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Age of Civilizations II App

Beginners Guide


Age of Civilizations II is a relatively simple game, but getting into it for the first ten minutes can seem a little daunting. Yet the game’s core mechanics themselves are relatively simple. This guide has been split up into four sections. It is recommended to read the guide that fits you. This guide will also assume that you are computer-literate.

  • Completely Fresh: For players who have never played a 4X, strategy or grand-strategy game.
  • Strategy Players: For players who have played 4X, strategy, or grand-strategy games, but never a Paradox game.
  • Paradox Players: For players who have played Paradox grand strategy games.
  • Age of Civilizations Players: For players who have played Age of Civilizations I, but not Age of Civilizations II.

Completely Fresh

Starting a new Game

Upon entering Age of Civilizations II, many players have found the tutorial to be heavily daunting and unintuitive, so it is recommended for beginning players to start off in the default scenario. This guide hopes to lead the player through consolidating The Ottomans in the 1440 start date. 1440 is the default start date when loading a game, and there are many others to chose from.

Selecting a Nation

Once you press New Game, it should pan the map to a random country. This is likely not the country that you’d want, however. Recommended starting countries would be either France or the Ottoman Empire, which are both relatively easy countries that have been handpicked here to start you off. France for instance, is a good nation to start off as in 1440. In order to select France, you must pan the map, much like you would on Google Maps, over to France. Then, left click on it. Over to the right, you can see various information about it, including its’ name, flag, number of provinces, leader, and its’ ranking in the world. At the bottom of the right-hand box, it should read: “Players: 1”. Note: This is where a lot of new players get confused, so follow along. Now, make sure France is selected. Once you have done that, press on the random country’s name and flag beneath “Add Player”. The flag left of “Add Player” should immediately switch to a white questionmark on a black background. Once you have done this, press PLAY in the bottom-right hand corner.

Managing your Country

Finance

Once the map has loaded, you can take a look around. The GUI is relatively clunky, but you’ll get the hang of it. First, you must deal with your Finance problems. In order to head into your Budget screen, you have to click the flag at the top-left corner of the screen. When hovering over it, it’ll read “Open Civilization View”. Now click on it. Here, you can see almost all statistics about your civilization, and other civilizations on the world stage. Disregard the right hand side of the window for now. On the left hand side, underneath Income and Expenses, are your Finances. Underneath Income, you can see how your income is being earned, split up into three categories: Taxation, Production (which refers to the income produced by all of your provinces), and a vague “Others”, which includes things like gifts and events. On the right hand side is Expenses, labeled in red. It is likewise split up into three categories: Administration (includes things like Assimilation, Military and Spendings). Now, at the bottom you can see total revenue and total expense, with the Balance beneath both of them. It should appear as  2,161. This is how much money you will recieve each turn. Let’s work on getting that figure up.

Beneath Income and Expenses, there will be a slider labeled “Taxes”. This is how you can control how much revenue you recieve each turn. Raising the taxes too high, however, generates 12pxUnhappiness throughout your general population. Lower taxes encourage  Happiness through your population. The line through the slider shows how far you can raise your taxes before people start to become unhappy. Now slide the slider up until it reaches the line. You should now be earning 2,417  money per turn, with your population becoming 0.0549% happier per turn.

Budget Spendings are also important. They dictate how much money is being spent on  Goods (which sustains your population),  Technology (which is necessary to gain technological advancements), and  Investments (necessary for your economy). Adjust the Goods and Investments to the line, as you did with Taxes. You should now be earning  2,810 Gold each turn. Of course, every good nation needs technological advancements, and you can only do that through  Research. Adjust the slider to the 10% mark. You can see the percentage rate to the right of Research. Now, you should be earning the same as before,  2,417 Gold per turn.

In order to exit the menu, simply press the flag again. Now, pan and zoom around the map as you would with Google Maps. Take a look around Europe. This is your local situation. Even though areas outside of Europe may appear uninhabited, this is simply because they are Undiscovered. Terra incognita, if you will.

