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if a country has all provinces around Wasteland province, that means the colors/ Ownership of that Wasteland province will be that country. (like Hoi4). or something like that. @Łukasz Jakowski
Last reply by Dipto479, -
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- 2 replies
- 552 views
Will there be ports in the game If yes. What do you think on making them constructable only on limited Provinces (just like in real life) Ports are crucial in war , considering that you can stop an overseas enemy from attacking you simply by occupying their port cities and defending it , which creat a really emerging experience and forces you to act strategicly
Last reply by Thiago I, -
- 0 replies
- 300 views
A lot of provinces in Germany are very ugly and innacurate for most historical borders so i used 1836 as base to map the errors i noticed ( the lines aren't 100% accurate as well, its just to have a notion to what needs to be fixed use the sources for better borders ) Sources i used: Neuchâtel ( use translate ) Galicia and Lodomeria Romania Germany Belgium Italy Serbia
Last reply by selenhogamer, -
- 4 replies
- 573 views
Simple question. We could use the in game editor to do mods in game and then esports our scenarios to share them with the community?
Last reply by Joaoj, -
- 0 replies
- 134 views
1. if one mission tree ends another starts for one country. (TNO (hoi4mod)) 2. Multiple choice option (hoi4).
Last reply by Dipto479, -
- 35 replies
- 6.8k views
Maybe this topic will help Mr. Łukasz
Last reply by YouravaragebrazilianAoCfan, -
- 7 replies
- 800 views
We communicated with a friend in a Telegram and came up with this idea. Now I will write for those who did not understand and for those who did not upload the photo. Armies must move both in the strategies of the paradox, on ships and on land. Of course, as in Civilization, when an army goes down on the water, it turns into a boat. I think it's not so difficult to make airplanes either. Make them fly in the air and make shots and they fall (well, like in Hearts of Iron 4) There is nothing difficult, either Lukash was too lazy or there were reasons. I really believe in moderators. Yes, even add to the game as a unit of a ship…
Last reply by Nay_13, -
@Łukasz Jakowski
Last reply by Outlawexperience, -
- 0 replies
- 175 views
Just what the titles says, because most of them are abreviatted As you can see only 4 out of 18 missions have the full name displayed.
Last reply by selenhogamer, -
- 2 replies
- 1.2k views
Here’s the translation of your suggestions into English: Add a border to the lord's flag: The idea of adding a border to the vassals' flags is great. Also, allowing the border color to be edited, with gold as the default, would add greater customization. Option to remove the lord's flag: Including an option to remove the lord's flag is useful for those who want to keep a simpler or different design for their flag. Version with a coat of arms to simulate colonies: This would be a step further in customization, allowing the use of coats of arms from different civilizations. Researching historical emblems and coats of ar…
Last reply by YouravaragebrazilianAoCfan, -
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- 264 views
When aoh 3 comes out, will you continue to update the mission tree for each civilization? because I'm going to really like doing missions while playing a nation. @Łukasz Jakowski
Last reply by Dule22, -
- 2 replies
- 607 views
Should countries/civilisations be provided with unique bonuses or perks, akin to what you might see in other 4X games like Civilisation, ARA, or Humankind? E.g., 20% production bonuses from certain buildings, more income from trade, army generals do 25% more damage, unique buildings, military units, and research unlocks etc. I'd love to see these sorts of things in AOH3. My worry is that without anything unique to each country, province or civilisation, there won't be much difference in playing each nation, save for the starting size of the empire. Playing as France, Australia, or South Africa in a Modern World shouldn't 'feel' the same as each other, and shouldn't …
Last reply by Łukasz Jakowski, -
- 3 replies
- 365 views
When the real leaders and advisors in modern day die, the random generated advisor and leaders portraits used look like they are from 1800s (most of them), as seen in videos where modern day scenario is showed. I think advisors and leaders for scenarios after 1900 need better portraits, just like how generals after 1900 have been changed and look better, what do you think?
Last reply by Outlawexperience, -
- 0 replies
- 201 views
@Łukasz Jakowski I have an idea to add a function to the game that will unite provinces into regions, republics, autonomous districts, governorates, uluses.
