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  1. The game will be published by me: Łukasz Jakowski Games It is end of the topic 😛
    59 points
  2. Age of History 3 - Official release date Steam: October 23rd, 2024 https://store.steampowered.com/app/2772750/Age_of_History_3/ Android: October 28th, 2024 https://play.google.com/store/apps/details?id=age.of.history3.lukasz.jakowski iOS: November 6th, 2024 https://apps.apple.com/us/app/age-of-history-3/id6686394372 Epic: ---
    54 points
  3. Hello Guys! If you like these ideas, then comment and react to the post so that the probability that Lukasz will see it is higher and therefore the probability that features will be adopted from this list! So i bought Aoh3 and i think we really need these features : -VERY IMPORTANT : Better and more Editor options ingame (Because not everyone can mod or plays on pc.) - One click build in all provinces - Multiplayer? - Maybe a focus tree system? (A focus tree system like in hoi4 which you can edit in scenario editor for different nations) - Civ Editor : Options for Different Names und Flags for different Religions and Ideologies - Release Puppet State (Like in AoH2 (Like releasing them as a new Nation into the Game)) - Unions (Maybe 60+ relation) - Peaceful Annexation (Maybe at 80+, 90+ or 100+ relation) - VERY IMPORTANT : Old Alliance System! (The one we have now is more a coalition system) - More diplomatic actions for bad and good relations? - Maybe a special unit system for some nations like byzantine cataphracts or crusader knights - Maybe a system to join HRE if youre not a HRE nation? - Holy War / Crusades? (A system like in CK3 with Holy War and Holy Dschihad for the Muslim and Christian Religions?) - Annex puppets - VERY IMPORTANT : Ultimatum (Please the same system as in AoH2, but more balanced) - Maybe something like a Duke, King, Emporer, etc system that gives you bonuses - President elections system - Trading system (Vassals, Money, Ressources, Manpower, etc) - VERY IMPORTANT : A new peace deals system (I think it should be like in AoH2 where you can select provinces or puppets your allies get.) - A brush selection for the sell province action Please don't comment that you can simply mod the game or simply don't need certain features due to modding. Remember that not everyone is able to mod. Think of the mobile players! I think with these features Age of History 3 would be THE best strategy game of all time 😄 What do you Guys think about these features?
    52 points
  4. Age of History 3 - Releases on October 23rd, 2024 😛
    52 points
  5. 50 points
  6. 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!
    46 points
  7. If a player tries to exploit the game by having no army or minimal army to boost income, nearby AI civilizations will notice and identify the player's civilization as weak.
    44 points
  8. Age of History 3 - Is now available on steam! https://store.steampowered.com/app/2772750/Age_of_History_3/ Don't forget to leave a positive review, it's very important! 😛
    43 points
  9. Steam workshop is now live! And will be available at launch! https://steamcommunity.com/app/2772750/workshop/
    43 points
  10. Now, when starting a new game, the player can choose for each game whether all civilizations will be able to call their vassals to war in that session or not. By default, this option will be disabled, but it can be enabled by clicking the settings button while creating a new game and selecting 'Call allies: vassals'.
    37 points
  11. The game won't be released soon, there's still a lot of work to do
    35 points
  12. I'm making games, not politics.
    34 points
  13. In the scenario editor, you can set AI aggressiveness for specific civilizations. For example, you can make France more aggressive or peaceful in this scenario. When creating a new game, you can also adjust AI aggressiveness for all civilizations. Additionally, in the Governments file, it's possible to increase AI aggressiveness. For instance, Hordes will be more aggressive in the game. It can also be modified in the event outcome: ai_aggression=100 # AI Aggression: +100 out of 1000 ai_aggression=-1000 # AI Aggression: -1000 out of 1000
    32 points
  14. The Android version is currently in the release process, and it is now up to Google to submit it to the Google Play Store. The iOS version is working and will soon enter the review process. I need to fix a couple of things. Both versions will include PC and Mobile map! Thank you for your patience!
    31 points
  15. Each time you play, the game will track your civilization's stats and save gameplay statistics for every session as that civilization. The game will record details such as: the number of days played, maximum income, total wars fought, provinces conquered, regiments recruited, generals and advisors hired, and buildings constructed.
    31 points
  16. In this topic, share your ideas for Campaign scenarios. These scenarios focus on a small part of the map, with the rest designated as wasteland. For example, a scenario of the Reconquista in 1054, where gameplay takes place only on the Iberian Peninsula. What are your ideas for small historical scenarios?
    30 points
  17. New wars map mode highlights all civilizations at war in red. Additionally, the button displays the current total number of wars worldwide.
    30 points
  18. This mod will replace the music with tracks from Age of History 2. If you find it hard to part with Age of History 2, this mod will help you get through this difficult period. This mod includes all the music from AoH2. Music by Kevin Macleod https://steamcommunity.com/sharedfiles/filedetails/?id=3350408044&searchtext=
    29 points
  19. In a peace treaty, when a civilization demands provinces from another civilization, all demanded provinces will experience a reduction in tax efficiency, economy, manpower, and growth rate to reflect resistance against the aggressor. However, if the civilization has a core in the province, the province will not lose any of these values. Values can be changed in: game/gameValues/GV_Diplomacy.json
    28 points
  20. 1440 - 2442 Timelapse - Age of History 3, 1000 Years!
