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  1. Join the beta test for P2P Multiplayer. To try the BETA, please follow these steps: Open Steam Right-click on Age of History 3 in your library Select Properties Go to the BETAS tab From the "Beta participation" drop-down list, choose "betamulti" Wait for the game files to update. If nothing happens, restart the Steam client Launch the game using: MULTIPLAYER - PLAY P2P Important P2P multiplayer beta testing is currently only available on Windows. Mac support may be added later. The multiplayer functionality is built using the Steam API, and this is my first time working with multiplayer. Multiplayer was never a promised feature for the game. it's purely an experimental addition, and it might work or not—we’ll see after testing. Dedicated forum for the Multiplayer beta: https://steamcommunity.com/app/2772750/discussions/12/ https://store.steampowered.com/news/app/2772750/view/523079515133444936
    17 points
  2. I've got a few suggestions for the Peace Treaties. 1: Demand Land for Allies Similar to of demanding lands or territories for yourself, this will allow the player to hand out territory for their allies without the "Sell Provinces" option. This could also, improve relations between allies. 2: Share Technology Say you somehow defeated a technologically advanced nation. Example, you were a North American tribe, and having won against the English, outnumbering their small detachment in the Americas, and maybe even forcing them to surrender. This button will allow you to share technology between the English or any aforementioned technologically advanced nation. This should also be crazily expensive to even do so. 3: Replace Nation? This would replace the entire nation with another nation. Example, Napoleonic France takes over a unified Italy. Instead of vassalizing it and keeping the exact same flag and ruler, Napoleon could instead establish another government as a vassal. With a different flag, another ruler, and so-on, while also keeping the exact same government-type and its cores. Well, that might be it, for now.
    6 points
  3. In the Overlays.json you can increase alpha Alpha: 0.1, AlphaScaleZoomOut: 0.325, AlphaScale: 0.425,
    4 points
  4. I think there should be "real" fog in the unknown provinces (maybe it looks like EU4 )
    4 points
  5. # Civilization will get Economic Advisor(1): Franklin from the game/characters/Franklin.json if exists! add_advisor2=1=Franklin # Civilization will get Military Advisor(3): Zhukov from the game/characters/Zhukov.json if exists! add_advisor2=3=Zhukov # 0 = Administrative Advisor # 1 = Economic Advisor # 2 = Innovation Advisor # 3 = Military Advisor Civilization will get Random Economic Advisor add_advisor=1 kill_advisor=1 # 0 = Administrative Advisor # 1 = Economic Advisor # 2 = Innovation Advisor # 3 = Military Advisor
    4 points
  6. I think it would be a good idea to bring back the mechanic of liberating vassal countries that are not in the scenario like in AOH2. I tried to liberate New Spain when I colonized the American continent but apparently there was no function to liberate countries that you have not conquered.
    3 points
  7. this year lukasz released the greatest mobil strategy game aoh 3. thanks for everyone that helped atleast a little bit (like me).
    3 points
  8. 5: Release Non-Core Nations This should be self-explanatory. Nations who hold no cores in one could be released using this button. However, would be way more expensive than the "Release Nation" button. I think Lukasz should firstly added the ability to release non-core vassals before doing this.
