Jump to content
Age of History 3
Łukasz Jakowski

Events - Common events for every civilization in the game

Recommended Posts

Title:We saw a Meteor

Simple Description:Our Peasants are  in Panic they dont know what is it.Many are demanding that we give the a explanation.Is it the end of times

Triggers: Civilization exist 

Outcome 1: We dont know -      -5%Stability

Outcome 2: Lets make something up- 50% +1%stability 50% -10stability 

Outcome 3: Only available after a Meteor tech-Scientist research the Meteor-+5% Research 

Share this post


Link to post
Share on other sites

  • EVENT 1: The Revolution has succeded!

   -Simple Description: You have taken down the Bourgeoisie! Now we need to rebuild our great and equal country!

   -Triggers: Change ideology to Communism

   -Outcome: Event 2 is triggered

  • EVENT 2: The Scare

   -Simple Description: Your advisors and close allies have warned you that the old government is planning to overthrow you!

   -Outcome 1: Exile the old government.

bonus_corruption=-20.0  (Idk if it is less corruption when you put a minus but this means less corruption)

bonus_diplomacy_points=-25

   -Outcome 2: Keep them.

bonus_corruption=20.0 (this means more corruption)

bonus_diplomacy_points=25

Event 3 is triggered

  • EVENT 3: Political Opponents

   -Simple Description: Your Close Allies have disliked your choice and want to overthrow you!

   -Outcome 1: Send them to Gulags

kill_advisor=0

kill_advisor=2

kill_advisor=3

bonus_corruption=-50.0 (less corruption)

   -Outcome 2: Don't send them to Gulags

kill_ruler_chance=40

bonus_advisors_max_level=5

   -Outcome 2: Don't send them to Gulags

kill_ruler_chance=40

bonus_advisors_max_level=5

Share this post


Link to post
Share on other sites

Title: Football

Description: There are continental cups played in every continent in the world, and there is also the World Cup.

Triggers: Cups held every 4 years everywhere in the world. There are 2 results:

Result 1: Your country became the Champion. People's happiness increased by 30%.
Result 2: Your country is eliminated. People's happiness decreased by 10%.

Share this post


Link to post
Share on other sites

Just now, DriesMertens said:

Title: Football

Description: There are continental cups played in every continent in the world, and there is also the World Cup.

Triggers: Cups held every 4 years everywhere in the world. There are 2 results:

Result 1: Your country became the Champion. People's happiness increased by 30%.
Result 2: Your country is eliminated. People's happiness decreased by 10%.

Ok, I understand now.

Share this post


Link to post
Share on other sites

Title: Football

Description: There are continental cups played in every continent in the world, and there is also the World Cup.

Triggers: Cups held every 4 years everywhere in the world. There are 2 results. One of these two outcomes occurs.

Result 1: Your country became the Champion. People's happiness increased by 30%.
Result 2: Your country is eliminated. People's happiness decreased by 10%.

Share this post


Link to post
Share on other sites

Title: Football

Description: There are continental cups played in every continent in the world, and there is also the World Cup.

Triggers: Cups held every 4 years everywhere in the world. There are 2 results. One of these two outcomes occurs.

Result 1: Your country became the Champion. People's happiness increased by 30%.
Result 2: Your country is eliminated. People's happiness decreased by 10%.

Share this post


Link to post
Share on other sites

Title: Ethnic Tensions

 

Simple Description: Ethnic Tensions have broken out in (x county or region) and there are calls for autonomy!

 

Triggers: Being a multiethnic empire like Austria Hungary or the Ottomans after the French Revolution until WW1

 

Outcome 1: We can't risk a rebellion. Try to ease down the situation

+30 local autonomy

Local unrest decreases greatly

There may be calls for further autonomy in the future

 

Outcome 2: Crack Down on the rebels.

 

For 10 years:

Province devastation + x(decreases over time)

Decrease local income by 33 percent

Local unrest increases by 10 points

Local population decreases slightly 

Relations with countries of similar ethnicities decreases by 15 points(decreases over time)

If the said nationality comprises more than 20 percent of the nation, risk of rebellion appears and starts to increase in parallel with the size of the said minority.

Outcome 3: Hunt down not only the rebels, but their collaborators as well!

