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Age of History 3
Łukasz Jakowski

Age of History 3 - How to create an Event

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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!

 

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