    3 points
  9. Always make a backup. Once you have finished adding all provinces, do the following to make all your provinces look better:
    2 points
  10. bizacjum

    few suggestions

    ui: - zoom in and out for missions tree - search missions missing outcomes: - load missions tree - creat civilization (or for the game to load the tag of a civilization not on the map) - destroyed building - Constructed Building gv_value: add an option to gv_value tick for army recovery or that if you have hours set, the tick for army recovery counts a week @Łukasz Jakowski
    2 points
  11. it would be lovely if events had descriptions
    2 points
  12. I know this could be difficult to code, but heres my idea: 1- you get all aoh2 civs files (bundle.properties, civdata, civs, flags and flagsH),and open program (SPREADSHEET), compact all folders into zip or 7z (except flags and flagsH), and the program will create a spreadsheet (like excels) 1- you insert the spreadsheet into program (AOH CONV), and also insert folders for flags and flagsH (need to be compacted in zip or 7z) 2- it converts data to aoh3, creating an folder on the program folder called (CONVERTDATA), which contains all files in their respective folders 2.5- (OPTIONAL) automatically resizes flagsH to flags XH (you can just manually do that or use another image) 3- (OPTIONAL) open program (INSERT DATA), you will open it, and it will tell you to put missing data that is only in aoh3 (religion as an example). before you start filling data, it will ask if you just want to leave it blank (eg. Religion= 0) 4- after you finish inserting data, it will create a new folder, called (FINAL), which will have all data from civs. 5- put (FINAL) in mods folder in AoH3 directory, and when you open the game, it will enable the mod and you will have all the civs you converted! for now this is a concept, since i have no experience on programming, and it would also be hard to decode all civs files (except flags, flagsH, and bundle.properties)
    2 points
  13. firstly i'd like to preface that i believe the main focus of the game development right now should be bug fixing, not adding new features and creating more bugs on top of the old ones, this is by no means meant to be hateful or criticize lukasz, these are just suggestions (please dont ban me) 1 - the military system the military system is a massive upgrade from aoh2 (anything is to be honest, the bar wasn't very high lmao 💀) because it's actually no longer just about numbers, with many new units introduced, and tactics and generals, it's pretty amazing, but it needs some minor tweaking for starters, the generals need to be more influential, like WAY MORE INFLUENTIAL, I MEAN IT, the number 1 defining factor in a battle is the general, you don't need a top equipped army or expensive weapons to win war, you just need a smart enough general, which is why i think those stats should be tweaked to have WAY MORE INFLUENCE in the battle, it should also be way harder to find a skilled general than it currently is secondly, the tactics are very nice, but they're not nearly as influential as they should be, i think they should be buffed, i do have a suggestion though below is an example of a battle map that's displayed, you can make soldiers retreat and attack, but that's about it, you can't move them around, which is why i (very very optionally) suggest a tactic system similar to chess but much more simpler, in this system, the units (i.e the squares) would have unique stats that determine the speed, amount of damage a unit can deal, and defenses of each unit box based on the already assigned stats we see next to them when we attempt to recruit units, the more damage a unit box takes, the more cracks will appear on it until it cracks completely, units will only be aware of the units they're engaging against, allowing the player to potentially maneuver around them (if their units are faster, otherwise they'll just be caught and the enemy unit boxes will either retreat or attack, if they retreat using this tactic again would be much harder since they'll now be aware of your units) and deal damage, the player could also be allowed to place the troop lines he has in formation, ofcourse all of this is optional, the player could just let the AI deal with it and it will just do the battle the default way it does now, this is for more *complicated* battles where the player has a smaller army size, the player still needs to unlock some tactics like the encirclement etc, i think it adds way more soul to the system, it will be hard to program the AI though, but i don't think it's anything mr lukasz cant do 2 - the province buildings and the resources yep, everyone has complained about this one a little bit, the current buildings all just give the same stats and don't do much other than stack stats, and people seem to feel underwhelmed by resources and how little uses they have, everyone kinda feels like they have way more potential, which is why i suggest hitting two birds with one stone AND: incorporate resources into the creation of new buildings, also some buildings are just unnecessary and need to be merged with other buildings as just upgrades, (Prime example is the palisade and the walls, castle can just be upgraded into military base for modern day uses since still having castles in the 18th century is insane, irrigation shouldn't be a seperate building, i think it should be an upgrade that can be done for all the plantation and farm buildings by right clicking on it, trade center can be upgraded to market) example: the factory building, it's very one dimensional for now, but my proposed feature would make it way more interesting, it would need metal, wood, and steel to be built, you'd also need either oil or natural gas or else the factory will go out of order, but in exchange for all of this, what would the factory building give us that is new?! very simple, it would eliminate a large sum of the current useless resources and make them under a new thing i call ''manufactured goods'' this was made for resources that make zero sense as resources, think about it, why are things like clothes, cheese, and beer in the same section and raw materials like cotton, cocoa, coffee, silk, iron, oil, milk, wine etc? when cheese is made from milk, clothes are made from silk and cotton, and beer and wine are made from grapes (which are a resource), so it makes no sense to put them as resources exclusive to one province when anyone can just get the resources and manufacture them, which brings us to the next (and probably overasked) idea: 3 - TRADING MARKETTTTTTTTTTT the idea is, not all civilizations have all the resources, and as i said, oil is needed to run buildings like factories in my previous idea, which is why i think an international market should be set up for resources with market rates for each resource that increase or decrease based on how many civilizations are buying oil (all of them in this context, so oil will be the most important resource purely naturally, if rice becomes high demand, then it'll be the most important resource), you can post your own resource for a cheaper or more expensive price, but you should make sure not to make a loss since there will be a production cost, so posting oil for sale for expensive will get you way less purchase offers than if you posted it with the market price, likewise, posting it for a cheaper price (even if at a loss) will get you a ton of trade offers, theres also the ability to manipulate the price of resources by controlling the majority provinces that make it, which makes you the largest producer, and therefore, you will have a higher chance for offers by 60% since you're capable of providing other civilizations with as much quantity as they ask for, so you're way more reliable, this SHOULD BE THE MAIN AND ONLY SOURCE OF INCOME IN THE MODERN PERIOD, PERIOD. (lol), it will also make more sense since now you'll make more money therefore the effect of countries having trillions in the modern period will be replicated naturally i have way more i could share, but i don't have much time. @Łukasz Jakowski thoughts?
