Jump to content
Age of History 3
Łukasz Jakowski

Age of History 3 - Events outcomes

Recommended Posts

game/_FAQ/Events_Outcomes.txt

play_music=KOL_DC_01
# Play music file from audio/music/
# or mods/YourMod/audio/music/
# Don't put the extension of the file. The file format must be .ogg

gold=125
gold_monthly_income=2.0

legacy=75
# Civ will receive 75 legacy points
legacy_monthly=4.5
# Civ will get 4.5 monthly legacy

player_set_civ=fra
# Player will now play as France

research=35
# Civ will get 35 research points
advantage_points=3
# Civ will get 3 advantage points

manpower=7500
# +7500 manpower

inflation=8.2
# +8.2 inflation

ai_aggression=100
# AI Aggression: +100 out of 1000

ai_aggression=-1000
# AI Aggression: -1000 out of 1000

ae_set=24.0
# Set civ's Aggressive Expansion to 24

move_capital=75
# Move Civ's capital to province ID: 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_ideology_civ=2=fra
# Civ 'fra' will change ideology to id: 2

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

change_religion_civ=3=fra
# Civ 'fra' 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, Will be loaded from: game/rulers/rulersImages/H/223.png for mod it will be: mods/YOUR_MOD_NAME/game/rulers/rulersImages/H/223.png
# You can use text instead of an integer for the ruler image. For example, 'Zedong' -> it will load Zedong.png
# Born Day: 23, Born Month: 6, Born Year: 1992

add_ruler=TheName=TheSurname=Zedong=23=06=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=332=15.4 ### Province with id 332 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

province_add_core_civ=332=pol
# Province id 332 add core for Poland
province_remove_core_civ=332=pol

province_remove_core_civ=460=pol
province_add_core_civ=672=pol

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
# You can use add_variable=XYz, for example, with an option button to track that this option was selected.
# Every time a Civilization runs an event (makes a decision), the 'id' of the event is stored by default in the Civilization's database of variables.

# The Civilization with the tag 'ger' (Germany) will receive this variable.
add_variable2=ger=sudetenland_accepted


###########################################
######### CIV BONUSES FOR X YEARS #########

## 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
bonus_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_loans_limit=1
## +1 Max loans
bonus_all_characters_life_expectancy=5
bonus_advisor_cost=-20
bonus_advisors_max_level=2
bonus_general_cost=-15

bonus_disease_death_rate=75

####### CIV BONUSES FOR X YEARS END #######
###########################################

join_alliance_special_id_first_tier=0
# Join Special Alliance with ID: 0, an alliance like the Holy Roman Empire (HRE).

join_alliance_special_id_second_tier=1
# Join Special Alliance with ID: 0, an alliance like the Holy Roman Empire (HRE).

leave_alliance_special_id=0
# Leave Special Alliance with ID: 0, an alliance like the Holy Roman Empire (HRE).

##########


kill_ruler=true
kill_ruler_chance=35

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

promote_advisor=2
# Promote advisor ID: 2 -> Innovation 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

 

Share this post


Link to post
Share on other sites

20 minutes ago, OwnM3Z0 said:

the best thing about this post is that we now know lukasz's birthday 

His forum account always contained his date of birth, no?

Share this post


Link to post
Share on other sites

30 minutes ago, Iceman said:

Some important outcomes from AoH2 are still missing:

 Add core
■ Remove core
■ Liberate vassal
■ Leave alliance
■ Form civilization

There are others, but I think these are the most important.

we need these lukasz!

Share this post


Link to post
Share on other sites

40 minutes ago, Iceman said:

Some important outcomes from AoH2 are still missing:

 Add core
■ Remove core
■ Liberate vassal
■ Leave alliance
■ Form civilization

There are others, but I think these are the most important.

YES WE NEED THOSE DESPERATELY, ALSO ADD A ''SWITCH CIVILIZATION'' EVENT OUTCOME

Share this post


Link to post
Share on other sites

3 hours ago, neverger84 said:

I request outcome with technology regression to selected TechID
That would be useful for post-nuclear-war events 🥺 at most


set_tech_id=22
# Change TechnologyID from any last one researched to TechID: 22

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

tech_id_up=2
#  Last researched TechID +2

tech_id_up=2=4
## Change ID of last researched technology, by:
# 2 min + Random(4), TechID will be Increased!

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

tech_id_down=6
#  Last researched TechID -6

tech_id_down=5=2
## Change ID of last researched technology, by:
# 5 min + Random(2), TechID will be Decreased!

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

Add force-nuking provinces and change amounts of nukes of civ too 🥺


bonus_nuclear=15
# Add 15 nukes to civ

bonus_nuclear=-11
# Grab 11 nukes from civ away

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

province_nuke_id=993=3=2
# Province with id 993 will be nuked 3 times minimum + random(2) nukes

province_nuke_all_percent=45=1
# 45% of all provinces of Civilization will receive minimum 1 nuclear boom per province

also add an event outcome that debuffs research speed for a certain condition (idk if it's there already)

Share this post


Link to post
Share on other sites

22 hours ago, Iceman said:

Some important outcomes from AoH2 are still missing:

 Add core
■ Remove core
■ Liberate vassal
■ Leave alliance
■ Form civilization

There are others, but I think these are the most important.

Form civ is basically change civ tag i think

Share this post


Link to post
Share on other sites

1 hour ago, misterbombastic said:

Form civ is basically change civ tag i think

set_civ_tag is to change the tag of a civilization that already exists (this outcome will be useful indeed, for example to rename civilizations, e.g. Rhodesia to Zimbabwe), while form civilization would create a new civilization from scratch.

Share this post


Link to post
Share on other sites

15 minutes ago, Iceman said:

set_civ_tag is to change the tag of a civilization that already exists (this outcome will be useful indeed, for example to rename civilizations, e.g. Rhodesia to Zimbabwe), while form civilization would create a new civilization from scratch.

In aoh2, form civ was not to create a civ from scratch, they were already existing in the files

Share this post


Link to post
Share on other sites

7 minutes ago, misterbombastic said:

In aoh2, form civ was not to create a civ from scratch, they were already existing in the files

Yes, by scratch I meant insert a new civilization (that exists in the game files) in the scenario during midgame, instead of changing the tag of a present civilization.

Share this post


Link to post
Share on other sites

What about a set_civ_name effect which either takes in a string directly or takes in a text/localisation key and allows you to set the name of a civilisation. I very much enjoy renaming my countries manually when playing AoH2 and it would be fun to also have that through events without having to change the civilisation itself. Something like a set_civ_flag would also be very welcome!

set_civ_name="French Empire"
set_civ_name=FrenchEmpire

 

Share this post


Link to post
Share on other sites

On 9/20/2024 at 9:36 PM, Iceman said:

Yes, by scratch I meant insert a new civilization (that exists in the game files) in the scenario during midgame, instead of changing the tag of a present civilization.

It isnt necessary that the civ already exists on the map, u can just change the tag of your civ to a tag existing in the files, which means, u are now the civ

Share this post


Link to post
Share on other sites

5 hours ago, misterbombastic said:

It isnt necessary that the civ already exists on the map, u can just change the tag of your civ to a tag existing in the files, which means, u are now the civ

Ok, but in some situations is really necessary to insert a new civ in the map, for example, when civilizations get divided: Sudan and South Sudan; West Germany and East Germany; North Vietnam and South Vietnam; North Korea and South Korea; etc.

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.




  • 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