 

For 15 Years:

Province devastation + 2x(decreases relatively slower compared to option 2)

Decrease local autonomy by 40 percent

Decrease Local Income by 33 percent

Local Unrest increases by 30 points

Local population decreases greatly

Relations with all neighboring states decreases by 50

Great risk of rebellion regardless of the size of the minority, conspirators will ask for assistance from countries of similar ethnicity or countries which have you as the common enemy. Any country that goes into war with you will have less aggression Impact upon the declaration of war and conquest of your lands.

No similar events in the region for 25 Years

 

AI will tend to pick 1 and 2 more often but the Ottomans AI will have a higher chance of picking option 3(still relatively low)

 

Share this post


Link to post
Share on other sites

Title: Tension increase

Simple Description: At this moment, your relation with (name of country) decreases highly. You must do something.

Triggers: The relation between the 2 countries must be under 60.

Outcome 1: Improve your relationship - your relationship with (country) will randomly increase from 2 to 20 points in 6 months.

Outcome 2: Send an insult - your relationship (with country) will decrease by 5 points.

 

Edited by Wayne23lololh

Share this post


Link to post
Share on other sites

 

Here are my few ideas for events that are supposed to take place in the Middle Ages, based on AOH2 standards:

 

1. **Under the Rain and Sun:**

 

   This sunny and rainy year provided us with incredible food resources. Due to the abundance, many berries and fruits were distributed to the poor.

 

   Result: Growth in berries and fruits: +30%

 

   Military morale and population happiness: +10%

 

2. **Sea Epidemic:**

 

   Ships, aside from gold, brought an unknown epidemic to the shores and seas of Europe. The maritime fauna suffered particularly.

 

   Choice 1: Invest 20% in grapes for wine production to boost sailors' happiness (population): Grapes: -20%; happiness: +2%; fish: -15%.

 

   Choice 2: Research the disease: Population: -10%; technologies: +0.3

 

3. **Frost and Snow:**

 

   Here comes the New Year! The winter of this year turned out to be terribly harsh. Most fields suffered under ice and snow cover.

Result: Happiness: -5%; gold: -40%

 

4. **Fire and Sword:**

 

   On the Arabian Peninsula, a barbaric uprising for power, gold, and killings has erupted again. All Muslim states have resumed aggressive actions.

 

   Choice 1: Wage war: Muslim states gain: gold: +60%; happiness: -20%; war fatigue: +5%; construction cost: +20%; resources: +10%

 

   Choice 2: Convert to [*list of religions* – if developers add religions to the game, they would provide special bonuses, similar to ideologies and forms of government, and help maintain diplomatic relations between states with the same religion, please :)] : Happiness: -2%; technologies: +0.3

 

5. **Social Inequality:**

 

   We are facing an issue in internal politics.

 

   Result: Rebellion risk: +10%; separatism: +10%; gold: -5%

 

6. **Prince's Jubilee:**

 

   Our ruler got married.

 

   Result: Happiness: +3%

7. **Nomadic Raids:**

 

   People from steppe regions are complaining about constant raids by barbarians, and from plains, about bandits.

 

   Result: Unification of Christian states: Diplomatic relations between Christians and mercenaries: +10; +1000 recruits along certain borders and cities; -10% gold.

 

8. **Population Issue:**

 

   Massive population growth, and its quantity will soon lead our state into the Malthusian trap.

   Choice 1: Continue: Population: +5%; resources: -10%

 

   Choice 2: Gradual population reduction for some time: Resources: +35%; population -5%

 

Огромное спасибо разработчику за внимание и труд. Надеюсь, мои идеи не пройдут мимо. Желаю успехов!=)

Share this post


Link to post
Share on other sites

 

Here are my few ideas for events that are supposed to take place in the Middle Ages, based on AOH2 standards:

1. **Under the Rain and Sun:**

   This sunny and rainy year provided us with incredible food resources. Due to the abundance, many berries and fruits were distributed to the poor.

   Result: Growth in berries and fruits: +30%

   Military morale and population happiness: +10%

2. **Sea Epidemic:**

   Ships, aside from gold, brought an unknown epidemic to the shores and seas of Europe. The maritime fauna suffered particularly.

   Choice 1: Invest 20% in grapes for wine production to boost sailors' happiness (population): Grapes: -20%; happiness: +2%; fish: -15%.

   Choice 2: Research the disease: Population: -10%; technologies: +0.3

3. **Frost and Snow:**

   Here comes the New Year! The winter of this year turned out to be terribly harsh. Most fields suffered under ice and snow cover.

