Quality of Life Improvements
205 topics in this forum
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Nuclear Bombs
by evo- 1 follower
- 6 replies
- 1.6k views
Please make we able to disable them before playing in a scenario.
Last reply by ConRadical, -
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- 1 reply
- 266 views
Last reply by cartographer-guy, -
- 3 followers
- 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, -
- 1 follower
- 3 replies
- 626 views
I love leaning about the Chinese warlord period so I would like to give some ideas on how to make it more historically accurate (I am assuming the June 1936 start date is the same otherwise I would have more revisions) 1. I believe Tunganistan should be added since it was a political entity at this time, separate from Xinjiang and the other Ma's, despite being apart of the "Ma Clique" Tungastan was much detached and would eventually be destroyed around October of 1937 by Xinjiang, the word "Ma" was not a family name but a name used by Muslims of the area, in this case Tunganistan was led by Ma Hushan, same really with Ninghai which was inderpendent from the other Ma …
Last reply by YouravaragebrazilianAoCfan, -
- 1 reply
- 224 views
You know how in Age of History II. It takes one turn for the other country to respond to our alliance-request? In Age of History III. This should also be done whenever you want to call your vassals, or request alliance. A delay will make it more realistic..
Last reply by Popooy, -
- 5 replies
- 920 views
As you can see, the border between the Russian empire and the ottoman empire is wrong, russia had control over kars so showing it as ottoman is wrong Also, the ottomas held the city of Didymoteicho until 1915 when they gave it to Bulgaria, as stated in the treaty of Constantinople in 1913 "Bulgaria acknowledged Ottoman gains of Adrianople (mod. Edirne), Kırklareli and Didymoteicho and the surrounding territory. The Ottoman Empire ceded the port of Dedeagach (mod. Alexandroupoli) to Bulgaria."(Can't find a map of Bulgaria in 1914 but you can see the following Wikipedia pages: https://en.m.wikipedia.org/wiki/Bulgarian–Ottoman_convention_(1915) and http…
Last reply by ViktorH1488, -
- 0 replies
- 272 views
The land would only be given to Belgium after ww1, before that it belonged to germany.
Last reply by KingBee, -
- 1 follower
- 1 reply
- 312 views
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, -
- 1 follower
- 2 replies
- 420 views
UPD: I will do that mod by himself
Last reply by neverger84, -
- 1 reply
- 343 views
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, -
- 1 follower
- 1 reply
- 368 views
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, -
- 1 follower
- 2 replies
- 336 views
@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, -
- 0 replies
- 352 views
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
- 259 views
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, -
- 1 follower
- 2 replies
- 449 views
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, -
- 0 replies
- 240 views
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, -
- 0 replies
- 239 views
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, -
- 0 replies
- 424 views
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, -
- 1 follower
- 2 replies
- 591 views
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, -
- 0 replies
- 207 views
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, -
- 5 replies
- 303 views
it will reduce clutter on the questions so old questions dont take space and new questions can be answered
Last reply by ConRadical, -
- 1 follower
- 0 replies
- 350 views
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, -
- 1 reply
- 329 views
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, -
- 1 follower
- 1 reply
- 282 views
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,