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Age of History 3
Łukasz Jakowski

Age of History 3 - Events outcomes

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On 9/25/2024 at 7:48 PM, tombricks said:

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

 

At that point just use formables

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On 9/19/2024 at 6:30 PM, Łukasz Jakowski said:

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

 

PLEASE ADD THE CHANGE LAW AND ADD CORE OPTION IN A UPDATE LUKASZ, WE NEED TO BE ABLE TO CHANGE LAWS AND GIVE CORES USING EVENTS THEN IT WILL BE GREAT FOR SCENARIOS, ASIDE FROM THAT THIS IS VERY GOOD!

Edited by yeetboi

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