    2 points
  14. petition for lukas to actually change his pfp to this
    2 points
  15. Mr. Rufus

    Navy

    Given multiplayer managed to work and you originally said it was quite unlikely for a multiplayer at first, could it be possible to fix the ai to actually use a navy possibly (and maybe trade)
    2 points
  16. Coalitions should be hard to defend but still manageable. This is not the case in the game however. If you're a small country in the early game and you have just a few neighbours, you're not attacked by a large force but you're broke and you cant afford to have enough army to defend yourself. If you're a large country in late game that has more prestige than the remaining top 5 combined, you have a ton of neighbours and even though you have a lot of money and a high regiment limit, your neighbours always have more. There's no point in the game that beating coalitions is a manageable task. Except maybe getting lucky a few times. It shouldn't be this way but if this is how you envisioned the game then okay. Then, we should be able to get rid of our agressive expansion much faster. There should be a way to affect its decay more, even with maxed out advantages and legacy, we get too many agressive expansion points and lose too few of it. Maybe this is for balancing the npcs but you can always add player only features to not affect the overall balancing. In short, we need to be able to achieve more agressive expansion decay or have much more regiments once we get stronger or the coalitions should be rebalanced.
    2 points
  17. After making all the connections as you have done, you need to regenerate the backgrounds for all provinces. Remove all folders with numbers in your map directory: map/YOUR_MAP/data/scales/ Open the game and will be fine. You can also do it manually, one by one, in: Editor → Map Editor → Edit Connections → Select a province and click 'R'
    2 points
  18. hi @lukasz Jakoski, Can you redo the selling feature of the provinces more intuitive by choosing the provinces on the map instead of the list?
    2 points
  19. I'm currently making my AoHIII version of 1800 scenario and when i painted the map i found that the Sayn province (located along side the Rhine River) is going through the river and not stopping on the river band like the other provinces nearby. It would be interesting to cut the province into to new provinces (for historical accuracy)
    2 points
  20. Yo Lukas can you plesae like add Slave trade and Serfdom as a law? well there are the options Slavery banned = you know what it means slave trade = You get new slaves monthly It'll add a slave tab next to gold which add a new UI which is called Slaves, and you unlock "Slave camp" bulidings to actually start trading slaves. Legacy Slavery = The slaves UI will stay but will have 0+ monthly new slaves and you keep all slaves Slavery stuff: The Slaves will usally Rise the rebellion percentage and when they revolted they do a rebbellion. Serfdom: You'll have a Landlords Ui tab similar to Slaves, where you can get slaves or other minorities to be serfs. That's it. I hope you don't think it's offensive and generally similary to games like Hoi4 and Vic3 which have these features loved by their own Communities.
    1 point
  21. This simple tool allows to quickly and easily port PC mods to android. (Basically its gradle project, configured to port things to Android) You dont need the code of the mod to port it. Only the jar and some folders from mod's installation folder. DOWNLOAD: https://drive.google.com/file/d/11XV1Q4sfZWrG_v0qq9V9tLSZTuAxeVvG/view?usp=sharing Features Code portation Automatic portation of Maps/Scenarios/Textures/Sounds Outputs android application, no dex manipulations needed. Instruction: Download and unzip the archive Open «local.properties» file and add full path to «sdk» folder (for example sdk.dir = «C:\\Users\\UserName\\Downloads\\AndroidPorter\\SDK») (Double backslashes are necesseary) Copy jar file of your mod into «libs» folder and rename it into «lib.jar» Copy folders game, map, music, saves, sounds, UI and files ic_32x32.ico, ic_32x32.png from your mod installation folder into «assets» folder. The amount of files in "assets" folder should be less than 65000. Delete some maps if you have over 65000 files. You will also need to remove map related lines from AgeOfCivilizations.json which is located in assets/map folder. Launch «Port.bat» More instructions are in the archive. You can contact me on discord: foxpaw474
    1 point
  22. Aliex999

    Mods for mobile?

