Jump to content
Age of History 3
Łukasz Jakowski

Age of History 3 - How to create an Event

Recommended Posts

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 Earth3 is the map, and WW2 is the scenario.


Exmaple file name: economys_golden_milestone.txt


It will be:
game/events/common/economys_golden_milestone.txt
->
mods/NAME_OF_YOUR_MOD/game/events/common/economys_golden_milestone.txt

or

map/Earth3/scenarios/WW2/events/common/economys_golden_milestone.txt
->
mods/NAME_OF_YOUR_MOD/map/Earth3/scenarios/WW2/events/common/economys_golden_milestone.txt

##### STEP 2 #####

DO NOT USE SPACES IN CODE!!

// -- EXAMPLE CODE

id=economys_golden_milestone
title=economys_golden_milestone.t
desc=economys_golden_milestone.d
mission_desc=economys_golden_milestone.m

popUp=false

// -- END CODE

id=NAME_OF_THE_FILE
title=NAME_OF_THE_FILE.t
desc=NAME_OF_THE_FILE.d
mission_desc=NAME_OF_THE_FILE.m

popUp=false

#Important
mission_desc, IS OPTIONAL, ONLY REQUIRED IF THIS IS A MISSION TO SHOW IN MISSION VIEW

We have now added an event id (It is only for the game), title(key), description(key) and optional mission description(key)
In this example I will be using "economys_golden_milestone" as NAME_OF_THE_FILE

popUp=true
popUp=false
# If true, yhe event will pop up on the screen! Default is false.

possible_to_run=false
# If false, then the event won't run at all, can be run only by other event

in event option use:
run_event=german_ultimatum

where "german_ultimatum" is id of the event to run.

##################
##### STEP 3 #####

## STEP 3 v1 -> Simple, text won't be translatable

title=Economy's Golden Milestone
desc=Revitalize your Civilization's economy by strategic investments to reach a new era of prosperity.
mission_desc=By strategically investing in key sectors, you have successfully revitalized your Civilization's economy.

#### END STEP 3 v2


###### SECOND WAY TO SET EVENT TITLE, DESCRIPTION AND OPTIONAL MISSION DESCRIPTION
## STEP 3 v2 -> Use if: the text needs to be translatable, the code will look like this:

title=economys_golden_milestone.t
desc=economys_golden_milestone.d
mission_desc=economys_golden_milestone.m

Add a translation of the created keys for the title, description, and optional mission description

Edit file: game/languages/Bundle.properties

At the end of the file add newly created keys.

economys_golden_milestone.t = Economy's Golden Milestone
economys_golden_milestone.m = Revitalize your Civilization's economy by strategic investments to reach a new era of prosperity.
economys_golden_milestone.d = By strategically investing in key sectors, you have successfully revitalized your Civilization's economy.

#### END STEP 3 v2

##################
##### STEP 4 #####

// -- EXAMPLE CODE

image=economy.png

// -- END CODE

In this step we can select an event image.
image=IMAGE_FILE

You can add own image or use existing image.

Folders with event images: 
game/events/images/H/
game/events/images/XH/
game/events/images/XXH/


##### STEP 5 #####

// -- EXAMPLE CODE

show_in_missions=true
mission_image=0

only_once=true

// -- END CODE

# Show the event in missions view in the game.
show_in_missions=true
show_in_missions=false

# The image on the button in the mission view of this event. Images folder: game/events/imagesMissions/H/
mission_image=2
mission_image=4
etc.

# The event will only be activated once or multiple times through the game.
only_once=true
only_once=false


##### STEP 6 #####

// -- EXAMPLE CODE

trigger_and
next_and
invested_in_economy_over=1
next_or
civ_provinces_over=10
trigger_and_end

trigger_and
next_and
civ_gold_over=75
trigger_and_end

// -- END CODE

In this example we have two separate triggers.
The first trigger will be activated if the Civilization invests more than 1 in the economy or Civilization have more than 10 provinces. THIS TRIGGER IS AND(trigger_and)
The second trigger will be activated if the Civilization has more than 75 gold in its budget. THIS TRIGGER IS AND(trigger_and)

In this case the event will pop up if both triggers will be true.


