Age of History 3

Age of History 3

Ether's Adjustments
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Update: 8 Mar @ 12:19pm

=== Version 1.04.1 ===
Minor fixes and additions.
https://steamhost.cn/steamcommunity_com/workshop/filedetails/discussion/3413795029/598520671180439637/

Update: 1 Mar @ 10:46pm

=== Version 1.04.0 ===
After nearly a month! Overhauled legacies, many game balance changes, etc. Check out the update below.
https://steamhost.cn/steamcommunity_com/workshop/filedetails/discussion/3413795029/600771833432676575/

Update: 4 Feb @ 8:40pm

=== Version 1.03.1 ===
Additional game balance tweaks, in line with V1.03. Check out the update below.
https://steamhost.cn/steamcommunity_com/workshop/filedetails/discussion/3413795029/591762405949708040/

Update: 2 Feb @ 7:57pm

Don't pay attention to the notes below, accidentally uploaded an unfinished version and reverted the changes.

Update: 2 Feb @ 7:56pm

See above

Update: 2 Feb @ 7:55pm

See above

Update: 31 Jan @ 10:45pm

=== Version 1.03 ===

This update balances the mid- to late-game, enhances AI decision making, and otherwise alters some options to make for a more methodical game. You will expand slower, and all other nations will do the same, but it will result in a more fun gameplay experience (in my own opinion).

Check out the discussion related to this update to see the full change log! If you have any questions or concerns, please post them there.
https://steamhost.cn/steamcommunity_com/workshop/filedetails/discussion/3413795029/591762021826982643/

Update: 27 Jan @ 6:29pm

=== Version 1.02 ===
FULL CHANGE LOG IN DISCUSSION FOR THIS UPDATE

This update is all about religions! I added 55(!!!) new buildings, each unique to a particular religion. Additionally, every single religion has been redone to have unique bonuses. Additionally, religious conversion has been rebalanced.

-- Religious Conversion --
Change religion legacy cost: 350 -> 400
Civilization stability from different religion: 0.75 -> 1.00
Default religious conversion time: 1250 days -> 5250 days
Religious conversion time different religion group: 175% -> 150%
Base income from different religion: -25% -> -10%

-- Building Changes --
Removed the Temple

-- Religion Changes & Places of Worship --
55 new religious buildings!

https://steamhost.cn/steamcommunity_com/workshop/filedetails/discussion/3413795029/591761634944392626/

Update: 25 Jan @ 7:16pm

=== Version 1.01 ==
-- Overview --
This update focused on diseases! Added scarlet fever, and made the black death scarier. Changed a lot about disease death rate, including adding a building and new laws to go along with it.
Additionally, base growth rates from the Age of Imperialism and onward are now much higher.

-- Buildings Changes --
Bomb Shelter:
- Defense level: 0 -> 1

Palisade:
- Local growth rate: 0 -> +2%

Walls:
- Local growth rate: 0 -> +3%

Castle:
- Local growth rate: 0 -> +4%

Hospital:
- Local growth rate: +6% -> +8%
- Disease death rate: -65% -> -45%

-- New Buildings --
Public Sanitation:
- Required technology: Royal Palace

- Administrative building

- Gold cost: 50
- Maintenance cost: 0.05
- Construction time: 435

- Local growth rate: +4%
- Disease rate: -20%

-- Diseases Changes --
Black Death:
- Duration in turns (max, min): (8, 32) -> (12, 36)
- Expansion modifier (min, max): (3.475, 10.725) -> (6.475, 13.725)

- Death rate (max, min): (.245%, 4.17%) -> (.825%, 4.45%)
- Devastation: 0.425% -> 1.425%

-- New Diseases --
Scarlet Fever:
- Years active (min, max): (-5000, 5000)
- Duration in turns (min, max): (6, 16)
- Outbreak chance: 0.295
- Outbreak provinces (min, max): (4, 12)
- Expansion modifier (min, max): (1.725, 3.95)

- Outbreak score population: 0.275
- Outbreak score economy: 0.075
- Outbreak score infrastructure: 0.25
- Outbreak score devastation: 0.025

- Death rate (min, max): (.0825%, .445%)
- Devastation: 0.115%

-- Advantages Changes --
Diseases death rate: (-10%, -10%, -15%) -> (-5%, -5%, -10%)

-- New Laws --
| Medicine |
Folk Medicine (Default Level):
- Required technology: None
- Disease death rate: +5%
- Growth rate: -3%

Germ Theory:
- Required technology: Professional Standing Army
- Disease death rate: -10%
- Growth rate: +4%

Vaccines:
- Required technology: Early Bomber
- Disease death rate: -15%
- Growth rate: +6%

-- AI Changes --
Max research expenses percent of income: 13.5% -> 10.0%
Build prioritize economy if income below: 8.2 -> 35.0
Build resource provinces: 28% -> 48%
Build score per price of resource: 12.5 -> 20.0

