Ideas
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I think that it would be more realistic if kings and queens died in the game. maybe you can do the system like this: After the coronation of the king, there could be a modifier of the probability that decides when the king will die. in the first year, it could be 1%, 2. year, 2% 3. year 3% 4. year 4% 5. 5% 6. 6% 7: 8% 8: 10% 9: 12% 10: 15% .... And we should be able to name our successors for roleplay purposes. I think that we should be able to choose from 3 successors with different bonuses as well. I hope that you see this.
Last reply by Ares I of Congo, -
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There should be a system of choose between have a more militarist society or a more peaceful one, which would give you different internal bonuses depending not just of your choice, but also by your political/ideological system, which could besides the already existing bonuses, shape how your choice would actually be put into practice ( I don't know what you are planning about our ideology system in the more modern scenarios, so it's difficult for me to give you an example of how it would work.. ), it could also interfere with your diplomacy system.
Last reply by Drazuga, -
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The idea is that in the editor there would be an option like in aoh2 to add custom king + a new custom generals option, it would be the same in aoh2 with King's except you would decide the bonuses of the King's and how long their reigns would be and what year it would start, and for generals you would get to customise the stats of the generals aswell, and how long they would be available to recruit for (until they retire or die) You could pick their images either be AI generated or like in the events files where you put the image name This feature would be alot of fun for roleplays and historical mods like the ones I plan to make, allowing you to m…
Last reply by dodoaltac, -
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I want to make it simple, modern units or over time, AI only can move on one adjacent unoccupied province. It's the simplest way to make it logical. Here's an example : Legend : White rectangle = army Blue provinces = adjacent province Red province = example of what AI can't do.
Last reply by Wayne23lololh, -
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It would be nice to add decision mechanics and spheres of influence like in Victoria 2. For example, in order to form the German Empire, you need to have influence on the German principalities, as soon as they pass into the sphere of influence of Prussia, then in the decisions you can form the German Empire
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I recently posted about an idea that I had planned that involved events and Łukasz responded, he showed the event files and how to do it which was very nice, but I think some things might be missing that could make the event creator better such as: The ability to add certain rulers by Name thru events The ability to rename rulers (for religious conversion to christianity or islam) thru events The ability to remove cores From certain provinces (Province ID) through events Events for certain civilizations only The ability to change province demographic and religion of provinces thru events (Events like inquisition of Muslims and Jews in iberi…
Last reply by OwnM3Z0, -
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I think that there could be a percentage on how much power a leader would have, so if a leadership as 0% power then theyre basically just a puppet ruler and the advisors have the power in the government which could also lead to some corruption. But a leader could also be able to gain more power. Im not 100% sure if this part would be that good but if your ruler has 0% then the AI can control your civilization but I dont think most players would agree with that and a leader's power can also be changed by bonuses when they take over (please for the love of god, dont do random bonuses, I know im repeating that but its really shitty since players dont have any control over th…
Last reply by Ares I of Congo, -
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I suggest that the change of some ideologies(communist, fascist etc.), should only be achievable by provoke a civil war. For example, if a country is under a communist regime, and player want to change it, he would need to incite a civil war by destabilizing the internal political situation (low income, low stability, etc.), and then emerge victorious in it (the player would be able to choose any ideology to fight for). However, if we playing as democracy or a republic, then it might be possible to change idealogy through peaceful methods without resorting to war. The civil war itself should also differ from the second game. Firstly, the country should nea…
Last reply by shatyshka, -
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This topic will talk about changes name and add more units and may something about combat Changes name Early tank = landship Modern fighter = jet fighter Future fighter = Future jet Fighter That all I remember Add unit Early jet fighter Early jet fighter was developed in late ww2 by Germany name Me 262 Assault (ww1) Assault are formations created to lead an attack. They are often better trained and equipped than other infantry, popular in ww1 to raid the trench Cavalry Infantry (ww1) In ww1 many major nations still used Cavalry in war Light tank Light tanks were used in ww2 to suppo…
Last reply by qxz, -
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Lukasz can you add When we are at war with a country and occupy its territory, we can establish vassals for the country. For example, when Russia invaded Ukraine, it created many states. When we went to war with a country like that, we seized a land, established a state there, and those state help us soldiers etc or did something else.
Last reply by qxz, -
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Would a trade system be added where you can trade your resources and get modifications for them?
