In this update15
Full notes
Full Age of History II update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Store
- Maps
- Gameplay
- UI and audio
- Balance
- Workshop
Age of History II changes
- Nukemap
What's New - Age of History 2 Definitive Edition
https://store.steampowered.com/app/3381680/Age_of_History_2_Definitive_Edition/
Note: This list is not final.
New world map with 13,892 provinces, 23 scenarios, and 225 formable civilizations.
New province border drawing system with smoother border lines.
Province names displayed directly on provinces.
Civilization and province name animations appear after zooming out.
Multiple army selection and movement: Press and drag with the middle mouse button to
Select and move multiple armies at once.
Using the "Move to" action or right mouse button, you can now move and split an army into multiple provinces.
AoH2 vs AoH2: Definitive Edition - Side-by-Side Comparison
Religions
Religions will be included in the Age of History 2: Definitive Edition
Religions will influence diplomacy, relations, and more.
New map mode: Religions
Capitulation
Civilizations will capitulate to the opposing war leader if over XX% of their provinces are occupied and the war score is above 50%.
https://www.youtube.com/watch?v=dE-AK4oXfJA
Army Retreat
Percentage of a defeated army that retreats to a neighboring province.
https://www.youtube.com/watch?v=W19vq7ZYyv8
Army Controlled By AI: Enable/Disable
Army can be controlled by AI + army recruitment during war.
https://www.youtube.com/watch?v=kAOjuB5z5DA
Technology
Technology points can be allocated to increase the number of movement points per turn.
Technology points can be spent to reduce assimilation costs.
Technology points can be spent to increase recruitable population in all provinces.
More technology points can now be allocated.
It is possible to see how each Civilization has allocated its technology points.
When new technology is researched, all provinces gain +1 happiness.
Technology’s Greater Role in Combat
Civilization technology levels will have a greater effect on army Attack and Defense.
In this example, a more advanced Sindh suffers significantly fewer army losses. Tech 1.0 vs 0.48
Military Expertise
Represents knowledge gained through warfare and military investment.
Gained from conquering provinces and the percentage of the budget spent on the army.
Atomic Bombs / Nukes
Atomic Bombs have been added.
To construct an atomic bomb, a Civilization must reach a certain technology level.
Construction takes X turns, depending on the total number of nukes the civilization already has.
It costs Y gold, with the cost decreasing as technology increases.
Technology level limits how many nukes a civilization can build.
Nukes can only be used against civilizations you're officially at war with.
A dropped nuke will cause casualties to population, economy, and military forces
Send Nuclear Weapon
A nuclear weapon will be prepared and transferred to support the chosen Civilization.
Radiation
After an atomic bomb is dropped on a province, a disease called 'Radiation' will begin to spread.
Systems and Features
A peace treaty will be accepted if a civilization loses over 75% of its provinces.
New government types.
Classic AoH2 map with more detailed sea-bordering province backgrounds.
New wonders.
New scenarios.
New formable civilizations.
Rebels strength can be set from 10% up to 1000%
War exhaustion will grow four times slower when at war with only rebels
The army's Defensive Position will not be reset if the new army differs in size by no more than 50%
Added option to shorten large army numbers with a user-defined minimum value (e.g., 10K, 1M+).
Players can enable or disable "Show Battle Reports" in the settings menu to control battle report display.
A new "Show Combat Movement" option lets players skip the visualization of all combat movements.
Added 'Skip All' button to skip showing all combat movements during a turn.
Map Overlays
Added map overlays to improve map visuals.
Age of Chaos
Age of Chaos is a new way to play Age of History.
Every X turns, you will have to change the Civilization you control and switch to a new one.
You will be given four random Civilization to choose from.
Pick one and continue your journey even if it means one day fighting the empire you once ruled.
https://www.youtube.com/watch?v=aGOzBgfDhos
Visual & UI Improvements
Modernized UI.
