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Age of History 3
Łukasz Jakowski

Age of History 3 - Buildings ideas

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Building Group: Military

Era: 2035

Name: Exo-Suit Factory

Cost: 6000

Construction Time: 45 Days

Maintenance Cost: 316 Gold per Month, 578 Gold per Month [If at war]

The name of the technology that unlocks this building: EnhancedConstruction

Bonuses:

+25% Unit Resistance
+10% Unit Efficiency
+15% Unit Effectiveness

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Building Group: Economy

Era: 2030

Name: Plasma Research

Cost: 8000

Construction Time: 150 Days

Maintenance Cost: 417 Gold per Month, 631 Gold per Month [If at war]

The name of the technology that unlocks this building: PlasmaEnhancement

Bonuses:

+40% Research Points per turn
-15% Research Points spent
-15% Taxing
+10% Economy Growth

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Hi Lukash, I have some ideas for aoc3:

1. Events with the genocide, for example, the reduction of the Jewish population in Germany during the Holocaust. When genocide is carried out, a country's relations with other countries deteriorate and stability decreases. 

2.Propaganda. To do this, you need to build a Ministry of Propaganda and sponsor it. The Ministry of Propaganda increases stability and support for the government. Also, by spending a certain amount of money, you can propagate our power in other countries. This will lower the level of support for the authorities of that country, and if this operation is repeated several times, then the country (or part of it) can join us, or there will be an uprising. 

3. Automatic conscription. You can set a specific time (e.g. every 6 months or a year), and at that time new soldiers (any number of soldiers) will be drafted into the army. This is now practiced in some countries, for example, in Belarus. 

Good luck developing Aoc3, thank you for your work! 

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11 hours ago, Sarkisanvadim395 said:

Hi Lukash, I have some ideas for aoc3:

1. Events with the genocide, for example, the reduction of the Jewish population in Germany during the Holocaust. When genocide is carried out, a country's relations with other countries deteriorate and stability decreases. 

2.Propaganda. To do this, you need to build a Ministry of Propaganda and sponsor it. The Ministry of Propaganda increases stability and support for the government. Also, by spending a certain amount of money, you can propagate our power in other countries. This will lower the level of support for the authorities of that country, and if this operation is repeated several times, then the country (or part of it) can join us, or there will be an uprising. 

3. Automatic conscription. You can set a specific time (e.g. every 6 months or a year), and at that time new soldiers (any number of soldiers) will be drafted into the army. This is now practiced in some countries, for example, in Belarus. 

Good luck developing Aoc3, thank you for your work! 

You can post it in AoH3 ideas.

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Dear developer,I would like to know about political system in aoh3. Because I think real-time strategy needs political system. So do you have plans to add that kind of system?I mean political system does not refer to `change government´.It refers to government system which should be controlled by many parties or central government. And we can decide who will be responsible for a country.If you add that system,I will buy your game whatever your game costs.(E.g-political system like total war rome 2)

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On 04/11/2023 at 14:13, Łukasz Jakowski said:

Suas ideias se tornarem parte do jogo, neste tópico iremos escrever ideias para novas construções podem em Age of History 3.

 

Os edifícios serão agrupados em quatro categorias:

1. Administração

2. Militar

3. Economia

4. Edifícios capitais exclusivos - Esses edifícios poderosos fornecem bônus para a província local ou para todas as províncias de sua Civilização ou Civilização

 

Todos os edifícios podem ser atualizados, aqui está um exemplo:

Biblioteca -> Universidade -> Academia

Cada edifício tem um custo diferente e oferece bónus diferentes.

 

 

Esta é a aparência da sua postagem de ideia de construção, exemplo

 

Grupo de Edifícios: Administração

Nome: Repartição de Finanças

Custo: 60 ouros

Tempo de construção: 90 dias

Custo de manutenção: 0,2 ouro por mês

O nome da tecnologia que desbloqueia este edifício (opcional)

E envie aqui quais bônus este edifício oferece. Exemplo:

Bônus:

Eficiência Fiscal Local: +10%

Mão de obra por mês: +25

 

O mesmo vale para verificações de construção.

 

O mais importante com novas ideias de construção é não se ater ao jogo antigo, ser criativo e oferecer novos bônus não no Age of History 2, e talvez novas coisas e mecânicas disponíveis incluídas no jogo

 

Modelo para a postagem:

 

Grupo de construção: Economy

Nome: Customs

Custo: 75 ores

Tempo de construção: 90 days

Custo de manutenção: 0,4 per month

O nome da tecnologia que desbloqueia este edifício: Business 

Bônus:

National income: +30%

Resources: 25%

CONSTRUIR.png.a66830c66a4fbf191e9e537fa8e20b37.png

 

 

 

I think it would be interesting to add a customs office so we can manage the goods that leave and enter the nation, and be able to select the amount of resources that will be exported, such as oil, natural gas, ores and more. In addition to having the possibility of creating a maritime trade route and managing the cities of other nations where you will export or import, creating a type of international market.