    28 points
  21. Age of History 3 - Fan-made Trailer
    28 points
  22. https://lukaszjakowski.pl/DL/FinalText_ToTranslate.txt CHECK THIS FILE OUT, pretty much lukasz asked for this file to be translated as the ''final file to finish game translation'' and it contains massive stuff that i had to share, i'll start with the less crazy and go up as we go along 1- centralization, colonies, and embargo's 2- ability to play as released civlization and control civs (likely in the sandbox mode) 3 - Ability to Revoke Cores 4- all the Scenarios coming to the game with their descriptions (Might be bad quality but you can read still) IT GETS REALLY CRAZY FROM HERE 6 - HOLY WAR AND THE ABILITY TO SELL PROVINCES, and religious tolerance 7 - New Ideologies, all the ideologies we haven't seen yet and assasination 8 - What looks like the ability to create organizations like the UN from here, get ready to have your brains blown off 9 - NAVY AND LAND + OCEAN TRADE ROUTES AND PIRACY (although i believe this is for a future update cus lukasz said no navy multiple times, OR IT COULD BE FOR A TRADE SYSTEM :D) 10 - WW2 AND MEDIEVAL EVENTS!! Thats about it, the other stuff is miscellaneous like what the HRE reforms will be and (i dunno if i added that to the images) the ability to unite alliances under one state, theres alot of stuff i might have missed, check out the file and drop it in the comments! THIS IS AMAZING! note that there should be ZERO expectation for this to drop on release, all these could be features that lukasz plans to add in updates and is just getting the translation for, don't expect much (just thought i would say this) and don't go around saying any of this stuff will drop on alpha release because it's not confirmed if we're getting it in alpha or later (Unless lukazs does c:)
    28 points
  23. Hello, In AOH2, centralization is missing, which is important for the organisation of civilization. Since early ages, tribal civilizations are decentralized, in which they have a "useless" capital city, some are even confederations of tribal people, states or city states. It was a better organisation for them than a centralized one. Such a mechanic could not be ignored, and will bring a new way to govern a country. Today, 25 out of all countries in the world are federal countries. Examples : USA Russia Brazil Firstly, we need to create a new set of laws (could be called constitution), that would define the organization of the country. It is fundamental for the organisation of the country. A more centralized government will put forward its capital., with all province direct control, while a decentralized will put forward the autonomy for all constituents in the country, and its capital city, will be important for federal duties, such as federal reforms, conflicts, diplomacy. There are 5 options : decentralized, high decentralized, medium centralization,; high centralization, centralization. Each option will bring bonuses, except medium centralization. Decentralized law could unlock the ability to become a federation and a confederation (excluding HRE, whose is an alliance). Infrastructure construction cost Vassal liberty Desire Building cost Unique capital construction cost Stability Research cost Province development Decentralization -10% -10% +5% +10% +5% +3% Low centralization -5% -5% +2 +5% +2% +2% Medium centralization High centralization +5% +5% -2% -5% -2% -5% Centralization +10% +10% -5% -10% -5% -10% Then, there is another law about the government whether it is unitary, federal or confederal. I think it should be automatic, when it adopt a decentralized law, the country becomes a federal country. It can still be decentralized without being a federal country, while adopting "high decentralization", it will benefit a similar bonus to decentralization, even if it is still lower. A unitary state will be available for all types of centralization, except decentralization. They will have unique bonuses, different from centralization law. Bonus Unitary State -10% Unique Capital built cost -5% army recruitment +3% resource +5% diplomatic relations Federal State Corruption -5% Maximum manpower +15% Army morale +5% Confederal State Trade -5% Discipline +10% Army maintenance +5% Before to talk about these political entities, there will be 2 options to play in a federation and a confederation, the first one is to play as the federation and the state that located the national capital (ex : USA and Washington D.C (even if it is a district) or North German Confederation, and Prussia). Unitary State A unitary state, is a governing system in which a single central government has total power over all of its other political subdivisions. Basically, the unitary option is the default one for many countries, but can be changed in the scenario editor. Decentralized In this topic, the path of a decentralized country is more interesting because of some changes. Federation A federation is a political entity of a union of states under a federal government. The sovereign power is formally divided between a central authority and a number of constituent regions so that each region retains some degree of control over its internal affairs. Pros Cons National Government National Army Same diplomacy Change some laws and reforms (up to 3) Reform Border Declare war, without any opposition Build construction (up to 5 per year) Cant have personal unions Regional Government Build independently Trade with other countries Secede the country Can't have independent diplomacy with other countries Adopting a Federal State as an option will give the possibility to become a federation, by creating all states within the country. Then, this will redirect us to "Create a federation", in which we will create constituent bodies, here it is named states. We can rename states to republics to recreate the Soviet Union, then add its autonomies, part of my previous topic, subjects. As Matvey said, these topics are somehow connected. Federal countries could have the option to set territories, to transform it to states later, or because it is too underdeveloped to make it a state, but it will cause happiness downgrade and higher risk of rebellion there. These territories are still controlled by the federal government. Confederation A confederation is a political union of sovereign states united for purposes of common action. The central government is required to provide support for all its members. Confederalism represents a main form of intergovernmentalism, defined as any form of interaction around states that takes place on the basis of sovereign independence or government. The nature of the relationship among the member states constituting