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I will present this idea in a very specific way to expose exactly what I mean; the details are actually of little importance. war_score "war_score" trigger would make event check if the sides are at war AND one side is winning with a specific war score advantage Example of code: war_score=ger=pol=50 This trigger would check if Germany is winning with Poland with at least 50+ war score. War score would be checked from the perspective of the first tag. If we swapped tags, for example: war_score=pol=ger=50 It would mean that Poland has to be winning with at least 50+ war score in a war against Germany. Optionally we could be able to i…
Last reply by Leemon, -
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- 1 reply
- 205 views
hello I'm from Türkiye and have a really basic improvement for you.It really takes Reality to another level. Its really simple to do. You can use this as a War Goal for RPs And Good relationship reason in your games. The straits and Channels So the channels was made by some modders past in Aoh2. But Strait is my idea. So basically you need to get military access to pass though channels and strait's of belonging county. Example: Military access from Egypt to pass the Suez channel. Access from Türkiye for passing the straits.Like Bosporus(İstanbul) and Dardanelles(Çanakkale) HOW TO. So actually,I don't see anyone used this menu for this. You can do the same thi…
Last reply by hakan_03022011, -
- 0 replies
- 704 views
1. Issue with Forming the Second Bulgarian Empire Problem: A player controlling Bulgaria in 2024 should not have the ability to form the Second Bulgarian Empire, as historically this state arose after the fall of the First Bulgarian Empire. Logically, after its collapse, the Third Bulgarian Empire should be formed. Proposed Solutions: The Second Bulgarian Empire can only be formed after the collapse of the First Bulgarian Empire. Players should establish conditions where this possibility is available only within specific timeframes. If the Second Bulgarian Empire is captured by AI, the player should not immediately lose…
Last reply by SamDerminji, -
- 5 replies
- 552 views
Nowadays, the tax efficiency is very overpower since the percentage of upgrade is infinity, allowing to make like 1000% of efficiency. This leads to creating a huge rank civ points and breaks some features, for example, the colonization, since only top 7 AIs can colonize. If you Prevent to make a infinity tax efficiency, like a condicional to disable the button when the efficiency of a provínce is higher than 100%, the game would be more balanced Edit: My issue was because I changed a file and got ridiculous tax efficiency lol. In comments I show how to fix tax efficiency if you think that default configs is overpowered for your game.
Last reply by Brunoo1103, -
- 3 replies
- 594 views
@Łukasz Jakowski Your game is epic... BUT... we [android users] can't do things like: adding the formables, importing our scenarios to "Mods" folder. Pls enable us to do that soon. After all I think that like at least 15% of mod makers from AoH2 was doing they projects on phones
Last reply by Taquito_Dictador, -
- 6 replies
- 1k views
Its frustrating to attack a country that is allied with one of your puppets. You either cant attack that country or your puppet will attack you aswell, you immediately losing them and you cant even turn them back into your puppet at the end of the war because of the current feature lacking peace tready system. I have two solutions for this: -Your puppet prefers you over their ally if their rebellion chance is at 0% -Your puppet cant make allies/guarantee independence of other countries on their own
Last reply by MikeyMoon, -
- 0 replies
- 296 views
Czy usprawnisz system sprzedawania prowincji? Chcę sprzedać kilka prowincji mojemu wasalowi, a szukanie ich na liście i klikanie w każdą z nich jest męczące. Dobrym pomysłem byłaby możliwość zaznaczania prowincji za pomocą pędzla.
Last reply by Bargor, -
- 3 replies
- 751 views
Sorry if my suggestion might be too much or too hard to implement, but could it perhaps be possible for AOH3 to use a custom file type for mods which can be downloaded for both mobile and pc? I mean, Minecraft does something similar with mcpacks which makes downloading mods easy for mobile. While yes I understand that Mojang is a giant company and that AOH3 is an indie game, but could it perhaps be possible to implement custom file types which can be opened with AOH3, similar to what Minecraft does to make installing mods on android/ios easier?
Last reply by Taquito_Dictador, -
- 2 replies
- 452 views
Nations should be able to change religions. This affects historicity in scenerios. One exmple, Circassia is still orthodox in 1800s while it should be Sunni from 1500s onwards.