New icons
Much higher resolution for all flags
Larger flag frames with dynamic wave animation
Improved flag visuals on the map
Unique images for over 175 provinces.
Over 1,700 new civilizations.
Improved text scaling.
More standardized button dimensions.
Spark animations.
Translation improvements.
New supported languages.
It is now possible to load your own background into the main menu UI.
New info box for wars, truces, and other important messages.
Ranking menu visual improvements
Map & Gameplay Visuals
Armies in provinces displayed in a new style.
Clouds over the map.
Smooth zooming in and out.
Improvements to map movement and scrolling
New system for drawing civilization names.
New Graphs
Customizable Army Number Formatting
Mods & Steam Workshop
Modding & Steam Workshop Support
Full Steam Workshop implementation.
In-game mod management.
Mod dictionary support
Generate a mod for the Steam Workshop based on the selected scenario
The game now prioritizes mod files, then subscribed Workshop items, and finally base game files when loading
https://www.youtube.com/watch?v=FJAWa5HCIAw
AI & Performance
General performance improvements
Optimized AI turn calculation time.
Improved AI behavior.
Optimized revolution mechanics.
General performance improvements.
Step-by-step scenario loading for faster performance.
Step-by-step save/load for saved games.
Timelapse storing and saving data improvements
AI no longer invests in high-economy provinces where income is capped by population.
The AI will take loans if necessary while it is at war
Global Events
You can use them also as news events, where the event only appears without any effect, or you can give the event a global outcome.
To create a Global Event, the "Recipient Civilization" must be set to Neutral.
You can use any triggers and outcomes just like with a normal event.
A global event will be shown to the player regardless of which civilization they are playing.
If there is more than one outcome button, the player will be able to choose the outcome.
“New multiple special global outcomes, such as all provinces getting ±X% economy, happiness, etc.
https://www.youtube.com/watch?v=FWsAxHIAD8U
New Event Outcomes
Change leader to the selected one or kill the current leader in the chosen civilization Change religion Change the player's civilization to the chosen one. Fight a coalition Build the chosen building in selected provinces (+1 level) Destroy the chosen building in selected provinces (-1 level) Add or remove a number of nukes that a civilization has Drop an atomic bomb on selected provinces Provoke all rebels in the chosen civilization Impose sanctions from one civilization on another civilization Change administration policy to the selected one Organize a festival in all provinces of a civilization Assimilate all provinces of a civilization Change the military expertise of a civilization by +X or -X Change military expertise attack value by +X or -X Change military expertise defense value by +X or -X Civilization enters Golden Age: Prosperity Civilization enters Golden Age: Military Civilization enters Golden Age: Science Build or destroy X farms in random provinces in the chosen civilization The same for: fort, watchtower, workshop, market, library, armoury, supply camp Organize X festivals in random provinces of the chosen civilization Rename a civilization Rename a selected province Remove or add X% of all armies of a civilization Global event: change economy in all provinces by X% Global event: change population in all provinces by X% Global event: change development in all provinces by X% Global event: change happiness in all provinces by X% Global event: change army size in all provinces by X%
New Event Triggers
Religion in a civilization is the selected religion Leader of a civilization is the selected leader Civilization has the selected administration policy Civilization has more or fewer nukes than X Civilization has made more or fewer than X investments in the economy Civilization has performed more or fewer than X assimilation actions Civilization has organized more or fewer than X festivals Civilization has spent more or less than X on economic investments Civilization has spent more or less than X on development investments Civilization's economy has increased by more or less than X Civilization has spent more or less than X on assimilation of provinces Military expertise of a civilization is higher or lower than X Deaths in all wars of a civilization are higher or lower than X Civilization has conquered more or fewer than X provinces Civilization has constructed more or fewer than X buildings Civilization has recruited more or fewer than X army units Stability in a civilization is higher or lower than X Average development in a civilization is higher or lower than X Civilization has more or fewer than X forts built The same for: watchtowers, ports, farms, workshops, libraries, armouries, supply camps, markets
Other
New option to copy an existing event
Missions for Civilizations have been added
When creating a scenario, you can choose if an event is a mission and describe what the player has to do.