a confederation varies considerably. Pros Cons National Government National Army Same diplomacy Can build in its states up to 10 per year Can have personal union with the confederation Change laws and set reforms be effective only to the state with the National Capital Can’t reform border Relations between its states may vary considerably Regional Government Can build independently, 2 to 3 buildings per year for each state Trade with other countries and between states Can have independent diplomacy Only the most powerful state (in which capital is located) can declare war but need to be approved by more than 50% of its members (random) Lower tax (-5%) For confederations, there are no options for territories which are not a state. I put North German Confederation, it is a better example for confederations, even if the US was a confederation (1781-1789). There are no options for adding territories. Other Federal and confederal countries will be shown on the map in 2 ways. When we zoom out, we will see the name of the country, we won't see the internal border. When we zoom in, we will see the name and the internal border of its states. Propose a country to become a state would be possible with these conditions (at least 3 of them): The relation between the two is more than 80 They must be bordering They must have the same ideology The federal country has a higher rank level than the proposed country In peace treaty, federal and confederal countries would unlock more options : Annex territories for one of its states, annexed land will be attributed to one of its states, but should be bordering. (ex : Texas gets land in Rio Grande, but New York can't) Create a state, a new state will be created in the enemy land, then to be Incorporated into the federation. (ex : Rio Grande becomes one of the USA's states) Dissolve the national government, the federal country blows apart and all its constituents become independent, with or without government change (ex : Post Soviet republics went from communist to democratic) The last thing I want to approach is the dissolution and the risk of civil war. When a too radical federal law is applied, or the economy is too low, with a high corruption, some states could be unhappy, so they leave, sometimes even causing a civil war (chance should be random). For the second option, if the rebelling country won, they would be officially independent, if they lose, they will return to the federal country, and the federal country will gained penalties in these states, such as tax income, manpower,etc... Last but at least, here's links for all federation and confederation ever : https://en.wikipedia.org/wiki/List_of_confederations https://en.wikipedia.org/wiki/Federation#De_facto_federations Sequel: I hope it will give Łukasz a little thought about this ✍️
    28 points
  24. Age of History 3 - 06/24 - Scenarios
    28 points
  25. Added that the lord's flag will be automatically drawn every time in the upper left corner. Only in diplomacy view. France is vassal of Hungary: Austria is vassal of Bohemia:
    28 points
  26. (If you see some recycled topic, you can skip it, tare won’t be so much changes) (I divided the topic in two part, because there are a lot of files) Hello, This could be my longest topic. So, in previous months, ColonelDinos posted a wonderful topic about cultures and a national mechanic. This would give a new aspect of the game other than war and economy, it's the people. I don’t know if it was approved by Łukasz Jakowski, but I propose to make cultures more integrated to the game, because "some" people says it was “useless to add”. I'm here to prove them wrong ! 😜 The less tiring way to add this to the game, is to attribute cultures to existing countries by selecting it to present cultures in its country. Example : There are Occitans, Bretons, Alsatians, Basques and Frenches, but the culture of France is French, making others state minorities. State minority and province minority are different, a state minority can (not always) be a majority in several provinces. Cultures groups will design the country's and leader’s ethnic group, the country’s core, etc.... It is the country's identity. Cultures should be placed in the population, along with Civilizations, Continents, Provinces, Religions. Here’s the current proposed cultures list in the board : New map mode : Here's how the potential new map mode could be : Legend : checkered provinces within a culture faction (delimited by black border) : the provinces contained 10% to 50% of a culture minority checkered provinces who aren't in a culture faction (delimited by black border) : the provinces contained 50% to 80% of a culture, making its main culture provinces minority there monochrome provinces : the provinces contained more than 80% of a culture black border : delimitation of a culture, only with the majority included. There would be 4 map types : 1. Cultural map with states border (Macedonian are Bulgarian, I forget) 2. Cultural map with culture border 3. Cultural map with groups border 4. Cultural map with groups border in black and sub-groups border in white : OPTIONAL (Basque and Catalan are not Hispanophone nor French) Culture's acceptance : There could be a law about cultures and religions acceptance. There will be three options ; accept all as minorities, repress and the multicultural option. The option to accept would make all present cultures in the country be accepted as minorities. Example : Croatia could accept Serbs, but Serbs stay a minority. Repress minorities would make these provinces lose their capacities in production, army recruitment, and would deteriorate other countries with the same culture as the repressed minority. Would be available for non democratic countries (I guess), and would be hard to change it to accept minorities. Example : Turkey represses Armenians, Turkey's relations with Armenia would deteriorate. The multicultural option consists of making several or all cultures with a majority in cultures be the heart of the country, these countries with this option would have core construction penalties. Example : Franco-provençal, German, Italian, Romansh for Switzerland. Making the law also applied to religions would fix the lack of secularism for religions in the game. There could add more, but I have no ideas. 