(I have a recommendation that is not about construction but that I would find interesting, I think it would be interesting to improve the statistics part of the game, adding the possibility of seeing information such as the percentage of certain religions in provinces and nations, race of the population, language And other informations, and also being able to manage the country's laws. It would also be interesting in the assimilation part, when the country is a nation that is a dictatorship or a monarchy, during assimilation, religion, ethnicity, culture and other information change. like for example in Victoria III, where there is information on religion and ethnicities, and it is possible, for example: when you are administering the United Kingdom, you can transport populations from African colonies to an American colony, and you can also do catechesis with the populations and among other resources. And also the possibility of persecuting a people, for example: you are playing as Brazil and when you dominate Argentina you implement a persecution against Argentines and place people of Brazilian ethnicity in Argentina {not that I support this in real life})

Thanks, I love your game!

Edited by Chile Ball

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Building Group: Administration

Name: CONCENTRATION CAMP

Cost: 1200 Gold

Construction Time: 100 Days

Maintenance Cost: 0.5 gold per month

Other: Can only be built if country is Fascist or Communist

Bonuses: Faster coring with minorities around the province you built the camp along

Local Tax Efficiency: +5%

Manpower per month: 0

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I have an idea and religions and to make costom religions

Like you can do an army like The Crusaders who spread your religion

so what You think it is a good idea

You can do whatever you want with the idea

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Building Group: Military

Name: Trenches

Cost:  200-300 (It may be changed)

Construction Time: 20 days

Maintenance Cost:  0

The name of the technology that unlocks this building:   Trench Warfare

Bonuses: +15% defense

Additional info:  Trenches would have reduced defense when attacked by armored units (like tanks)

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I also think that there should be buildings related to tourism and entertainment in the game, so that it increases the happiness of the people and makes money, also tourism and entertainment places can be visited by other countries and the friendship with that country will slowly increase (note: I was going to write more examples, I was too lazy to write) example:

Building Group:economy

Name: ministry of tourism

Cost:90 gold

Construction Duration: 80 days

Maintenance cost: 0.8 gold per month

The name of the technology that unlocks this building: town hall

Bonuses:
Monthly money from tourist attractions +8%

-2% tourist attraction maintenance cost

Level 1
Building Group:economy

Name:circus

Cost:30 gold

Construction Duration: 35 days

Maintenance cost: 0.5 gold per month

Name of the technology that unlocks this building:-

Bonuses:
Happiness of the provinces where it is located and the surrounding provinces +10%

Assimilation speed of the surrounding provinces + 5%

100 gold per month

Level 2
Building Group:economy

Name:amusement park

Cost:60 gold

Construction Duration:70 days

Maintenance cost: 1 gold per month

The name of the technology that unlocks this building: ministry of tourism

Bonuses:
Happiness of its and surrounding provinces +20%

assimilatoin speed +10%

250 gold per month
 
 
 
 
 
 
 

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Military:

Recruitment Post -> Recruitment Office -> Enlistment Center

Boosts number of population able to be recruited and reduces time to recruit or required to be able to recruit in the province

Early Military Camp -> Early Modern Military Camp -> Early Military Base -> Modern Military Base

Trains troops, needed to be able to turn recruited men into ready soldiers, also serves as a fortification. Also allows you to turn experienced troops into elite versions (like special forces that I suggested in my other post, and other elite units if you add them. But must be experienced troops, not freshly recruited ones, for realism and logic). Also passively helps suppress revolts/risk of revolt in the province/district its built in (just having troops in a province should also have that affect, depending on number of troops, but military base/camp should give an additional bonus)

And speaking of troop experience, you should make that a feature. Every individual troop gains experience everytime they fight if they survive, and it boosts their effectiveness little by little (not stats like damage defence etc, since that should be dependent only on equipment and gear, but it should boost things like efficiency and critical damage and stuff like that, if you make the stats that detailed)

Castle -> Bastion -> Outpost -> Forward Operating Base

Serves as a form of fortification (weaker than camp/base but also cheaper, but cant train recruits) and resting station for armies (but has a max capacity), allows you to see neighboring province troop numbers (or at least let's you see there are troops nearby) like towers in AoH2 (or instead of neighboring provinces, in same provinces but at certain ranges, if you are adding movement within a province instead of directly province to province, which you should in my opinion since it will be real-time instead of turn based, and will also fit the new battle system)

Theres no need for Castles/outposts/FOBs if there will be no inter-province logistics, since in that case they will provide no unique purpose compared to military camps/bases, unless you add districts within a province, which I really think you should, and then in that case it would make sense to have an expensive military base in the center or in the largest city, and castles/outposts/FOBs on the outskirts of the province for an outer layer of defense and forward base for an army

Military bases/campa and outposts/castles should be modular. You should make it so that players can add things within them. For example:

Add an anti-air defence system to a military base and outpost/FOB, add cannons to bastions, ballistas to castles, airfield and hangars for military bases, some entertainment stuff to boost garrison morale, etc.