When all mission conditions are met, the player can activate the mission. The AI does this automatically.
To create a mission for a Civilization, set the recipient to a specific Civilization and enable the mission button.
https://steamcommunity.com/sharedfiles/filedetails/?id=3687537505
Events Stored in JSON Files
Events will now be stored as JSON files, with each event in its own file, making it possible to edit or create events in Notepad if needed.
The game will still load events from the old event system if there are no events in the JSON files or if loading from JSON files is disabled.
Diplomacy & Government Mechanics
New system for storing all Civilization's relations, and:
Defensive pacts
Non-aggression pacts
And more
AI aggression range can now be set from 0% to 1000%.
New peace talk options: Demand government type changes either via diplomacy or ultimatum.
In the diplomacy view, all neighbors of civilizations will be shown.
A message will be sent to the player when a vassal has high liberty desire.
Enforce Peace
Demand that the aggressor end their war.
If accepted, both sides will sign a white peace, ending hostilities without territorial changes.
If refused, your Civilization will join the war on the defender's side.
Host Diplomatic Summit
Civilization can host a summit in their capital and invite several Civilizations to improve relations between all parties.
All possible Alliances & Unions
A new menu shows all possible Alliances.
A new menu shows all possible Unions.
Propose Union Between Civilizations
Propose that two Civilizations form a union. Your Civilization will not join it.
A Union can be formed if Embassies are open, relations are high enough, union limits are not exceeded, and your Civilization is significantly stronger, or you share the same rivals.
Intervene in a war
A Civilization can now intervene in a war by joining a chosen side.
New Neighboring Civilization Notifications
Player now receives messages:
Neighboring Civilization Signed Peace Treaty
Neighboring Civilization is at War.
Diplomacy Flavor Text
The game will display flavor text for several diplomacy actions, including
Declare War
Send Insult, Improve Relations
Offer Alliance, Form Union
Defensive Pact, Non Aggression Pact
Provoke Rebels
Raises revolutionary risk to its maximum.
Share Technology
Transfer a portion of your civilization’s technology level to another nation.
Use it to support allies, influence weaker neighbors, or shift the global balance of power.
Send Volunteer Army
You can now select a specific number of units to send from one of your provinces to a chosen province of another civilization.
A great way to support allies without directly joining their wars.
Recruit Mercenaries
Hiring mercenaries is far more expensive, but it doesn't require recruiting troops from your population.
Province & Economy Management
Remastered province information menu.
Right-click diplomacy view toggle.
Right-click treasury button opens loan menu.
Mass province actions: Instantly:
Assimilate
Launch festivals
Make investments
Quick overview panel for stability, happiness, and army locations.
"More" menu in provinces: Quick build, assimilate, invest, organize festivals.
Map modes now include quick action buttons for common province tasks.
Use A, S, D, F keys to recruit 25%, 50%, 75%, 100% of troops in a province.
The province information displays income taxation and production, minus the administration costs.
Small chance to start with a farm, market, workshop, or library in the capital.
Overinvestment Penalty
Too much gold poured into the economy at once drives up costs.
The market will recover with time.
This penalty slowly decreases over time.
Buildings
New Building: Market
Farms can now be built in provinces with up to a -10% growth rate. Previously, it was not possible to build in deserts, but now it is.
Added a special menu to build the selected type of building in all provinces at once.
Each building level of the farm, workshop, and market now has a unique name.
Gameplay Features & Quality of Life
Movement points can accumulate up to 150% of their default value.
Scenario selection menu now includes preview images.
Support for maps with multiple background images.
New config option: MapScaleExtra: 1.0 to allow map scaling without increasing province size.
In the diplomacy view, the 'Offer Alliance' button shows whether the alliance offer will be accepted.
Many hover elements now display more information and have improved visuals.