    Hi Lukasz! Because folders are locked in the new android update, can we have some way to build mods for android too? Maybe something working like addons in Minecraft? Or maybe some in game editor features to add custom religions, civs and import images from the gallery? Are you thinking something about this or we have to lose our hope on that? 😄 Let us know
    1 point
  23. I think adding the event editor would help the game community share its ideas between its members and also make the game more enjoyable
    1 point
  24. Agressive expanison should INCRESE chance of bots making defense pacts , coalitions (similar to age of history 2 coalitions) and declaring wars against you . Not like In current system when all neighboring cuntries declare war on you at the same time. Current system looks and feels un finished. Remeake it pls.
    1 point
  25. Border looks bad all prowices line up with Ren River Exept Sayn. Fix Sayn prowince border plss 🥺🥺🥺
    1 point
  26. Also do you have any plans to add the old features from the previous game such as ultimatums, also fixing the current alliance system would be nice and making it so your vassals can't join other civs alliances
    1 point
  27. These new event outcomes will be included in an update
    1 point
  28. I agree with this take, or if Lukasz is really going with the incentive of not letting us liberate any country we want, at least add special decisions where nations can create historical vassals...
    1 point
  29. The current system for selling provinces is absolute nonsense.
    1 point
  30. i personally see that its illogical for a country to join a coalition war against me no matter our relations so i think there should be set a certaine level of relations for a country to have the ability to join or declare a coalition war against the player
    1 point
  31. Release any province and it gets the core. Economic status of each province, such as comfortable, wealthy, etc. Happiness status of each province. Revolt rate depends on economy, happiness, religion, culture. Possible emigration from provinces with bad economy. Each province can have several religion groups which are shown in % and several culture groups. Promoting culture or religion consumes legacy points. Similar to the Victoria game where you have multiple but limited focus points to promote or convert something, but this game could have limited legacy points instead. Countries can make other cultures acceptable. Countries can make religion acceptable by having some kind of acceptance rate in %. Consumes legacy points. With legacy points being limited and used up for religion and culture conversion, you need to think carefully about whether you want to expand or improve the economy or work on culture and religion. It will probably affect performance though.
    1 point
  32. Linia musi być w linii prostej, nie pod katem. ---------------- | | |
    1 point
  33. Hi Mr. Jakowski, I think u have already read this once before but I made some changes and here is all the Ideas I have. I wanted to share some ideas and suggestions for Age of History 3 that I believe could enhance the game experience. I appreciate your patience in reading through these, and I would love to hear your thoughts on them. First, I encountered a bug: • When creating a civilization, there are no flag symbols available as in Age of Civilizations 2. Additionally, any custom flag created disappears in-game, replaced by a question mark. A few observations: • In the modern world scenario, a province in Russia's Far East is mistakenly assigned to China. • When searching for a civilization's name in the editor, the game becomes laggy. This may be an issue with my system, but I wanted to mention it. Now, onto my suggestions: 1. Alliances: The maximum number of alliances is currently limited to one. It would be beneficial to increase this limit, as seen in Age of Civilizations 2, to facilitate larger coalitions like the European Union or Axis powers. 2. Diplomacy Options: Some diplomacy features from Age of Civilizations 2 are missing, such as: • Preparation for war • Forming coalitions against target countries • Sending ultimatums (including demands for vassalization or territorial concessions) 3. Claims and Core Provinces: Introduce a diplomacy option to claim provinces from other countries and forge cores on them. 4. Looting and Pillaging: Implement options for looting and pillaging provinces, allowing players to gain resources from winning battles. 5. Mercenary Recruitment: Allow players to recruit mercenaries, similar to how it's done in EU4. 6. Cultural and Religious Overhaul: • Consider adding cultural identities to provinces or at least cultural cores. • Revise religious affiliations for accuracy, as many countries currently have incorrect representations (e.g., Tatarstan, Dagestan, Chechnya). 7. Country Descriptions: Ensure that all countries have descriptions available when selecting them to play. 8. Events: Add historical events for countries, such as Russia's invasion of Ukraine or Germany's actions during World War II. 9. In relations when making scenarios negativing the relations between 2 countries should be allowed to -100 , so when the game starts they would be at war, like Russia and Ukraine, some countries in middle east ,etc.... 9. Default Armies and Manpower: Assign default armies based on real-world strength and reflect realistic manpower figures for countries. 10. Happiness Mechanic: Reintroduce a happiness system similar to Age of Civilizations 2 so it could have effects on taxes or rebellions. 11. Iranian Technology Group: Add an Iranian technology group similar to the existing Turkish, Indian, and Arabic groups. It doesn't make sense for their leaders and advisers to have European portrait and names. 12. Language Influence: Incorporate language layers into the interface, fostering friendly relations between countries that share the same language. 13. Population Distribution: Adjust population distribution so that capital provinces are more populated than other areas, reflecting real-world demographics. Thank you for considering these suggestions! I look forward to hearing your thoughts on them and whether any of these ideas might be implemented in future updates.