Let's create a trigger for the event

# START OF THE TRIGGER 'AND'
trigger_and

# INSIDE TRIGGER CODE

trigger_and_end
# END OF THE TRIGGER 'AND'


# You can use multiple triggers in one event
## You can choose from:

trigger_and
trigger_and_end

trigger_and_not
trigger_and_not_end

trigger_or
trigger_or_end

trigger_or_not
trigger_or_not_end


### INSIDE TRIGGER CODE

# START OF THE INSIDE TRIGGER 'AND'

next_and
invested_in_economy_over=1

# END OF THE INSIDE TRIGGER 'AND'

next_and
# The next line inside the trigger will be "and"
invested_in_economy_over=1
# In this example, A civilization must invest more than 1 economy point in its economy.

You must always choose what type the next inside trigger will be, in this case we have used "next_and".
## You can choose from:
next_and
next_and_not
next_or
next_or_not


# You can use multiple inside triggers in one trigger

########################
### You can choose from, list with examples:

invested_in_economy_over=125
invested_in_economy_below=50
increased_growth_rate_over=25
increased_growth_rate_below=75
increased_tax_efficiency_over=50
increased_tax_efficiency_below=100
increased_manpower_over=150
increased_manpower_below=250
developed_infrastructure_over=10
developed_infrastructure_below=55

buildings_constructed_over=20
buildings_constructed_below=20
administrative_buildings_constructed_over=5
administrative_buildings_constructed_below=15
economy_buildings_constructed_over=1
economy_buildings_constructed_below=8
military_buildings_constructed_over=3
military_buildings_constructed_below=5
unique_capital_buildings_constructed_over=1
unique_capital_buildings_constructed_below=3

is_player=ming
# true if player is playing as Ming
is_not_player=fra
# true if player is not playing as France

civ_provinces_over=150
civ_provinces_below=75
civ_provinces_equals=35

civ_gold_over=1234
civ_gold_below=4321

random_chance=12.5
# 12.5% chance to be true

is_civ=spa
# Civilization's TAG is spa -> Spain

is_civ=spa_m
# Civilization's TAG is spa_m 

civ_total_income_over=11.4
civ_total_income_below=3.25
civ_income_taxation_over=12.7
civ_income_taxation_below=7.25
civ_income_economy_over=13.23
civ_income_economy_below=10.14
civ_income_production_over=25.5
civ_income_production_below=17.23

civ_loans_over=0
civ_loans_below=2
civ_inflation_over=3.75
civ_inflation_below=1.0

civ_legacy_over=250
civ_legacy_below=100

civ_has_resource=3

civ_has_resource_over=5=14.5
# Civilization has a resource ID: 5 and its production is over 14.5

civ_production_over=0=50
# Civilization has a resource ID: 0 and its production is over 50, it is the same as civ_has_resource_over!..

civ_largest_producer_over=6
# Civilization is largest producer of over 6 Resources

largest_producer_production_over=10=74
# Largest producer of Resource ID: 10(Tea), produces more than 74
## ResourceID can be find in: game/resources/Resources.json
## ID: 10 will be Tea

largest_producer_production_over=0=524
# Largest producer of Resource ID: 0(Grain), produces more than 524

civ_is_largest_producer=0
# Civilization is largest producer of ResourceID: 0(Grain)

civ_manpower_over=15000
civ_manpower_below=1500
civ_max_manpower_over=20000
civ_max_manpower_below=17500

civ_manpower_perc_over=50.2
# Civilization's Manpower / Max manpower > 50.2%

civ_manpower_perc_below=24.4
# Civilization's Manpower / Max manpower < 24.4%

civ_regiments_over=40
civ_regiments_below=10
civ_regiments_limit_over=24
civ_regiments_limit_below=30
civ_battle_width_over=20
civ_battle_width_below=30

civ_regiments_over_regiments_limit=true
civ_gold_over_max_amount_of_gold=true

civ_capital_buildings_over=3
civ_capital_buildings_below=4
civ_capital_tax_efficiency_over=17.2
civ_capital_tax_efficiency_below=24.3
civ_capital_economy_over=24.2
civ_capital_economy_below=92.2
civ_capital_manpower_over=17.2
civ_capital_manpower_below=21.4
civ_capital_growth_rate_over=72.5
civ_capital_growth_rate_below=97.2
civ_capital_infrastructure_over=2
civ_capital_infrastructure_below=3
civ_capital_population_over=95000
civ_capital_population_below=35750
civ_capital_fort_level_over=3
civ_capital_fort_level_below=5