Should obviously be limited so that the player has to think strategically and specialize the base for a specific thing instead of just being able to add everything to a base

Field Fortifications:

Early Trench -> Early Modern Trench -> Modern Trench

Provides bonus defense against all types of units except aircraft, and can manually place units in them while in battle. Modern trench can give defense against strike aircraft and early bombers

Stakes (defense against cavalry charges and early modern cars) -> Crossbeams (variants: wooden; cheaper but only effective against armored cars and light tanks, not medium and heavy tanks. iron; more expensive but works against medium tanks)

Early Landmine -> Landmine -> Modern Landmine

Variants: Anti-Personnel, Anti-Tank (not available for early landmine)

Mid tier anti tank landmine destroys armored car, light tank, medium tank, ifv, but only disables (movement) heavy tank and modern tank. Modern anti tank landmine destroys all ground vehicles if run over

Concrete Field Bunker (takes significantly longer than to construct than wooden one by far, cannot be constructed during battle (because armies dont carry concrete with them), is more of a building than field fortification but is classed as one because it can be built anywhere. Provides very good defense against infantry. Is modular, can add mounted machine gun and/or field gun. Can be easily destroyed by bomber, strategic bomber, heavy tank, main battle tank, howitzer, and less easier but still able to be destroyed by field guns, medium tanks, light tanks (but much harder for light tanks. Reference the small ww1/ww2 concrete field bunkers, not the big large huge bunkers)

Wooden Field Bunker (good against infantry weak against artillery and vehicles, including non-cannon ones like armored cars and IFVs, but is cheaper can be built during battle (but still takes a while, but much less than a concrete bunker), can add mounted machine gun)

Underground Bunker (also cannot be constructed within battle. Good place for troops to hide from aircraft and bombs during battle, but they cannot fight out of it, and it can of course be raided by enemy troops. Can also be destroyed by modern bomber and early modern missiles)

Foxhole (fastest and cheapest field fortification to construct, but provides the least defence bonus, and only against infantry and vehicles, and only a bit. Imo this shouldnt really be added since irl it might even be worse for a soldier's defence if the enemy throws a grenade. And I assume battles in this game wont be that level of depth so foxholes should just not be added, unless you decide to add in the depth and detail of soldiers throwing grenades and stuff)

There are many more field fortifications you can add

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Building Group: Administrative
 
Name: Basic School (Level 1) -> School (Level 2) -> Extended School (Level 3)
 
Cost: 100$ for Basic School - 200$ for School - 500$ for Extended School
 
Construction Time: 2 weeks (1 month when you upgrade)
 
Maintenance Cost (per month): 1$ for Basic School - 2.5$ for School - 20$ for Extended School
 
The name of the technology that unlocks this building: "Extend Ilustration" at the beginning 19th century.
 
Bonuses:
 
+5% University Efficiency (It will grow over the time and duplicate when you upgrade the school)
 
+2% Research point gain (It will duplicate when you upgrade the school)
 
-5% Province Hapiness (If you're a democracy, it dissapear when you upgrade to level 2)
 
+10% Province Hapiness (If you're an autoritarian regime)
 
///
 
Building Group: Administrative
 
Name: Clinic (Level 1) -> Small Hospital (Level 2) -> Big Hospital (Level 3)
 
Cost: 100$ for Clinics - 200$ for Small Hospitals - 500$ for Big hospitals
 
Construction Time: 2 weeks (1 month when you upgrade)
 
Maintenance Cost (per month): 2$ for Clinics - 5$ for Small Hospitals -  25$ for Big Hospitals
 
The name of the technology that unlocks this building: "Extend Ilustration" (again) at the beginning 19th century.
 
Bonuses:
 
+10% Local population grown (It will duplicate when you upgrade the building)
 
-10% Fewer Infection due to an epidemic (it will also duplicate when you upgrade the building)
 
+10% Province Hapiness (it duplicates when you upgrade on every governament)
 
///
 
Building Group: Administrative
 
Name: Small Police Station (Level 1) ->  Police Station (Level 2) -> Big Police Station (Level 3)
 
Cost: 100$ for Small Police Station - 200$ for Police Station and 500$ for Big Police Station
 
Construction Time: 2 weeks (1 month when you upgrade)
 
Maintenance Cost (per month): 3$ for Small Police Station - 9$ for Police Station - 25$ for Big Police Station
 
The name of the technology that unlocks this building: "Control over the new protestors" at the end of 19th century.
 
