Age modding
Ages are dynamic periods ingame that activate special rules such as Absolutism and permit the spending of Splendor, gained through objectives, on age-specific modifiers.
Ages[edit | edit source]
The Ages for the game are defined in /Europa Universalis IV/common/ages/*.txt. You can have as a little as one age, or as many as you can create. There is an age usher-in time delay set in defines that delays when the next age happens, 120 months in vanilla.
Ages follow this format:
<age> = { # The year after which the age will be active in history start = <year> # The conditions for the age to happen (starts the usher-in-time countdown) can_start = { <triggers> } # Added to enable the Religious Conflict features, i.e. Crusades. religious_conflicts = yes # Added to enable the Absolutism feature. absolutism = { # Each entry defines the absolutism gain or loss from the action. <entries> } # Objectives ... objectives = { <objective> = { # When to show the objective allow = { <triggers> } # When the objective is met <trigger> } } # Abilities ... abilities = { <ability> = { # When to show the ability allow = { <triggers> } # Effect to execute when ability is taken effect = { <effect> } # Modifier to grant when ability is taken modifier = { <modifier> } # Rule ability to grant when ability is taken rule = { <rule> } # How likely the AI is to take this ability ai_will_do = { factor = <int> } } } }
Absolutism entries[edit | edit source]
The absolutism scope takes specific commands, with the value representing the amount of Absolutism lost or gained when the action is taken.
harsh_treatment stability = <float> decrease_autonomy_command = <float> strengthen_government = <float> increase_autonomy_command = <float> debase_currency = <float> execute_rebel_acceptance_command = <float> seat_in_parliament = <float> war_exhaustion = <float>
Abilities[edit | edit source]
The following modifiers are unique to Ages, they are used in the rule = { }
scope within an ability.
can_transfer_vassal_wargoal = yes can_chain_claim = yes can_colony_boost_development = yes attack_bonus_in_capital_terrain = yes force_march_free = yes ignore_coring_distance = yes
Interface[edit | edit source]
New ages must be added to ages_view.gui
as a new WindowType within the ages_view window.
For example:
WindowType = { name = "<age name>" # ... }
Abilites and Objectives[edit | edit source]
The icons for abilities and objectives must be defined in a .gfx file. For example:
spriteType = { name = "GFX_obj_discover_america" texturefile = "gfx/interface/ages/obj_discover_america.dds" } spriteType = { name = "GFX_ab_allow_feudal_de_jure_law" texturefile = "gfx/interface/ages/ab_allow_feudal_de_jure_law.dds" }
Topbar[edit | edit source]
It is important to note that Ages will edit the top-bar background when entering a Golden Age. Without the following spriteTypes, the game will crash when entering a golden age:
GFX_topbar_liberty_overlay_golden GFX_age_frame_addon_golden GFX_age_button_golden GFX_topbar_bg_golden GFX_topbar_portrait_value_bg_golden
Documentation | Effects • Triggers • Modifiers • Scopes • Variables • Localisation • Customizable localization • Run files |
Scripting | Scripted function • Advisors • Ages • Bookmarks • Buildings • Casus belli • Colonial regions • Countries • Culture • Decisions • Defines • Diplomatic actions • Disasters • Empire of China • Estates • Events • Factions • Government • Great projects • History • Holy Roman Empire • Idea groups • Institutions • Mercenaries • Missions • Modifiers • Nation designer • On Actions • Parliament • Peace treaties • Policies • Rebel types • Religion • Subject types • Technology • Trade companies • Trade goods • Units |
Map | Map • Nation designer • Random New World • Trade nodes |
Graphics | 3D Models • Interface • Graphical Assets • Fonts • Particles • Shaders • Unit models |
Audio | Music • Sound |
Other | Console commands • Checksum • JoroDox mod making tool • Mod structure • Troubleshooting • The Validator • Run files |
Guides | Adding a province • Save-game editing |