Ideas
2,720 topics in this forum
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hey, for example, you can add the creation of a virus, that is, with a high level of technology, you can create viruses (if it’s not difficult, you can make a development branch and somewhere in the end zombies) and send them to other countries.
Last reply by Денис Живков, -
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- 1 follower
- 5 replies
- 371 views
Could have an economic crisis system similar to disease. It could happen after a world scale war, and tensions . This could occur to civil wars (a new country appears)and revolutions (a new ideologies appears), and ideology change by election : like NSDAP in Germany in 1930's.
Last reply by Денис Живков, -
- 1 reply
- 235 views
It's not exactly a trade route but maybe its possible to a add province value points if province is located on trade routes. In the editor, everyone could choose and mark the provinces through which the trade route would pass (each scenario may have different trade routes or trade routes may not exist at all. Depending on what the player decides). In such provinces there could be a bonus to income. For each such province there may be +1 prestige So it wouldn't actually be trade, but provinces that can be selected in the editor, which have a bonus to income, but this bonus can be called "trade route bonus"
Last reply by Денис Живков, -
- 5 replies
- 1.9k views
Hello, I think it would be better to have a reason while declaring war on other nations etc. As this will be more realistic while playing if we declare war for no reason there should be consequences like getting less land area than you wanted or the possibility of the coalition at those provinces. This would be a great idea just like the peace treaties.
Last reply by Денис Живков, -
- 0 replies
- 269 views
unit_name: Hoplites unit_defence: 3 unit_attack: 2 unit_speed: 1.0 unit_available_at_civilization: sparta,athen (possible set more than one civilization special unit, by typing civilization tag) unit_unlock_technology: iron_armor (entering NON causes the unit to only be unlocked by an event and locked the same way)
Last reply by bizacjum, -
- 1 follower
- 1 reply
- 280 views
Im have a sugestion to add online multiplayer by serwers and local multiplayer (like in aoh2)
Last reply by Wayne23lololh, -
- 10 replies
- 826 views
1. Civilian casualties 2. New random civilizations that arise in highly developed provinces next to large countries or appear in groups like a tribe. 3. Allow dynasties to be present in the game, and they will make a big difference 4. Character traits that affect almost everything in the game, from foreign policy to domestic policy. 5. 6-8 states receive bonuses at the very beginning of the game - historically they have been great.(for some reason, many people liked this idea the most) 6. Something about eternal diseases that can disappear only when you reach the level that allows you to invent a vaccine against them. And…
Last reply by Денис Живков, -
hey, for example, you can add the creation of a virus, that is, with a high level of technology, you can create viruses (if it’s not difficult, you can make a development branch and somewhere in the end zombies) and send them to other countries.
Last reply by diomap, -
- 2 followers
- 6 replies
- 371 views
Hello! Nifty here! I have a great idea that can add some realistic diplomacy into the game. Coalitions. Coalitions is like an Alliance,but only during a War against a specific nation. This would add more historical vibes if there is a Napoleon Wars Era. Now, I wonder,will this Diplomatic Option be freely available? Will it require Research,or Policy to unlock,or require certain Era(s) to be available? I believe the way you start a Coalition is that you select the target nation to want to go to war with,and have a "Form Coalition Request",once clicked/tapped, it will open the page of all current Nations that does not have a N.A.P (Non-Aggression Pact), Alliance,Truce,Guara…
Last reply by Nifty, -
- 2 followers
- 10 replies
- 949 views
Approval Rate The effects of approval rate scale linearly from the worst at 0 to the best at 100: Variable 0% 50% 100% National unrest +5 0 −5 Rebellions Factor +15 0 -15 Income from vassals −15% 0 +15% Diplomacy Point Gain -25% 0 +25% Low Approval Rate creates more rebellions and destabilizes the country. What do you think about this?
Last reply by Wayne23lololh, -
- 0 replies
- 256 views
I think there should be demilitarised provinces where armies cannot go through, this would be good for peace deals and good for scenarios. it also makes gameplay more interesting. it would be similar to how it works in games like Hoi4. possibly with a red outline to show its demilitarised
Last reply by PeteFromPat, -
- 1 follower
- 0 replies
- 147 views
Musíme přesvědčit Lukasze aby jsme na mobilech neměli méně provincií.
Last reply by David Dlouhyj, -
- 1 follower
- 0 replies
- 177 views
Nepotism (0): - Foreign spy detection: -15% - Advisor cost: -45% - Tax Effeciency: -25% - Production Efficiency: -15% - Yearly corruption: +40% Meritocracy (100): - Foreign spy detection: +15% - Advisor cost: +45% - Tax Effeciency: +5% -Production Efficiency: +5% - Yearly corruption: -10% 0 represents Nepotism while 100 represents Meritocracy, and all values are 0 when it's at 50. Each country has its own unique starting value in the game. This value can be increased through events, missions, or by using legacy points. What do you think?
