Quality of Life Improvements
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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, -
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In which time zone in the world was Age of History 3 released? Poland time? Please let me know
Last reply by china peple, -
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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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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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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, -
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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, -
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When the siege ends, the province that was besieged will be captured as an option because in modern war it is rare to take the surrounding provinces but in ancient times it is good.
Last reply by SamDerminji, -
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Players wanna to know way how AI would be cheating against players at the hard / impossible difficulty for example. + then to know bonuses for AI and debuffs for players
Last reply by SamDerminji, -
AoH3 really simplified wars by adding percentages to wars and we no need for province-hunting to 100% like it been for AoH II. That's really finished that problem! And that just overdone by adding conditions to auto-finish wars after time of no activity. Spain/Iberia just cannot be formed because of lack of 1-6 provinces >:-( Why not add same features to formable nations? First step already done - required goverment to different formables So i submission to continue and add more requirements to solve that: At second - Add percentage value of province control At third - Percentage value of cored provinces (of already controlled) At fourth -…
Last reply by Matvey, -
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In the current game display, we can only actively guarantee the independence of other countries, but we cannot ask other countries to guarantee our independence. There should be an additional item in the diplomatic options "ask other countries to guarantee our independence" After all, there is an option to "intervene in war" in the game, so it is also important to ask other countries to guarantee our independence. This is different from signing a mutual defense treaty. After all, if we sign a mutual defense treaty, we will have to participate when another country falls into war. If we When visiting small countries, we can ask large countries with which we have good r…
Last reply by sc00614, -
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this idea is really simple @Łukasz Jakowski, it just makes it so when you're in a scenario editor you can enable or disable an outline of the modern borders, this will make creating scenario's way easier, especially for the modern period, maybe this could be a thing for other scenarios too where you can add the outline of the 1440 scenario for example
Last reply by OwnM3Z0, -
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The mechanic for creating custom nations and flags for vassals from the second game should be brought back. This would allow players to better role-play their country and come up with more interesting ideas. For example, playing as Sweden, you could establish colonies in America and create Vinland as a vassal, etc. This offers great creative freedom. The mechanic can be adapted from the previous game to fit the current one! I also suggest adding the ability to release any country as a vassal from a list of all countries, like it was in AoH2. For example, if I'm playing as the United Kingdom and colonizing North America, I might want to release Canada as a vassal. Bu…
Last reply by Dipto479, -
1. a new tab called Empire. It will be all about vassal-related work. (not important but if you can ) 2. power to change the vassal's laws. 3. Recruiting army unit in vassal's land with lord(player) manpower. 4. Coloring for each army Unit. 5. naming for each army Unit 6. Power to Coloring and naming the vassal's army unit 7. Combine vassals Information and combine vassals with lord Information, which is shown in the Empire tab. (The empire tab is not important, you can show it in other areas) 8. Technology sharing. 9. power to change the vassal's govt Without a peace treaty meaning in mid-game. 10. vassal's vassal color is sho…
Last reply by Dipto479, -
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Added the ability to pay your ally money when the war ends as an alternative to the lands he captured.
Last reply by ARWD, -
Like i dont want to replay game constantly to only know if amount of army placed inside of civilization is too low / too big for the civ economy to handle. Need for calculations inside of scenario editor to not switch game menus 5 times per minute.
Last reply by neverger84, -
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Button memory [ M ] under information [ i ] button would be used to: Open side window to save up to N number of army presets. Window with presets would have a button to see presets for any game session, but if required unit to create army for one of presets is unresearched then that preset would be disabled and only able to be deleted. Local session presets of armies would be always have unlocked presets to create, but these presets are not precreated, so anyone has 0 of them by default. Local presets memorized at save file of session Global presets memorized outside of session's saves, somewhere in the game files
Last reply by neverger84, -
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For example set color gradient from white (no defence) to red (mid defence) and to black (max defence). And with stripes like from province capture set neighbours without defence of provinces with defences. bonus: map mode to see buildings cost in total of the provinces
Last reply by andry202222, -
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the bucket tool fills in closed areas to make things easy for stuff like the soviet union and mongol empire, you would make the province borders and use the bucket tool to fill the empty provinces inside @Łukasz Jakowski thoughts?
Last reply by OwnM3Z0, -
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this is really simple @Łukasz Jakowski but it is game changing, it is the perfect example of a quality of life improvement and it will make creating stuff like the HRE much easier for different scenario's since it has hundreds of micro states, it will also be a game changer for making modern scenario's where the borders are harder to find due to the high amount of provinces
Last reply by OwnM3Z0, -
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The colour of the ocean is quite gloomy - is there a brightness or gradient slider to make the water colour brighter at all? Similarly with movement - the water is very still for such a lively map. Is it possible to have wave or movement graphics in the water?
Last reply by PiePants, -
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Be able to set custom conditions based on variables setted up by the scenario's creator would be a very simple, yet useful, feature :D
Last reply by Shinayu, -
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Currently it's not optimised for many scenarios. It'll be hard to find scenario you want, specially with like 50 of them. As I see from videos, the scenario selector haves description on top and a one single horizontal line of scenarios that you can scroll left or right. This even sounds painfully when I think about many scenarios installed. It would be great if you, Lukasz, remake this menu.
Last reply by Praefectus Italicum, -
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@Łukasz Jakowski In Age of Civilizations 2, in the scenario editor, there were two options: 1. create a new scenario from scratch 2. edit an existing scenario I think that in Age of History 3, we really need an option to automatically duplicate a scenario. For example, let's look at the World War 2 scenario. Let's assume I want to create a 1942 scenario in the AoC 2 editor. It would be too much work to create it from scratch, so I edit the 1936 scenario. But now I don't have a 1936 scenario anymore, because I edited it to be the 1942 scenario. And I want to have both scenarios. An option to automatically duplicate a scenario would solve this …
Last reply by Łukasz Jakowski,