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In AOH2, changes in government do not significantly impact the civil issues of a nation, so I hope that changes in religion in AOH3 will have a strong influence on the population, thereby adding more diversity and richness to the gameplay. - Religion should be able to increase various individual stats, such as happiness, economy, military strength, population growth, technological development speed, and especially the relationships between different religions and countries sharing the same faith, based on the real characteristics of those religions (for example, Muslim countries might have higher diplomatic scores, while relationships between Buddhist countries may n…
Last reply by Minhcity, -
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- 1 reply
- 97 views
@Łukasz Jakowski I have an idea to add to the game a function of organizing color revolutions in other countries, thus changing the government in these countries to one loyal to us. Lukasz Jakowski is it possible to add this function to the game?
Last reply by Matvey, -
- 0 replies
- 75 views
the title may seem weird but the idea is very good, it's pretty much a better version of the switch player civilizations event outcome, the idea would be that this event outcome would allow the player to return to the choosing map and choose a civilizations from the currently existing ones without the need for a specific event that makes him switch to ONE particular civilization that you have to enter the tag for, this would allow the player to actually choose from wherever civilization they want, it's like a ''switch player civilization'' pro max @Łukasz Jakowski thoughts?
Last reply by OwnM3Z0, -
- 0 replies
- 124 views
I know, short topic. But.. Building images or names should really change throughout the ages. For example: Amphitheater -> Theater. Images and Names will change based on the era. Though the bonuses remain the same..
Last reply by Popooy, -
- 2 replies
- 104 views
since we have alot of localized and more province based event outcomes and triggers, i think an event outcome that allows us to change the demographic of a province should be a good idea, it'll work like this: Province_Demographic_Change:30% CivTag:Pol ID:2444 This is a pathetic illustration of what it would look like, you would be able to enter the percentage of the people that'll change their group and what group they will change to (the ID in the code is the province ID) @Łukasz Jakowski thoughts?
Last reply by Iceman, -
- 2 replies
- 768 views
GDP, GDP per capita, territorial expansion There should have more accurate ways to mensure the data of the country. The territorial expansion of countries, not just in provinces, but also on Kilometers or Miles. Example being showing Russia with 17m KM². GDP being the national treasure of the country, that will replace the economy system of the second game. This would show how much the country you're taking a look has in gold, and would give you an idea of how difficult it would be to invade it. However, this should only work on modern scenarios, as older eras, the countries wouldn't know the GDP of other countries. And GDP …
Last reply by YouravaragebrazilianAoCfan, -
可通行的内河
Last reply by YouravaragebrazilianAoCfan, -
- 0 replies
- 82 views
We know that after the siege we will occupy the besieged province and all the neighboring ones. But if there is an enemy army stationed on the neighboring province, then this province should not become occupied It shouldn't be like this: This one province where the enemy army is should not be occupied
Last reply by Rodak Polak, -
- 1 reply
- 97 views
будут ли претензии к территориям, например, что ДНР и ЛНР являются территориями России, но у Украины будут претензии на эти регионы, и их можно будет отдать
Last reply by Matvey, -
- 3 replies
- 286 views
Latest list of outcomes: Link Some event outcomes from AOH II are missing, so there is a list of the ones I think should be added (some are from AOH II, others are new) Outcomes: ● Liberate vassal ● Leave alliance ● Force surrender (if the add_truce doesn't do that) ● Force white peace ● Form civilization (insert a new civ on the map) ● Join/leave alliance organization ● province_population_id (so it's possible to modify the population of a specific province) ● Update province population percentage ● Update relation between two civilizations ● Trigger a disease in a specific province or in the civilization
Last reply by Matvey, -
- 1 reply
- 99 views
I suggest the developer consider adding modifiers for individual civilizations and provinces. A certain effect is imposed on the entire civilization or on an individual province/provinces, which can be changed/lost and acquired only under certain conditions. Modifiers can be By date: 1)Permanent 2) Temporary By nature: 1)Positive 2)Negative According to the conditions: 1)Depends on the mission 2)Depends on the event 3)Depends on time 4)Depends on the building 5) Depends on the province... Examples 1. If a civilization owns the province of Singapore, it receives the modifier “Crossing the Strait Fee”, +N% tax income to c…
Last reply by Matvey, -
- 0 replies
- 84 views
It would be logical, when taking into account the share of production from the world and the rank in the table of resource producers, to transfer the corresponding indicators of vassals to their overlords. This is necessary so that civilizations with vassals (colonies) with other resources can also qualify for producer bonus No. 1 Otherwise, imagine, for example, Great Britain, which has no bonuses at all, except from coal. Although their British India is top in dyes, rice and spices, for example. (I apologize for the vulgar English. I relied on the norms of my native language)
Last reply by Matvey, -
- 4 replies
- 214 views