Last reply by IKayzerI, -
- 1 follower
- 2 replies
- 394 views
@Łukasz Jakowski
Last reply by daniiiiiii, -
Lietcnistiesn, San Marino & Andorra r in the game so why not the Vatican, how hard would it be to create a small province within Rome & assign the Vatican to it?
Last reply by daniiiiiii, -
- 4 replies
- 375 views
In AoH2, the beginning of human history starts with the establishment of the first civilizations, starting with a tribe and progressing into modern times. Will we see the same in this new map? In this type of map, what kind of differences will we encounter? For example, will we see things like obsidian and mammoths? And what specific changes will there be in the game in relation to this? Furthermore, if there is a concept like this in the game and we are playing on a foggy map, starting from the ancient ages, can we prevent the names of the provinces from being visible to us in order not to know exactly where we are? It would be great if even the b…
Last reply by muhoaga, -
- 1 follower
- 4 replies
- 286 views
Currency Change: In the scenario of 1440, there exists ducat gold, which is not present in today's world. How could this be handled? Perhaps in 1840, every ducat gold in the game could be converted to USD dollars by dividing it by 240, as 1 ducat gold today is approximately equal to 240 dollars. Inflation: There should be a base inflation rate in the game that increases proportionally with any economic growth, reflecting on buildings as well. Combining the above example: Example: A building with 100 ducat gold in 1440 would have a value of approximately 13.5 million ducat gold in 1840 with a 3% base inflation rate over 400 years (100×(1.03⁴⁰⁰)). When d…
Last reply by IKayzerI, -
- 5 replies
- 433 views
I think that if we are going to participate in wars, not only the commanders but also the head of the state should be at the head of the army, for example, there are 2 armies and the head of the first army should be the head of the state or the king.
Last reply by Ares I of Congo, -
- 8 replies
- 413 views
If you decided to ally with a civilization against another one there could be an ability to switch sides if the war is not going well for you or ally and instead ally with the winning civilization (I know its pretty cowardly in real life)
Last reply by Ares I of Congo, -
- 1 follower
- 14 replies
- 1.5k views
What line charts would you like to see in the game? From the beginning of the game to the current date. Here is an example of a player's civilization income. Some ideas: Player's population Player's economy,
Last reply by BasaraMestre, -
- 3 replies
- 251 views
Beer and pigs religious prohibitions Religiously, the use of beer and pork products is prohibited in Muslim countries, so in the game, they should be banned for a long time in Muslim countries and should not be produced. Later on, in modern times, beer production may be allowed, or there may be limited production for military use. However, if there are pigs, it should definitely be prohibited. This attention can also be taken into account in other religions.
Last reply by muhoaga, -
- 1 reply
- 199 views
Alliance Internal Competition and Rules 1.0 When alliances are formed, they should be able to vary according to the ideologies, religion, and even cultural characteristics of the participating countries, and there should be various types of alliances. In addition, they should influence the foreign policies of member states in the game. I have some suggestions for alliance types: Religious alliances (Crusades and Caliphate) Coalition Military General alliance Religious alliances are alliances that have very great influence on all countries belonging to that religion as religious values. Coalitions are relatively short-l…
Last reply by muhoaga, -
- 1 reply
- 205 views
Major projects in the world such as canals can be created by major powers and states that own the land in the age of imperialism. Great canals like the Suez, Panama can provide various economic benefits and prestige. The construction time should depend on the size of the population and the financial power in that region. At the same time, naturally occurring canals and straits should provide additional prestige and economic contribution. Strategic locations should have higher points compared to other locations and may have defense bonuses
Last reply by muhoaga, -
- 0 replies
- 177 views
If we have a large empire or state, with the ability to have very large armies, or if we are playing in a time period close to modern times, can we create a hierarchy among commanders? For example, If we are managing a large empire and have a massive army of 3 million, which means we have 3000 units. Units can come together under a commander, with a maximum of 30 units forming a company of 100 units. This way, we still have a massive army. From videos and information provided by Lukasz, we know that armies can be managed by AI in the game, but to add realism, a simple mechanics can be added where one commander, or marshal, can have 10 commanders under them. Th…
Last reply by muhoaga, -
- 1 reply
- 233 views
1.Ability to name them what u want 2.Ability to disband one if ur the leader /nation who created the alliance 3.Ability to leave alliances Other suggestions: 4.If strong enough u may become a alliance leader also in wars a major participant/combatant/war leader if u become strong enough @Łukasz Jakowski
Last reply by IKayzerI,