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Age of History 3
Łukasz Jakowski

Land units - Ideas AoH3

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🌟 Idea

 

I suggest adding disease control systems for the elimination of diseases, for example:

 

- The country is affected by a disease

 

Go to the country's menu and select the Ministry of Health (this is just a possible example). However, in earlier periods of time (1100 AD), there will not be a Ministry of Health; the Ministry of Health will appear after 1600 AD for a certain fee. Pressing this button will open the decision menu:

 

Decisions for the Ministry of Health:

 

- Quarantine measures

  - Ban on the entry of foreigners (complete, partial, not effective)

  - Military quarantine (total, limited, not effective)

  - Internal quarantine (total, partial, limited, not effective)

 

- Sponsorship

 

  - Health care expenses (High, basic, minimal, crippling)

  - Purchase of technical needs (Pressing this button will deduct the specified amount of money)

  - Citizen support (High, basic, absent)

 

Each decision will incur a certain cost (money or something else), and if we increase spending, more money will be deducted from fixed income. Also, citizens will be dissatisfied if we raise everything to the maximum but do not support them in any way. And if basic health care expenses are not maintained, the chance of a disease appearing in the country is higher.

 

Also, if we impose a quarantine in the army, the army will perform worse in battles.

 

Good luck with the game development!

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A upgrade type system.

Like scientific Upgrades so you can research what you want. But however in order to make the game balanced the type of technologic advances depends on what era your in. So if your playing the modern era you can start with basic Late western WWII Infantry, Tanks, Planes and [if you can add] warships. And if your playing lets say the mediaeval era You start with Basic Ground infantry, Knights and [Again if you can] Ships.

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P.L.A.N.E.S

What would help out the conquering part of the game is planes.

Fighter planes

Bomber planes

Carrier planes

Nuke planes

Kamikaze type planes

Lastly, spy planes

These planes could air drop parachute units, destroy buildings and other units, last discover hidden units.

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Maybe different unit types for each upgrade because in this system you just have to upgrade your units instead of making tactical formations. And adding formation styles is also a good idea because you can use differemt tactics for different terrains.

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hi, I have a proposal:

Make sure that when we are in the WW2 scenario, we can start research for the atomic bomb (because if we start from the 1400s, it's not too realistic but if we wants for fun, to add a parameter which can make us start the research (idk if it's compressible), then if our government is a republic, there are presidential and legislative elections (and if possible see a senate to see the political parties present, then if it is a monarchy (absolute for example) if the king dies, we can choose the heirs to the throne (if he is already dead, so we cannot choose him but if he is still alive, we can choose it and a display during the game which shows us the newborn and a family tree (like in Total War)

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it would be great if you added a little bit more attention to detail on the balkans because its a very unstable part of europe and should lead to some big wars in some scenarios 

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The system is quite good, it needs to be more polished, but please remove the dice, it is the worst mechanic that can exist.

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One thing would be the navy, I would like you to make it practically like the army, that there are enough models that we start from galleys, frigates, corvettes, to destroyers, dreadnoughtus, submarines, aircraft carriers, etc. obviously what entails manufacturing them, ports and shipyards, obviously that there is an organization: heavy ships, light ships and transport.

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I read a number of suggestions from people on implementing special units and voted "like". In my entry, I would like to offer a list of some other people’s proposals and a number of my own (forgive the possible repetition) unique units that are “improved versions” of others:

1) Cossacks. Improved Discovery Age cavalry for states that are culturally East Slavic.

2) Winged Hussars. Improved cavalry for the Polish and Hungarian states, as well as the Polish-Lithuanian Commonwealth.

3) Landsknechts. Improved medieval infantry for the German states (In the regions of Germany and the Baltic states).

4) War elephants. It can be in two variations as an expensive but effective unit. African War Elephants available in North Africa (here it turns out that it is not necessary to be a specific country, but simply have provinces in the desired region) and Indian War Elephants available in India and the Middle East.

5) Samurai. A potential improved version (due to the feudal system of Japan, they can be made without monthly costs) of some knights.

6) Mamluks/Janissaries. Accordingly, cheaper and higher quality infantrymen of the Middle Ages for the Turkic Muslim states of the Middle East. If this is possible, then the requirement for provinces with a non-Muslim religion may serve as a restriction on hiring.

7) Warriors of Fubin. Swordsmen/spearmen who did not require monthly maintenance in China in the mid-first millennium AD (historically the Fubin system of self-financing through forage and robbery in the Sui and Tang dynasties).

8 ) "Fire Spears" A faster and cheaper, but less effective analogue of early artillery for China from the 14th century.

9) Spanish Tertia. Improved infantry unit for Spain (and the entire Iberian Peninsula) from the 16th century.

10) Toshikokoli. Aztec infantry with greater troop morale and a greater proportion of casualties to those who escaped among the soldiers of the enemy army.

11) Immortals. Antique improved well-protected Persian infantry unit.

12) English archers. Improved (due to the longbow) version of archers for the English states.

13) Rajputs/Marathas/Jats/Mughals. Similar to Samurai but for India.

14) Templars. A unique infantry unit with increased morale for state orders (Livonian, Teutonic, Hospitaller, etc.)

15) Silat Warriors. Weakly protected, but well-attacking infantry units of ancient and medieval Malaysia and Indonesia.

 

Additions are possible. More attention is paid to antiquity and the Middle Ages due to the fact that in later eras the types of troops are much more standardized. But I can propose a number of special historical units for individual countries in later eras in another post.

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I have an idea on how the capturing system could works: So there should be a administration panel where you can assign counties to a city which helps the counties get bonuses according to the assigned city and this helps the connected counties and city to share resources and stuff like if the city needs food it can get it from countie(s) etc. Also when a unit captures a city all the connected counties should be putted under occupation and also if the owner nation's unit occupies a county then when the siege goes succesful, that county wouldnt putted to occupation for the occupier nation.
Sorry for the bad English.

