Quality of Life Improvements
199 topics in this forum
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The land would only be given to Belgium after ww1, before that it belonged to germany.
Last reply by KingBee, -
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Hi! Looking at the last videos, I thought a lot about how to make nukes work better, in a more realistic way, so we don't have everyone nuking everyone when the tecnology is achieved. I thought a simple but effective way to make it works. Atomic doctrines - Tec tree First of all, we need a more sophisticated tec tree for nukes, not for add more atomic weapons types, but to update how we use them. I thought at something like this: FIRST STRIKE DOCTRINE > TACTICAL BOMBING DOCTRINE > ASSURED DESTRUCTION DOCTRINE I am going to explain them. First Strike Doctrine: If at war with another nuclear power, it will use immediately the atomic weapon…
Last reply by Glass Warrior, -
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UPD: I will do that mod by himself
Last reply by neverger84, -
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In the game screenshots of modern era/ww2 scenarios in aoh3, I've noticed that the population icon is still the same one as medieval ages, it would be better if there was a different icon for modern eras where the pop icon has a more modern outfit. and maybe a more modern pop icon would start appearing by the victorian era (1830)
Last reply by Outlawexperience, -
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Like the title of the post says, I just wanted to ask for more accurate provinces if possible! I'm using WW2 ones as examples and some I'd be really happy for but I'm sure there are many others. I thing it would be great if the provinces looked more historically accurate if possible. Either way I'm glad Lukasz is making this game and I of course I won't mind if every single province is 100% accurate. Wish you the best and keep up the good work! Also remember to take breaks whenever you need!
Last reply by Shop_Soy, -
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@Łukasz JakowskiTibet in 1836 was of the Qing Dynasty, and there are errors in the territory of the Qing Dynasty and the Russia Empire, so I will show you the territory Southern Tibet after 1903 was British India, after 1846 Aksai Chin was British India, and after 1962 it was Chinese.Taiwan belonged to Japan after the Treaty of Shimonoseki and to the Democratic Progressive Party of China after 1949. Can you give me a picture of China in 1914? Thank you!
Last reply by Matvey, -
Chodzi mi tylko o to by bot gdy atakuje nie zostawiał pustych prowincji na swoich tyłach. @Łukasz Jakowski
Last reply by Wayne23lololh, -
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There was no revolution or ideological change in any country between 1440 and 2400. When technology opens up and ideologies are available to change, when unhappiness across the country drops to 40% or less, there should be a risk of revolution. It can help change the ideology of these countries. There must be such a demand from the people.
Last reply by muhoaga, -
Wrong border
by Kiwi- 0 replies
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I saw your new post I saw your new post on Steam and saw the GROTESQUE error on the Mato Grosso x Pará borders in the "Brazil" scenario I apologize for posting this correction on this forum, I didn't know where to post it
Last reply by Kiwi, -
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1. Dynamic Government Evolution System AI Government Evolution: Develop a mechanic where AI-controlled countries can change their government type based on specific conditions over time. These conditions could include technological advancements, economy level, stability, and social progress. For example: Tech-based Evolution: Once a country reaches certain technological milestones, it can no longer remain a tribal government. For example, if the country develops technology beyond a specific threshold, they must upgrade to at least a monarchy, democracy, or dictatorship. Economic Prosperity: If a tribal country experiences economic growth beyo…
Last reply by Unknown_dude, -
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Maybe alliances should be colored? So you can see which country is allied with whom. Right now it looks pretty chaotic.
