Ideas
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Regions could be governed differently: You could select mulitiple new conquered tiny provinces to create bigger subdivisions within the state, which have different types: Colony (Only 5% of the population has to be the ethnicity of the civilization to core it, but you can't recruit manpower) Province (normal) Autonomous Region (You are more limited when making decisions over this region) Kingdom ( For example the UK could have the type Kingdom for it's subdivisions Wales, Scotland, Ireland)
Last reply by Benni959, -
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Hi Lukasz, I think the domain idea could be good, for example, the mechanics of spreading our ideology to other countries and then being able to become vassals. (sorry i use google translate)
Last reply by Neo21, -
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An idea for the age of civilization For each ideology you can put several subcategories For example, we have several types of communist ideologies in the world, such as Soviet communism, which consisted of several socialist republics. This can be for other ideologies as well And to choose any ideology, you have to choose a subset of it This choice has a great impact on the country's economy To change our ideology, we can increase our influence in the country and govern our ideology through elections. * Or you can rule your ideology with a revolution.
Last reply by IRn, -
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Caravans Basically idea that'd be visual, in game there'll be ships swimming around I believe there should be such thing on land too, basically working the same way as ships but instead it'd be caravans moving between certain points on land. War justification/Casus Belli I think it's the 2nd or 3rd time I'm writing about this one, but I think that any way of needing to justify your war would be great, it'd slow down gameplay a bit and force player to do something while also making game a bit harder and spontaneous as player would have to wait for justification to be prepared and some things might happen in the meantime and make it more immersive whi…
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the idea is: sea provinces would have resources too, with a maximum of 4 countries controlling resources of one sea province, maybe in a future update Lukasz could add more sea provinces the sea resources are: fish oil sand gravel copper nickel these may seem a bit random except for some, but these are actual resources that can be extracted, you don't have to add all of them, only fish and oil is enough
Last reply by OwnM3Z0, -
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The introduction of a certain maximum of provinces that a country can control is a solution to uncontrolled and ugly map painting by both the player and bots. Exceeding the administrative efficiency indicator threatens to reduce recruits received, taxes and increase the strength and likelihood of riots/uprisings/rebellions. The solution lies in creating vassals and increasing administrative efficiency through technology/reforms and laws/buildings.
Last reply by Matvey, -
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Hi. First, I used a translator. Please understand. I remember that the AI in AOH2 was not that good. In AOH3, let the AI make more careful and complex decisions. ( I think Lucas is already doing well in other areas. ) For example, AI must make slightly different decisions in each country. (Based on the modern era) If an AI country plays a superpower like the USA or Russia, it will be able to play more aggressively. However, for relatively small countries or countries with many hostile forces nearby,AI behavior must change. Let's assume that in the game, the player's country is China, and the AI country is playing North Korea. If a situat…
Last reply by Happylight, -
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Will there be market like in Victoria III, like Prussian Market, Austrian Market, Time Trades (per 5 days or per month, like subscription)? And of course better relations because of trade.
Last reply by szuksjan, -
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Lucasz, a major issue with AoH2 is the AI in war, negotiations, and diplomacy. These should be addressed and fixed/implemented in AoH3, and if so, will greatly improve the gameplay and quality of the game, and if not, will significantly reduce the quality and enjoyment of the game. Please take the time to read all of this 1. The AI almost always goes for total territorial domination in war, especially against other AI, and rarely settles for peace without capturing every piece of territory of the enemy. They tend to stretch their forces and territory greatly and chase unrealistic and illogical conquest like overseas territory, etc. And even when it does settle for pe…
Last reply by QuanaKhrea, -
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Hello everyone. Today I wanted to propose some dynamics that could make the game more interesting and realistic even in modern and future eras. Advanced Alliances In an alliance, the nation with the highest ranking is the leader of the alliance and can accept or expel alliance members based on relations. When a nation doesn't intervene alongside an ally in war, it worsens relations with all alliance members. Possibility, perhaps with a specific technology, to form alliances even between very powerful or distant nations, from the 1900s onwards. Possibility for nations to join existing alliances. Possibility for a nation to leave an a…
Last reply by Matvey, -
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Hey I know it is kinda late to propose new mechanics but I was thinking of adding a new mechanic of centralization wich would be a huge early game goal for players, this mechanic would be possible only if enabled in the editor and changed into different things ( whatever they want like industrialization or globalization ), it would work like on a percentage of each side from -100/ massively decentralized state to +100/massively centralized state with the more you go on each side the more you get different effects with the decentralized effects reducing maintenance and building costs but adding more corruption and reducing legacy points while the centralized path adds more…
Last reply by Samuelllle, -
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lukasz, can you make it so that if an ai controlled country is attacking a defensive alliance(like the allies or the axis) you will have to defeat all of the members first or if the winning score against the alliance is at the point of peacedealing then the ai can make a peace deal? itll be a bit more realistic and a bit less bordergore especially if the alliance includes 2 countries bordering eachother.
