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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, -
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- 1 reply
- 290 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
- 235 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
- 434 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
- 4.9k 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, -
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- 970 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
- 422 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
- 69k 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
- 299 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
- 311 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
- 257 views
Lukasz, what do you think about add the PC map on the settings of the android version?
Last reply by Yahya, -
- 0 replies
- 173 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
- 276 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
- 180 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
- 303 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, -
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- 377 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, -
1. Corsica belonged to the kingdom of Vandals and Alans 2. There is a rather controversial point in Sicily: Although the island was formally Vandal, in fact, King Odoacer of Italy had control over most of it by agreement with King Gaiseric of the Vandals. So I consider it necessary to paint two thirds of the island from east to west in yellow
Last reply by Mantle0, -
Last reply by neverger84,
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- 4 replies
- 421 views
9:50 If the AI attacked with its armies, it could have won the war. The AI is not focused on sieges, it only attacks the player's units and it can't do it correctly. There are 10 days left for the game to be released. If the AI is fixed, many people will like it. I wish you good work.
Last reply by Ragronr, -
Nuclear Bombs
by evo- 6 replies
- 1.6k views
Please make we able to disable them before playing in a scenario.
Last reply by ConRadical, -
- 0 replies
- 526 views
Hi @Łukasz JakowskiI think that occupying all provinces adjacent to the one that was sieged is a bit much, I know it's to counteract with how many provinces are going to be but I think for the early game at least that should be a unlockable upgrade down the road. Speaking of it is the mobile version which is gonna have less provinces going to have this type of siege system?
Last reply by Anon6969, -
- 1 reply
- 199 views
at the very start of each scenario while we're choosing our civilization i think we should 10000% get the ability to choose whether technology will be research based or era based how it'll work? very simple. in AOH3 there are multiple ages, the age of information, age of feudalism etc etc, well the technologies will be divided based on that, certain technologies like colonization will be researchable starting in the Age of discovery, this will make it so certain civilizations can still unlock tech trees before everyone else if they're more technologically advanced already while still stopping gunmen and nukes from being used in the 1700's like we saw in the 14…
Last reply by DRM, -
- 0 replies
- 730 views
You know. In AoH2 we can play on 2 countries, but there it isn't comfortable. Make move in one country and second move to another it's not good I think. How about you make a switcher. I mean: If player want he make necessary quantity moves in one contry and then, if player want, he make a necessary quantity moves on another country. What do uou think about it?
Last reply by Nikkkkkkkkkkkoooo, -
- 1 reply
- 254 views
Last reply by cartographer-guy, -
- 17 replies
- 1.1k views
1. Claimant: This will limit the availability of the government to only one or few countries. Claimant_Tag: {ger} If set to false, this type of government doesn't require any claimants. Example A: German Reich, National Socialism { Name: "National Socialism", Extra_Tag: "z", GOV_GROUP_ID: 5, Claimant_Tag: {ger} SUBJECT_GOV: false SUBJECT_TYPE: false SUBJECT_LORD_GOV_Tag: false } 2. Dynamic Government names: This will add roleplay, without making it complicated. Dynamic statuses will vary according to economy, workforce and population size: HRE-German hierarchy C…
Last reply by Wayne23lololh,