Age of Wonders III

Age of Wonders III

310 ratings
Decodence - Map Editor Content
File Size
35.144 MB
Sep 18, 2015 @ 9:18pm
Jan 22, 2019 @ 2:55pm
38 Change Notes ( view )
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Decodence - Map Editor Content

Decodence Mod: Various Editor Upgrades!

Decodence Mod wants to satisfy your decadence - create decorated decadent maps - decorative decals now included!


= OPTIONAL RMG Integration Patch =
Adds Decodence's new Structures and Climates to the RMG
Special Thanks to Gloweye for handling this one.

= OPTIONAL Compatibility Patch: The Old Man And The Sea =
Makes Decodence RMG compatible with "The Old Man And The Sea" by Eomolch.
ONLY use it with Decodence, Decodence RMG *and* The Old Man And The Sea activated!

Current Version:

Current Content:

=> The return of the "Shadow Realm" Map Layer !

=> 2 new Terrain Themes: Autumn and Tundra

=> A huge collection of new Editor Decoration Items !

=> "Light Vegetation" variants of the forrests and similar foliage

=> A collection of new Treasure Sites

=> A collection of new colored water: 9 new colors !

=> Subterrenean Hexes are now available on the Surface too

Legal Crap:

Don't upload this elsewhere and don't claim this to be your work! I made this for everyone to create new things, so if you need some source file or model, just send me a message!
Monuke Oct 25, 2022 @ 9:46am 
Is there any chance you would make the map editor contain all the structures and items?
Sabin (chiar el) Jan 29, 2022 @ 2:14am 
This mod seems to add lots of potential to handmade scenarios. I'm curios if there have been any good ones made so far that include content from this mod's content
voron-neo Jul 9, 2021 @ 10:57am 
Gladen Mar 2, 2021 @ 12:24pm 
@Charlatan I have a bunch of Dark Elf models made by you lying around. Im currently updating some dark elf models in a compatability mod in the workshop. Would it be okey with your permission to use those particular Dark Elves Models to update the content?

Dragon Aug 14, 2020 @ 2:54pm 
@Charlaten I have a question regarding Mountains, how hard it is to mod in the ability to build roads/cities on Mountains?
Vacuity May 8, 2020 @ 6:10am 
Hi there, the compatibility patch for The Old Man and the Sea seems to have disappeared. Could it be reuploaded or unhidden? Failing that, I'm willing to try my hand at making a compatibility patch. I have experience making mods for a variety of games. I'm looking at the data at the moment and am having trouble seeing exactly what needs to be done to make the mods compatible, so any guidance would be extremely helpful.
Charlatan  [author] Oct 6, 2019 @ 4:08pm 
Hey Gladen! Im first of all sorry how I abandoned this work long ago.

Making new tactical combat environments.... would have been a really, really extreme effort. I mean, I made custom tactical maps when even the developers said it might be impossible.

If you want to help this and make it more immersive, im all in ! we should talk more directly tho, discord, or steam chat, or something?
Gladen Oct 6, 2019 @ 2:18pm 
Hello there again.

I might ask, considering how long it might been. Have you been able to replace the evironmental set for the tactical combat maps? Altering the light, shadow, sky, fog etc.

I would be interested to get an orange/brown feel for the autumm combat maps and purple dark for shadow realm. I know how to add new .env files with custom setting.
Charlatan  [author] Sep 12, 2019 @ 1:38pm 
I am afraid the "overly abundant" as you mentioned in the RMG Integration comments is an issue that persisted from the start and never had a possibility to fix - it requires editing the game menu/UI for new RMG Options, namely the frequency of terrain - as I mentioned here once, since these frequency sliders are missing, it seems new terrain is always set to maximum. I am pondering how to fix this atm.... basically a game patch for two mods at the same time? should work, I think, not sure if it may require source files tho.
steelwork Sep 11, 2019 @ 11:13am 
the conflict with structure reward variety comes from Decodence - RMG Integration