Last reply by Aleksandr123, -
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- 284 views
i suggest that every month there would be a competition for the best mod for the game
Last reply by Warnnexx, -
- 2 replies
- 416 views
@Łukasz Jakowski Add thermonuclear weapons to the game. They should destroy many provinces.
Last reply by Aleksandr123, -
- 6 replies
- 412 views
Idea: Add an event outcome that triggers a different global event for all civilizations, the global event needs "insert decision" from "insert event" as an event trigger. This feature could be useful for making news event but dont want the mission event to be sent to all civilizations, so the mission event has an outcome that triggers a different global event for other civilizations and to be used as a news/info event for example.
Last reply by Matvey, -
- 4 replies
- 854 views
The mission tree in the latest Aoh3 video is really cool! I have a suggestion for missions if we choose to make missions that dont need requirements and want to prevent the ai/players from completing most of them in a day, I suggest a cooldown of some weeks (30 days, could be editable in game files) preventing from clicking and completing another mission until the cooldown ends, what do you think ?
Last reply by Dipto479, -
- 0 replies
- 176 views
I propose the following idea: Add the appearance of a certain event or a certain choice in an event as a condition for completing a mission. And also allow or prohibit events from appearing after completing a mission. This will allow you to compare the time frames an element of probability theory and specific decisions with the variability of available and blocked missions. Example - according to the event in the south of Italy, the efficiency of taxation periodically decreases and unrest increases during the event “Mafia Activities in Southern Italy”. Options: 1)in the event, you choose the path to fight the mafia. Then, with sufficient investment in the …
Last reply by Matvey, -
@Łukasz Jakowski A while back, you have posted a video which showed that hours has been added into the game. Referring to this: But in one of your most recent videos, they are nowhere to be seen. Is the idea of clock in the game has been removed? Or it is just that you can choose to disable the system in options? If this feature were removed, it would be quite disappointing to most of players especially those obsessed with WW2 and modern day mods.
Last reply by YouravaragebrazilianAoCfan, -
- 24 replies
- 1.3k views
I've figured out how we can play as mercenaries. We will have a camp (where buildings can be built) And in the province we will be able to hire recruits or by events (here is one event we met homeless people. We have a choice to hire, invite them to join, this will give fewer recruits, but it's free, or ignore) in the province we will be able to form regiments only studied by the state where we are located) We will have a limit on regiments, this limit can be increased with buildings, events or ask for help from some state We will have a unique resource, provisions, well, everything is logical here (you can get it from buildings, events,…
Last reply by Денис Живков, -
- 0 replies
- 149 views
This is a key guide. I'm one of the Cerebrozen movers and shakers. I must quit feeling that way. Rather honestly, we can surely see, if done right, how that could be prodigious yet it was easy. In the long run, what I have is a disapproval about that strategy. Using that makes this look so easy.
Last reply by svelzurtoy, -
In the game should be the happiness of the population, which will affect various details. Happiness should be measured from 0%-100% and every province should have its own. High happiness equals more income and rapidly growing manpower. Accordingly, low results in less income and less manpower, and in case of too low results in rebellions. Happiness must be influenced by various facts, for example, if the country is at war, or if food is low, it decreases. to increase it, various festivals can be held, special buildings can be built and so on.
Last reply by Fire Quickly, -
- 0 replies
- 268 views
Hello y'all, I have an issue about some era or civilizations having some cities that don't existed during this time. For example, the city of Mardid was founded at the end of the 9th century by Arabs, then lost to the Spanish during Reconquest of Spain. So it's weird to see Madrid in the Roman Empire, or in Carthage. I propose to add a mechanic to hide province by two factors: The civilization: Like dynamic cities names, a set of cities can be hiden according to the civilization. The date: The city will have a date of foundation, and the date of the fall. This option is my favorite, and I think this is the most important one. A nameless provi…
Last reply by Wayne23lololh, -
- 1 reply
- 447 views
What purpose do alliances serve in the game? Do alliances grant extra research, manpower, money, resources, etc? Alliances seem like a natural part of any grand strategy game such as this, watching some of these videos, I can't help but wonder what the benefit of alliances for the side coming to aide. i.e. if my country is being attacked, of course having another country help defend is useful. But what purpose does it serve the player the other way around?
Last reply by Matvey,