In income map mode and while building workshops, the list now stays in place instead of returning to the top.
The province action menu will remain visible even when the 'More/Build' menu is open.
The province action menu stays visible even when the Civilization Info or Diplomacy menu is open.
In Diplomacy view, clicking on the diplomacy button will now open all of the civilizations from that button in the ranking view.
Balance of the game
Golden Age Military
Fixed 32-bit integer overflow in population and economy count on Civilization view.
The Treasury text will be shorter if it's over 1 million. You can change the limit in GameValues.
The game will store players' battle reports from the last turn so they can view them again. This is useful if player missed an important battle.
A battle report will be shown only if a battle took place. it won't appear if there were no defenders.
Troops no longer switch sides after defeating rebels on enemy territory.
New statistics menu for the world economy and economy by continent.
Added the ability to change the alliance name and its color in the alliance menu.
War reparations will now last for 18 turns and the income percentage increased to 12%.
Sending a gift can reduce a vassal's liberty desire by at least 1%, up to 10%, depending on the amount of gold sent.
Ports now provide an increased income bonus: 5% (up from 2%).
Changing government type will decrease happiness in all provinces by 10 points.
Defense bonus for Rebels increased from 2% to 8%.
AI will no longer plunder provinces where it has a core.
Current wars are now sorted by continent.
The new definitive menu for changing the type of government now displays all statistics for each government type.
Build & Invest in Your Vassal Provinces
Construct all types of buildings in vassal provinces
Invest in economy
Invest in development
Organize festivals
Assimilate
The Lord will automatically start Core Construction in all vassal provinces.
Ask to Become a Vassal
Become a Vassal of another Civilization.
Peace Treaty - Vassals
During peace deals, vassals that are not war leaders will now transfer their victory points to their overlord if they participated in the war.
This can be changed in the GameValues file.
Manage Vassals
You can now set whether a vassal is allowed to declare wars independently in the "Manage Vassals" menu.
Right-Click Province Actions
Right-click on specific buttons in the province information menu to quickly perform actions:
Economy button -> Instantly Invest in Economy
Development button -> Instantly Invest in Development
Happiness button -> Instantly Organize Festival
Stability button -> Instantly Assimilate Province
Additional Army Management Options
Move All Armies to One Province - Instantly orders all your armies to move to a selected province.
Cancel All Army Movements - Instantly stops all active army movements
Recruit in Multiple Provinces
You can now recruit units across multiple selected provinces at once, instead of managing each one individually.
The system automatically distributes units based on each province’s available recruitment limit.
https://www.youtube.com/watch?v=qZTSoOKLpV4
Recruit army in occupied provinces
Recruit armies in occupied provinces, limited to 50% of the Civilization’s population in that province.
Population Relocation
Relocate population from one province to another.
Select which nationality to relocate from the province.
https://www.youtube.com/watch?v=4Z4WA2U1N5s
Invest in Foreign Province
Invest your gold directly into another Civilization’s province to boost their economy and earn a return on your investment.
After X turns, you will receive your full investment back plus profit.
Estimated Return Rate is calculated based on a base value and modified by the distance from your capital to the target province.
Strengthen allies or vassals economically
Influence the development of key provinces
Roleplay as a financial powerhouse shaping global affairs
Build in Foreign Province
Construct buildings directly in another Civilization’s province to support their development and earn a return on your investment.
After X turns, you will receive your full investment back plus profit.
Estimated Return Rate is calculated based on a base value and modified by the distance from your capital to the target province.
Strengthen allies or vassals through infrastructure
Project power without direct occupation
Shape geopolitical dynamics through targeted construction
Offer Debt Relief
Repay a Civilization's loan to improve relations.
Request Loan
Ask another Civilization for financial support. Requires positive relations, and the requested Civilization is not at war.
Grant a loan to another Civilization and receive interest payments.
Found City
Establish a city on the map.
Founded cities can be saved and are stored only for the current game.