😅 Embrace minority Repress minority Multuculturalism Bonus Minority Stability : +10% Minority Happiness : +5% Minority Stability -10% Army morale +3% Province economic growth +5 Penalties Risk of cultural breakout +30% Core construction disabled Religion conversion disabled Debuffs for it are disabled Unrest +15% Minority Provinces Stability -10% Minority Happiness -5% Minority Province Income -5% Minority Province Army recruitment -15% Core construction disabled Religion conversion disabled Debuffs for it are disabled Unrest +10% Ressource bonuses : Each culture has unique traditions and eating, so it could have unique resources and habits, this would influence the trading market (example: China would be more likely to have trade with the UK, because they love tea). Countries could have several resource bonuses based on historical context (example : China : paper, tea, rice) AI behavior : An amount of countries which have the same culture core in a region or continent would be more likely to unite, peacefully or by war, like the German unification. This would also depend on governments and how their culture is treated in other countries, for example if Hungarians are repressed in Romania, Hungary would more likely declare war on Romania. Related features with my old topics : 1. Centralization and decentralization Each federal or confederal state would have a proper culture attributed within its state border when we are creating them, this would work like when we create a scenario, by attributing cultural core to each states. A new tab could be added for it, states would be classed with the option to choose its religion and main culture. Federalizing the country will bring more benefits if the empire is too diverse like Austria-Hungary. Here's my old treasure topic : Here's an approximative ethnic map of the Austro-Hungarian empire: Here's the approximative map of the proposed federation of greater Austria : Here's how the tab could be when we create/edit a federation/confederation: 2. Subjects Nothing to say about it, except that colonies culture is the same that the settlers, even if there is nobody who is in the same ethnic group as the settlers in the colonies. 3. National claims Countries could unlock a national claim, which means that the countries would like to unite its people, making more realistic a lot of conflits, otherwise, its will be for an expansion cause, so war goals are needed. This would be according to the government. There still would be the option to create another claim that isn't related to cultures. All provinces with Hungarians will be included, even if it is a minority. Claim that having the goal to unify the culture is not possible to add or remove provinces. It could be possible to remove the claim, to have better terms with other countries, but could be recreated. 4. Dynamic monarchic and tribal types Now, the idea of dynamic monarchic and tribal types would also fit with cultures. And add regional power from the last video. (Not edited yet) I'm waiting for your criticism !
    27 points
  27. It is not possible, the game is not finished
    27 points
  28. Optimizing FPS in the Game Open the Settings Menu: At the top left corner, you will see the current FPS count. Render Time Details On the right side of the menu, in a black box, you can check which elements take the most render time. Typically, these are: Province Borders Province Names After each change, check the FPS to see if the improvements are sufficient. Steps to Improve FPS Decrease Province Names to: Medium Turn off Double Border Decrease Civilization Names to: Low Decrease Province Borders to: Medium If needed, further decrease Province Borders to: Low Continue adjusting other settings as required. For Graphics Cards with 2GB-3GB VRAM or Less Set Texture Quality to: Low Note: The game may lag if your VRAM is full! Restart the game for changes to take effect. Important: Only use FBO, Province Borders, and Province Names if your graphics card has sufficient VRAM.
    26 points
  29. 26 points
  30. These are the default missions for all civilizations. The AI uses all missions. It will be possible to create missions for specific civilizations in certain scenarios.
    26 points
  31. You can allow the AI to control your armies when your Civilization is at war.
    26 points
  32. 26 points
  33. Age of History 3 - Trailer 😛
    26 points
  34. Good morning, afternoon or evening ladies and gentlemen. I bring a new idea and this time about diplomacy. As always, I will try not to extend too much. I will only talk about the new options, those that bring some change or raise some doubt as to how it would work properly and the deleted options. Let's get started. Declare War: This is something that requires no introduction, its name alone indicates what it does. What I will explain below is a mechanic of how War Declaration could work. Before starting with one of the biggest changes in War Declaration, I want to clarify that this section will work as a sub-idea within the main one and it's totally optional to read, the rest of the functions can work correctly even if this mechanic is not implemented. You can declare war at any time, regardless of whether you have a non-aggression pact, an alliance, or do not have a War Goal Justification. So what are these options for if you can declare war at any time? Simple, avoid punishment. In AOH3 it has already been seen in many videos that there will be two mechanics (maybe more) that work as a disadvantage if you go around declaring war, the first is War Weariness and the second is Aggressive Expansion. Despite not having a detailed explanation of each mechanic, their names already tell us enough about how they could work. Declaring war on an allied civilization, one with which you have a non-aggression pact, one in which your troops are in their territory when they gave you military access, or simply declaring war without a War Goal justification, is going to be extremely punishing. for your civilization, affecting the amount of War Weariness you gain over time and the amount of Aggressive Expansion you will gain. The purpose of being able to declare war at any time is to make the game more realistic. We all know that Germany invaded the USSR without prior notice even when they had a non-aggression pact. Clearly, declaring war when you are not supposed to is heavily punishable and the ideal thing would be not to do so. I want to emphasize again that this mechanic of declaring war at any time is something completely separate from the rest of the post and works as a sub-idea. Justify War Goal: An option that has been highly requested by the community since it was announced that AOH3 is in development. At least in my idea, you can justify war under multiple parameters, each one will be more punishable depending on how "imperialist" it is. Each option will give an amount of Aggressive Expansion, This amount that you get is when you make the justification, Lukasz probably adds that you get more Aggressive Expansion