -> Spearmen -> Pikeman -> Elite Pikeman -> Musketeer -> Riflemen -> Mechanized Infantry -> Modern Mechanized Infantry

      First line side:

      Horseman -> Elite Horseman -> Cavalry -> Tank -> Modern Tank

      Second line:

      Archer -> Bowmen -> Crossbowman -> Elite Crossbowman

      Canon -> Field Cannon -> Artillery -> Modern Artillery

      Early Airplane -> Airplane -> Modern Airplane

       

      This is a very early version, so maybe something should be changed?

      Or maybe an idea for a new type of unit with upgrades? I'm waiting for your suggestions.

       
      • 227 replies
×
×
  • Create New...

Important Information

We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue. Age of History Games