recruited_advisors_over=27
recruited_advisors_below=23

civ_administrative_advisor_skill_over=1
civ_administrative_advisor_skill_below=2
civ_economic_advisor_skill_over=3
civ_economic_advisor_skill_below=4
civ_innovation_advisor_skill_over=2
civ_innovation_advisor_skill_below=5
civ_military_advisor_skill_over=3
civ_military_advisor_skill_below=3

civ_advisor_age_over=2=37
# Advisor ID: 2, Years old is over 37
# 0 = Administrative Advisor
# 1 = Economic Advisor
# 2 = Innovation Advisor
# 3 = Military Advisor

civ_advisor_production_efficiency_over=1=4.5
# Advisor ID: 1, Production Efficiency old is over 4.5
civ_advisor_construction_cost_over=1=-8

civ_military_academy_over=0
civ_military_academy_below=3
civ_military_academy_for_generals_over=1
civ_military_academy_for_generals_below=2
civ_capital_city_over=1
civ_capital_city_below=3
civ_supreme_court_over=2
civ_supreme_court_below=1
civ_nuclear_reactor_over=2
civ_nuclear_reactor_below=3

## Exists, has more than 0 provinces, and the tag is exactly "pol_m"
exists=pol_m

## Exists, has more than 0 provinces, and the tag is "eng_m" or any "eng"
exists_any=eng_m

## true if Civ with TAG "fra" is a Vassal/Puppet
is_puppet=fra

## true if Civ with TAG "fra" is not a Vassal/Puppet
is_not_puppet=fra

civ_is_at_war=true
# true if civ is at war

civ_is_not_at_war=true
# true if civ is not at war

civ_is_at_war_days_over=25

civs_are_at_war=ger=fra
# true if 'ger'(Germany) and 'fra'(France) are at war

civs_are_not_at_war=ger=fra
# true if 'ger'(Germany) and 'fra'(France) are not at war

civs_have_defensive_pact=ger=fra
# true if 'ger'(Germany) and 'fra'(France) have a Defensive Pact

civs_have_non_aggression=ger=fra
# true if 'ger'(Germany) and 'fra'(France) have a Non Aggression Pact

civs_have_alliance=ger=fra
# true if 'ger'(Germany) and 'fra'(France) have an Alliance

civs_have_truce=ger=fra
# true if 'ger'(Germany) and 'fra'(France) have Truce

civ_have_military_access=ger=fra
# true if 'ger'(Germany) have Military Access to 'fra'(France)

civ_have_guarantee=ger=fra
# true if 'ger'(Germany) Guarantee Independence of 'fra'(France)

playing_time_over=365
playing_time_below=365

## The day in the game is: 	1 September 1939
exact_day=1=9=1939

## The current in-game year is > 1800
year_over=1800

## The current in-game year is < 1750
year_below=1750

has_variable=some_variable
has_variable_not=some_variable

## NOTE
# A civilization must have this variable, it can be used to create a chain of events.
next_and
has_variable=capital_city_economic_development


# A  civilization with the TAG 'ger' (Germany) has this variable; it can be used to create a chain of events.
has_variable_civ=ger=the_sudetenland_question

################################


##### STEP 7 #####

// -- EXAMPLE CODE

option_btn
name=GoodNews
ai=20
gold=250
legacy=25
add_variable=capital_city_economic_development
bonus_duration=5
bonus_monthly_income=12.4
option_end


option_btn
name=EconomicTriumph
ai=10
province_economy_capital=10
legacy=50
bonus_duration=2
bonus_monthly_income=24.4
option_end

// -- END CODE

Now let's add event options (buttons) for the Civilization to select.
In the example code we have two buttons. We will work on the first button.


# START OF THE BUTTON
option_btn

# INSIDE BUTTON CODE

option_end
# END OF THE BUTTON


### Let's go through the "INSIDE BUTTON CODE" section.

## To set the text that will be displayed on the button:

name=YOUR_TEXT_KEY

# Button text translations are added in the same file as the event title, step 3.
# Example:
name=GoodNews

So in the translaton file we will add:
GoodNews = Good News


## We can then add what the probability is that the AI will choose this option:

ai=20

## And now we add the event results of this option
# Example:

province_economy_capital=10

# Civilization will get 10 economy points in the capital province.

legacy=50

# By choosing this option, the Civilization will receive 50 legacy points.
# etc.

##################################
### List of all available, with simple examples:

gold=125
gold_monthly_income=2.0
legacy=75
legacy_monthly=4.5
research=35
advantage_points=3
manpower=7500
inflation=8.2

