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Age of History 3 News

Game Maintenance Update

Bug Fix: Corrected the bonus for being the largest producer of furniture.
Changed the manpower recovery speed value from 80% to 5%.

Translation fixes.
Minor bug fixes.

Hotfix

Advisor bonuses weren't loading from saved games, but this has now been fixed.

https://steamcommunity.com/app/2772750/discussions/3/4694532143495302477/

Bug fixes

Fixed a bug where the game would stop when the army was controlled by AI.
Fixed issues where, upon loading the game, bonuses for Civilization Advantages and Civilization Legacies wouldn’t load.
Constantinople now changes its city name to Istanbul when controlled by Turkey.
Fixed flags for Maine and Louisiana.
Fixed the image of the Syrian leader.
Minor bug fixes

Game Maintenance Update

Fixed a bug where the flag of created civilizations would not load in the game.
Bug fix for the load menu.
Language corrections.
Minor bug fixes.

Steam workshop is now live!

[h3]The Steam Workshop is now open for business![/h3]
This exciting new feature allows you to easily share and download mods created by the community. Whether you're looking to enhance your gameplay experience with new content, balance adjustments, or visual overhauls, the Steam Workshop has something for everyone. Discover a wealth of mods created by talented players from around the world and contribute your own creations to the community. The possibilities are endless!



[h3]Mods - Steam Workshop[/h3]
Tutorial on how to create a mod for the Steam Workshop can be found at: game/_FAQ/A_Mods_steam_workshop_READ_ME.txt

[h3]Tutorials[/h3]
Tutorials how to create mods, in the game files: game/_FAQ/

[h3]YouTube Tutorials[/h3]
How to create mod for Steam Workshop
How to create a new Map/Mod
How to add own Goverment
How to add own Building
How to add own Civilization
How to add Generals and Advisors
How to add own Resource
How to add own units
How to add Formable Civilizations
Select Provinces for Events

https://steamcommunity.com/app/2772750/discussions/0/4851029420902583004/



A_Mods_steam_workshop_READ_ME.txt
#############################
## Steam Workshop
##
## When reading any file, the game will prioritize files in the 'mods/' folder first, followed by
## subscribed items from the Steam Workshop, and finally the default game files.
##
## You can find all files for this example in the 'modsExample/' folder within the game files.
##
#####

To create a new mod that can be submitted to the Steam Workshop, create a new folder for your mod in the 'mods/' directory.

Inside this folder, organize your files in the same structure as they are found in the game's directories.

Example:

# Step 1

Create a new folder within the 'mods/' directory in the game files.
For this example, we'll name the folder 'MyOwnMod'.
Make sure the folder name is unique!

# Step 2

In the newly created folder (example path: mods/MyOwnMod/), create a text file named mod.txt.

## EXAMPLE CODE OF mod.txt file

{
Name: "Two new Governments",
Description: "This item will add two new Governments, and two flags.",

Tags: [ "Map", "Government" ],

ChangeNote: "First release",
}

## END OF EXAMPLE CODE OF mod.txt file

Copy it to mod.txt and edit it.

Set a name for your mod that will be visible in the Steam Workshop.

Name: "Your Title of the Mod in the Steam Workshop",

The same with Description and ChangeNote.


## Tags
In your tags, put the categories that your mod fits into


You can use as many tags as you like:
Tags: [ "FIRST_TAG", "SECOND_TAG", "THIRD_TAG" ],
Tags: [ "FIRST_TAG" ],

Example tags:

Tags: [ "Map", "Government" ],
Tags: [ "Scenario" ],
Tags: [ "Mod", "Laws", "Units", "Buildings" ],

# Step 3 - Main mod image: "logo.png"

In the same newly created folder: (Example path: mods/MyOwnMod/)

Place the main image file of the mod, which will be published on the Steam Workshop.

The mod's main image file must be named "logo.png".


# Step 4

We are already configured, now we can place the files that will be part of this mod in this folder.
We will create new governments for the game in this example.

## Basically, you create the file structure of the main game in the mod folder.


The Governments file is located in the path:
Game/Governments.json


So copy this file to the mod folder. Imporatant! : use the same path where you found this file.

mods/MyOwnMod/game/
## The file was in the game folder, so create a game folder inside the mod folder and place the copied file there.

If the "game" folder does not exist in the mod folder, create it. And there place Governments.json

Now when you launch the game, the game will load the Governments.json file from your mod. (Path of the file: mods/MyOwnMod/game/Governments.json)


# Step 5

Let's make some changes to the game!

Open Governments.json as a text file in Notepad.


### EXAMPLE CODE

{
Name: "YourGovernmentType",
Extra_Tag: "k",
GOV_GROUP_ID: 0,

RulerTitle: King,
RulerRoman: true,
KingsImages: true,

Color: [255, 194, 36],

AVAILABLE_SINCE_AGE_ID: 0,

REVOLUTIONISTS: false,

AdvisorCost: -0.05,
MonthlyLegacy: 0.35,
MaxManpower: 1000,
},

### EXAMPLE CODE END

You can add new Goverment from example code after any:
" },"
in the file.


Add new Goveremnt to the file.
Extra_Tag: "k", (The tag should be unique)


To publish your mod to Steam Workshop, open the game, go to editor -> Steam Workshop -> and find your mod folder, click on it to publish.


## Update the mod

To update the mod, follow the same steps.
You can change "ChangeNote" description in mod.txt.

Do not delete the automatically created id.txt file!