Last reply by Zaschkwarrior, -
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Mamy już opcje znalezienia formowalnej cywilizacji i sprawdzenia które kraje mogą ją stworzyć Ale przydałaby się jeszcze opcja odwrotna: wyszukania jakiegoś kraju, sprawdzenia jakie formowalne cywilizacje może on stworzyć i dodawania bądź usuwania tych formowalnych cywilizacji z tego poziomu
Last reply by Rodak Polak, -
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As I understood, the game now have only one condition of flag/name change, the government type. Like: If CIV government type is monarchy, name and flag changes accordingly. But there's could be more of them. My idea for condition is: If CIV are vassal/puppet/colony of CIV2. This can be helpful for many scenarios. For example, I'll take WW2: Germany haves France as puppet then France turns into Vichy France. Soviet Union haves Ukraine as puppet and Ukraine ideology is communism then Communist Ukraine turns into Ukrainian Soviet Socialist Republic. Communist Ukraine is huge difference from Ukrainian Soviet Socialist Rebuplic so it's makes sense. …
Last reply by Casual, -
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1. Increase the Probability of AI Forming Nations Increase the base chance of nation formation: In the game settings, increase the likelihood that AI will aim to form new nations when they control the required territories. This can be done by raising the frequency of triggers related to nation formation. Formation conditions: Adjust the system so that AI is more aggressively inclined to form nations if they control more provinces than necessary for formation. Diplomatic conditions: If the AI is in a stable situation (high stability, peaceful relations with neighbors), this could serve as an incentive to form new nations. 2. "Gre…
Last reply by Dipto479, -
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Barracks should be in charge of disembarking soldiers. For example, you only have three barracks. You should graduate 3,000 soldiers in two months. If you want to graduate soldiers faster, you should build more barracks. I really don't see the point of graduating all the reserves at once.
Last reply by ARWD, -
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it will reduce clutter on the questions so old questions dont take space and new questions can be answered
Last reply by ConRadical, -
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1. Rebellions as a Mechanic to Prevent Overexpansion ("Blobbing") Frequent Rebellions: The larger a civilization expands, especially into foreign or distant lands, the higher the risk of rebellions. This could be tied to factors like: Cultural and religious differences between the core civilization and conquered territories. Geographical distance from the capital. Resource inequality or lack of development in newly acquired provinces, making them more prone to unrest. Rebellions could be more frequent and severe in regions that have historically been resistant to foreign rule (l…
Last reply by SamDerminji, -
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I advise you to add a multiplayer mode without a server. We can use our own servers. Or maybe you can add a multiplayer mode like DLC.
Last reply by YouravaragebrazilianAoCfan, -
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There should be a slider before we start the game, saying what percentage of provinces a nation needs to form a civilisation. It should be at 100% by default
Last reply by YouravaragebrazilianAoCfan, -
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I'm very curious why there are a bunch of tribal countries in 2442. Is it because the small countries that emerged after the split of the big country are all tribal by default? Will AI not change the country's political system? I hope this problem can be improved so that AI can change the government system over time, otherwise it would be really weird to have a bunch of basic tribal countries in the world, especially if they also have advanced troops and nuclear weapons
Last reply by YouravaragebrazilianAoCfan, -
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in the AOH3 1440 timelapse uploaded recently, we saw hungary colonize sub saharan africa with zero issues which didn't make much sense and caused alot of bordergore (since hungary barely has any coastlines in the Mediterranean letalone none in the atlantic) so i suggest a solution that will easily solve this for all civilizations permanently, it is that colonial decree research is slowed by nearly 80% for civilizations that don't have coastlines in the atlantic sea, this debuff would include coasts to the baltic sea, Mediterranean sea, black sea, and pacific ocean (since there isn't anything to colonize there so this is a preventative measure for bordergore), also i think…
Last reply by DRM, -
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this is really simple and makes alot of sense if you think about it, it'll prevent situations like in aoh2 where hungary was in anatolia for some reason and turkey was in syria, it also makes alot of sense if you think about it since the provinces outside the starting ones all have foreign cores, so it really makes a ton of sense and is super realistic
Last reply by Joaoj, -
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Like i wanna share what changed in my mod or if something in the game updated
Last reply by neverger84, -
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In age of history 2, after for example a communist nation puppets a democratic nation in the peace deal, the nation remains democratic as a vassal state, its a little unrealistic and if i want to change it i have to annex the vassal, go to the vassals tab in the tab/f2 menu and click on the nation i want the goverment to be changed, and realease it again which makes no sense, in age of history 3 in the peace deal there should be a button to change goverment to yours which costs just a little more than war reperations, as a Age Of History series fan, i hope that Łukasz Jakowski sees this.
Last reply by meganoob223, -
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A. There were many cases in the timelapse that wonder me, it was how some countries could handle exlaves. Then my first suggestion is to penalize provinces which don't border the main part (where the capital is). Islands aren't counted, except it is more than 1000 km away from the mainland. The penalties will be based on: the number of provinces in the mainland the number of provinces in the enclave the civilization ranks. These penalties will be : reduction of the monthly income province stability coring process (cost, speed) production process (resource, cost, efficiency) rebel rates on these provinces …
Last reply by Dipto479,