    1 point
  34. Yeah, that's a problem, i have seen another ones, like in Acre, or in Dobrich, because the borders don't follow the historical borders, The red line, is how it is in the game, and the green line, is how it should be
    1 point
  35. We will never see anything redone/reworked in the game, Lukasz just doesn't care, couldn't even respond here as always.
    1 point
  36. 1 point
  37. I'm testing the possibilities of creating a peer-to-peer multiplayer mode for Age of History 3 via Steam. For now, it's more of a technology demo—a showcase to demonstrate that the connection works between two PCs. This is just the beginning, and there's still a lot of work to be done. I can't promise that it will succeed or that multiplayer will ultimately be available, but I will do my best to make it happen. We will see!
    1 point
  38. Age of History 3: Multiplayer DLC, page: https://store.steampowered.com/app/3250400/
    1 point
  39. Can Lukasz acknowledge this?
    1 point
  40. Pc priority, android wait just like Worldbox
    1 point
  41. Joaoj

    Mods for mobile?

    please lukasz, let it be mod files transferable for the mobile game, like minecraft and other games, your audience should be at least half mobile @Łukasz Jakowski
    1 point
  42. I'm in favor, the gameplay would be more enjoyable
    1 point
  43. Waste money for AOH3 on mobile and all the good features are for PC
    1 point
  44. that's great and all, but i need the method for that IRL ASAP, my country is cooked man
    1 point
  45. that's how i write in every post when i want alot of people to see it, it's just how i attract more reactions to push my topic up so it could be seen by Lukasz and it works pretty well as it did for the aoh2 modding community post (even though my opinions were not very based back then they're still partially true) if you look at land battles, they have strategies and shows you the troop movement as the battle progresses, a sea battle would have to be the same, thus making it necessary for a ships mechanic that simulates the exact same battles, plus ships could actually give you bonuses for the future resource trade system lukasz has, and a navy could have many uses in wars like making landings more interesting/challenging, you could even make pre age of discovery ships travel limited sea provinces to simulate real life, maybe you could have an entirely different system where you build a trading ship fleet to trade with that you can convert to a warship fleet during war for a big economic debuff, there's a lot to be done with navy, and i haven't even encroached on cultures yet, i would gladly not mind if cultures were replaced by ethnicity, just dont force me to assimilate the timurid controlled iran like im a foreign invader when i'm playing a persia playthrough all the mechanics cancelled that you mentioned were very good and could have easily become amazing and fun features with alot of remedy, they had alot of potential, they just weren't pushed to their potential, that part is incorrect because those features didn't lead anywhere because of lukasz, not the features themselves, unions could have been divided into personal unions that then integrated into an absolute union over time, if an idea is good but nothing is done with it, then you should have an issue with the dev who didn't do what he could to make it good, not the person asking for the idea to be expanded to its potential (no offense to lukasz) the microtransactions from EA are greedy, add no mechanics to the gameplay, and everyone hates them, whereas cultures and navy are always a pleasant feature that no one moans about in grand strategy games, one feature is added out of greed, another is a gameplay feature, not the best example to use
    1 point
  46. then castles are irrelevant, road lines are irrelevant, factories are irrelevant, religion as a mechanic is irrelevant, different types of land units based on era is irrelevant also, all those are features taken from history, aoh3 is supposed to be a grand strategy that simulates history, which is why it has all the above features, if navy is irrelevant for that reason then the entire purpose of the game isn't there you cant have a navy battle system.. WITHOUT THE NAVY PART 💀, you obv need ships to explain how your units are walking on water like prophet Jesus and for the units to fight with, otherwise there is no difference 💀 the forums exist to voice our opinions, we are voicing our opinions, its not ''dictating'', as the people who will buy the game, we want XYZ features even if not