ai_aggression=100
ai_aggression=-75

move_capital=75

declare_war=fra
# Civ will decalre war on France

declare_war2=ger=pol
# Germany will declare war on Poland

add_alliance=ger=hun
# Civ with tag 'ger'(Germany) will make an alliance with civ with tag 'hun'(Hungary)

add_non_aggression=fra=spa
# Civ with tag 'fra'(France) will sign Non Aggression Pact with civ with tag 'spa'(Spain)

add_military_access=rus=swe
# Civ with tag 'rus'(Russia) will get Military Access to civ with tag 'swe'(Sweden)

add_guarantee=fra=pol
# Civ with tag 'fra'(France) will Guarantee Indpendence of civ with tag 'pol'(Poland)

add_defensive_pact=ita=ger
# Civ with tag 'ita'(Italy) will sign Defensive Pact with civ with tag 'ger'(Germany)

add_truce=ita=ger
# Civ with tag 'ita'(Italy) will sign a Truce with civ with tag 'ger'(Germany)

change_ideology=4
# Civ will change ideology to id: 4

change_religion=3
# Civ will change religion to id: 3

# Annexation of provinces ID: 0, 1, 2, 3, 4:
annex=0;1;2;3;4;

# Annexation of provinces ID: 0, 1, 2, 3, 4, if are controled by "fra", fra is an example and it is the Civ TAG:
annex_from_civ=fra=0;1;2;3;4;

# ger(Germany) will annex provinces: 646, 652, 647 if are controled by "czsl" (Czechoslovakia)
annex_by_civ_from_civ=ger=czsl=646;652;647;

annex_by_civ_from_civ=CIVTAG=CIVTAG2=646;652;647;

# Annexation of Civilization, fra is an example and it is the Civ TAG:
annex_civ=fra

# Civilization will be annexed by ger. ger is Civ TAG for Germany.
annexed_by_civ=ger


# A civilization with the tag "atr" will become a vassal/puppet of the civilization with the tag "ger".
make_puppet=ger=atr


set_civ_tag=pol
# Set Civilization Tag to pol -> Poland
# This will change the Civilization to Poland

set_civ_tag=spa_n
# Set Civilization Tag to spa_n -> Spain, Constitutional Monarchy
# This will change the Civilization to Spain

set_civ_tag=fra_r
# Set Civilization Tag to fra_n -> France, Republic
# This will change the Civilization to France


set_civ_tag2=czsl=slo_z
## The civilization with the TAG 'czsl' (Czechoslovakia) will change to 'slo_z' (Slovakia).

set_civ_tag2=fra=fra_f
## The civilization with the TAG 'fra' (France) will change to 'fra_f' (Vichy France).

####
## RUN EVENT

run_event=the_austrian_question
# The event with ID 'the_austrian_question' will run the next day.


Civilization will get a Random General
add_general=true

Civilization will get a General:  Zhukov from the game/characters/Zhukov.json if exists!
add_general2=Zhukov

Civilization will get a General:  Galileo from the game/characters/Galileo.json if exists! With 6 Attack, 4 Defense!
add_general3=Galileo=6=4

Civilization will get a General:  Galileo from the game/characters/Galileo.json if exists! With random Attack(-1), 3 Defense! -1 to set random value
add_general3=Galileo=-1=3

Civilization will get Economic Advisor(1):  Franklin from the game/characters/Franklin.json if exists!
add_advisor2=1=Franklin
Civilization will get Military Advisor(3):  Zhukov from the game/characters/Zhukov.json if exists!
add_advisor2=3=Zhukov

# 0 = Administrative Advisor
# 1 = Economic Advisor
# 2 = Innovation Advisor
# 3 = Military Advisor

Civilization will get Random Economic Advisor
add_advisor=1


add_ruler=Lukasz=Jakowski=223=23=06=1992

# Civilization will get new Ruler: 
# Name: Lukasz, Surname: Jakowski
# Image ID: 223 must be an integer and will be loaded from: game/rulers/rulersImages/H/223.png!
# Born Day: 23, Born Month: 6, Born Year: 1992

######
# province_economy=15.4 ### A random Civilization province will receive 15.4 economy points.
# province_economy_capital=15.4 ### A capital province will receive 15.4 economy points.
# province_economy_capital_all=15.4 ### All provinces of Civilization will receive 15.4 economy points.
# province_economy_id=10=15.4 ### Province with id 10 will receive 15.4 economy points.