Last reply by qxz, -
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Myślę, że w AoH 3 Święte Cesarstwo Rzymskie powinno powstawać w 1356 roku Jeśli jakiś scenariusz zaczyna się przed 1356 rokiem to w 1356 roku pojawia się wydarzenie w którym powstaje HRE złożone z patrz punkt 2 i 3 HRE powinno obejmować wszystkie prowincje we władaniu państw należących do HRE (jeśli członek HRE podbije jakąś prowincję to staje się ona częścią HRE) członkami HRE są tylko te państwa, które kiedyś w historii były członkami HRE elektorami powinny być te państwa, które mają pod swoim panowaniem któreś z następujących miast: Moguncja, Kolonia, Trewir, Praga, Heidelberg (stolica Palatynatu Reńskiego), Wittenberga, Berlin elektorzy…
Last reply by Wayne23lololh, -
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I think it's worth adding "blueprints". A civilization that has researched a certain technology receives a "blueprint" for it. It willn't bring much benefit to the civilization itself, but can be transferred to another (for example, to an ally). The civilization to which the blueprint was transferred receives a bonus in the form of accelerated research of this technology. It also allows to diversify the mechanics of spies: a civilization lagging behind in technological development will be able to steal blueprints from rivals, thereby speeding up research on new technologies.
Last reply by Mirolit, -
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I propose the idea of having different types of Vassals, each having it's own level of Autonomy. This feature is something much needed for this game. The different kind of vassals could be: • Puppet governments (vanilla vassals) • Autonomous region • Protectorate • Colony • Crown dependency • Tributary states, etc. I imagine different types have different levels of autonomy, so like Colonies can't declare war or control any foreign policy; But they can declare independence if they are different culture/religion, or taxes are too high, etc. Whereas a Protectorate can declare war, but with the permission of it's lord …
Last reply by DetectiveRedstoner, -
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Myślę, że Lubusko i Zgorzelec powinny należeć do Łużyc, Kłodzko do Czech, a Jesenik i Triniec do Śląska. Z tego co kojarzę to tak mniej więcej wyglądały granice Śląska w tych czasach Jasenik do Opavy, Triniec do Cieszyna
Last reply by Rodak Polak, -
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Can you provide more json, so that we can quickly transform the historical era 2 into the historical era 3 module? I have finished the transformation of the leader part, but because the computer is not around, I can only program with my mobile phone for the time being.
Last reply by 明目0, -
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In the second game, we were able to watch timelapse at different speeds from the date we started the game to the which date are we on. I would like the same or similar system to be in the 3rd game as well.
Last reply by IKayzerI, -
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Lukasz, I have two questions for you: Firstly, the mechanics of capturing provinces that you added to the game bother me because, for example, in the scenario of the first or second world war, it would be somehow illogical that German troops capture French and Russian the provinces are not along the front, but simply to bring troops to completely different places, even as far as Moscow, and at the same time, along the path of the provinces that were marching, the troops occupied them!; Secondly, those peace conferences that you showed in your new video also remind me that, for example, when an entire alliance is at war with one country or also with an alliance, and when y…
Last reply by Rodak Polak, -
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It would be cool to have different music for when you play different civilizations. But of course, there are hundreds of civilizations, so it would be easier to put them into groups. For example, it would play Arabic music if you played an Arabic civilization, Chinese music for Chinese civilizations, etc. Those groups could have tags, when creating a custom civilization you could assign one of them to it. For civilizations that don't have custom music, it just plays the default (in spectator mode as well)
Last reply by anonymous8, -
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Will Antarctica be in Aoh3? Based on the mods on Aoh2, Antarctica should have all the territories owned by the entire history of countries, that is, Great Britain, New Zealand, Australia, France, Norway, German Reich, Brazil, Argentina and Chile
Last reply by Денис Живков, -
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Is it possible to change the classification for powers, Ming China is the 1st in 1444 only because it has 500 provinces. I think you can change that. Like : Province number by Economy ,divided by Army size.
Last reply by thecarvalhogamer, -
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I think one of the problems in AoH 2 was that after a while the gameplay basically turned into map coloring, because no war was a problem anymore. That's why I think the game should create conditions for the collapse of great empires: after the ruler's death, there should be little chance (5%) of the empire falling apart and provinces that are not core provinces and provinces not converted to our religion should break away from our state that is why I believe that the creation of a core province should take at least 50 years, and the conversion to our religion should take at least 100 years precisely so that creating and ruling empires is not as easy as in A…
Last reply by thecarvalhogamer, -
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I think it would be logical to make a limit on the term of service in the army, recruits should die of old age (if the game lasts more than 40-50 years)/disease, and simply the end of the service, so I think it is advisable to make a certain number of recruits who disappear once a month, identical mechanics with how new recruits come.
Last reply by _imhos, -
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Will AOH3 have U.N?
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As you know in Age of History II only current civilizations had different flags for different ideologies and even those did not have them for all ideologies and not all modern nations have alternative flags (examples: smaller, lesser-known nations other than principalities and nations not 100 percent independent). That being said, I think that in Age of History 3 there should be alternative flags for all countries regardless of era or status, I know it can be difficult and no one cares if one is missing or two. But you could invent flags for all the ideologies of most countries, as I know it's difficult, you could ask the community to do.
Last reply by kerei,