right now, we just want them for XYZ reasons because they make sense and need to be in the game to make it fun, we aren't asking for over the top things, just ships and cultures, those exist in every grand strategy, that's it and in no way was i comparing, as i said, it needs to be somewhat ''on par'' ie: at least have the base concepts of such games, i never said that, you are putting words into my mouth, my entire post is literally ''don't have high expectations for aoh3 because you will be disappointed'' and you are telling me that? i'm not being dramatic at all, all the things i said were valid, it's unfair to call me dramatic because i don't want a core feature to be removed completely, this is what most the community wants lastly i'm sorry if i was rude, that was not the intention, i was just voicing my opinions sarcastically and went a bit too far, i made fun of those who act arrogant with their idea's many times here, i would hate to be no different from them, sorry if you got upset from my language @Łukasz Jakowski please read my message, i feel like it's unfair to listen to the minority of the community over the vast majority, we want navy, and i don't think you have an issue with it as a concept either since you tried to add it in the first place, we just ask that when you can fix the complications related to it, add it please, no rush or high expectations
    1 point
  47. People said that navy is irrelevant, because IS A GAME, not history. If want to learn history, take a book, don't play games. And, if you don't know, Italy was a conglomerate of peoples who get together in a point, for example. Their create a culture after being united, didn't have one together before, much less only one ethnicity. If anyway the system of navy would be like a battle, but in the water, just make the units could travel on sea and it work the same way anyway. Under those parameters a thousand things SHOULD be added, and their don't have to. That we pay for a game doesn't give us the power to dictate his creator to what he has to add, he is not our slave. Only if the game isn't finished, don't have what was promised or something like that, demand is logical. And the game would never compete with Eu4 or Ck3, because Lukasz is just one guy not an entire team. Stop comparing them, setting high expectations leads to great disappointments. Like I say before, stop being so dramatic, is a game. And don't insult me, your opinion doesn't is better than mine, you aren't God or something like that.
    1 point
  48. respectfully, your opinion is dogwater, like it's so bad i think it's pretty unrealistic + annoying + unimmersive for italy to have to assimilate the entire peninsula after uniting it, that's literally trash, or for castile to have to assimilate leon during a reconquista gameplay, or for austria to have to assimilate styria, or for muscoy to have to assimilate Novgorod etc etc etc... it's super unrealistic, it pushes you off, and it acts like those aren't exactly the same peoples just under different rule and the ''bugs'' point is so ridiculous it's funny bro, im pretty sure adding in changing leaders that are AI generated or adding in religion as a feature is much more prone to bugs than cultures or navy, that logic could be used to erase the entire game, the bugs are on the dev since he does the programming, not on the feature itself, it's like saying land units wouldn't be added because ''buggy'' NAVY LITERALLY DEFINED ENTIRE ERA'S AND WARS/PERIODS OF DISCOVERY, ENTIRE EMPIRES, ENTIRE CULTURES, NAVY DEFINED AT PERIODS OF TIME WHO WAS THE STRONGEST AND WHO WAS THE WEAK, NAVY IS AS ESSENTIAL AS LAND UNITS IF NOT MORE these arguments are so hard to take seriously that i refuse to believe people who say this do it because they actually think NAVY IS IRRELIVANT?! it just comes off coddling lukasz (which is different from not overloading him or wanting him to relax, especially with some essential features that i'm not even asking for rn but in the long term to not tire him out), it's almost like you forget this game is going to be paid for, meaning it needs to be at least somewhat on par with the average grand strategy, if eu4 or ck3 didn't have navy or cultures they would be dead and everyone would call them garbage
    1 point
  49. Just kidding, I just forgot to add new backgrounds for this map, without them the game crashes, however when I open the region editor the game showing this
    1 point
  50. That's great, I will try to add something in this kind
    1 point
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