Ideas
2,739 topics in this forum
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no but hear me out, historically (AND I KNOW LUKASZ SAID THAT IF SOMEONE WANTS HISTORY THEY SHOULDN'T EXPECT IT IN AOH3, JUST LISTEN TO MEE) the concept of cores represented a right to rule over land (atleast by many european customs and some outside customs aswell but rarely), the kingdom of hungary ruled over parts of modern day romania, serbia, croatia and slovenia, and it had cores in them, but those provinces were NOT hungarian majority despite being cored as such, meaning cores really just represent a civilizations right to rule over a province, so it makes zero sense that the peoples of said provinces (Who were often not even part of their ruling ethnic group) are …
Last reply by Wayne23lololh, -
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Hello Lukas, in previous videos we have seen that civil wars are possible when taxation is increased to the highest level. Is there any way this could be triggered with a console command as well?
Last reply by Tdrr, -
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Stop removing great features from the game that makes your game unique. AoH2 were popular because of detailed diplomacy system, detailed peace deals, many scenarios and mobile port. AoH2 had a many problems because of these features but it would be easily fixable if you would spend some time. But what did you instead? You abandoned the community to make a AoH3. Now what we have in AoH3? Many new features, like laws, resources, advisors, generals and improved leaders. What about AoH2 problems? They're fixed, but in what stupid way, by removing features that lead to problems. Instead of trying to balance it, you just removed it with the game's charm. Now it's just…
Last reply by Wayne23lololh, -
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You can specially tax some provinces with the options available in the game. For example, if you want to highly tax the countries you occupied, you could just select their provinces then increase taxes.
Last reply by ISyncradar, -
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- 7 replies
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a battle strategy mode where we move the troop boxes and can catch them with their guard down by encircling or hiding troops, thoughts? this could be done by giving bonuses to unit damage based on stuff like the enemy number, how many sides they're surrounding you from, and which side they're attacking you from (With front giving the least bonuses), maybe you would require a skilled general to pull off some stuff, but it's an easy addition by pretty much animating boxes moving, giving them health, and bonuses/debuffs to damage, the hard (ish) part would probably be the terrain, maybe based on the terrain type you would get a canvas with more mountains etc tha…
Last reply by user73739, -
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Hi since the offical pricing is out is there any chance of preordering the game on steam & mobile now or anytime soon, thx? • (Also hope u didnt forget to add the Mormon religion for a huge Chuck of Western usa) • (Also a in general oil/olive oil resource as thats a very important resource historically, Maybe u can call it oil, & change the current oil u have to Gas or natural Gas or natural oil, while u add the oil used in food as simply oil or u can keep thr current oil & add oil as a resource under the name of olive oil) @Łukasz Jakowski
Last reply by usernamelplol, -
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Currently you can only trigger it by event or by console command. But it would be funnier if you could access it in the sandbox menu.
Last reply by Casual, -
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- 256 views
@Lukasz Jakowski En el contexto de un asedio, es posible que se produzcan diversas consecuencias, desde una conquista estándar hasta saqueos o genocidios. Mi propuesta es implementar un sistema que varíe el tiempo necesario para completar el asedio en función de la estrategia seleccionada. Por ejemplo: Conquista: 15 días Saqueo: 20 días Genocidio: 25 días Destrucción de edificios: 30 días Destrucción total: 50 días Este sistema podría considerar factores como el tamaño e importancia de las provincias, su nivel y magnitud de defensa, y el éxito o fracaso del asedio dependería del tamaño y capacidad del ejército, así como del número de bajas sufr…
Last reply by Taquito_Dictador, -
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A simple request
Last reply by Mirac44, -
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Railroads should scale in levels and the initial construction price should depend entirely on the region, like plains and tundra. Railroads should be very important, especially in the era of emerging technological advancements.Basically countries like Canada Russia and Australia should be nerfed to need them.Railroads should feel expensive but rewarding.We should be able to get armies to use railroads so we can mobilize and attack earlier than the enemy.Railroads should have local maintenance costs and be non-loss-making.For example, Yukon should produce 10 infrastructure instead of 100 infrastructure, but it should be profitable.So you won't build 2 levels of railroads…
Last reply by Mirac44, -
- 2 followers
- 1 reply
- 569 views
Overviev I have an, I believe interesting idea, (kinda inspired by Vic3). In Age of history 2, you had a mechanic such as assimilations. I had a problem with it, when i had "unified" Germany. My idea is for making Civilisation group or somewhat of a Nationality Map mode that may affect assimilation. That is, for example, Me (Brandenburg (or some other German state)) have unified North Germany. i have to assimilate the population of Magdeburg, Ulster, Hamburg like i would assimilate Polish or French lands, even though Germans speak the same language and have similar culture it will take as much money and time to unify them under the same banner. Another example …
Last reply by Redguy325, -
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Because of the AoH2 system, of picking one province over and over and over again to invest in it so province would earn more as singular entity was very tiring in a way, discouraging people in doing any investments in the economy. Of course, there is an option of having in your Tax tab including some for that purpose, thou what it was giving compared to manual investment was very pitty at best. So, investing said amout of money not in just one state, but many, considering huge difference in province amount from AoH2 to AoH3 its like a must have
