Age of History 3

Age of History 3

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Ether's Adjustments
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6.130 MB
Jan 24 @ 1:43pm
Mar 8 @ 12:19pm
10 Change Notes ( view )

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Ether's Adjustments

Description
This is a constantly evolving mod, consisting of additions to the game that I think are interesting and make for a more rewarding gameplay experience. It is balanced with medieval scenarios, but modern scenarios work fine as well. So far, Ether's Adjustments has added the following:

- Overhauled legacies, 20000 max legacy
- Higher values for the sandbox mode
- 4 new common buildings
- 55 new buildings unique to a specific religion (churches, mosques, buddhist temples, etc.)
- Changed religious bonuses
- Altered disease mechanics, with a new law path (Medicine) and a new disease (Scarlet Fever)
- Higher population growth rates for the Age of Imperialism and onward
- One additional autosave slot, and a new 180 day autosave option
- Generals and advisors refresh after 180 days, instead of 1 year
- Altered diplomacy settings, with the settings to call vassals to war and take enemy allies territory enabled
- Higher number of max alliances, non-aggression pacts, and defensive pacts
- Slower core creation and religious conversion
- Higher aggressive expansion costs
- Deadlier nukes, more dangerous rebels, and cheaper spies
- Better balanced economy and AI for mid- to late-game, colonization, vassals, and tribal governments

And much, much more. All changes are noted in the change logs for each update in the discussions below. Comment there if you have any concerns, suggestions, or anything else!

## DISCLAIMERS ##
It is recommended to start a new game after downloading this mod. If you download this mod and open an older save file which you did not begin with this mod, all of your buildings will disappear. If this occurs, simply exit the game without saving and disable the mod while playing this save (your buildings will return). This is due to new buildings being added in the mod, which makes data from older save files unusable for buildings.

All art is AI generated
Popular Discussions View All (7)
5
Jul 25 @ 3:58am
PINNED: Bugs and Other Issues
Etherbound
2
Feb 2 @ 9:02am
PINNED: Suggestions & Roadmap
Etherbound
0
Mar 8 @ 12:21pm
Change Note V1.04.1
Etherbound
72 Comments
AgraMas 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?
Maian Apr 29 @ 7:08pm 
Is there a way you can make the vassals the same color as the lords?:steamsad:
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?