Dealing with Alerts

Now take a look at the top left. Beneath the  Gold icon, there should be two small boxes, each with a flag of France. Hover over the first one. The first one, we’ve already dealt with. In order to dismiss alert, simply right click when hovering over it, then click “X” on the top right of the dialog as soon as it pops up. Now, click on the Technology icon, which should look like this: . Here, you can invest in Technology categories. Notice, how up at the top right it reads  42. This is how many technology points you have. They dictate how much you can spend in tehcnology categories. Remember that once you invest a  Technology point into a technology category, you cannot “un-invest” or “refund” it. What’s invested is invested. Let’s go with a good starter one. Go down to Economy Growth. To the right of 0/25, there is a + button. When clicked on, you permanently invest one  Technology Point into the category. “Spam click” the plus button until it reads 25/25 to the left.

It is advised that the player should not invest technology points in random areas, however, and should instead strategize. Up at the top right, notice how your  Technology Points has decreased from 42 to 17, or by 25  Technology Points. Invest 5 of these remaining  Technology Points into Population Growth, 5 into Research, 3 into Income Taxation, 2 into Income Production, and 2 into Administration. Once you are done with this, close the menu by clicking the “X” at the top right of the dialog.

Preparation for War

Zoom back into France. It’s almost time for war! A good starter war is always healthy! Aren’t you excited for your first taste of “Diplomacy”? For this exercise, we’ll be targeting Nevers, a two province nation on our northern and eastern borders. Click on the province of Auxerre. On the bottom left, you can see four buttons above the minimap, namely MoveRecruitMore, and Move To. In order to enlarge our army, which only begins with 425 units in Paris, press on Recruit. The menu will now morph into a slider where you can decide how many troops to Conscript. Drag the slider all the way towards the right. Above the checkmark, you can view how much this will cost you, and how much your nation’s remaining balance per turn will be. Press the checkmark in the bottom right. This is how you recruit troops. Once you’ve pressed on it, notice how your  Money is now at 0. Recruiting this large army has taken a hit on your treasury. Now, take a look on the map. Left of the city label Auxerre, it should read 1550 . In order to proceed, press next turn in the bottom-right hand corner. Back at Auxerre, there should be an army of 1550. Now, move the army in Paris to Troyes. In order to do this, press on Paris. Notice how a yellow boundary and moving dotted lines spread out towards the yellow boundary. The yellow boundary demarcates how far your troops can move, and the dotted lines show where your troops can move. In order to move your troops to Troyes, click on Troyes. Here, there will be a Move dialog, similar to the Recruitment dialog, towards the bottom of the screen. Towards the bottom right, instead of how much these troops will cost you, it’ll display how many  Movement Points it’ll cost you. Slide it all the way over, and press on the big checkmark. Now your troops will take one turn to move to Troyes. Recruit a second army in Compiegne with all your money. This should total to 387 men. You always want all of your opponent’s fronts to be covered just in case.

Press Spacebar. Spacebar is the hotkey for Next Turn. If you’ve hovered over “Next Turn”, it’ll say “Shortcut: Space”, meaning that the shortcut key for Next Turn is the Spacebar. There are now two turns left before we are able to Declare War. Your situation should now look something like this:

Now, in Bourges, the province south of Auxerre, press on Recruit, and recruit as many as you can, 362 men in my case. In order to gain the advantage, however, 362 men won’t be enough, we need more! Press on the Diplomacy tab at the top left of your screen. To the left, you can see which nation we have selected, which in this case is ourselves, France, and what options we can take. Scroll down all the way until you view Take loans. Trust me, it’s a great idea. Now, click on Take Loan and slide the  Duration and  all the way up to the maximum, 30 turns and  5119 Gold, respectively. Now press “Confirm”. Ta-da! More money. Keep doing this until you’ve taken out five loans. Now, you should have  25597 Gold. Press Spacebar in order to gain more  Movement Points, since we’re a little short. Both  Movement Points and  Diplomacy Points appear next to the  we talked about earlier. Next turn!

Now, with our  Gold reserves and  all stocked up, recruit an extra 400 soldiers in Compiegne, 2049 soldiers in Vichy. Press Next turn.

The War

It’s time for the War of Consolidation Against Nevers! Click on Nevers’ capital province and click “Diplomacy”. Underneath Actions, you should see that the options we have with them are different from ours. That’s because they’re a foreign nation. Now, press on  Declare War. Press  Declare War again to confirm. Now, up at the top, there’ll be a neat little dialog saying War!. We’re going for a pre-emptive strike. Move all the troops surrounding Nevers on the southern front into Nevers. Then, move the troops in Compiegne and Troyes into Reims. Press Next Turn and hope for the best! Now, you can see the battle overview. Ooh, that looks pretty nasty for Nevers.

