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It would be really nice if it was possible to organize scenarios using folders. Especially in mods that add a lot of scenarios, the AoH II scenario menu can become difficult to navigate. If for example there is a separate folder for alt history scenarios and/or every age gets its own folder then finding scenarios becomes a lot easier. This will hopefully also encourage adding scenarios that are not many years apart (e.g. 1919 and 1922) but still very different from each other.
Last reply by Gosling, -
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- 0 replies
- 801 views
Like modding was huge in AoH2 but us IOS players cant mod we should change it AoH2 wrote everything in the .IPA file meaning you needed to jailbreak to access it and jailbreaking will probably kill our phones so please allow us to mod the game
Last reply by YouravaragebrazilianAoCfan, -
- 4 replies
- 2.2k views
Nobody is talking about adding naval units to the game. AOH3 will be so much better if there were naval units that is ships like there are in EU4. I know that it will be difficult to create and design a naval sysyrm from scratch.But aoh3 will not be complete without it. I just ask for these 2 things 1.Transport ships-For transport of troops over body of water. 2.Battleship-They will do the fighting There can be many types of warships with different fighting capability.Like gallows,light ships,heavy ships etc. I really want Lukas to add ships to the game.We can also just take ideas from games like eu4.
Last reply by Manhattan86, -
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- 919 views
This forum is a great idea, and I greatly appreciate that it has been added. Here are some QoL improvements which I think would improve the player's gameplay: User Interface: Searchable Menus: Implementing a search bar (similar to something like a city finder) to find key menus using key words such as, economy, infrastructure or military. Streamlined Notification System: Provide a way for the player to control what is within the notification feed. Let the player decide whether he wants to completely remove market updates and focus on diplomatic events, such as countries around them declaring wars on each other or the other way round. …
Last reply by Wayne23lololh, -
Можно добавить систему долгов будет возможность брать у других стран и в течение времени если не платить то они предубеждение дадут потом объявят войну и возьмут экономику и некоторые провинции
Last reply by Степа, -
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- 766 views
I think that an option to form some civilizations shouldn't block an option to change the type of government as it was in AoH2. (For example we couldn't change Russia's type of government to communism because of the USSR formable.)
Last reply by Bargor, -
- 4 replies
- 1.7k views
Hello; I'm Vis from the 11:59 Development Team. (And, yes, I've come out of the dark to express a few issues I'd hope to raise on behalf of the AOH2 modding community). For those not used to modding, I'll provide a quick glossary. Conditionals are what determines when an Event triggers, essentially functioning as an if-statement. If this, then do that. Effects are commands that change things about the game. (E.g. province_economy=15.4 is an effect that currently gives a random province 15,4 economy points). Scopes determine the game objects for which effects are applied. For example, if France is currently scoped to, all effects are applied at the civi…
Last reply by eNeXPii, -
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The Ideas for Quality of Life Improvements forum is a place for players to propose smaller-scale changes that can significantly improve the overall gaming experience.
Last reply by Łukasz Jakowski, -
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Sistema de árvore genealógica, herdeiros e ideologia política! Reis tendo seus herdeiros e podendo ter filhos onde o jogador escolhe com quem se casar e ter filhos, e escolhe seus nomes. O jogador terá uma mesa de vários parceiros de diferentes países com personalidades que afetam o reino, e a habilidade de escolher quem herdará e modificará o nome. Presidentes são escolhidos de acordo com a ideologia dominante do povo, um sistema partidário com candidatos presidenciais, e o jogador tem o poder de criar presidentes e outras posições também.
Last reply by Yvolution, -
- 2 replies
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Because the map is based on our modern world there are several provinces present that did not exist during the medieval scenario's or earlier. The most prominent examples of this I believe are the provinces of Almere and Urk (the latter used to be a small island), the former Aral Sea and also the lowest parts of Mesopotamia and the ancient Lake Moeris (https://en.wikipedia.org/wiki/Lake_Moeris). I propose that instead of making separate maps for each scenario or century (which would be very inconvenient), these provinces are turned into a special type of wasteland called flooded or submerged lands. This wasteland type would have the same color as water on the map and wo…
Last reply by Wayne23lololh, -
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Can you make some formables for Colonies so when they declare independence, they immediately can form them (British Raj -> India) @Lukasz jakowska
Last reply by EuroballProductions, -
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Lowland terrains can be used to create waterways, a specific technology needs to be researched to do this.
Last reply by ISyncradar, -
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- 534 views
As I was reading the steam page, I saw that low morale can lead to retreat and reduced effectiveness. I think that this should also happen when units are overcrowded in a single battlefield because (1) not all of them are actively fighting, and (2) retreats are a huge scramble, resulting in bigger casualties. Another thing, I think that overcrowding would result in friendly fires or friendly casualties.