Bonuses:
 
+20% Province Stability (it will duplicate when you upgrade the Police Station)
 
+5% Province Hapiness (it also duplicates when you upgrade, it works on every governament form)
 
///
 
Building Group: Economy
 
Name: Dirt Road (Level 1) -> Cement Road (Level 2) -> Avenue (Level 3)
 
Cost: 20$ for Dirt Road - 100$ for Cement Road - 200$ for Avenue
 
Construction Time: 1 week for Dirt Road - 2 month for Cement Road - 1 year for Avenue
 
Maintenance Cost (per month): 0.5$ for Dirt Road - 2$ for Cement Road - 10$ for Avenue
 
The name of the technology that unlocks this building: Dirt Roads are from the start, but  Cement Roads and Avenues are unlocked with "New City Architecture" at the end of 19th century.
 
Bonuses:
 
+10% Province Stability (it duplicates whe you upgrade)
 
+10% More local taxes (it also duplicates whe you upgrade)
 
+5% Province Hapiness (again, duplicates when you upgrade, it works with every governament form)
 
///
 
 All this will be accompanied with the Universities that was already on AoH2
Edited by Undae

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Building Group:  Economy

When it can be unlocked: after 1830 year

Name: Factory

Cost:  2000

Construction Time: 30 days

Maintenance Cost:  20

The name of the technology that unlocks this building: Industrialization

Bonuses:  +30% Economy Grow in the Province

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Building Group: Economy

Name: Industrial district

Cost: 10000 or more

Construction Time: 100 days

Maintenance Cost: 45 gold a month

The name of the technology that unlocks this building: Advanced Industrialization

Bonuses: +50% Economy Grow in the Province

                  +40% Popolation Grow in the Province

              

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Military

Okopy lvl1 ,2 ,3 

Złoto : 5

budowa: 2 turns

Ejekt:

w prowincji: +10<->+30 defense

+5% utrzymanie wojska

Jesli prowincja z okopem sąsiaduje z dwoma prowincjami z okopami dostaje dodatkowo +10% defense

 

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Bina grubu: Hizmet sektörü
Ad: Sağlık merkezi — Hastane — Fakülte

Maliyet: 30 Altın — 100 Altın — 300 Altın

İnşaat Süresi: 45 gün — 180 gün — 330 gün

Bakım Maliyeti: Aylık 0,1 altın — Aylık 0,75 altın — Aylık 1,50 altın

Bu yapının değişebilen teknolojinin adı: Tıp

Bonusları: Hastalıklardan ölenlerin insan sayısını azaltır.

Edited by ömer388

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Building Group: Economy 

 

Era: After 1760

 

Name: Steel Mill

 

Cost: 7500 Gold

 

Construction Time: 1 year and 8 months

 

Maintenance Cost: 100 gold a month

 

Required technology: Industrial revolution 

Bonuses:

 

+ 80% more Steel

- 5% population growth rate 

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Building Group: Unique Capital Buildings

 

Era: After Year 0 

 

Name: Stacue (player can select who to choose)

 

Customization: Player can select how big the stacue should be in meters

Cost: 10000 * meters of stacue

Construction Time: 5 months * meters of stacue 

 

Maintenance Cost: 100 gold a month

 

Technology: Great men

 

Bonuses: 

 

+ 10% of meters of stacue converted to persentage of prestige per year ( a stacue that is 5 meters in height would give you 0.5% prestige per year and a stacue that is 100 meters big would give you 10% prestige)

+ 25% of meters of stacue converted to persentage of tourism per year ( a stacue that is 8 meters would give you 2% prestige boost per year)

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Building Group: Economy 

 

 

 

Era: After 1760

 

 

 

Name: Paper Mill

 

 

 

Cost: 7500 Gold

 

 

 

Construction Time: 1 year and 8 months

 

 

 

Maintenance Cost: 100 gold a month

 

 

 

Required technology: Industrial revolution 

 

Bonuses:

 

 

 

+ 80% more paper 

 

- 5% population growth rate 

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Building Group: Economy 

 

 

 

Era: After 1882

 

 

 

Name: Power Plant 

 

 

 

Cost: 100,000 Gold

 

 

 

Construction Time: 2 years and 8 months

 

 

 

Maintenance Cost: 250 gold a month

 

 

 

Required technology: Electrical revolution 

Bonuses:

 

 

 

+ 95% more development per month 

 

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Building Group: Military

Era: Russo-Ukrainian War In 2022

Name: Extra Military

Cost: 78,000 Gold

Construction Time: 1 month

Maintenance Cost: 100 gold a month

Required technology: Military Cost

Bonuses:

+10% To Invaded, occupied, annex from all countries

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