Administration Policy
The Administration Policy affects acceptable taxation, minimum goods spending, minimum investment level, research cost, administration cost, income production, and military upkeep.
Add Civilization Before Game Start
Add new Civilizations to a scenario before starting a game without using the scenario editor, letting you jump straight into gameplay with your chosen setup.
https://www.youtube.com/watch?v=6IlH52LX05w
Create Civ, Flags remastered in higher resolution & Flag Editor v2
All flags and overlays in the "Create a Civilization" menu have been remastered to a higher resolution, from 68×44 px to 154×100 px.
All flags and overlays are now shown in a special menu for easier selection.
https://www.youtube.com/watch?v=ndNLRdqUKS8
Nation Templates, Scenario Editor
Civilization Templates allow you to instantly assign all provinces to a civilization with a single click, based on a pre-generated historical time period for that civilization.
The provinces will be highlighted on the map, allowing you to review them before confirming the assignment.
https://www.youtube.com/watch?v=nllcrA6HRZY
Real Population
There are two Modern World scenarios: one default (as before) and one special with real population.
https://www.youtube.com/watch?v=mKmYAcXB4r0
When saving a scenario, the game will generate a file named "pop_template.txt". It will look like this: Portugal Spain France Rename the file to "pop.txt". To set the population for France, replace the word France in its line with the population number: 68394000 The final "pop.txt" file, with all populations set, should contain only numbers, one per line, in the order of civilization IDs: 10467366 48592909 68394000
Modern Currency Icons
A mod adds 55 special currency icons for 55 civilizations.
The currency icons are loaded only in single-player games and only when the year is after 1999.
https://steamcommunity.com/sharedfiles/filedetails/?id=3680008465 https://www.youtube.com/watch?v=xBOwXJQ034E
Move to Front Line
Redistributes all armies from the selected province to all frontline provinces of the chosen civilization equally.
https://www.youtube.com/watch?v=XGwvlCl7Me8
Our spies report unusual military mobilization!
There is a small chance to receive this information: Our spies report unusual military mobilization.
The chance can be changed in the GameValues files.
https://www.youtube.com/watch?v=lrGSLLq03Ts
Transfer Vassal
You can transfer your vassal to another civilization
https://www.youtube.com/watch?v=jSi8Rb86dY0
War Declarations Now Display Directly on the Map
https://www.youtube.com/watch?v=8XQJUstYDvw
Automatic Assimilation
Automatic assimilation will be performed when the player ends the turn.
Send an army to a province with low stability to raise its stability. Neighboring provinces will also receive a smaller stability bonus. The number of units needed depends on the province's population.
https://www.youtube.com/watch?v=e5ZyrdxjGAU
Radio Stations, multiple music setsl
https://steamcommunity.com/app/3381680/discussions/8/756179002520232082/ https://www.youtube.com/watch?v=8XQJUstYDvw
Tribal Civilization - Research
When a Tribal civilization researches new technology, its capital province gains bonus Economy, Development, and Happiness.
When a Tribal government becomes a Civilized Civilization, the capital province receives a boost to Economy and Population.
Map Modes Interface
In the population map mode, it is now possible to see all civilizations ranked by their population.
The economy map mode now displays all civilizations ranked by their economic strength.
Development map mode can display all civilizations ranked by average development in their provinces.
New map modes for: Farms, Workshops, Markets, Libraries, Armories, and Supply Camps.
Build by selecting a province on the map.
New map modes for: Economic Investments, Development Investments, Assimilations, Festivals.
New map mode: All Provinces’ Income
New map mode: Taxation Income
New map mode: Production Income
And much more!
Wonders
Construct a wonder in the province to increase population growth and taxation income.
New map mode: Wonders
Ceasefire
When the fighting between two Civilizations becomes too costly or uncertain, you may call a temporary ceasefire. This pause in conflict allows both sides to regroup and rebuild, but it is only temporary hostilities will resume once the agreed period ends. Use this wisely to recover strength or prepare for the next phase of war.