Result: Happiness: -5%; gold: -40%

4. **Fire and Sword:**

   On the Arabian Peninsula, a barbaric uprising for power, gold, and killings has erupted again. All Muslim states have resumed aggressive actions.

   Choice 1: Wage war: Muslim states gain: gold: +60%; happiness: -20%; war fatigue: +5%; construction cost: +20%; resources: +10%

   Choice 2: Convert to [*list of religions* – if developers add religions to the game, they would provide special bonuses, similar to ideologies and forms of government, and help maintain diplomatic relations between states with the same religion, please :)] : Happiness: -2%; technologies: +0.3

5. **Social Inequality:**

   We are facing an issue in internal politics.

   Result: Rebellion risk: +10%; separatism: +10%; gold: -5%

6. **Prince's Jubilee:**

   Our ruler got married.

   Result: Happiness: +3%

7. **Nomadic Raids:**

   People from steppe regions are complaining about constant raids by barbarians, and from plains, about bandits.

   Result: Unification of Christian states: Diplomatic relations between Christians and mercenaries: +10; +1000 recruits along certain borders and cities; -10% gold.

8. **Population Issue:**

   Massive population growth, and its quantity will soon lead our state into the Malthusian trap.

   Choice 1: Continue: Population: +5%; resources: -10%

   Choice 2: Gradual population reduction for some time: Resources: +35%; population -5%

Огромное спасибо разработчику за внимание и труд. Надеюсь, мои идеи не пройдут мимо. Желаю успехов!=)

Share this post


Link to post
Share on other sites

Eu pensei e vi que podemos adicionar uma coisa muito legal ao jogo, minha ideia é a seguinte, quando estivermos jogando com um país democrático (que tem eleições) ao querer declarar guerra a outro país o parlamento teria que entrar na votação para permitir declarar a guerra, e para que o Parlamento permitisse, teríamos que fazer uma justificativa de guerra para eles verem que é necessário declararmos guerra, assim a gameplay seria mais dinamica acredito eu, mais isso aí só se aplicaria a um país democrático, em um país autoritário o líder pode declarar guerra a hora que quiser.

Edited by Edmilson Gomes
Erro de digitação

Share this post


Link to post
Share on other sites

Mi idea son eventos donde suceden diferentes desastres y que puede tener distintas intensidades, solo afectarían ciertas provincias y dependiendo de eso pueden bajar la producción de cada provincia, serian catalogados asi:

Desastres naturales: terremotos, explosión de volcán, dependiendo de la zona huracán, ciclón o tifon, inundación, sequías, tornados, tsunamis, incendios forestales, ola de calor, granizo, desastres biológicos (epidemias o pandemias), hambruna.

Desastres humanos: derramamientos de petróleo, fuga radioactiva (accidente nuclear), colapso económico.

Título: 

Descripción sencilla: Ha ocurrido un/a *nombre del desastre*, necesitamos actuar y decidir:

Desencadenantes: podría ser al azar y podría variar la intensidad 

Resultado 1: Debemos actuar de inmediato: -X% de oro *dependiendo de la intensidad se pierde oro*, -10% población, -10% economia de la provincia, +5% inflación, -5% felicidad, +15% enfermedad.

Resultado 2: Dejemos que el tiempo se encargué: -30% población, -30% economia de la población, -25% felicidad, +50% enfermedad, +10% rebelion.

 

Se puede agregar más cosas y desastres, espero se entienda xd

 

Edited by Taquito_Dictador

Share this post


Link to post
Share on other sites

On 15/01/2024 at 18:23, Taquito_Dictador said:

Minha ideia são eventos onde ocorrem desastres diferentes e que podem ter intensidades distintas, apenas afetando ciertas províncias e dependendo disso podem diminuir a produção de cada província, seriados catalogados como:

Desastres naturais: terremotos, explosões de vulcões, dependência da zona furacão, ciclones ou tifons, inundações, sequías, tornados, tsunamis, incêndios florestais, ondas de calor, granizo, desastres biológicos (epidemias ou pandemias), hambruna.

Desastres humanos: derramamento de petróleo, fuga radioativa (acidente nuclear), colapso econômico.

Título: 

Descrição  simples: Ocorreu um *nome do desastre*, precisamos atuar e decidir:

Desencadenantes: podem ser azar e podem variar a intensidade 

Resultado 1: Devemos atuar de imediato: -X% de ouro *dependendo da intensidade se pierde oro*, -10% população, -10% economia da província, +5% inflação, -5% felicidade, +15% doença .

