Jump to content
Age of History 3
Ares I of Congo

Vassals

Recommended Posts

It would be cool to add different types of vassals such as feudal vassals, colonies. As a feudal vassal you would have to pay a certain wage every year as well as paying homage. There could also be a "junior partner" vassalage which is like personal union system in Eu4 where they join a war that they are in but they wont have to pay some sort of monthly tribute. It could also be possible to have more than one junior partner as a vassal

Edited by Ares I of Congo

Share this post


Link to post
Share on other sites

5 hours ago, Łukasz Jakowski said:

For now, the idea is that over time the Vassal will turn into a Colony and then into a Puppet. Or Vassal -> Puppet

I have an idea, vassals are divided into several categories, protectorates, dominions, puppet states, autonomous regions, warlords.
The protectorate needs to pay tribute and be protected by the overlord, but can refuse the overlord's call to war, and can declare war or form alliances on its own, and the protectorate can have its own vassals.
Dominions are required to pay tribute, are protected by the overlord, and can refuse calls for war, but cannot declare war on foreign countries, cannot ally with foreign countries, and can have their own vassals.
Puppet states are higher-level vassals that need to pay more taxes and are automatically involved in all wars of the overlord. The overlord can take command of the puppet nation's army through diplomatic proposals. Puppet states cannot declare war on foreign countries, cannot have their own vassals, and all vassals will be transferred to the overlord.
An autonomous region, which is basically equal to a part of the country. Surrender half of the revenue, and if the overlord develops a new technology, the Autonomous Region will automatically receive that technology. In the event of a war with the overlord, the army of the autonomous region will automatically be used by the overlord, and will enjoy the same military buff as the overlord during this period.
A warlord is a special type of vassal that, unlike other vassals, does not pay any tribute to the overlord and does not provide military access. In the event that a warlord is attacked by a foreign country, the suzerainty can choose whether or not to enter the war, or he can ignore it. Warlords cannot do foreign diplomacy or declare war, but they can declare war or form alliances with vassals of the same overlord who are also warlords. Or they can wage a war of independence against the overlord and become an independent state.
Vassals have a dependency on their overlord, which can be affected by events or other means, such as espionage, overlord investment, and additional tribute. Dependency can be reduced by additional tribute provided by the subject, which can also be reduced through espionage. The Overlord will automatically increase dependency if he has good relations with his vassals, and Espionage and investing in buildings can increase this value. Once the threshold is reached, the golem type can be raised, protectorate-dominion-puppet-autonomous region, until it is fully annexed. If completely annexed in this way, you will gain a full core without causing regional unrest.

Share this post


Link to post
Share on other sites

7 hours ago, Łukasz Jakowski said:

For now, the idea is that over time the Vassal will turn into a Colony and then into a Puppet. Or Vassal -> Puppet

Over time? What if there is an option "Change vassalisation type" so we can change it whenever we want?
And a .json file where we can add more types of vassalisation, like Reichskommissariat.

Edited by Iceman

Share this post


Link to post
Share on other sites

12 hours ago, Łukasz Jakowski said:

For now, the idea is that over time the Vassal will turn into a Colony and then into a Puppet. Or Vassal -> Puppet

Will overlords be able to build buildings and invest in economy/development of their vassal's provinces? That would be very useful

Could also depend on the integration level

Edited by anonymous8

Share this post


Link to post
Share on other sites

9 minutes ago, Łukasz Jakowski said:

 

Added that you can invest in economy/tax efficiency/local manpower level/growth rate/infrastructure of your vassals province.

Only in province view

 

image.thumb.png.912a218f34b14a437d638515f0517f9d.png

Amazing!

Vassal management in Age of History 2 was extremely poor, glad its getting improved!

Share this post


Link to post
Share on other sites

1 hour ago, Łukasz Jakowski said:

 

Added that you can invest in economy/tax efficiency/local manpower level/growth rate/infrastructure of your vassals province.

Only in province view

 

image.thumb.png.912a218f34b14a437d638515f0517f9d.png

This is great!

Share this post


Link to post
Share on other sites

1 hour ago, Łukasz Jakowski said:

Added that you can invest in economy/tax efficiency/local manpower level/growth rate/infrastructure of your vassals province.

But is it possible to run the process in the opposite direction? to weaken the vassal and make him weaker?

__

Но можно ли запустить процесс в обратную сторону. что бы ослабить вассала и сделать его слабее?

Share this post


Link to post
Share on other sites

23 minutes ago, Денис Живков said:

But is it possible to run the process in the opposite direction? to weaken the vassal and make him weaker?

__

Но можно ли запустить процесс в обратную сторону. что бы ослабить вассала и сделать его слабее?

Why would you want that?

Share this post


Link to post
Share on other sites

3 hours ago, anonymous8 said:

Will overlords be able to build buildings and invest in economy/development of their vassal's provinces? That would be very useful

Could also depend on the integration level

But why would anyone invest in their vassal? To make the vassal stronger and more willing to be independent? This seems a bit pointless to me. Could you explain?

