Age of History 3

Age of History 3

Ether's Adjustments
71 Comments
Slo May 21 @ 4:14am 
Hi is this compatible with Realistic XX Century, thanks
El Véio do Cobre May 19 @ 9:04pm 
on scenario have already buildings exemple ww2, if u save game your buildings builded disappear if u load game
Yusuf Ali DE May 3 @ 1:01pm 
when new update?
yukhiteru Apr 21 @ 9:46am 
excellent merci :steamthumbsup:
Etherbound  [author] Apr 18 @ 10:33am 
@Tsarevich Inside of a building JSON object, there is an optional modifier for required religion. For example, a synagogue (jewish religion ID = 4) will be:
{
Name: ["Synagogue", "Grand Synagogue"],
ImageID: [101, 101],
GroupID: 0,

CostGold: [80, 120],
MaintenanceCost: [0.05, 0.1],
ConstructionTime: [435, 625],

MonthlyLegacy: [0.1, 0.15],
LocalGrowthRate: [2, 3],
ResearchPoints: [0.2, 0.3],
DevelopInfrastructureCost: [-2.5, -5],

RequiredTechID: [8, 11],
RequiredReligionID: 4,

SeaAccessRequired: false,
AI: [8, 5],
},
Tsarevich Apr 18 @ 1:58am 
how did you make unique buildings for religions, i want to do so in a mod I will make, but I can't seem to figure it out :/
albeeto1000 Apr 14 @ 2:33pm 
this is a w mod, can you make it compatible with the mod Faster Game? It would mean that we could play mega campaigns (1066-1950s) with the balancing of this mod
ANZACHUNTER Apr 7 @ 8:34am 
Your mod looks good, but increasing the maximum number of alliances is not for me.
작은까마귀친구 Apr 6 @ 8:02pm 
Can you make to remove core that conquered civilization?
Riffi_Enjoyer Apr 3 @ 4:43am 
it would be cool to take as much gold as you want with youre warscore
Poutine Mar 31 @ 7:51pm 
thanks
Maian Mar 31 @ 6:09pm 
@Etherbound: I've noticed that several modders have said that this is something that Lukaz should add, I think things like endgame, justification and realistic colonization were purposely not added so as not to overload the bugs at the beginning of development, I hope! and about the collapse events it's wonderful that you already plan this, even if it's for AI it's always nice to see events that directly affect the power of the world =)
Etherbound  [author] Mar 31 @ 10:47am 
@Maian: I am considering adding events like that (for ai only) in the future. As for colonization, it is a much harder problem due to the current mechanics of the game. There is no overextension, and no incentive (or way) for ai to release vassals outside of hardcoded ones through events. I may implement some of those in the future, but the possibilities of who colonizes where would make it next to impossible to implement cleanly and immsersively.
@henson66cheng: You may have a compatability problem with other mods that change units, unless you are starting as a nation with low technology (such as in the Americas).
Poutine Mar 29 @ 11:13pm 
Are there supposed to be only slingers and swordsman (I forgot the name) in medieval scenarios (I have other mods on) ?
Maian Mar 29 @ 5:44pm 
Just explaining a little more, the fall of empire would be the collapse of it, that is, as the event of the Qing dynasty, or add more cores to the game to facilitate this possible fall in manual mode
Maian Mar 29 @ 5:41pm 
If possible, add an empire drop event when it reaches certain conditions, for example Rebels more than 80%, and incredible as it may seem the biggest problem is the lack of reality in colonization and I totally understand the difficulty of this, if you can improve, and thanks for the mod!
Etherbound  [author] Mar 25 @ 7:37am 
@maks4444: Those two additions would go hand in hand if I did add them, and I would not take away that possibility in the future. However, I am focusing on mission trees and events for the next update 😉
maks4444 Mar 25 @ 7:22am 
Will you add new units to this mod? And new Technologies? I'm just asking out of curiosity.
kastro5079 Mar 13 @ 2:03pm 
bombo
Grosvenor Mar 10 @ 5:25pm 
@Etherbound =(
Etherbound  [author] Mar 10 @ 4:59pm 
Grosvenor: That mod has many conflicting files with this one, with diplomacy, AI, etc. I do not believe they are compatible.
Grosvenor Mar 10 @ 4:47pm 
Does anyone know if this mod is compatible with Advanced Gameplay : Redux
Etherbound  [author] Mar 8 @ 12:22pm 
Just released V1.04.1, making the legacy trees shorter until a bug fix is released, or until I rework them slightly to still work well with the bug. Minor changes to other things as well.
https://steamcommunity.com/workshop/filedetails/discussion/3413795029/598520671180439637/
Awerdo Mar 8 @ 12:13pm 
Yeah, I've noticed that too. The legacy buffs can get insane. For example, I've had a level 24 economy advisor with an economy building cost reduction of -64%.
Aggresive expansion is 0 as well, not even practically, it just doesn't rise.
I can't tell if it's because of the legacies being too overtuned, or because of the game and its wonky mechanics.
Etherbound  [author] Mar 7 @ 6:15pm 
Cris: Testing it, this is a bug in the vanilla game as well. There isn't more I can do on my end, except temporarily reduce the length of the legacy trees until the bug is fixed. Thank you
Cris Mar 6 @ 8:27am 
Legacies bug: If i load the game, Legacies percentage bonuses stack over each other.

Example: if i complete the legacy Effective Investement for economy.
My reduction will not be 30% for buildings and 24% for investement, but will be a reduction of 98-99 reduction. All economic buildings will cost 2 or 1 gold, same for investment, will cost me 2 or 1 gold.