Press Spacebar again to see the results of that battle. A Glorious French Victory. Ahh, now that’s the stuff!

Press Spacebar again to exit the summary of the “Attack on Nevers”. Now, it’s focusing on the Battle in Reims. And another glorious French Victory! Since this was the final battle, clicking next will immediately mean that it is our turn. Press Spacebar again.

It is now our turn, and what’s that? Diplomatic Relations are suspended!? Calm down, it won’t be too bad. That’s a regular occurrence here. To the top-right of the screen, underneath Turn: 6, you can see your Research Progress as well as any wars you may be currently involved in. A higher positive percentage means you’re winning that war, lower: Well, let’s say you’re losing. Press on the flame in order to open Peace Negotiations with Nevers. Here, you can also view your  Warscore, and how many  Provinces are occupied. Press on  Peace Negotiations. Here, you can negotiate a totally fair peace for yourself. Press on both Reims and Nevers. Ta-da, they’ve turned French blue! Send your demands in the bottom right. Since they’re 100% occupied, they have no choice but to accept. Hurrah! However, they’ll need at least one turn to accept, so hit that spacebar!

Peace

Now, your country is back at peace, and you’ve gained two new provinces: Reims and Nevers. Up at the top left, you’ll see that you get a new alert, encouraging you to  Stabilize your provinces so you don’t get those oh, so scary rebellions. Click on it. Now, you can view the Province Stability mapmode. Press on Reims on the left-hand side. Press the middle button, where it reads  Confirm >>. Do the same for Nevers. Press Diplomacy twice to return to the normal map view. That’s essentially the gist of this game!

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Age of Civilizations II App

Commands

Commands, also known informally by the community as “cheats”, are ways a user can easily manipulate his/her savegame without the use of heavy modding tools, or decompilers. Even so, running commands still comes at a certain degree of risk, as some commands can easily cause the game client to crash or corrupt the savegame. Using commands to modify a game is usually not referred to as “scenario editing” or “modding”, but rather as “savegame editing” (used in a positive manner) or “cheating” (used in a negative manner). Most commands have their counterparts in Event Effects, which is part of Scenario Editing.

In order to enter commands, you must click your Civilization’s flag in the top left and type Commands in the provided space at the top of the popup. Before entering other commands, you must enter the console by either typing “console”, “hello”, or “hi”.

Many commands have alternatives in Events Commands, also known as Effects. Using commands in a Singleplayer game however, is normally not considered modding, but instead savegame editing.