Share this post


Link to post
Share on other sites

12 hours ago, 桑榆不是鱼 said:

I have an idea, vassals are divided into several categories, protectorates, dominions, puppet states, autonomous regions, warlords.
The protectorate needs to pay tribute and be protected by the overlord, but can refuse the overlord's call to war, and can declare war or form alliances on its own, and the protectorate can have its own vassals.
Dominions are required to pay tribute, are protected by the overlord, and can refuse calls for war, but cannot declare war on foreign countries, cannot ally with foreign countries, and can have their own vassals.
Puppet states are higher-level vassals that need to pay more taxes and are automatically involved in all wars of the overlord. The overlord can take command of the puppet nation's army through diplomatic proposals. Puppet states cannot declare war on foreign countries, cannot have their own vassals, and all vassals will be transferred to the overlord.
An autonomous region, which is basically equal to a part of the country. Surrender half of the revenue, and if the overlord develops a new technology, the Autonomous Region will automatically receive that technology. In the event of a war with the overlord, the army of the autonomous region will automatically be used by the overlord, and will enjoy the same military buff as the overlord during this period.
A warlord is a special type of vassal that, unlike other vassals, does not pay any tribute to the overlord and does not provide military access. In the event that a warlord is attacked by a foreign country, the suzerainty can choose whether or not to enter the war, or he can ignore it. Warlords cannot do foreign diplomacy or declare war, but they can declare war or form alliances with vassals of the same overlord who are also warlords. Or they can wage a war of independence against the overlord and become an independent state.
Vassals have a dependency on their overlord, which can be affected by events or other means, such as espionage, overlord investment, and additional tribute. Dependency can be reduced by additional tribute provided by the subject, which can also be reduced through espionage. The Overlord will automatically increase dependency if he has good relations with his vassals, and Espionage and investing in buildings can increase this value. Once the threshold is reached, the golem type can be raised, protectorate-dominion-puppet-autonomous region, until it is fully annexed. If completely annexed in this way, you will gain a full core without causing regional unrest.

I like this

Share this post


Link to post
Share on other sites

6 minutes ago, Ares I of Congo said:

Makes it realistic for the fall of Burgundy to happen

I don't understand, how does it make a 'realistic' fall of Burgundy?

Share this post


Link to post
Share on other sites

3 minutes ago, qxz said:

I don't understand, how does it make a 'realistic' fall of Burgundy?

Well a factor that affected Burgundy's fall was the fact that France weakened its vassal which later on lead to his death after the battle in nancy

Share this post


Link to post
Share on other sites

Just now, Ares I of Congo said:

Well a factor that affected Burgundy's fall was the fact that France weakened its vassal which later on lead to his death after the battle in nancy

Could you provide examples? I really do not remember Burgundy being weakened by France. 

Main reasons why Burgundy fell was due to the overextension of its territories which led to rebellions and unrest. 

 

Share this post


Link to post
Share on other sites

Well France did have Burgundy diplomatically isolated which meant that it didnt have anymore allies. They did also invade the weakened Burgundy which in a way technically weakened it more since it could not defend itself so as they the french were advancing it only weakened it more

Share this post


Link to post
Share on other sites

Guest
Posted (edited)
21 hours ago, Łukasz Jakowski said:

 

Added that you can invest in economy/tax efficiency/local manpower level/growth rate/infrastructure of your vassals province.

Only in province view

 

image.thumb.png.912a218f34b14a437d638515f0517f9d.png

Would be interesting if there was an option to send settlers to those lands - to turn the local population into your core and make it ready for a future integration on your country

And if there's a way to invest into manpower, is it also possible to recruit soldiers from the puppet's provinces?

Edited by PHZanoniGamer

Share this post


Link to post
Share on other sites

Posted (edited)
On 2/29/2024 at 9:58 PM, Rodak Polak said:

But why would anyone invest in their vassal? To make the vassal stronger and more willing to be independent? This seems a bit pointless to me. Could you explain?

If there was a large gap between the overlord's and the vassal's strength, it wouldn't hurt to increase the vassal's strength a bit.

If the player invests too much, that's a miscalculation on their part.

Edited by anonymous8

Share this post


Link to post
Share on other sites

We should be able to request in army from our vassal

 

And they have the ability to obey or refuse and we should not have a say in what kinda of units they gave us or how many

 

But we can control it just for a period of time

 

And when the vassal became a puppet it can not refuse

Share this post


Link to post
Share on other sites

On 2/29/2024 at 3:16 AM, Łukasz Jakowski said:

For now, the idea is that over time the Vassal will turn into a Colony and then into a Puppet. Or Vassal -> Puppet

Could be possible that when AI colonize some land like in North America, create automatically colonies with the same flag as the suzerain ? Like France colonize Brazil, it creates French Brazil.

It is possible to control the army for colonies and puppets ? And make the control of a vassal army not possible.

Share this post


Link to post
Share on other sites

On 28/02/2024 at 23:16, Łukasz Jakowski said:

Por enquanto, a ideia é que com o tempo o Vassalo se transforme em Colônia e depois em Marionete. Ou Vassalo -> Fantoche

Your Deadbeat Mercenary

Share this post


Link to post
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.

Guest
Unfortunately, your content contains terms that we do not allow. Please edit your content to remove the highlighted words below.
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.




  • 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