Spectator mode is now more like God mode
After selecting a civilization, you can:
Perform diplomacy actions
Respond to Messages
Release vassals
Assimilate, invest, etc.
Manage world diplomacy
Create alliances
Create defensive pacts, non-aggression pacts, truces, etc.
Control armies
Recruit / disband armies
Build buildings
And much more!
https://www.youtube.com/watch?v=-1PsyMhR8y0
Growth and Decline
Analyze which Civilizations are growing strongest and which are fading by population change.
Deaths in All Wars
The game will count deaths in all wars for all civilizations, based on civilian deaths and military deaths in battles.
Events
New option for scenario event to play music when the event pops up.
Fix the condition of the 'Controls provinces' event.
Event since date, fix to run when is not set uped
Event data is standardized, but some events might not be usable in a AoH2:DE from AoH2
Event Animations
It is now possible to create events with animations.
To add an animation to an event, the first image must end with QQ0.png.
This tells the game that the image is animated.
For example, a non-animated event image would be named battle.png
To create an animation, name the first image battleQQ0.png, the second battleQQ1.png, the third battleQQ2.png, and so on. In the scenario editor, the event picture should be named battleQQ0.png
Animations run at 20 frames per second, and you can add up to 255 images per animation.
https://www.youtube.com/watch?v=ie0ThpuG0WI
New option settings when creating a new game.
All of these settings apply only to this game. For the next game, you can use different settings.
Rebels Strength: X%
Age of Chaos
Army Retreat Chance: X%
Use New AI War Declaration System: On/Off
Minimum Army Required to Attack: X
AI Alliance Proposal Chance
AI Alliance Proposal: Max Provinces: X
Capitulation Threshold: X%
AI Unions: On/Off
AI Conquer Vassals: On/Off
AI Vassal Limit: X
Technology Defense Modifier: 1.0
Technology Attack Modifier: 1.0
AI Vassals Can Declare Wars: On/Off
Population Growth: X%
Economy Growth: X%
Extra Movement Points: +X
Movement Points Limit: X%
Extra Diplomacy Points: +X
Sandbox Mode for AI: On/Off
Enable Nuclear Weapons: On/Off
Atomic Bomb Cost Modifier: +X
Plunder Effectiveness: X%
War Declaration Delay: X Turns
Peace Treaty Score: X%
Audio
36 New Songs
The audio menu lets you select a song to play.
Improved mouse click sound.
New movement sounds for units.
Map Editor & Scenario Editor
New map editor feature: auto-generate connections between all provinces.
Scenario Editor: You can now copy scenarios
In the Scenario Editor, you can set up occupied provinces
Special Flags for Vassals
You can create special flags for Civilizations when they become vassals of another Civilization.
For example, if France is a vassal of Germany:
France’s tag: fra
Germany’s tag: ger
The special flag file will be named:
fra-ger.png
Do not include any government-specific extra tags in the file name.
Another example:
rus-pol.png
This flag will be used when Russia is a vassal of Poland, provided the file exists in the game files.
https://www.youtube.com/watch?v=pDMbAn-Dvpk
New console cheats/commands -> hi
gold X - Sets the player's gold to X
move X - Sets the player's movement points to X / 10
diplo X - Sets the player's diplomacy points to X / 10
army X - Adds X units to the province
pop X - Sets the province's population to X
setarmy X - Sets army in province to X
md - Redirects you to the Manage Diplomacy menu, where you can create alliances, vassals, pacts, and adjust relations
Use the id command to find civilization IDs
annex X Y – Civ X annexes all provinces of civ Y
union X Y - Unites the civilizations with IDs X and Y
alliance X Y - Creates an alliance between civilizations with IDs X and Y
vassal X Y - Civilization with ID Y becomes a vassal of civilization with ID X
as - Assimilates all provinces owned by the Player
ww X - Sets the war weariness of the civilization in the active province to X
relation X Y Z – Sets the relations between civilizations X and Y to Z
invest - Perform free invest action in all provinces of active province Ciivlization
chaos - Toggles "Age of Chaos" mode.
nuke - Player gets one atomic bomb
nuke X - Player gets X atomic bombs
Example use:
pop 12500
union 1 243
Backward Compatibility
Backward compatibility: Most Mods mods from AoH2 will work in the Definitive Edition.