with the demands you make in peace treaties (Since I don't know how Aggressive Expansion scales, I'll just add values like "Low", "Medium" or "High"). Brush: It allows you to choose the provinces you are going to conquer, the more provinces you choose, the greater the amount of Aggressive Expansion you get when justifying war. Provinces with your Cores have a -50% reduction in Aggressive Expansion. Selected provinces get a discount on peace treaties (Unless you have selected 70% of the civilization provinces). The amount of Aggressive expansion obtained by normal provinces is Medium (High if it is 50% of the provinces of the civilization) and Low if are provinces with your Cores. Humiliation: A War justification for diplomatic purposes, humiliating your opponent leaves him in a bad position diplomatically and adds a -5% happiness/stability modifier. If your opponent is a declared Rival, then it removes the rivalry and the modifier changes to -10%, in addition it adds a +5% happiness/stability modifier to your civilization. Using this justification makes all options in peace treaties more expensive. The amount obtained from Aggressive Expansion is Low. Pacification: Only available in civilizations whose aggressive expansion is medium high or civilizations that have broken a treaty. Winning with this justification adds the same Humiliation modifier (Without rivalry). Adds a discount to each option in peace treaties except Religion Conversion, Demand Vassalization, Demand Vassal Transfer and Brush (province annexation). The amount of Aggressive Expansion is Null. Change Government: Its purpose is to be able to change the type of government of a civilization. Winning against an opponent using this justification gives you a discount when selecting Change Government.in peace treaties and increases provinces annexation cost. Aggressive Expansion amount is Medium. Religious Conversion: Justifies the change of religion of a civilization for your religion. Gives a discount on Religion Conversion when peace treaties are made and increases provinces annexation cost. The amount obtained of Aggressive Expansion is Low. Vassalization: Begins the justification for vassalizing the enemy civilization. Gives a discount on Demand Vassalization option in peace treaties. The amount obtained from Aggressive Expansion is Medium. Vassal Transfer: A justification that demands the transfer of a vassal from the enemy civilization to you. Offers a discount on Demand Vassal Transfer but the cost of annexation of provinces increases. The amount of Aggressive Expansion obtained is Medium Low. Military Access: Justifies starting a war after the target civilization has refused to offer you military access. Makes the Demand Military Access option free, but all other options have an increased cost. The amount of Aggressive Expansion obtained is Low. Liberate Civilization: Starts a justification to liberate a civilization from another that has previously conquered it. It gives a discount on the option of the same name in peace treaties, but significantly increases the costs of all other options. The amount of Aggressive Expansion obtained is Null. --- The following War Goal Justification options have no parallel in peace treaties. Which means that they are not added to the game, I will probably make an idea where I will deal with the these options and some extras in the peace treaties. --- Force Resource Trade: Justifies starting a war in order to start trading a resource produced by that civilization. Aggressive Expansion is Low. Force Law Change: Justifies a war to change some law of that civilization. The amount of Aggressive Expansion obtained is Low. Force Union: Begins justification to force a Union with the enemy civilization. The amount of Aggressive Expansion you get by this justification is Medium High. --- The latest War Goal is made to combine with the @Wayne23lololh idea of Cultures and Nationalities. --- Culture Unification: A justification for war that demands the unification of a separate culture through the conquest of those provinces. Offer a notable Score discount in provinces that have a National Claim. The amount of Aggressive Expansion obtained is Medium. You can select more than one War Goal (It has a limit based on your type of government) and depending on the number of demands you make, the size of the enemy civilization's army, and its global top ranking, the justification may take a few weeks to several months to complete. When a justification has been completed, it can be valid for one to several years, this factor is determined by the amount of time you waited for the justification to be completed (1 Month or Less = 1 Year validation. 2 Months = 2 Years and so it goes on and on) Send an Ultimatum: One of the best options that exist in AOH2 and the reason is that its because is an idea with a lot of potential that I had not seen in any other Grand Strategy game (And also because is OP). The options that were excluded from the main diplomacy panel are found in the Ultimatum, since their existence was not necessary in the main panel if I simply add them in the Ultimatum options. If a civilization rejects your Ultimatum, then you will automatically obtain a War Goal Justification based on the demand you demanded in the Ultimatum. It is worth mentioning that the waiting time for a Justification still applies. Ask for Guarantee: I had already included this option in a previous post, but it can be applied to any civilization that is "weak" and seeks protection. When asking a civilization of greater power for a guarantee, it may or may not reject you, it all depends on your relations with that civilization and its military capacity, if you ask this to a weaker civilization then they just gonna reject the offer. Send Trade: Start a trade that can be a one-time trade or a constant trade (Similar to the trades in the Civilization games). I will not deal with the topic of trade in this post because it simply seems to me to be a very extensive topic, similar to the extra options in peace treaties I am going to make a post dedicated to dealing with trade. Declare Union: Another of the diplomatic interactions that existed in AOH2. This is personally my favorite option, I always liked the idea of forming Confederations and similar things, but as far as we have seen, it hasn't been added to AOH3 yet. That's why I bring it back (and more extended). To begin with, to form a Union, certain conditions must be true, things like being in an alliance and having a strong positive relationship with the country is mandatory, some factors can also help you accept them more easily, If the civilization is your vassal, has