-- Ages Changes --
Age of Imperialism:
- Population growth rate per month: 6000 -> 10000

Age of Conflict:
- Population growth rate per month: 6400 -> 12000

Age of Brinkmanship:
- Population growth rate per month: 6000 -> 20000

Age of Information:
- Population growth rate per month: 6000 -> 25000

Age of Tomorrow:
- Population growth rate per month: 7000 -> 25000

-- Population --
Auto assimilation percentage: 7.6% -> 15%
Auto assimilation minimum: 10 -> 15
Auto assimilation all if below: 1000 -> 1500

-- Infrastructure --
Infrastructure legacy cost: 5 -> 4
Infrastructure legacy cost per infrastructure: 5 -> 4
Disease death rate per infrastructure level: -10% -> -4%

Update: 24 Jan @ 1:43pm

=== Version 1.0 ===

-- Buildings Changes --
Library:
- Research points: 5.0 -> 2.5
- Maintenance cost: 0 -> 0.05
School:
- Research points: 7.5 -> 4.0
- Maintenance cost: 0 -> 0.1
University:
- Gold cost: 100 -> 150
- Research points: 10.0 -> 7.5
- Maintenance cost: 0 -> 0.2
- Local growth rate: 0 -> +5%
- Monthly legacy: 0 -> 0.2
Academy:
- Research points: 15.0 -> 12.5
- Maintenance cost: 0 -> 0.15
- Monthly legacy: 0 -> 0.1

Harbor:
- Maintenance cost: 0 -> 0.1
- Production efficiency: 5.0 -> 3.5
- Income production: 4.0 -> 3.0
- Economy: 0 -> 1.2
- Local growth rate: 0 -> +6%
Railway:
- Maintenance cost: 0.1 -> 0.15
- Local tax efficiency: +3.5% -> +2.5%
- Army movement speed: +30% -> +20%
- Economy: 3.2 -> 1.8
- Local growth rate: 0 -> +4%

-- New Buildings --
Paved Road:
- Required technology: Palisade

- Administrative building

- Gold cost: 40
- Maintenance cost: 0.1
- Construction time: 365

- Local tax efficiency: +1.0%
- Production efficiency: +2.0%
- Income production: +2.0%
- Building slots: +1
- Army movement speed: +15.0%
Highway:
- Required technology: Early Tank

- Administrative building

- Gold cost: 100
- Maintenance cost: 0.2
- Construction time: 795

- Local tax efficiency: +3%
- Production efficiency: +3.5%
- Income production: +4.0%
- Building slots: +2
- Army movement speed: +15.0%

Container Port:
- Required technology: International Law Compliance
- Requires sea access

- Economy building

- Gold cost: 130
- Maintenance cost: 0.25
- Construction time: 1045

- Production efficiency: +4.0%
- Income production: +2.5%
- Invest in economy cost: -7.5%
- Economy: 2.8
- Local growth rate: +4%


-- Movement Speed for Terrain Types --
Mountains: 80% -> 50%
Marsh: 90% -> 65%
Jungle: 85% -> 70%
Sea: 150% -> 200%
Hills: 95% -> 80%
Forest: 95% -> 85%

-- Autosave Options --
Autosave intervals: new 180 days option
Autosave slots: 4 -> 5

-- Advisor Settings --
Advisors refresh rate: 365 days -> 180 days

-- Aggressive Expansion Changes --
AE province max: 2 -> 3
AE per province value vassalization: 15% -> 12.5%
AE decay per tick: 2.25 -> 1.5
AE decay interval: 365 days -> 180 days
Max AE from war treaty: 70 -> 105
AE for different religion: 0 -> -5%

-- Atomic Bomb Changes --
Nuclear reactor production efficiency per level: +4.0% -> +3.0%
Nuclear reactor atomic bomb discount per level: 10% -> 5%
Atomic bomb cost: 1000 -> 2500
Atomic bomb economy damage: 15% -> 35%
Atomic bomb army damage: 40% -> 55%

-- Taxation Level Changes --
Low taxation:
- Tax efficiency: -20% -> -25%
- Income economy: -10% -> -15%
- Research: +5% -> +7.5%
- Legacy: +25%
- Unrest per month: -0.5 -> -0.4
Normal taxation:
- Tax efficiency: 0
- Income economy: 0
- Research: 0
- Legacy: 0 -> +10%
- Unrest per month: -0.1 -> -0.05
High taxation:
- Tax efficiency: +15% -> +30%
- Income economy: +7.5% -> +12.5%
- Research: -5% -> -7.5%
- Legacy: -50%
- Unrest per month: +0.75 -> +0.7

-- Battle Changes --
Battle casualties: 25 -> 20
Full retreat if morale below: .05 -> .1
Max dice roll: 8 -> 10