Hello, While watching, I did notice there were little-to-no incentives for resources. Yes, I know resources provide an economic-boost. But, that's all to it.. Thus, I made this topic. Resources should also be utilized to construct buildings or infrastructure. Additionally, resources could also be used to manufacture weapons. This could also be an incentive for trade. Where nations trade to benefit one another. That be all. 👃
Last reply by Popooy, -
- 45 replies
- 4.1k views
𝐀𝐙𝐄𝐑𝐁𝐀𝐈𝐉𝐀𝐍𝐈 𝐓𝐑𝐀𝐍𝐒𝐋𝐀𝐓𝐄 I am posting my translation here. If there is any mistake, let me know and I will correct it. Aoh3 Trasnlate Remastered Again: 100% by Novruz Aoh2 Trasnlate: 100% Contributors: Yuskaa, Yusif Aliyev, Kalkansizviking and Novruz Tərcümə: Çevirdiyim tərcüməni bura atıram. Hər hansı bir səhvlik varsa mənə bildirin düzlədim Aoh3 Tərcümə Yenidən Yeniləndi: 100% Novruz tərəfindən Aoh 2 Tərcümə Edildi: 100% Əməyi Keçənlər: Yuskaa, Yusif Əliyev, Kalkansizviking və Novruz 𝐀𝐙𝐄𝐑𝐁𝐀𝐈𝐉𝐀𝐍𝐈 𝐓𝐑𝐀𝐍𝐒𝐋𝐀𝐓𝐄 translation_Azerbaijani_Aoh2.txt AzerbaijaniLanguageForAOH3.txt
Last reply by Novruz, -
- 8 replies
- 731 views
In the latest video about steam workshop mods the scenario 725 heptarchy, despite the scenario having the island of great britain being the only one having civilizations, the minimap still shows the entire map even though most of it is empty neutral provinces. It should be like aoc2 where the minimap only shows the areas with civilizations and a small surrounding
Last reply by Noobs Dudes, -
- 7 replies
- 266 views
Guys, I came up with an idea of how to organize banks in the game They do not have a territory and from this they receive income from buildings Example the capital bank will have a bank headquarters building, it generates income, and for this income we can build buildings in countries The countries in which we built the building can tax them (we give away part of the income). The country can regulate the tax (up to 75 percent) and even ban our activities and nationalize the building) But the most interesting thing is that banks can offer loans to countries (with interest) Banks will have recruits themselves due to the fact that they will …
Last reply by Fire Quickly, -
- 227 replies
- 63.6k views
In this topic we will write ideas for new land units. AoH3 will have different types of land units. First of all, the AoH 3 will have new battle system: Representation of the battlefield in the game. Land units will be grouped into 3 types. Groups determine the placement of units on the battlefield. Each unit can be unlocked by researching technology and then upgraded. Units will have a different recruitment cost, attack, defense, movement speed and upkeep. Here is the current list of units with upgrades: First line: Warrior -> Light Footmen -> Heavy Infant…
Last reply by RostislavMerte, -
- 1 reply
- 134 views
We desperately need a place to report piracy websites for lukasz to take action against, the moment the game goes up on steam it'll be flooded all over piracy websites, PLEASE FOR THE LOVE OF GOD give us a place where we can report these websites without others seeing our posts (so they don't get the game for free from there) WE NEED THIS, IT'S VERY EASY @Łukasz Jakowski if you won't be able to deal with the large amount of piracy websites atleast create this feature in the forums until you hire people/get people from the community to remove them on your behalf, otherwise you'll make very little considering the exchange rate between euro's and dollars
Last reply by YouravaragebrazilianAoCfan, -
- 2 replies
- 123 views
The videos show that some countries are vassals of one one country throughout the entire game. It's a bit strange. I would introduce something like this, that if a country is a vassal for 100 years continuously, after that time it declares independence (even if it has very good relations with its lord) It looks stupid when Transioxana is a vassal of Timurid for 500 years continuously
Last reply by Yahya, -
- 2 replies
- 155 views
Lukasz, what do you think about add the PC map on the settings of the android version?
Last reply by Yahya, -
- 0 replies
- 77 views
Could you add a system that adds landless wandering armies that spawn in random areas, that can be hired by a civilization with money or a resource, there could also be a rarity were some wandering armies can automatically attack a nations armies if they are near them like bandits.
Last reply by mordred, -
- 1 reply
- 92 views
I saw in Bwa's video that Mali was passing through areas without civilization occupying, lands that were not "colonized" It's cool to be able to pass through these areas, but my idea is that when passing through there, there could be a chance of the troops decreasing, insinuating that they died in the crossing, or even becoming slower (since these lands are not controlled, there would be no infrastructure and security) This way, the AI and the player would only pass through there when it was really necessary, as it would normally be better to take the "longer", but safer and faster route
Last reply by Joaoj, -
- 0 replies
- 85 views
It could be useful to have a button in the settings that made sure the player's armies are automatically pinged (or at least those with generals), and far more better than having to manually pin armies
Last reply by Outlawexperience, -
- 1 reply
- 117 views
It would be good if every mod that is created was rated by you @Łukasz Jakowski, and if you like it and consider it good, it should receive your accreditation and in a separate section here on the forum you could create a topic where you would post links to mods with your accreditation. I think that as a creator of the game you are best person to say whether a mod is good or not.
Last reply by Redguy325, -
- 2 replies
- 153 views
@Łukasz Jakowski You can make it so that players only conquer one province at a time, rather than three provinces at a time.
Last reply by Iceman,