CommandEffect
addcivAdds a civilization into the game, with its’ capital being the selected province. An error will be returned if the civilization already exists.
addplayerAdds the selected province’s owner to the Player List. Doesn’t work in Spectator Mode.
armyAdds an army of +300  Units underneath the control of the selected province’s owner in the selected province.
armyset [int]Adds an army underneath the selected province’s owner in the selected province.
buildfortBuilds a fort in the selected province.
buildportBuilds a port in the selected province.
buildtowerBuilds a tower in the selected province.
byeCloses the console.
centerZooms out to Scale 1 and centers the map.
centerciv [TAG]Centers map view to civilization.
civGives you the civilization’s ID and civilization tag as well as the localization name of the selected province.
civsDisplays all civilization IDs and tags, as well as localization name.
consoleLaunches the console. Depending on the state of your game, music either completely stops or “naughty music” starts playing.
commandsReturns some commands, but not all. Also displays the config version.
debugLaunches debug mode. Hover over a province to see various information about it.
diplomacyGives you +0.6  Diplomacy Points.
drewAdvises you to go to spectator mode, but does not actually put you in Spectator Mode.
Drew DurnilAdvises you to go to spectator mode, but does not actually put you in Spectator Mode.
drew durnilAdvises you to go to spectator mode, but does not actually put you in Spectator Mode.
drewdurnilAdvises you to go to spectator mode, but does not actually put you in Spectator Mode.
economyAdds +600  Economy Points to the selected province.
flagsDisplays the flags of all the owners of the provinces and civilizations randomly. Flags disappear after 15 seconds.
fuckDisplays the flags of all the owners of the provinces and civilizations randomly. Flags disappear after 15 seconds.
fukDisplays the flags of all the owners of the provinces and civilizations randomly. Flags disappear after 15 seconds.
fpsDisplays the number of frames per second in the top-left corner of your game client. Type “fps” again to toggle this counter.
helloEchoes “Hello!”
helpReturns some commands, but not all commands. Also displays the config version.
hiEchoes “Hello!”
idGives you the tag of the selected province’s controller civilization.
infoGives you various debug variables including the Scale of your interface, Density, various display variables, Resolution, and Frames Per Second (FPS).
issSpins the map around at speeds that would otherwise be impossible.
moneyGives you +450  Gold.
movementGives you +0.4  Movement Points.
neutralEither supposed to turn a province controller to neutral, or turns a wasteland province to neutral.
noliberityDisables province liberation (or returning to “Rightful Owner”). Can be toggled.
partyDisplays the flags of all the owners of the provinces and civilizations randomly. Flags disappear after 15 seconds.
peace [TAG] [TAG]Country A makes peace with Country B. Same as white peace event command.
populationGives the selected province +750 .
provinceGives you the population, economy, Province ID, and Civilization tag of the province’s owner.
reloadprovince [int]Reloads the province ID in the game client.
scale [int]Zooms the map in or out. The number however, may not exceed Java’s 32-bit limit (2,147,483,647) Anything beneath 0 will not work, and will instead default to Scale 0.
setarmy [int]Adds an army underneath the selected province’s owner.
showarmyShows all armies. (Disables Show IDs).
showidsShow all province IDs.
spinSpins the map around at speeds that would otherwise be impossible.
tagsDisplays all Civilization IDs and tags, as well as the localization names.
technology [int]Gives you or the selected province’s controller more  Technology Points. Negative numbers also work, although this command has been found to be unreliable.
war [TAG] [TAG]Country A declares war on Country B.
wheeSpins the map around at speeds that would otherwise be impossible.
wheeeSpins the map around at speeds that would otherwise be impossible.
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Age of Civilizations II App

War

 War is an active state of conflict between two opposing civilisations or a rebellion. During war, provinces may be damaged, population killed, and provinces occupied/plundered by either your or foreign forces. The cessation of hostilities usually requires one side to win the war, or have a significant advantage over the other. War increases your active War Weariness, which has long-term effects such as decreased recruitable population, negative opinion, as well as decreased province stability.

Wars can be made by any two civilizations at any time

Ultimately, Wars can either end in a stalemate or in a victory for one side. A victory usually results in large swaths of territory being taken by the victorious side and a default 30 turn truce between the two sides. These newly won provinces must be garrisoned by the victorious side in order to prevent  Rebellion, since after a war, province stability in these newly occupied provinces will be extremely low, depending on how long they were occupied, with the lowest Province Stability possible in these provinces being 1.0%.

The longer wars drag on, the more  War Weariness increases, leading to lower  Income,  Happiness and increases  Revolutionary Chance.

War Mechanics

Declaring Wars

The player can declare a war at anytime by simply clicking on a province of the desired nation, opening the overview, and pressing Declare War. AI will declare war when the relations between two opposing civilizations or a civilization and the player hit -100 .

Capturing Provinces

Each turn, the player can move his stacks into adjacent enemy territory. If enemy units are in that province, a pair of die are rolled. For each point different between the rolls a +2.5% bonus is applied. As the player conquers more territory, population and economy are depleted to mimic the real side effects of occupation. Forts and Watch Towers offer defense bonuses, but do not prevent small stacks from “carpet sieging” owned territory.

Supply

Provinces conquered by the player’s nation must link up to owned territory. If an occupied province is not connected to another occupied province of the player’s nation or an allied nation, then that province has no supply. Each turn a province is not supplied, every turn the units lose  -10% defensiveness.

Plundering

 Plundering is a province loot mechanic, primarily done by AI nations on high value provinces. Plundering sends the AI some  Gold while it kills  Population and destroys  Economy of the province. It is recommended for the player not to plunder during a war since the money they extract from a province will almost always be less than the maintenance needed to field those men in the first place. Furthermore, the army that has plundered is no longer capable of moving for a turn, and no warscore bonus is granted.If the warscore is high enough on one side, the player or the opposing side is capable of sending a Peace Deal to end the war.