province_economy=15.4
province_economy_capital=27.2
province_economy_all=3.5
province_economy_id=11245=4.8
province_tax_efficiency=3.2
province_tax_efficiency_capital=4.7
province_tax_efficiency_all=2.5
province_tax_efficiency_id=725=3.0
province_manpower=1.2
province_manpower_capital=1.7
province_manpower_all=3.5
province_manpower_id=332=4.0
province_growth_rate=8.2
province_growth_rate_capital=6.2
province_growth_rate_all=7.25
province_growth_rate_id=725=3.0
province_population=5000
province_population_capital=12500
province_population_all=2500
province_religion=3
province_religion_capital=2
province_religion_all=3
province_religion_id=1000=4
province_devastation=27.5
province_devastation_capital=45.5
province_devastation_all=15
province_devastation_id=35=25.0
province_unrest=15.5
province_unrest_capital=35.5
province_unrest_all=25.0
province_unrest_id=2541=-25.0
province_infrastructure=2
province_infrastructure_capital=1
province_infrastructure_all=1
province_infrastructure_id=332=1

add_new_army=0=1=3=2
# Add new army in capital province,
# Unit ID: 0, Army ID: 1
# Unit ID: 3, Army ID: 2

add_new_army=1=6=1=6=1=6=1=6=1=6=1=6=1=6=1=6=1=6=1=6=1=6=1=6=1=6=1=6=1=6=1=6=1=6=1=6=1=6=1=6=1=6=1=6=0=0=0=0=0=0
# UnitID=ArmyID
# =UnitID=ArmyID=UnitID=ArmyID=UnitID=ArmyID=UnitID=ArmyID=UnitID=ArmyID=UnitID=ArmyID=UnitID=ArmyID=UnitID=ArmyID

## NOTE SPECIAL
# A civilization will get this variable, it can be used to create a chain of events.

add_variable=capital_city_economic_development

# Civ with tag 'ger'(Germany) will get this variable.
add_variable2=ger=sudetenland_accepted


## We can also set temporary bonuses for X years:
bonus_duration=2
bonus_monthly_income=24.4

Civilization will have +24.4 monthly income for 2 years.

# List of all available, with simple examples:

bonus_monthly_income=12.2
bonus_monthly_legacy=2.4
bonus_monthly_legacy_percentage=10.2
bnus_maximum_amount_of_gold=500

bonus_tax_efficiency=10.5
bonus_growth_rate=15
bonus_province_maintenance=-25
bonus_buildings_maintenance_cost=-10
bonus_maintenance_cost=2.2
bonus_production_efficiency=25
bonus_income_production=10

bonus_income_taxation=7.5
bonus_income_economy=10.5
bonus_corruption=10.0
bonus_inflation=5.0

bonus_research=10
bonus_research_points=4.5

bonus_max_manpower=10000
bonus_max_manpower_percentage=10.25
bonus_manpower_recovery_speed=25
bonus_reinforcement_speed=15
bonus_army_morale_recovery=25
bonus_army_maintenance=-25

bonus_recruitment_time=-15
bonus_recruit_army_cost=-20
bonus_recruit_army_first_line_cost=-15
bonus_recruit_army_second_line_cost=-25

bonus_generals_attack=2
bonus_generals_defense=1

bonus_units_attack=4
bonus_units_defense=3

bonus_regiments_limit=6
bonus_battle_width=4
bonus_discipline=7.5
bonus_siege_effectiveness=25.5
bonus_max_morale=20
bonus_army_movement_speed=30.4

bonus_manpower_recovery_from_disbanded_army=25

bonus_war_score_cost=-25

bonus_construction_cost=-10
bonus_administration_buildings_cost=-15
bonus_military_buildings_cost=-20
bonus_economy_buildings_cost=-25
bonus_construction_time=-25

bonus_invest_in_economy_cost=-13.75
bonus_increase_manpower_cost=-7.25
bonus_increase_tax_efficiency_cost=-15.4
bonus_develop_infrastructure_cost=-12.5
bonus_increase_growth_rate_cost=-7.25

bonus_diplomacy_points=25
bonus_improve_relations_modifier=15
bonus_income_from_vassals=25
bonus_aggressive_expansion=-25

bonus_core_cost=-25
bonus_religion_cost=-15
bonus_revolutionary_risk=25

bonus_loan_interest=-25
bonus_all_characters_life_expectancy=5
bonus_advisor_cost=-20
bonus_advisors_max_level=2
bonus_general_cost=-15

