Steam workshop is now live!

Age of History 3

Grand strategy wargame where the destiny of Civilizations rests in your hands - will they stand united under your leadership or fall divided in conflict? Journey through the entire saga of human civilization, from its earliest days to the futuristic era, crafting your legacy age by age.

[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! [img]{STEAM_CLAN_IMAGE}/44831059/b7378332b8a8253ce87e7b4815557ee4fb22f45a.png[/img] [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: [b]game/_FAQ/[/b] [h3]YouTube Tutorials[/h3] [url=https://www.youtube.com/watch?v=F_NrgsYkOVE]How to create mod for Steam Workshop[/url] [url=https://www.youtube.com/watch?v=x0TWz-xR4Lw]How to create a new Map/Mod[/url] [url=https://www.youtube.com/watch?v=DDYVI6Y4oN8]How to add own Goverment[/url] [url=https://www.youtube.com/watch?v=hBgIj7Ri8fQ]How to add own Building[/url] [url=https://www.youtube.com/watch?v=AW5pYGXP3Hw]How to add own Civilization[/url] [url=https://www.youtube.com/watch?v=ea_8doPSUt4]How to add Generals and Advisors[/url] [url=https://www.youtube.com/watch?v=4wl8o1EPD_4]How to add own Resource[/url] [url=https://www.youtube.com/watch?v=y6iUoOssC0U]How to add own units[/url] [url=https://www.youtube.com/watch?v=hY_KgxN0W0E]How to add Formable Civilizations[/url] [url=https://www.youtube.com/watch?v=OE4sbAvQuEo]Select Provinces for Events[/url] https://steamcommunity.com/app/2772750/discussions/0/4851029420902583004/ [img]{STEAM_CLAN_IMAGE}/44831059/0bd4764c4b29e12809c571273a57c322c23c03da.png[/img] A_Mods_steam_workshop_READ_ME.txt [code]############################# ## 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![/code]