Maps, scenarios, Civilizations, formable Civilizations, leaders, flags, terrain, etc. will work.
Governments
Governments can have more than one letter tag, and Governments from multiple mods will be automatically merged and loaded if the Government has a unique tag.
Add & Remove Players During Game
You can add players only in Sandbox mode, and remove players at any time if there is more than one.
https://www.youtube.com/watch?v=GElYZ4130uQ
Leaders Descriptions
If the wiki text for a leader does not contain any underscores (_), it is considered a description and displayed as such.
Holy Roman Empire
The Emperor of the HRE can unite the HRE if 10 or fewer civilizations remain.
The Emperor can also dissolve the HRE.
Any member of the HRE can leave via the Decisions menu.
The Emperor can invite new civilizations to the HRE; positive relations are required, and there is a limit on how many can be invited per game.
Scenario Descriptions
t is now possible to add scenario descriptions by placing a ‘Desc.txt’ file in the scenario folder.
Custom Event Templates
It will be possible to create and use custom event templates, such as the newspaper style. The template is empty by default. In EventTemplates.json, you can define a custom background for each template (e.g., a newspaper layout), a default image if none is specified for an event, button image, as well as the positions of the title, description, and buttons. Here is a mod example showing how to do it: https://steamcommunity.com/sharedfiles/filedetails/?id=3689505731 In EventTemplates.json, you can add multiple templates, and the game will read and load EventTemplates.json files from all mods. The file path for EventTemplates.json is: UI/events/templates/EventTemplates.json When creating an event, you can choose which template will be used either the default one or a custom template. You can use multiple templates for different events. https://www.youtube.com/watch?v=SUTjaphGwAw
Keyboard
Added Ctrl + C to copy text.
Added Ctrl + V to paste text.
Added Ctrl + X to cut text.
Force Migration
A chosen nationality can be forced to leave this Civilization and move to other Civilizations. This will reduce their population in these lands, but will cause unrest and economic problems.
Game Values - Change game values in the JSON file
Assimilate
Defensive Position
Diplomacy, Diplomacy Points, Diplomatic Treaties (Truce, Non-Aggression, Guarantee, Military Access, Defensive Pact, Call to Arms, Union, Vassalization, Alliance Offer, Transfer Control)
Movement Points
Military Upkeep
Technology, Research
Rebels, Support Rebels, Rebels Independence, Revolutionary Risk
Civilize
Happiness, Stability
Loans, Taxation, Goods, Trade
Development, Invest in Development, Invest in Economy
Population Growth, Economy Growth, Economy, Income, Income Taxation, Income Production
Plunder
Government
Relations, Relation Improve, Relation Decrease, Relations Reactions
Peace Treaty, Ultimatum, Gift
Province, Province Animation, Province Border, Province Not Supplied
Colonize
Festival
Golden Age, Golden Age Prosperity, Golden Age Military, Golden Age Science
Difficulty
Timelapse
Holy Roman Empire (HRE)
Battle, Army Recruit, Army Recruitable, Army Disband, Military Movement
Capital, Move Capital
Buildings
Armoury, Fort, Watch Tower, Port, Supply Camp, Farm, Library, Workshop, Market
Form Civilization
Dices
Vassal
Capitulation
Game Update, Update
Rank Stars, Rank Score
Migrate
And much much more!
https://store.steampowered.com/app/3381680/Age_of_History_2_Definitive_Edition/
https://store.steampowered.com/app/3381680/Age_of_History_2_Definitive_Edition/
Source
Changelog.gg summarizes and formats this update. How we read updates.