Resultado 2: Dejemos que o tempo se encaixou: -30% de pobreza, -30% de economia de população, -25% de felicidade, +50% de enfermidade, +10% de rebelião.

 

Se você puder agregar mais coisas e desastres, espero que você entenda xd

 

Gostei da ideia

Share this post


Link to post
Share on other sites

Em 15/01/2024 às 09h18, Aоцкер disse:

 

Aqui estão algumas ideias para eventos que deveriam acontecer na Idade Média, com base nos padrões AOH2:

1. **Sob chuva e sol:**

   Este ano ensolarado e chuvoso nos proporcionou recursos alimentares incríveis. Devido à abundância, muitos bagos e frutos foram distribuídos aos pobres.

   Resultado: Crescimento de bagos e frutos: +30%

   Moral militar e felicidade da população: +10%

2. **Epidemia marítima:**

   Os navios, além do ouro, trouxeram uma epidemia desconhecida para as costas e mares da Europa. A fauna marítima sofreu particularmente.

   Opção 1: Investir 20% em uvas para produção de vinho para aumentar a felicidade dos marinheiros (população): Uvas: -20%; felicidade: +2%; peixe: -15%.

   Opção 2: Pesquisar a doença: População: -10%; tecnologias: +0,3

3. **Geada e neve:**

   Aí vem o Ano Novo! O inverno deste ano foi terrivelmente rigoroso. A maioria dos campos sofreu cobertura de gelo e neve.

Resultado: Felicidade: -5%; ouro: -40%

4. **Fogo e Espada:**

   Na Península Arábica, uma revolta bárbara pelo poder, ouro e matanças irrompeu novamente. Todos os estados muçulmanos retomaram ações agressivas.

   Escolha 1: Guerra salarial: Estados muçulmanos ganham: ouro: +60%; felicidade: -20%; fadiga de guerra: +5%; custo de construção: +20%; recursos: +10%

   Escolha 2: Converter para [*lista de religiões* – se os desenvolvedores adicionarem religiões ao jogo, eles forneceriam bônus especiais, semelhantes a ideologias e formas de governo, e ajudariam a manter relações diplomáticas entre estados com a mesma religião, por favor 🙂 ] : Felicidade: -2%; tecnologias: +0,3

5. **Desigualdade Social:**

   Estamos enfrentando um problema de política interna.

   Resultado: Risco de rebelião: +10%; separatismo: +10%; Ouro: -5%

6. **Jubileu do Príncipe:**

   Nosso governante se casou.

   Resultado: Felicidade: +3%

7. **Invasões Nômades:**

   Pessoas das regiões de estepe reclamam dos constantes ataques de bárbaros e das barreiras, de bandidos.

   Resultado: Unificação dos estados cristãos: Relações diplomáticas entre cristãos e mercenários: +10; +1000 recrutas ao longo de certas fronteiras e cidades; -10% ouro.

8. **Problema populacional:**

   O enorme crescimento populacional e sua quantidade levaram em breve o nosso estado para a armadilha malthusiana.

   Escolha 1: Continuar: População: +5%; recursos: -10%

   Opção 2: Redução gradual da população durante algum tempo: Recursos: +35%; população -5%

Огромное спасибо разработчику за внимание и труд. Claro, minha ideia não é um produto meu. Желаю успехов!=)

Muito boa a sua ideia, deixaria o jogo mais dinâmico 

Share this post


Link to post
Share on other sites

Guest
This topic is now closed to further replies.



  • Our picks

    • Age of History 3 - October 23rd, 2024 - Official release date
      Age of History 3 - Official release date

       

      Steam: October 23rd, 2024

      Android: When it's ready

      iOS: When it's ready

      Epic: When it's ready

       
    • Campaign: Small Scenarios
      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?

       


       
    • Events - Common events for every civilization in the game
      Hi,
      in this topic, I am interested in your ideas for events that can happen for every Civilization in the game.
      I'm also interested in Missions for every Civilization.

      Here is some example, have more than 10k army, have more than 5000 gold, build 10 buildings, recruit an Advisor, increase tax efficiency 20 times, be largest  producer of some resource in the world, unlock 5 Civilization legacies etc.
      • 196 replies
    • First preview of the Alpha version of Age of History 3
      First preview of the Alpha version of Age of History 3, YouTube.
      Release date: When it's ready 😛 Subscribe for more!



       





       
    • 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.

       
×
×
  • Create New...

Important Information

We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue. Age of History Games