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Age of History 3
Łukasz Jakowski

Age of History 3 - Events outcomes

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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

 

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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?

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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!

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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

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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)

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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

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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.

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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

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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.

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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

 

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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

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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.

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