Peace Deals

When the enemy nations are fully seiged down to 100%, the player can demand peace, or accept the offer from the AI. The province value is translated into  War Score. There are limits on how much land a single nation can annex in one war.

Note: The AI will always seek to score 100%.

If the warscore is high enough on one side, the player or the opposing side is capable of sending a Peace Deal to end the war.

War Weariness

 War Weariness is the increased disillusionment of a civilization’s peoples to continue fighting a long war. Each turn while at war, weariness ticks up. As it increases, units cost more to maintain

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Age of Civilizations II App

Units

Units are the only means of combat in Age of Civilisations II. The unit is a soldier, which can only be recruited on owned territory. Groups of units are referred to as armies or stacks In order to attack a province, both of the following must be true; both civilizations must be at  War and the army attacking must be 10 units in composition.

Units are essential to the defense and expansion of a nation.

Recruiting Units

Each province under direct control of the player’s civilization has a maximum amount of population that can be recruited for use in war, known as recruitable population. This is based on the population of the province. Recruiting units takes one turn and does not impact province population or economy. The player can also conscript units, which increases the initial cost from 5  Gold to 10  Gold (9  Gold when conscripting from a province with an Armory). This will decrease the population of that province instantly, as well as lower  Happiness.

Disbanding Units

One can also disband units in a selected province. This will not refund any  Gold spent on unit price.

Defensive Position

Units stationed in a single province for more than a single turn gain  each turn. This does not increase the defensiveness of the units nor the province, but will decrease the total military upkeep of that stack by +0.8% per turn. This can also be stacked upon by building a  Supply Camp and reduce the stack army maintenance by a further -20% per turn.

Other Notes

  • Provinces in the immediate vicinity of the stack (highlighted in gold outline) can be moved to by a double click or double tap.
  • Units in movement cannot change direction, be selected or disbanded. This includes the Move To option.
  • On PC, it is possible to type the units out, instead of scrolling the bar.
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Age of Civilizations II App

Technology

Technology represents a country’s overall advancement in the fields of science and innovation, unlocking new potential for the country as a whole. Over time, a country will accumulate Research Progress. When a country’s Research Progress has reached 100%, they unlock a new spare Technology Level, enabling them to invest the point in a technology category.

Technology Categories

TechnologyTechnology Point CapModifiers
Population Growth:25+0.75% Population Growth
Economy Growth:25+0.75% Economy Growth
Income Taxation:25+0.2% Income Taxation
Income Production:25+0.25% Income Production
Administration:20-0.3% Administrative Cost
Military Upkeep:30-0.35% Military Upkeep
 Colonization Cost:15-1.0% Colonization Cost
Research:30+0.75% Research Modifier

Research

Research is an important part of being able to tech up properly. Large nations automatically get a certain amount of Research Progress per turn, even if they aren’t spending any  money on research in their Expenses. Smaller nations, however, must appropriate a certain amount of  money in their Expenses in order to gain  Research Progress. When  Research Progress reaches 100%, the country gains a new  Technology Level, allowing for a new  Technology Point to be spent in any technology category.

The algorithm for Research per turn is, let P equal provinces, s equal starting population at the start of the scenario, t equal technology level, a equal average technology level of all countries in the world, and i equal ideological research modifier.

Technology Points

All countries automatically start out with some  Technology Points.  Technology Points can’t be traded with other countries, and the only way to acquire them is through  Research. The total amount of invested technology points plus those not invested in technology categories yet is known as  Technology Level. Countries with a  Technology Level lower than 0.35 are automatically considered  Tribal nations. In order to have the ability to pick a government, they must civilize when they have 35  Technology Points or more.

The highest amount of tech is 2.0, and therefore the maximum amount of cumulative  Technology Points are equal to 200, starting from 0.01 and working to 2.0. On un-editied games, the default tech level to colonize empty (not Wasteland provinces unless it is enabled is .75.