your Cores or you have theirs, it can influence even more them to accept the Union, obviously only if you have good relations with that civilization. If the civilization is a vassal of another, then declaring a Union will not be allowed. It is worth mentioning that depending on the level of autonomy that each Union allows, civilization has more or less chances of accepting. Confederation: The union with the most autonomy of all, when a state or group of states join together in a Confederation, All states that are under a Confederation have two leaders, the leader of the Confederation (The one from the player's civilization or the one that created the Confederacy) and the state leader (The normal leader of the civilization). The leader of the Confederation will be able to freely intervene in any of the civilizations that are part of it, as if those civilizations were an extension of the leading civilization, however, The leader of the confederation will not be able to manage the armies nor will he be able to administer the Civilization Legacy. Similar to how it works in Bloody Europe in Free-Play Mode, when you click on any of the flags of the countries that are part of a Confederation, you will be able to manage that civilization. Civilizations that are part of a Confederation can leave it at any time, so it is important to maintain good relations if you are the leader. In turn, nations that are part of a confederation can leave it due to the intervention of third parties, things such as rebellions, establishment of a new government or invasion of that civilization can end in that civilization leaving the Confederation. Personal Union: Similar to the Confederation, the Personal Union can be interpreted as an intermediate point between the Confederation and the Real Union. If a Civilization agrees to be part of a Personal Union, its leader portrait will change to the one who sent the proposal and the leader will manage both civilizations as if they were one, without limitations like the Confederacy. Just like in the Confederation, if the player is the leader of the Personal Union, they can switch between civilizations by clicking on their flags. Civilizations that are part of a personal Union cannot break the Union or separate on their own as in the Confederation, but they can still separate through third parties intervention. Civilizations that are part of a Personal Union can still evolve into a Real Union if it is maintained long enough. Real Union: The Real Union is the most complicated of the 3 and the one that is most difficult for another civilization to accept. The easiest way to get a Real Union is if you are patient enough for the civilizations that are part of a Personal Union to accept (Civilizations that are part of a Personal Union will gradually have more chances of accepting a Real Union). The Real Union unites both civilizations into a single political entity, creating a new country in the process. The capital is established in the capital city of the country that sent the Union proposal. There's not much to say about this Union, its gameplay is basically the same as always but you obtain territory peacefully and that's it. If you really took the task of reading the entire post, I appreciate your attention and I would also appreciate if you share your opinion about it. I will try to answer each question Well, that's all, thank you comrades! 😄
    25 points
  35. Steam Workshop mod - Special Map Background When Zoomed Out https://steamcommunity.com/sharedfiles/filedetails/?id=3350400564 This mod adds a special map background when you zoom out of the map. It was intended to be part of the main game, but I'm not too sure about that, so it is disabled by default. This mod enables this optional background. When the map is zoomed in, the default map background is displayed.
    25 points
  36. Greetings! Experience the game's 23 diverse scenarios, spanning various historical eras. Check out a list of scenarios available in the game at launch: https://store.steampowered.com/news/app/2772750/view/7364039644898396488
    25 points
  37. It is now possible for players to compare their civilization with any other civilization from the diplomacy menu.
    25 points
  38. Added an option in the new main scenarios menu to switch to the list view
    25 points
  39. Testing the Android version of Age of History 3 😛
    25 points
  40. I think the title speaks for itself, anyway, I want to clarify what I mean by "Non-sovereign Civilization." A non-sovereign civilization would be a country that is in a situation where it has 0 provinces (This does not include occupied provinces), however, its entity continues to exist through the Cores of its former provinces. Having 0 provinces in AOH2 represented a total defeat and there was nothing else to do but become a spectator or change civ, leaving your old civilization in oblivion, but this does not necessarily have to be the case in AOH3. (I want to make it clear that this idea can be executed in multiple ways within the game. What I will talk about from here on out will be MY way of executing this idea) When you start playing as a non-sovereign civilization, your main objective will be to achieve control of your former provinces and complete or partial autonomy. The two main ways to achieve this goal will be through revolutions and a new mechanic called "Surge Level." How to earn Gold and Manpower As a non-sovereign civilization, gold will continue to be your greatest ally and it is what will allow you to manage different movements and actions that allow you to achieve freedom, your way of earning gold will be through the population that belongs to your civilization or that are part of the core of your civilization. These populations will allow you to earn gold based on 10% of their taxes and 50% of any other source of income. Manpower is managed and earned exactly the same as a Sovereign Civilization, however its main change is that it can increase according to its Manpower is managed and gained exactly the same as a Sovereign Civilization, however its main change is that it can increase according to your Surge Level. Surge Level The Surge Level is the main mechanic of this "Game Mode" and is what will allow you to better manage revolutions, armies, profits and obtain activists. The Surge Level comes in 5 levels, each of these will unlock new options or give more bonuses to help you reach the last level. This mechanic represents your populations revolutionary feeling for a free nation. Level 0: Oblivion. The lowest level of all, representing the almost complete oblivion of your nation. The very idea of your civilization becoming independent