bonus_disease_death_rate=75

kill_ruler=true
kill_ruler_chance=35

kill_advisor=1
# 0 = Administrative Advisor
# 1 = Economic Advisor
# 2 = Innovation Advisor
# 3 = Military Advisor


military_academy=1
# Change level of Military Academy: +1

military_academy=-2
# Change level of Military Academy: -2

military_academy_generals=3
# Change level of Military Academy for Generals: +3

capital_city_level=1
# Change level of Capital City Level: +1

supreme_court=2
# Change level of Supreme Court: +2

nuclear_reactor=1
# Change level of Nuclear Reactor: +1

############

explode=ming
# Ming will split into multiple civilizations based on the number of civilizations present within Ming's provinces that have cores and no provinces


############
## Change price of resource random Resource

price_change_random=15=16=12=36

### Change price of random Resource, by:
# 15% min + Random(16)%, price will be randomly decreased or increased
# For 12 months + Random(36) Months

--------------------

price_change_random=5=35=24=36

## Change price of random Resource, by:
# 5% min + Random(35)%, price will be randomly decreased or increased
# For 24 months + Random(36) Months

--------------------

price_change_random_up=6=24=21=0

## Change price of random Resource, by:
# 6% min + Random(24)%, price will be Increased!
# For 21 months + Random(0) Months

--------------------

price_change_random_down=40=25=12=4

## Change price of random Resource, by:
# 40% min + Random(25)%, price will be Decreased!
# For 12 months + Random(4) Months

############
## Change price of resource Resource ID

price_change=0=10=15=12=24

## Change price of ResourceID: 0 -> Grain, by:
# 10% min + Random(15)%, price will be randomly decreased or increased
# For 12 months + Random(24) Months
## ResourceID can be find in: game/resources/Resources.json
## ID: 0 will be Grain

--------------------

price_change=9=20=12=96=12

## Change price of ResourceID: 9 -> Cocoa, by:
# 20% min + Random(12)%, price will be randomly decreased or increased
# For 96 months + Random(12) Months
## ResourceID can be find in: game/resources/Resources.json
## ID: 9 will be Cocoa

--------------------

price_change_up=0=20=40=18=24

## Change price of ResourceID: 0 -> Grain, by:
# 20% min + Random(40)%, price will be Increased!
# For 18 months + Random(24) Months
## ResourceID can be find in: game/resources/Resources.json
## ID: 0 will be Grain

--------------------

price_change_down=0=20=40=18=24

## Change price of ResourceID: 0 -> Grain, by:
# 20% min + Random(40)%, price will be Decreased!
# For 18 months + Random(24) Months
## ResourceID can be find in: game/resources/Resources.json
## ID: 0 will be Grain

--------------------

price_change_group=0=15=5=24=12

## Change price of Resources with GroupID: 0 -> Food:
# 15% min + Random(5)%, price will be randomly decreased or increased
# For 24 months + Random(12) Months
## GroupID can be find in: game/resources/Resources.json

price_change_group_up=3=15=5=24=12
## Change price of Resources with GroupID: 3 -> Luxury:
# 15% min + Random(5)%, price will be Increased!

price_change_group_down=4=15=5=24=12
## Change price of Resources with GroupID: 4 -> Production Resources:1
# 15% min + Random(5)%, price will be Decreased!

Group ID:
0 -> Food
1 -> Commodities
2 -> Luxury Commodities
3 -> Luxury
4 -> Production Resources

################################


////////////////////////////////////////
#### FULL CODE OF THE EXAMPLE EVENT ####
////////////////////////////////////////


id=economys_golden_milestone
title=economys_golden_milestone.t
desc=economys_golden_milestone.d
mission_desc=economys_golden_milestone.m

image=economy.png

show_in_missions=true
mission_image=0

only_once=true

trigger_and
next_and
invested_in_economy_over=1
trigger_and_end

option_btn
name=GoodNews
ai=20
gold=250
legacy=25
bonus_duration=1
bonus_monthly_income=27.4
option_end

option_btn
name=EconomicTriumph
ai=10
province_economy_capital=10
legacy=50
bonus_duration=2
bonus_monthly_income=38.4
option_end





# Files list_common.txt, list_global.txt, list_siege.txt are only for Mobile Devices!

 

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.
Reply to this topic...

×   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.



×
×
  • 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