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Buildings

Buildings are structures that Civilizations build in provinces that they own. Each building costs gold and movement points build, as well as a specific number of turns needed. Below is a list of buildings and modifiers

Types of Buildings

BuildingLevel of Technology RequiredModifiersUnlocksLevelTurns to complete
Castle
Castle: 0.25+10% Bonus DefenseFortress12
Fortress: 0.5+20% Bonus Defense13
Farm
Farm: Level 1 0.15+5% Growth Rate11
Farm: Level 2 0.30+10% Growth Rate22
Farm: Level 3 0.40+15% Growth Rate33
Farm: Level 4 0.50+20% Growth Rate44
Farm: Level 5 0.60+25% Growth Rate55
Workshop
Workshop: Level 1 0.40+5% Income Production11
Workshop: Level 2 0.65+10% Income Production22
Workshop: Level 3 0.80+15% Income Production33
Library
Library 0.25+1 Research per turn for every 725 people in province.12
University 0.50+1 Research per turn for every 425 people in province.23
Research Lab 0.85+1 Research per turn for every 225 people in province.34
No Upgrades
Armoury: 0.40Reduces the cost of recruitment per unit by one  Gold.11
Supply Camp: 0.30-20% Military Upkeep11
Watch Tower: 0.20+4% Bonus DefenseAllow to see armies in the neighboring provinces.11
Port: 0.25+10% Income Production11

Notes

  • Workshop and Farms aren’t available in all Terrains, specifically: Tundra , Drylands , Desert , Semidesert and Taiga 
  • You can only make Ports in provinces with access to the Sea 
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Age of Civilizations II App

Diplomacy

Diplomacy in Age of Civilizations 2 are interactions between two civilizations that do not involve  War. These interactions are chiefly accomplished by the use of  Diplomacy Points.

Diplomacy Points

Gaining Diplomacy Points

  • Each nation, no matter the size, has a base gain of +0.6  per turn.
  • Having at least 2/3  Rivals will give +0.6 . 3 or more rivals will give +1.2 .

Loosing Diplomacy Points

  • Each Vassal  loses -0.1 
  • Friendly Civilizations  lose -0.3 
  • Improving Relations loses -0.5 
  • All members of an Alliance  lose -0.6 
  • Having no enemies loses -0.6 

Diplomatic Actions

There are several diplomatic actions to take while playing as a civilization.

  • Declare War 
  • Prepare for war  against a nation.
  • Send an ultimatum  on rivaled nations.
  •  Improve Relations with a nation. Defaults to 35 turns and spends 0.5  per turn
  •  Send an insult and suspend relations with a nation for a default 43 turns. Uses 0.2  and decreases  relations by x amount.
  • Offer a civilization to join an  alliance with the player. If already in an alliance, will say Leave Alliance on the player’s overview screen or Kick from Alliance if on a fellow alliance members overview screen. All actions cost 2.0 
  • Offer  Trade request. Costs 1.0 
  • Offer  a Non-Aggression pact for a default of 40 turns. Costs 0.8 
  •  Form Defensive Pact for a default of 40 turns. Costs 1.0 
  •  Proclaim Independence. Costs 0.5 . Only does something while your nation is a vassal of another’s
  •  Form Union with selected nation. Costs 2.2 
  •  Offer Vassalization of selected nation. Costs 1.6 
  •  Support Rebels in selected nation. Costs 3.4 
  •  Ask for military access through selected nation for a default of 40 turns. Costs 1.0 
  •  Offer military access to selected nation for a default of 40 turns. Costs 0.4 
  •  Send Gift. Costs 0.8 

Trade Requests

Trade requests are mutual exchanges between two nations. Both nations trade for the following options:

  • Gold
  • Provinces
  • Declare War
  • Form a Coalition
  • Defensive Pact
  • Non-Aggression Pact
  • Proclaim Independence
  • Military Access

In order for the trade to be accepted both sides must be equal, and the nation offering usually offers some amount of gold.

Forming Unions

There are two caveats when trying to form unions with other nations:

  1. They should be the player’s vassal
  2. The other nation and the player’s make a formable nation

Otherwise, no matter how high the relations bar is, the AI will not agree to a union.

Supporting Rebels

This is best used when an AI takes large swathes of territory and should be done before they assimilate the provinces. By choosing a group or groups to send  Gold to, it theoretically possible to incite rebellions.

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Mechanics

Mechanics are the primary means by which the game operates and the AI decides its course of action with the player and those surrounding it. Mechanics are the core of the game, and can vary from smaller units, such as sending and receiving ultimatums, or can encompass broad topics, such as Diplomacy. Some mechanics are specific to a particular region, such as the Holy Roman Empire, or Native Tribes Migration. This page is a list of these mechanics, but not a comprehensive guide to all of them.