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Certainly! Rearranging the army menu by adding icons can be beneficial. For example, use a tank icon for tanks, a soldier icon for infantry, and a horse icon for cavalry. When clicked, these icons can display the respective branches of the army, providing both a quick and practical way to find the desired force.

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There should be unique soldier introduced by religious doctrines.

Like for example crusaders during the crusades that get added bonuses in the holy lands,in addition to crusaders,elite knights should be high-quality, but expensive soldiers that will have bonuses defending the holy lands.

Also the holy roman empire system needs changes.

If for example another country atacks the emperor the whole holy roman empire should aid (or at least those that support the emperor)as well as that an income should be drawn from the princes lets say 3% from each kingdom that would add up and make the emperor title seem more worthy of respect.

And as well as that...slavery just like in stellaris if you conquer a nation assimilation will seem too much waste of resource to some people,so genocide or slavery would be important for immersion into the game and it would certaintly make the game even more!

Edited by jackson342
New Ideas

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On 12/5/2023 at 2:21 PM, Łukasz Jakowski said:

In this topic we will write ideas for new land units. 

 

AoH3 will have different types of land units.

 

First of all, the AoH 3 will have new battle system:

The battlefield

Representation of the battlefield in the game.

units.png.d12f4d68f11b9d74c25c79b7b830865f.png

 

Land units will be grouped into 3 types.

Groups determine the placement of units on the battlefield.

 

lines.thumb.png.5797b0cff16b852aa782cfca7db562a5.png

 

Each unit can be unlocked by researching technology and then upgraded.

Units will have a different recruitment cost, attack, defense, movement speed and upkeep.

 

Here is the current list of units with upgrades:

First line:

Warrior -> Light Footmen -> Heavy Infantry -> Infantry -> Line Infantry -> Modern Infantry

Hoplites -> Spearmen -> Pikeman -> Elite Pikeman -> Musketeer -> Riflemen -> Mechanized Infantry -> Modern Mechanized Infantry

First line side:

Horseman -> Elite Horseman -> Cavalry -> Tank -> Modern Tank

Second line:

Archer -> Bowmen -> Crossbowman -> Elite Crossbowman

Canon -> Field Cannon -> Artillery -> Modern Artillery

Early Airplane -> Airplane -> Modern Airplane

 

This is a very early version, so maybe something should be changed?

Or maybe an idea for a new type of unit with upgrades? I'm waiting for your suggestions.

 

landUnits.thumb.png.0d6f9b0dddc17e097355c57f1828dc09.png

Idea for armies:

Professional armies, mercenaries and levies
Professional armies cost not only administration and salaries, but also population, supplies, happiness and stability, at great cost, they are the most disciplined armies, they obey the player's orders, they have buffs in statistics and greater tactics and organization, their pay is monthly, They will desert if they are not paid

The mercenaries do not cost more than their hiring, they themselves take care of their supplies by looting any territory already conquered, they obey the player's orders, but a mechanic could be that, if you give the order to attack one (x) province, but The mercenary unit has a nearby province (y) that has a gold mine or some valuable product, they will disobey you and attack the province (y)

They do not have good tactics or organization, but they are totally immoral and cruel, they will do whatever it takes to win, it means breaking any law, their pay is every month, if they are not paid, they will lose loyalty, if they go a year without pay, they will the event of "mercenary wars" will break out, as happened to Carthago

 

Levies and mobilization

The levies are mobilization in the medieval era, cannon fodder in case of emergency
Mobilization is only possible with certain policies and technological improvements, they have greater experience when being called

Raiders/pirates or privateers

armies that you can "hire" to attack roads or ships of rival countries, but not necessarily in war, they loot a part, give another to you, in case a pirate or privateer group conquers a territory, they will proclaim a "pirate republic" and that route will be quite unsafe

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The idea concerns additional war mechanics related to units:

1. Mercenaries. The ability, if the conditions are met, to temporarily hire (a contract that can be extended) military groups with their own general for a large fee.

2. Militia. Under certain conditions and during the occupation of a large part of the country, a poorly trained military group that does not require maintenance may enter the ranks of the army.

3. Military support (may not be needed if appropriate military reforms are in place). The ability, in the presence of a certain technology (and the absence of restrictions), for an additional fee, to strengthen the combat capabilities of the army, providing them with special supplies or, for example, organizing a gas attack on the enemy before the start of the assault.

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    • Land units - Ideas AoH3
      AoH3 will have different types of land units.

      In this topic we will write ideas for new land units. 

       

      So the AoH 3 will have new battle system.


      Representation of the battlefield in the game.


      Land units will be grouped into 3 types. Each unit will have a different recruitment cost, attack, defense, movement speed and upkeep.

      Groups determine the placement of units on the battlefield.


       

      Each unit can be unlocked by researching technology and then upgraded.

       

      Here is the current list of units with upgrades:

      First line:

      Warrior -> Light Footmen -> Heavy Infantry -> Infantry -> Line Infantry -> Modern Infantry

      Hoplites -> Spearmen -> Pikeman -> Elite Pikeman -> Musketeer -> Riflemen -> Mechanized Infantry -> Modern Mechanized Infantry

      First line side:

      Horseman -> Elite Horseman -> Cavalry -> Tank -> Modern Tank

      Second line:

      Archer -> Bowmen -> Crossbowman -> Elite Crossbowman

      Canon -> Field Cannon -> Artillery -> Modern Artillery

      Early Airplane -> Airplane -> Modern Airplane

       

      This is a very early version, so maybe something should be changed?

      Or maybe an idea for a new type of unit with upgrades? I'm waiting for your suggestions.

       
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