Last reply by Casual, -
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i think it would be nice if we controlled battles for example and where they happen via events, also UPDATE THE INFORMATIONS TAB FOR THE 1440 EVENT
Last reply by Wayne23lololh, -
- 3 followers
- 8 replies
- 1.2k views
I've come to ask about realtime dynamic border changing feature as troops/military units win or get defeated or have a stalemate; will you add a sort of feature like that, take Dummynation, a game that has really cool and unique border features. Something like that but of course, better and without border gore (possibly xD). There would be some issues like if the cities got split, but there should be an easy way to sort out the scripting by , for example, Germany and Poland go to war, Polish troops halfly advance into germany and Germany's capital gets split once again, the part of the Polish berlin city should be renamed to the nation's name like "Polish Berlin" or if ge…
Last reply by Casual, -
- 2 followers
- 1 reply
- 493 views
We all know the infamous AI bordergore treaties. Not only do they look nasty but they are also unrealistic; there's a reason borders are clean for the most part. For this, I have 2 solutions that can work in tandem with one another. 1. The AI would make treaties based on regions and not random individual provinces, especially if they are historic or are advantageous geographically. This will be explained with screenshots. 2. They would strictly prioritise old cored provinces. I think it would take some time (maybe adding this suggestion as a type of treaty/event that is automatic to curtain country's AI for specific territories/regions) but I…
Last reply by OwnM3Z0, -
Tribes in aoh2 boils down to 2 things migration, waiting for technology to become civilized. In the latest game Tribes should be completely redesigned. My proposal is to divide tribes 3 stages of development: nomadic tribes, semi-settled tribes, settled tribes. Nomadic tribes: will be very common in the early stages of the game, they will have building construction blocked (hordes will be a unique system of government for the steppe that does not block this ) nomads will be forced to migrate frequently due to the lack of alternative sources of food (agriculture) or they will receive a strong disadvantage to the population, wandering tribes can go towards horde…
Last reply by Agatha Christie, -
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- 6 replies
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Maybe it would be a good idea to be able to place the troops of your vassals on provinces you want. for example you want to declare a war on a country and you have vassals. you place your soldiers on the provinces bordering the country you want war with. you go to your vassals and there will be a button that says "place soldiers" or something like that idk. the vassal is going to place those soldiers and you could declare war with your and your vassals soldiers.
Last reply by Marerjh, -
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I think that a vassal's desire to regain freedom should increase when he is called to war by his lord.
Last reply by Casual, -
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- 215 views
Possibility of conscription troops on occupied land where you have cores on, it will take more time to conscript troops there.
Last reply by Casual, -
- 1 follower
- 6 replies
- 588 views
"To the esteemed Lukasz Jakowski, Lord of all Emperor and Ruler of all lands, whose wisdom governs the realms of strategy and conquest, I humbly present this proposal. In your vast dominion of rule and conquest, might there be space for the flame of rebellion to ignite? If it pleases your lordship, I request the inclusion of a feature that allows players to rise as rebels from within a nation, much as the oppressed did in the great revolts of the 1400s. In this mode, players would have the chance to lead a movement of liberation, gathering commoners and outlaws alike, forging alliances in secrecy, and challenging the power of established rulers. Through daring ambush…
Last reply by zdislav, -
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- 3 replies
- 540 views
So, I am not sure if it's reasonable to propose anything so close to the release, but I think that Jakowski's AI tinkering isn't over yet so here is my proposal: The scenario creator should have the ability to set AI expansion priorities. The idea is simple: each civilization in a scenario could be given preferred directions for expansion. This would likely be based on regions (if such thing even exists in the game), allowing for more realistic outcomes. For example, Poland could be more inclined to invade and claim territories in Eastern Europe (Ukraine, Belarus, Russia), while showing reluctance to expand into Germany, Scandinavia, etc. Here's my…
Last reply by Sapajapa222, -
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For the game with no multiplayer, AI is almost all game. So AI should use all features that player haves, including spies. And that would make the game more challenging.
Last reply by Sapajapa222, -
this should be togglable by the person itself where you can control what notifications your followers get, please @Łukasz Jakowski this is a really simple but nice addition to the forums
Last reply by OwnM3Z0, -
- 1 follower
- 2 replies
- 564 views
In this image Iran and Iraq are seen as majority shia, which wasn't the case, iran and iraq wouldn't become shia until the safavids in 1500 imposed an inquisition on the sunnis of iran and iraq i would also suggest making the coastal regions of anatolia majority christian since they remained so until ww1
Last reply by OwnM3Z0, -
- 11 followers
- 196 replies
- 47.7k views
Hi, in this topic, I am interested in your ideas for events that can happen for every Civilization in the game. Civilization have to do something or the level of something will be higher or lower. It is also possible to create a chain of events. I'm also interested in Missions for every Civilization. Missions, unlike events, will be shown in a special menu with a list of missions to complete. Here is some example, have more than 10k army, have more than 5000 gold, build 10 buildings, recruit an Advisor, increase tax efficiency 20 times, be largest producer of some resource in the world, unlock 5 Civilization legacies etc. You can co…
Last reply by Wayne23lololh,