Disease

 Diseases are events that spawn in civilizations and kill Population in provinces. There are 10 diseases:

  • Black Death
  • Smallpox
  • Measles
  • Tuberculosis
  • Dysentery
  • Scurvy
  • Cancer
  • Plague
  • Yellow Fever
  • Influenza

Diseases come and go at random, as well as how many they kill. Diseased provinces have a negative modifier to province stability(see below).

Population Stability

 Stability is the measure of security and relative safety that the player’s nation has at a given period of time. The total stability is the average of the stability of all directly controlled provinces. The following things effect province stability:

  • Population of province is owner’s nationality, up to 100%
  • is a Core, +5%
  • has army stationed in province, up to 100%
  •  Revolutionary risk, up to -1.4%
  • Disease, -20%
  • Happiness, up to +0.3% at 100% 
  • Occupation, +4%

Administration Cost

Each province that a civilization has under their direct control has a cost to keep it, and this cost is determined by distance from the nation’s capital.

Happiness

Happiness is how content the citizenry is. Happiness increases over time, provided that Taxes are below the minimum level. Festivals can increase the happiness of provinces by spending  Gold and  Movement points.

Province Value

Each province has a value. The base value for any province is +1. Province value can be added to by increasing the  Development of a province. A province that is a capital gets a +2%

Golden Age

Occassionally, a player may receive a Golden Age that appears in one of two varieties.

  •  Golden Age of Prosperity
  •  Golden Age of Science

Both Golden Ages give boosts, though what effects they do are random. It is noted that Prosperity will give boosts to population growth and taxable income, while Science gives boosts research speed.

Non Important Mechanics

The Holy Roman Empire

The  Holy Roman Empire (HRE), is a loose collection of states and cities in the area that encompasses the nations of Germany, France, Italy, Austria, Czechia and Hungary. The HRE can be found in start dates 1200 and 1440.

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Age of Civilizations II App

Relations

Relations is the primary metric by which a civilisation’s diplomatic standing with another civilisation can be measured by. Relations vary from -100 to +100, with -100 resulting in a declaration of war. The player is capable of two direct options to increase/decrease relations with another country, however other diplomatic actions, (or events in a mod/scenario) may also impact diplomatic ties.

Vassals

Vassals are subject nations to singular civilization. You can visit us
for more details, go back and click on the Vassals

Relations and Effects

Positive Relations

To increase relations with a civilization, the Player can:

  • Increase Relations in Diplomacy tab
  • Send Gifts
  • Join in Coalitions or Wars against his enemies

With positive relations, civilizations are much more likely to accept requests from the player. Those include:

  • Accepting a Non Aggression Pact(NAP)
  • Accepting an alliance offer
  • Accepting vassalization
  • Accepting a trade offer
  • Allowing military access
  • Trade occupied provinces

Negative Relations

To decrease relations with a civilization, the Player can:

  • Send Insults

With negative relations, civilizations are highly more likely to reject the player’s diplomatic options, or even worse they will:

  • Declare a Coalition
  • Refuse to accept accept military access
  • If the nation has a very low opinion of the player, and the nation is a vassal of the player, the vassal could then declare independence.

The closer the scale is to 100, the likelier the nation is to declare war. The higher the AI Aggressiveness is, the further away from 100 a nation is likelier to declare a war.

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Age of Civilizations II App

Vassals

Vassal

In Diplomacy, Vassals will have a light blue color

Vassal is a subject to other nation. Vassals pay tribute to their Overlord and need to go to war if their senior county call them to. Vassals are created through war or demanding an ultimatum. A nation you war-vassalize will have lower liberty desire than a nation that you vassalize via an ultimatum.

In Diplomacy, Vassals will have a light blue color

Liberty Desire

Liberty Desire is how much a vassal wants to be released as an independent nation. At 100%, the vassal will declare an independence against his overlord, with a high chance of they declaring war on you or they allowing you’r independence. To level down Liberty Desire you can put lower tributes, have good Relations with them and other actions.

Tributes

The Tribute is very good to keep them in line

The Vassal will have to pay a Tribute in relation to the percentage that the Overlord demands. As more higher is the Tribute, more likely they will raise his Liberty Desire

The Tribute is very good to keep them in line