-- Core Cost Changes --
Core creation cost base: 10 -> 5
Core creation cost per economy: 1.5 -> 3
Core creation time default: 730 days -> 1330 days
Core creation time per tax efficiency: 3.25 -> 5.25
Base income non core: -30% -> -25%

-- Diplomacy Changes --
Show list of civ relations in player view: false -> true
Diplomacy declare war cost: 10 -> 15
Diplomacy send insult cost: 25 -> 20
Base max number of alliances: 1 -> 2
Diplomacy alliance expires: 9125 -> 3725
Alliance score per same rival: 3.5 -> 5
Alliance score per aggressive expansion: -0.75 -> -0.6
Defensive pact score rivals: -1000 -> -75
Defensive pact score per defensive pact: -250 -> -75
Defensive pact score per aggressive expansion: -1.5 -> -3
Non-aggression score per non-aggression pact: -50 -> -20
Non aggression pact expires: 5475 -> 3475
Diplomacy gift gold per click: 15 -> 20
Diplomacy gift relation per click: 1.25 -> 1.5
Truce expires: 5475 -> 3475
Damage relations cost per month: 025 -> 0.15
Improve relations max: 70 -> 80
Share technology opinion: 4 -> 10
Call to arms refuse legacy: -200 -> -250
Intervene in war improve relations value: 7.5 -> 15
Relations to declare war: -30 -> -20

-- Generals Changes --
Generals refresh rate: 365 days -> 180 days

-- Infrastructure Changes --
Develop infrastructure cost per infrastructure: 8 -> 12
Infrastructure construction cost per level: -1% -> -1.5%
Infrastructure growth rate per level: 2.5 -> 3

-- Legacy Changes --
Max legacy: 9250 -> 20000

-- Loan Changes --
Loan value minimum: 30 -> 50
Loan value by economy: 40% -> 50%

-- Manpower Changes --
Manpower max non-core: -25% -> -40%
Increase manpower cost legacy: 2 -> 1

-- Peace Deal Changes --
White peace minimum war score: 25 -> 20
Make demands minimum war score: 90 -> 80
Take provinces from allies: false -> true
Annex province max unrest: 20 -> 30
Vassalization war score cost: 65% -> 55%
Liberate civilization relations: 40 -> 50
Liberate civilization legacy: 15 -> 30
Religion conversion provinces convert: 50% -> 20%
Change government war score cost: 40% -> 30%

-- Province Changes --
Decrease unrest cost: 0.25 -> 0.5

-- Rebels Changes --
Start uprising minimum unrest: 65 -> 55
Send notification if unrest over: 50 -> 40
Rebels max morale: 1 -> 2
Uprising percent of regiments limit: 60% -> 75%
Unrest after revolution in province: 8.5 -> 20.0
Declare independence after x days: 3100 -> 1200
Disband rebels armies after x days: 5475 -> 3475
Independence legacy: 250 -> 500
Independence legacy random: 250 -> 400
Independence max legacy points: 6 -> 8

-- Religion Changes --
Change religion cost: 300 -> 150
Change religion legacy cost: 250 -> 350
Conversion cost per growth rate: 0.5 -> 0.75
Base conversion time: 750 -> 1250
Conversion time different religion group: 150%> 175%
Base income different religion: -30% -> -25%

-- Siege Changes --
Siege max progress: 25 -> 20
Siege fort defense default: 50 -> 60
Siege fort defense per manpower level: 3.5 -> 5
Devastation max: 50% -> 60%
Devastation per month occupied: 0.0032 -> 0.0048

-- Spy Changes --
Send spy cost: 100 -> 50
Send spy time: 455 -> 365
Send spy to a rival cost reduction: 10% -> 25%
Send spy report active: 276 days -> 365 days

-- Tax Efficiency Changes --
Tax efficiency max population: 150000 -> 500000
Increase tax efficiency legacy cost: 2 -> 1

-- Vassals Changes --
Vassal income to lord:
- Low: 0
- Medium: 2.5% -> 3%
- High: 5% -> 6%
Vassal manpower to lord:
- Low: 0
- Medium: 15% -> 20%
- High: 30% -> 40%
Vassal can declare war default: true -> false
Lord can call vassals to a war: false -> true
Vassal color percentage of lord: 86% -> 80%
Vassal color percentage: 14% -> 20%
Liberty desire lord call to war: 4.5 -> 10
AI damage relations if liberty desire over: 94 -> 80

-- War Weariness Changes --
War weariness per tick at war: 0.75 -> 1.25
War weariness per tick at peace: -1 -> -0.75
War weariness tick: 363 days -> 180 days
Unrest per point of war weariness non-core: 0.005 -> 0.01
Reduce war weariness cost: 75 -> 50
Reduce war weariness legacy cost: 50 -> 100