Example 2: if i complete the legacy Professionalism i wont get 20% discipline, but somewhere between 40% to 80%.
The same thing happens to Army Movement too. Completing the Logistic legacy and loading the game will give me 90% increase movement speed.

I dont have to restart the game, just complete the legacy, save and go to main menu then load back into the same session.
Yes, the bug seem to affect all legacies.
Etherbound  [author] Mar 1 @ 10:53pm 
https://steamcommunity.com/workshop/filedetails/discussion/3413795029/600771833432676575/
New major update, after much delay. V1.04 overhauls legacies, adds more balancing to diplomacy and warfare, and adds improved sandbox values. See the change note above (V1.04) for a full log of all changes! Also, post there for any comments or concerns.
Etherbound  [author] Mar 1 @ 12:35am 
Cris: I will make the disclaimers more clear, thank you.
Cris Feb 27 @ 10:13am 
I was able to recreate the bug mentioned by Odysseus: Buildings are not saved after each game session.

Put a warning in description: Dont use the mod on already existing sessions, the buildings will reset every time you start the game.

Tried with 4 nations from 4 separate timelines:

Byzantin Empire, 1440 start date i was playing when i installed the mod.
Date of the session 1841. The moment i restarted the game all buildings dissappeared. If i unistall the mod and load the session, all buildings are back, no change.

Indonesia, modern date.
Saxony, thirty years war.
Eastern Roman Empire, Fall of the Eternal City date.

With the mod installed i started all 3 sessions and built buildings, then i restarted the game.
All buildings remained constructed, none of them were removed.
Yusuf Ali DE Feb 27 @ 8:33am 
:steamsad:
Etherbound  [author] Feb 26 @ 10:34pm 
Pepper: It increases the AE you get from peace treaties, but also increases the amount of AE you lose per year. It balances out to be similar, but you can't take as much at one time.
supisnormal6: I am rolling similar features of that mod into this one in the upcoming update.
supisnormal6 Feb 22 @ 2:44pm 
can you make it compatible with the sandbox improved mod
Yusuf Ali DE Feb 21 @ 5:31am 
im still waiting
Yusuf Ali DE Feb 17 @ 3:13am 
im waitting
Yusuf Ali DE Feb 11 @ 10:21pm 
when new update?
Mylaan Feb 11 @ 12:05pm 
Does this mod make any changers to aggressive expansion yet or is that more or so the same?
Etherbound  [author] Feb 10 @ 9:10am 
MGelement: I plan to rework diseases in a later update.
uuuuuiii1: I have no plans of adding additional languages at the current moment, but that could change in the future.
Odysseus: I was not able to reproduce the issue by rejoining a game. This is a common problem when additional mods which change buildings are added, or updated, after a game is created.
TypekPro: I do plan to expand the mission tree for some nations, after a bulk of rebalancing has been accomplished. They will most likely be similar to EU4, insofar as this game allows.
Odysseus Feb 9 @ 1:49am 
Buildings are not saved after each game session. All buildings, military, economic, and administrative, are not saved. You have to build anew each time.
uuuuuiii1 Feb 8 @ 11:49pm 
Can Join Chinese?
MGelement Feb 7 @ 10:55am 
Are diseases worse in this mod? I feel like vanilla diseases are way too weak
Etherbound  [author] Feb 6 @ 5:57pm 
LunatiK: I do plan on overhauling the mission tree, and eventually creating nation-specific ones.
LunatiK Feb 6 @ 12:22am 
Do you think a mission tree would work for this mod? Ever since the Tiny Plugin mods died for some reason, there hasn't been a mission tree mod made yet. Do you consider on making a mission tree for this mod?
Etherbound  [author] Feb 5 @ 6:39pm 
marcwitt: The main issue with population is that it is based on two factors: the base population growth, which is determined by era; and population growth rate, which is determined by buildings and manual increases. It is extremely difficult to create accurate population growth and decline for the modern day through game mechanics alone (without events), as some populations fall while others rise due to a multitude of factors. I will attempt, however, to more accurately reflect the population boom which occurred during and after the industrial revolution; as I have the base population growth currently much higher after the 1940's.
marcwitt Feb 5 @ 5:59pm 
An adjustment that I was really hoping for this community is creating a more accurate population density, or be able to rapidly increase population that is tied to the industrial revolution. If you are at all able to add this that would be amazing!
Etherbound  [author] Feb 5 @ 11:48am 
Yusuf Ali DE: My goal is within the next week.
Yusuf Ali DE Feb 5 @ 3:46am 
When is 1.04?
Etherbound  [author] Feb 4 @ 8:43pm 
New minor update V1.03.1! Check out the change note in the discussion above. Mainly additional balance tweaks.
Etherbound  [author] Feb 4 @ 1:23pm 
LunnyChan: If your save was created before one of the recent updates, this may occur. This is due to new buildings being added or removed, and the files itself being unable to cope with it.
LunnyChan Feb 4 @ 1:08pm 
all buildings disappear after I log back into the game:steamsad:
Etherbound  [author] Feb 3 @ 9:08pm 
eeleono: Unfortunately, that functionality is outside of the scope of the modding space this occupies. However, since there is no real differences in nations beside their starting circumstances and flags, I recommend releasing any vassal nation you can. You can choose the territory it has in this way. Then, you can change the name of the nation and its color. The only thing that doesn't change is its flag.

How the vassal nation releasing works is through cores, so you could technically create cores in the scenario editor for many different nations; this is only before the game begins, however.

If you are asking how to release a vassal nation, click your nation's flag in the top left, go to the vassals tab, and you are able to release a vassal.