is like an old dream and the few people who shout for revolution are ignored or ridiculed. To pass this level you need at least 15% of the Percentage of Cores. This Surge Level grants -25% Gold Gain (any source), -50% Manpower, -25% Propaganda Speed and -100% Rebellion Chance. Level 1: Conscious. Many people dream of the awakening of your civilization, and there are entire groups of civilians dedicated to spreading the sentiment of revolution. This level will allow you to develop propaganda and increase your Cores in their respective provinces. At this level there is still no way to start a revolution but you do not have as many disadvantages unlike the previous level. To pass to the next level, you need at least 25% of the Percentage of Cores. The level "Conscious" grants +5% Gold Gain, -5% Manpower Gain, +15% Propaganda Speed and -100% Rebellion Chance. Level 2: Awakening. There are multiple protests demanding freedom and several political groups dedicated to spreading the idea of a free nation. Level 2 of Surge consists of spreading even more propaganda and will also allow you to gain an Activist and start a Minor-Scale Revolution, however, the revolution start will only be limited to provinces with more than +50% of your Core (Limited to 3 provinces at max). To pass this level you need 50% Percentage of Cores and at least 10% Rebellion Chance. The bonuses for this level are +15% Gold Gain, +10 Manpower Gain, +15% Propaganda Speed and -50% Rebellion Chance. Level 3: Resurgence. Your people enlist in military organizations and create improvised armies to achieve the freedom of your civilization by force. There are multiple political and military activists all looking for a common dream; Freedom. This level is the last one before reaching the complete or incomplete liberation of your country, during this level you will be able to gain Activist Generals and start Large-Scale revolutions (Any province that has over 50% of your Core, this time without limit). To pass this level you need to win a revolution. During Surge Level 3, there is also the option to become partially independent if you accept a truce (which includes the condition of becoming a vassal) from the civilization you rebel against, if you accept the truce and become a vassal, you will go to Surge level 4 automatically and your government type will change to the same government type that your lord has. This level grants different Bonuses based on the Percentage of Cores, the higher the average of your Cores, the more total bonus you earn. The bonuses (Min-Max) are the following: +20-50% Gold gain, +10-25% Manpower Gain, +15-40% Propaganda Speed -50-0% Rebellion Chance and +0-30% Defense/Attack of Units in provinces with your Cores. Level 4: Freedom. People shout with joy and celebrate in the streets, politicians toast at their tables while they boast about their victory and your civilization achieved what was a dream for a long time; Freedom. This level is the last Surge Level, upon reaching it you will be able to change your Government type to a Sovereign one (If the rebellion you won is linked to a certain government type, then you will have a 75% discount to choose that government). When you change your government type, the Government, Diplomacy and Council tabs will return to normal and you will be able to play the rest of the game as a normal civilization. This level grants a modifier that lasts 5 years, this modifier gives the following Bonuses: +10% Incoming Gold (all sources) and +10% Stability, If you agreed to be a vassal, this modifier will only grant +5% Incoming Gold. Revolution Management and Gameplay Revolutions will be another of the main focus of the Gameplay of a Non-sovereign Civilization and there are two types of revolutions: Minor-Scale Revolutions and Large-Scale Revolutions. Both Revolutions can start in provinces that have at least 50% of your Core. Managing any type of Revolution is quite similar to managing a regular war but has notable differences. To begin with, it should be noted that you will not be able to recruit more soldiers, rebellions similar to AOH2 will start with a limited number of soldiers, the number of soldiers will be determined based on your Manpower. Despite the limited number of soldiers, you will be able to build forts and defenses in the provinces you are occupying. If a large-scale Rebellion is in progress, there is a chance that more soldiers will spawn every 14 days in the middle of the revolution and join your cause, this chance will be the 25% of your Percentage of Cores and they will not be as many as the soldiers who appeared when the revolution began. Minor-Scale Revolutions will be available from Surge Level 2 and will be extremely limited, you will receive few soldiers and you will also start with a maximum of 3 provinces, these types of revolutions cannot be won, since the civilization you rebel against will never send you a peace treaty during the progress of a Minor-Scale Revolution. It is worth mentioning that Minor-scale Revolutions will be rare in both Surge Level 2 and 3. Once you reach Surge Level 3 you will begin to be in constant fight against the civilization that you rebel against and minor-scale revolutions will be much less common and Large-Scale Revolutions will be the main focus. In order to win a Revolution, first thing you need is to occupy all the provinces that contain your Cores (this only applies to the provinces of the civilization where the revolution started, in order to avoid fighting with multiple civilizations at the same time). Once you manage to occupy all the provinces with your Cores, you must hold out long enough for the civilization you are rebelling against to surrender and send a Peace Teatry. When a large-scale revolution occurs, there may be a chance that the civilization you are fighting will send you a peace treaty before you occupy all of your provinces, however that treaty would usually ask you to become a Vassal of that Civ, If you accept, you will obtain the provinces that were decided in the treaty, your type of Government will change to that of your lord and you will automatically be a sovereign civilization. Winning a revolution is much easier if that country is at war, since they will usually be quite busy fighting their enemies, unless they have an army or units prepared against revolutions. If you managed to start a Revolution and have a civilization in gIf you managed to start a Revolution and have a civilization protect you or be an ally, you will have to wait for the country you are rebelling against to capitulate to win the revolution. New Council Tab and Activists As an essential part of the gameplay, your