Last reply by ISyncradar, -
Iit ahouldnt be too hard just a few percentages displayed on a ui that simply change the governement type after each eelction & even if they dont they atleast can change ruiling party while staying the same ideology Democratic nations & nations of similer ideoliges get elections once per 4 years yk so a elections mechnic is needed PLEASE ADD A POLTICAL /POLICTAL PARTY & ELECTIONS SYSTEM it shoudlnt be too hard wheter before launch/final Release next month or in some future update/dlc if possible thank you! @Łukasz Jakowski
Last reply by Austrian empire, -
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Can u & can they?
Last reply by Joaoj, -
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1. Like the images feel like there is 1 missing Button it feels so unsatstyfying please add something to fix it or make the ui symterical instead 2.Furthermore, i rememebe in ur last translation post there were features like embragos & holy wars, Why havwnt we seen them so far is it cuz they havent been added yet or are they going to be shown soon? Or if not shown but they r in the game whether on Release or eventually hopefully? @Łukasz Jakowski
Last reply by Joaoj, -
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Now that the game is only a month out, let's take a moment to appreciate what a monumental achievement this is for Lukas, and for the map gaming community as a whole. To receive a game of this quality from a single person is mind boggling! Thank you for all your hard work!
Last reply by Tdrr, -
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- 790 views
I would like to suggest that, in addition to the current requirements established by Mr. @Łukasz Jakowski, additional requirements be considered for forming a civilization. Specifically, I believe that ideology and religion should be key factors. For example: - The Russian Empire cannot be formed with modern-day Russia, which is a republic, unless you change your ideology to monarchy. - Bavaria, being Catholic, cannot form the German Empire, which was officially Protestant. - If Bavaria forms the German Empire, the empire becomes Catholic, leading to revolts among Protestants. I hope it's not too late to incorporate this mechanic into the game.
Last reply by Taquito_Dictador, -
Then thru events the demilitarized zone can change back to normal But basically either a New terrian type or a terrians may have a impassable Status in which can be applied to territoires that r demiliratized & also others for example thick deserts, jungles & mountians which are impassable such as Sahara, Himalaya & amazon! Also make crossing rivers take slightly more time ingame @Łukasz Jakowski
Last reply by usernamelplol, -
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- 1k views
Like in hoi4 Japan gets imperial protectroate and some other type of puppet Imperial Subject & Imperial Associate based on puppet leval Ussr gets socialist republics internaly & people's republics for other nations like warsaw part countries such as hungarian & polish people's republics & germany gets reichkommistrats & Reichsprotectorates Uk gets dominions colonies & mandates based on puppet level @Łukasz Jakowski Add this as a Option & make it customaziable
Last reply by usernamelplol, -
1.Just like.hoi4 poltical parties & pie chart work to represent the major ideology & party 2.Also add a Triangel allignmeent Triangel that shows the closesnesss of countries to the main factions in each scnerio just like hoi3 it can be represented thru closeness as in ideology (if u decide to add a poltical system & or if u want to make it easier on terms of relations to such countries with that ideology or what would be unique & more accurate if it was for both) @Łukasz Jakowski
Last reply by usernamelplol, -
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- 428 views
Будет ли идеология анархизм ?
Last reply by Machno, -
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have army boundaries according to the skills of generals example: General 1: Combat experience:400 Attack bonus:5 Defense Bonus: 7 Maximum Army assignment limit:30 General 2: Combat experience:700 Attack bonus:8 Defense Bonus 4 Maximum Army assignment limit:48
Last reply by YusufAliDE, -
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- 538 views
1. Fragmentation After Defeat Mechanic: If you lose a major war, your nation could fragment into smaller states or regions. Example: If you're playing as the Second Bulgarian Empire and lose a devastating war, parts of your nation could break off into independent entities like the Tsardom of Vidin, Dobruja, or even revert to Byzantine or Ottoman control. Triggers: Large war losses (both military and territory). Loss of key cities or capitals. Outcome: Your country could splinter into independent states, each with their own goals, leaving you to manage a much smaller, weaker version of your former empire. …
Last reply by SamDerminji, -
- 15 replies
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I think the title speaks for itself, anyway, I want to clarify what I mean by "Non-sovereign Civilization." A non-sovereign civilization would be a country that is in a situation where it has 0 provinces (This does not include occupied provinces), however, its entity continues to exist through the Cores of its former provinces. Having 0 provinces in AOH2 represented a total defeat and there was nothing else to do but become a spectator or change civ, leaving your old civilization in oblivion, but this does not necessarily have to be the case in AOH3. (I want to make it clear that this idea can be executed in multiple ways within the game. What I will talk abou…
Last reply by eNeXPii,