Last reply by greyiwrinkality, -
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pls lukasz edit the provinces of Sardinia and make them like in the photo PS: Also add the Sardinian Giudicati in the 1200 scenario if you add it
Last reply by identitydraft, -
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The Idea is: AI will have different peace deals based on the date, for pre 20 century its whatever lukasz is cooking at the moment, but fro after 1918 AI peace treaties will be different instead of AI Gobbling all the land they can get out of it, AI Will opt for a different approach after winning a war: AI will usually annex territories close to the pre War Border ONLY, and NO OVERSEAS TERRITORY, even if they have 100% warscore, they will use the rest for government change, then puppeting, releasing all the vassals they could find on the land and annexing islands for closer naval range, and most importantly resource rights, this will prevent border gore and wi…
Last reply by OwnM3Z0, -
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The Idea is that after A Rebel Succeed in gaining Independence, The AI Will Take In Many Different Variables In To Decide What The New Civ Name Will be, These are: Religion, Era, And Group (The Ones Lukasz Showed) 1-Groups Historically Non European States Had Different Names To European States, While European States were usually Named On Their Respective Regions (Kingdom Of France, Kingdom Of Bavaria, Kingdom of Poland, Kingdom Of Lithuania Etc) With The Only Exception Being India Where Kingdoms Were Named After The Regions (Gujarat) meanwhile Non European States Took The Dynastical Family Names, (Ayyubid, Abbasid, Seljuk, Qing, Ming, Song, Maurya, You Get It, S…
Last reply by OwnM3Z0, -
Dini hükümeti şeriat yasalarından, Hıristiyan birliğinden, İslam devletinden, mezheplerden, dini yasalardan ve ideolojilerden, örneğin laik demokrat veya İslami demokrat seçmeliyiz. Bunları oyuna ekleyecek misin?
Last reply by bekir3818, -
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It would be great to have industry in this game, And it would be interesting to have it as Victoria 3, an easy to understand and easy to use, In these, resources will be produced from natural resources, such as planks to construct buildings, etc. Now in the part of military factories here you could include what we produce for war, such as guns, tanks and planes, These factories could exist from 1900
Last reply by euro, -
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I propose to add a map view of the Administrative-Territorial Division so that players and states can create their own administrative subjects, autonomies, and in case of dissatisfaction, the subjects can secede from the country. Also, such administrative-territorial units must be created by players using the editor, or selected from the list of all civilizations.
Last reply by Senkhat, -
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Hello I have an idea for the system of assassinating and killing leaders and commanders that I hope will be good. Although I had floated the idea before, it didn't pan out How to train killers You prepare some force from the forces you want and build an army. Note that you can only prepare 2000 troops or less to order. After the construction of this army circuit If the troops were 2000 or less When you collect forces, there is an option in the force description section called: Preparation of killers will exist If you click on it you will pay within 2 months Your forces are ready In the…
Last reply by Денис Живков, -
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I have an idea considering the new boat system,what if we used such to carry troops to perform a Naval Invasion,more of a Visual Ordeal tbh,but it would be so cool,and at the same time. Make Sense. All of what I typed is considered to be an open concept,as I want more people to come up with extra ideas for this concept.
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Dark Ages, Just like golden ages come after an empire reaches a certain level of scientific, economic, or military level, but the opposite, you see, after you finish the golden age missions and are in a golden age, after a randomized set of time you would get certain disaster events that will cause massive debuffs that damage economy/technology or military such as for economy its market crash or economic crisis for economic golden age, ending the golden age and causing alot of issues, for science it would stagnate over time during economic crisis for example and faster in wars, causing the scientific golden age to end after 2 consecutive wars or 10 peaceful year…
Last reply by Денис Живков, -
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1) Resource requirement. It would be nice to improve the economic system by giving real value to resources. If the efficiency of economic growth, growth rate and population limit depend on the available resources, then this will make it extremely useful to create colonies, develop production and (if you do trade) buy and sell resources. Conditionally: let’s say every 10,000 people will demand 1 grain, beer, clothing, citrus... etc. I would also like to see the relationship between resources/their quantity and technical capabilities. It is strange to see knights in iron armor in a country that neither mines nor imports iron. A state without access to ur…
Last reply by naxiaodou, -
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imagine se Age of History 3 tivesse linhas de defesa dinâmicas como em HOI4. Você configuraria suas defesas, mas em vez de elas ficarem ali paradas, você poderia ajustá-las rapidamente conforme a batalha se desenrolava. Pense nisso: você está observando o inimigo e vê que ele está prestes a acertá-lo com força no flanco direito. Com linhas dinâmicas, você pode deslocar suas tropas e fortificações para se preparar para o impacto, tudo isso sem interromper a ação. E aqui está o problema: gerenciar essas linhas custaria suprimentos, assim como na vida real. Portanto, você teria que ser esperto sobre onde e quando cavar ou recuar, certificando-se de nã…
Last reply by Kiwi, -
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The process of changing the form of government should take some time, there should be parties, they should have popularity, the opportunity to create their own party. In order to quickly change the form of government, you need to make an uprising
Last reply by Денис Живков, -
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How many % of the soldiers in Aoh3 are from a certain country. Let's say that Turkey and Azerbaijan form a union and that union creates a soldier. Let's say that 70% of the soldiers are from Turkey and the remaining 30% are from Azerbaijan. We are not talking about a single union. And Country A created soldiers from both its own country and the occupied country B, and 60% of these soldiers belong to Country A and 40% to Country B. I hope you understand.