Last reply by empyao, -
- 0 replies
- 255 views
Here is my QoL idea to make an "Installed Mods" category more useful, than it's now. I'm attached some picture examples of all of my ideas. Red numbers are need to relate information in the text to a specific part of the picture. 1. Load mods logos for the left side instead of placeholder. To indicate state of mod (loaded / not loaded), green or red highlight can be used on mod's name. This is will be more useful utilization of ui space for each mod, and will help with searching of exact mod. For now, it's can be hard to find exact mod in all this bunch without pictures. 2. Pin favorite mods, so they're at the top of the list. On my example, "pin" is shown as …
Last reply by justiamtgm, -
- 0 replies
- 232 views
Hi, i wonder: could Lukasz please add a way of releasing nations without them having cores in your coutry like it had in AOH2? If he won't, could the community make a mod for it?
Last reply by IleiroLuoz99, -
- 0 replies
- 225 views
You can make an optional choice between the system of peace negotiations: as in AOC2 (at any time you can send a peace proposal and the other side can decide for itself: accept peace or reject it), or turn on the system as in AOC3
Last reply by ckobbrf, -
- 1 reply
- 362 views
It would be great to have a feature to create custom vassal states like in Age of History 2.
Last reply by Seb_, -
- 3 replies
- 394 views
Last reply by muhoaga, -
- 0 replies
- 231 views
Take away the system of peace talks that can't be refused. My example: I was the strongest country in the world with the strongest army, and a coalition was formed against me. A bunch of small armies took all my lands and ended the war, even though I would eventually get all my lands back. I propose this option: same thing that happened in AOC2, one side proposes to end the conflict and the other side agrees or disagrees.
Last reply by Nikitilus, -
Hello everyone, I think it would be good to make dynasties as the game plays. Example of Ottoman empire that one succeeds the other. Velii Sultan Abdulhamid II deserves a picture and a screenplay, like all other European kings of his time. To make it more real and better. Best regards and I hope you will consider my suggestion.
Last reply by dzemal777, -
- 0 replies
- 166 views
So you know when ya get 90% war score and you can make negotiations? Yea when the AI gets -90% or 90% on the player's perspective the player gets on the top left the opponet''s flag and a white flag next to it and when clicked on it It'll show the provinces the AI offers to the player and other stuff like, (War reps, goverment change, etc) And also option in the peace negotiations to reduce an enemy's army
Last reply by luv.1, -
- 1 reply
- 242 views
The "Great Britain" formable civilisation requires Ireland and the United Kingdom requires Northern Ireland. This is ahistorical as Great Britain refers to England, Wales and Scotland (and was historically formed as the union of the two kingdoms of England and Scotland) while the United Kingdom was the union of the two kingdoms of Great Britain and Ireland.
Last reply by YouravaragebrazilianAoCfan, -
- 0 replies
- 138 views
Short Topic Religions should have mechanics. Similar to those of Paradox's. Example being: For the entirety of Christianity - Regardless if Catholic, Orthodox - Are capable of waging a "Holy War" or Crusades against varying religions, especially Islam. Also goes with Islam, with its "Jihad."
Last reply by Popooy, -
- 0 replies
- 170 views
The peace treaty system is really bad. Why can't you take land from nations in the war (allied to the country you declared war on)? This is really unrealistic. If I declared war on Poland as the German Reich, and they joined the allies, why wouldn't I be able to take land from the allies when I steamrolled them?
Last reply by Average Geography Nerd, -
- 0 replies
- 399 views
The new mod Lukasz released allowing you to annex the territory of the allies by changing PEACE_TAKE_PROVINCES_FROM_ALLIES is a welcome change. However, the war score only takes into account the original country. For example, if Germany declares war on Luxembourg and then France comes in to protect Luxembourg, all it takes to get 100% war score is to take the single Luxembourgish tile. If PEACE_TAKE_PROVINCES_FROM_ALLIES = false then you can't do anything to France but if PEACE_TAKE_PROVINCES_FROM_ALLIES = true then you can annex all of France without having touched them. Unfortunately, this leaves no middle ground. Perhaps it could be made so that you can only …
Last reply by tombricks, -
- 0 replies
- 137 views
Create events in the editor, as in the second part
Last reply by Nikitilus, -
- 0 replies
- 207 views
In normal mode, the options "Vassals: declare independence" and "Form coalition" should be activated. In mode hard, there are many penalties in statistics, and the best experience would be the normal one, so it should give the option to activate or not the mentioned options or have them active by default. @Lukasz Jakowski
Last reply by Taquito_Dictador, -
- 0 replies
- 121 views
Add the ability to add more unique IDs to government types, making them not by 1 letter, but by following the example with civilization tags
Last reply by ckobbrf, -
- 1 reply
- 251 views
Most Latin American countries have leaders, advisors and generals with names that are not from the region, you should add Latin American names for the characters
Last reply by Taquito_Dictador,