Council Tab will also change if you have a Non-Sovereign Government type. In addition, your "Advisors" will receive the name of "Activists". Activists are politicians who gained the "Activist" trait and this trait allows them to be assigned to your council slots. An Activist can also be an Advisor of the civilization you want to rebel against and they can work as both; an Advisor in that civilization and an Activist in yours, however, If you start a large-scale rebellion, it is very likely that you will be fired from being an Advisor. Activists who are Advisors will have their buffs duplicated. Activist trait have a 10% spawn rate every 30 days from Surge Level 2 and 2.5% for those that are working as an Advisor in the government of the civilization that subjects you. Propaganda Activist: This Activist consists of buffs related to Propaganda Speed, Propaganda Discount and increases the Rebellion Chance limit. Only Available from Surge Level 2. Cores Activist: This one has buffs related to the speed of Core Increase, Assimilation Resistance and reduces the Core limit for a province to rebel. Only Available from Surge Level 2. Militar Activist: Probably the most important Activist, It has buffs related to the defense and offense of your troops in territory with your Cores, increases the manpower and reduces Army Maintenance. Only Available from Surge Level 3. New Government Tab and Non-sovereign Governments Similar to the Council and Diplomacy Tab, the government tab will noticeably change and show different values if your government is a "Non-sovereign" type. Percentage of Cores: The average population percentage of all your cores in their respective provinces. You can slowly increase it through the "Increase" button in Rebellion Chance or interact with a province with your Core and start a more direct propaganda, increasing your Core percentage in that province faster. Rebellion Chance: Chance of a new revolution starting every 14 days. This meter will also affect the Surge level. The "Increase" button allows you to start a propaganda campaign and will increase the Rebellion Chance and the Core Percentage until the campaign is over. Surge Level: Indicates the current Surge level. Ideological Revolutions chance: Indicates the probability that a revolution is linked to a type of ideology. When a revolution linked to a certain ideology or type of government wins, you will reach the last level of Surge and will allow you to choose that same type of government with a 75% discount. Non-sovereign Governments are types of governments that non-sovereign countries have by default. As long as you have one of these governments, your civilization will be considered Non-sovereign. There are two types of Non-sovereign governments and they depend on the context of each Non-sovereign Civ. Unassigned Government: Non-sovereign Government by default, applies to any civilization that has a defined entity but does not directly exist. The ruler's title is: Movement Leader Exiled Government: The second type of Non-sovereign government applies to civilizations that existed at some point but disappeared as a result of war. It can also belong to Non-sovereign Civilizations whose form of organization was linked to the following of a dynasty and that dynasty continues to exist. This type of government changes the name of the "Activists" to "Exiled Advisor". The ruler's title is: Exiled Leader New Diplomacy Tab and Interactions As a non-sovereign civilization, your way of interacting with other countries will be different and more limited. Including new options to seek support for your revolution or encourage another in a foreign country. Start Propaganda Campaign: Starts a public propaganda campaign, allows you to choose a non-sovereign civilization to start spreading propaganda, increasing its Percentage Cores and Rebellion Chance. Only available from Surge Level 1. Ask for a Gift: Ask about financial support for a sovereign country. Only available from Surge Level 2. Form Alliance: It allows you to start a defensive alliance with a sovereign country, allowing you to fight alongside that civilization to rebel. Only available from Surge Level 3. Ask for protection: Ask a sovereign civilization if they can guarantee your independence. Unlike Form Alliance, the guarantee is temporary and will end at some point. Only available from Surge Level 3 Okay, so... That's all, if you have questions you can ask. This idea can also be taken as a rework to the revolutions if you wish. I tried my best to make it compatible with AOH3 and I hope I didn't make things too complex. Thanks for reading. Cya 😄
    25 points
  41. Stability will be updated. Provinces doesn't convert to new religion.
    25 points
  42. During the Hisrtory of the world, there have been many states that were occupired from the same nation. Some of these states have co-existed in the same timeline. This is also the case, in the present day, e.g. Cyprus and Greece, North Korea and South Korea etc. Instead of having populations that correspond to a specific state we should have populations that correspond to a nation. For example, instead of there being a Cypriot and a Greek nation, there should be a "Hellenic Culture" or "Korean Culture" you call it. You can do this by specifying a Culture to a State, like the Ottoman Empire is part of the Turkic "Culture" or "Turkish Nation". That's because as a Greek myself i find it a bit weird to assimilate Cypriots into Greeks. It is like assimilating a guy from Krakow into being a guy from Warsaw. Point is, that Nationality and Culture is diffrent from State
    25 points
  43. Is it a good time to bring back some good old memes? 😛 Working on the game! When it's ready 😛
    25 points
  44. Yes, when will there be something to show
    25 points
  45. Players can now release any Civilization as a Vassal from a full list of all civilizations in the game. A new beta update introduces greater control over vassal management! Players can now release any Civilization as a Vassal from a comprehensive list of all civilizations in the game. This feature allows for more strategic empire management, enabling players to reshape borders, delegate governance, and create new diplomatic opportunities. Whether you want to grant independence to a former rival or establish buffer states, this update provides enhanced flexibility in how you shape the world. Steam: https://store.steampowered.com/news/app/2772750/view/514075940301570081
    24 points
  46. Added an option to change religion during the game.
    24 points
  47. Łukasz Jakowski

    Call allies

    Must be added
    24 points
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