Quality of Life Improvements
192 topics in this forum
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Wrong border
by Kiwi- 0 replies
- 126 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, -
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- 1 follower
- 2 replies
- 290 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, -
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- 149 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, -
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- 126 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, -
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- 272 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
- 418 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, -
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- 131 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
- 156 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
- 253 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
- 214 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
- 134 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, -
- 2 followers
- 5 replies
- 332 views
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, -
- 1 follower
- 4 replies
- 795 views
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, -
- 12 replies
- 446 views
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, -
- 1 follower
- 0 replies
- 347 views
Like i wanna share what changed in my mod or if something in the game updated
Last reply by neverger84, -
- 2 followers
- 3 replies
- 210 views
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, -
- 1 follower
- 4 replies
- 179 views
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, -
- 0 replies
- 108 views
Will there be goals to achieve and triggers to end a game? E.g., capitals captured, resources controlled, # of vassals, etc I believe having a goal to work towards in each game would make the replay value far greater, and would make for interesting challenges, such as trying to achieve the same goal with different countries. E.g., conquering x% of the map with modern New Zealand would be far more challenging than with modern Russia
Last reply by PiePants, -
- 1 follower
- 0 replies
- 253 views
In which time zone in the world was Age of History 3 released? Poland time? Please let me know
Last reply by china peple, -
- 1 follower
- 0 replies
- 218 views
Olá comunidade, quero compartilhar uma ideia que tive para o jogo, mas infelizmente, ela não parece ser muito popular entre a comunidade. No entanto, vou mencioná-la aqui de qualquer maneira. Poderíamos ter partidos políticos (como mencionei em outro post antes), mas agora fiz algumas mudanças. Partidos políticos poderiam ser uma "mecânica" opcional que os jogadores podem habilitar no editor, permitindo que eles criem partidos políticos com seus respectivos nomes. Lá, o jogador decidiria os prós e contras de cada partido político. O que você acha? Por exemplo, partidos políticos podem afetar indiretamente a economia, fornecendo buffs ou debuffs. Eles também podem "al…
Last reply by Distopia, -
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- 88 views
Could you make it so vassals names get overwritten by their lord's name when you zoom out So in zoom out it will look like one kingdom
Last reply by Yahya, -
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- 104 views
confucianism logo/icon is supposed to be this Chinese charchater while the ying Yang symbol (current symbol of confucianism ingame) is the taosim logo/symbol So please fix that
Last reply by xox, -
For example: To make lots of artillery, you need a large quantity of the gunpowder resource.
Last reply by Yorkites, -
1. Locking Government Types Upon Forming Specific Civilizations Permanent Government Types: Once a player forms certain historical civilizations, they could be locked into a specific government type, preventing further changes. This reflects the rigid ideological or political structure of those civilizations. Example: USSR Formation: Forming the USSR would lock the country into a Communist government, preventing the player from shifting to a democracy or monarchy. This mirrors the historical reality of the Soviet Union’s strict adherence to its communist principles. Example: Nazi Germany: If a player forms Nazi Germany, they would be locked …
Last reply by SamDerminji, -
- 1 follower
- 1 reply
- 239 views
I mostly throughly enjoined what I saw in the time-lapse, but one question remains: Is it possible for the Ai to form nations, and if possible, is it possible to increase the frequency like we were able to in Aoh2?
Last reply by SamDerminji,