Ideas
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I really believe that ships should be included and not just one type of ship but also different ones, such as, in modern times they would be destroyers, battleships, aircraft carriers, or in the past frigates, galleons, skulls. Also, make the army look dynamic like in victory two, but instead of contryball-type soldiers that would be very good, another thing colonization could be groups that decide to conquer lands for the crown, that is, volunteers, although that would be better for distant lands, the nearby ones we could do it ourselves but with an army of explorers instead of spending on an army and having it dissolve and that didn't seem so good to me, something else …
Last reply by Hago12543, -
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declaring war based only on the relationship is a bit simplistic, something like claiming territory before declaring war, creating a cause for war could have done it better or it could be a mechanic of declaring war that changes into the future
Last reply by YusufAliDE, -
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My idea is the following, we can create provinces on top of the countries we dominate Examples: we dominate Bavaria, only our territory is annexed to Prussia, then we could transform Bavaria into our own province or county to better administer the territory
Last reply by KartBlaster, -
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First thing to ask, would there be a confederation system, like HRE ? If yes, it could be like this : Confederal state is composed of two or more constituent states, referred to as confederated states. Regarding their political systems, confederated states can have republican or monarchical forms of government. - Republican form (confederated republics) are usually called states (like states of the American Confederacy, 1861-1865) or republics (like republics of Serbia and Montenegro within the former State Union of Serbia and Montenegro, 2003-2006). - Monarchical forms of government (confederated monarchies) are defined by various hierarchical ranks (like …
Last reply by Anom, -
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It would be a good idea to be able to request an army from your vassale for legacy points Instead of directly calling them to war And you should not have any say of how many or what kinda of troops they send And you should be able to control them until the end of the war Because for now it doesn't seem worthy to vassale instead of annexing @Łukasz Jakowski
Last reply by GeneralHitler, -
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There are many examples in history when countries did not have flags, or data about them have not been preserved. So why not add the ability not necessarily to have some kind of flag. In addition, it will be easier to create historical scenarios. For example, we don't know what the flag of ancient Rus was like and whether it was at all. And instead of coming up with a gag, you just don't have to add it. For cases where countries subsequently had flags, you can add the ability to create and change flags during the game.
Last reply by null, -
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There is a problem in the research section of AOH 3 game. It is possible that we can access advanced equipment in less time. This is a little unreasonable. For example start the game from year 1 and continue the game until year 1000 and we will release all the equipment and forces, while there were no cannons and tanks at that time. It is better to use the year to open the equipment and technology, for example, in 1900, tanks will be released, or in 1945, nuclear bombs will be released.
Last reply by alimoavi952, -
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I understand that there is an evolution paths for units in the game like swordsman->early soldiers blah blah blah but i think we can imrpove that we can unlock new units by unlocking them in the technology tree but units can also have their own small tech tree that uses research points (are used at the start of the game to increase tax money and other buffs). this gives more use for technology points and will also allow smaller nation to become more powerful since they have better unit tech an example of this unit tech in game would be Soldier Gun Tech: AK-47 -> AR-15 -> LMG (Each upgrade increases damage by X percent) Armor Tech: …
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The same mechanics as religions. Every civilisation and every province has culture. If a province has a different culture than civilization, it will cause debuffs of the province. Civilisation can assimilate province. In the future ages, culture can be transformed into a nation. Something similar is already in the game, but it’s strictly tied to one civilisation, and every civilisation that has captured the provinces must assimilate them, no matter what civilisation they were rejected. The idea is that several civilisations can belong to the same culture. Thus, when capturing provinces with their culture, the provinces will not need assimilation.
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The new aoh3 is a game that we all are waiting for and I think it will be released on November 21 just.like aoh2 or it might be releasing on May and I hope this is true I just need the help of many people to help predict when will the game release and come.
Last reply by qxz, -
About cultures
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Cultures. Province can have only one culture in. Cultures has only one trait and tihs trait is static. This trait can add a attack bonus. Bonus to birth rate/something else Culture can be acceptable or not. We can determ what culture is acceptable by country in tag file. If culture is not acceptable the trait does not gives bonuses. By law we can change the limit of acceptable cultures. to add a new culture in accaptable list we will pay some legacy point amount. If culture accepteble is no need to assimilate them. Also would be cool if we can make culture unacceptable and main acceptable culture of country will fully replace them Country, Which have a sout…
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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,