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AoH3 – Help with translation of the Game
Łukasz Jakowski posted a topic in Translations,
Hi, I need your help translating the Age of History 3 to your native language.
Your translation into your native language would be very helpful! ❤️
In the attachment is a file with new texts in the game to be translated.
How to make translation:
In the file there is list of texts in the game
The Left side is the key, do not change it!
The right side of each line after = is the translation to your language
Example:
ChooseAnAdvisorToHire = Choose an Advisor to Hire
ChooseAnAdvisorToHire is the key, don't change it
Correctly made translation:
ChooseAnAdvisorToHire = Your translated text
ClickToHireAnAdvisor = Your translated text
ClickToFireAnAdvisor = Your translated text
etc.
ShiftClickToInvestXTimes = Shift + Click to invest {0} times
In the place of {0} will be placed number or text
PerformTheActionXTimes = Perform the action {0,choice,0#{0} times|1#{0} time|1<{0,number,integer} times}
For now the game is translated to: Only English language!
translation.txt- 755 replies
Picked By
Łukasz Jakowski, -
Bloody Europe II | New update
Trans-Amur posted a topic in Mods,
Bloody Europe II - it's a mod with a huge map of Europe.
In these mod is:
-Giant map of Europe (4434 provinces) + big map of Europe (2637 provinces) + large map of German Empire (937 provinces)
-Large count of scenarios from ancient times to alternative future
-New fonts and music
-Plenty of new civilizations, form civs and union
-You will see changes in the game code that will change the game significantly- 1,768 replies
Picked By
Łukasz Jakowski, -
Events - Common events for every civilization in the game
Łukasz Jakowski posted a topic in Ideas for the Age of History 3,
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.- 195 replies
Picked By
Łukasz Jakowski, -
First preview of the Alpha version of Age of History 3
Łukasz Jakowski posted a topic in Informations,
First preview of the Alpha version of Age of History 3, YouTube.
Release date: When it's ready 😛 Subscribe for more!
- 207 replies
Picked By
Łukasz Jakowski, -
Land units - Ideas AoH3
Łukasz Jakowski posted a topic in Ideas for the Age of History 3,
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.
- 227 replies
Picked By
Łukasz Jakowski,
I think the game is 40 subject matters missing. So l think Łukasz Jakowski must make a age of civilization3
And here are feedbacks that You should refer to it
Maybe 40 feedbacks.
========================
the existing ones in Age of Civilization 2.
========================
Port
10 percent economic growth, 5 percent population growth
========================
Add General
The General has a mobile point of 5.0
allow to be obtained by use
The General has a mobile point 3.0.
allow for use and dismissal
The General has a moving point of 1.0.
Use the Matton retention point.
The general's level is up to 10.
General's level one. General's level one.
receive
General Level 1 Party
Add 0.5% more military attack.
Add 0.5% military defense.
Through combat and training,
You can get an experience value of 1.
If you're 20 years old, the general's level is high.
It's going up
It can only be put into a land unit.
After 70 years, it is gone.
vanish by 0.5% of the battle.
========================
technical ability
Per 0.01 skill
> 0.2% increase in military defense
> 0.2% increase in military attack power
ex) Your country's technology 1.0
The enemy's technological prowess
My Military 10000 vs Enemy Military 10000
|10000×{(120/100)<-Army attack buff)}×[{(100-10)/100}<-Enemy's Defensive Buff}] vs 10000×{(1110/100)<-Enemy's Attack Buff)}×[{(100-20)/100}<-Army's Defense Force]=>
10000× 12/10 × 9/10 vs.
10000 × 11/10 × 8/10 => 10800-8800=8000
When we send troops from land to sea,
Add charges (shipbuilding)
========================
dissemination system
Supply is not only foreign land,
It does not make it available on the land of the same country.
And supply is only a port, a supply station.
possibility
No more ocean-wide access.
========================
Add Tribute Bureau System
Only money can be collected.
a secular system
Not only money, but the diplomatic score of the underworld,
Enable adjustment of moving scores.
========================
Addition of Military Training
> 2% increase in military defense
> 3% increase in military attack power
> After 50 without training, every 2 tons
3% reduction in military defense
2% reduction in military attack power
The training takes three turns.
>A military attack through training is up to 30%.
It can be increased.
>A military defense through training is up to 20%.
It can be increased.
Training
========================
economic development and assimilation system
I can't do it at once with brushes or regional bundles.
Make it happen.
========================
Add leader hereditary system
Every five years of democracy and republic.
The leader changes automatically.
When we're outside of democracy, republicanism,
Leaders change automatically every 80 years.
Every time a leader changes, his name changes.
Let me set it up.
========================
leadership ability value conversion
We're going to have to figure out what the leadership is capable of.
It is divided into diplomacy, politics, military and charisma.
And all of these capabilities range from at least 10 to 1.
It can be up to
on the increase of diplomacy
>Add 6% diplomatic points.
>5 The chance of success of the alliance proposal increases.
in the course of politics
>Add 6% moving point
>3% building construction cost, assimilation cost reduced.
When the number of troops increases by one,
>3% additional military defense.
>3% additional military offensive force.
When charisma increases by one,
>The pace of national corruption increases by 20 percent.
in the event of a decline in diplomacy
Six percent of the diplomatic points are added.
The chances of success in the alliance proposal of >5 are reduced.
in the event of a political decline
>Add 3% more moving points
>3% building construction cost, assimilation cost increase.
If the number of troops decreases by one,
>3% less military defense
>3% less military aggression
If you reduce your charisma by one,
> National corruption increases by 20 percent
========================
Added national corruption
per ton of inflation
Corruption Increases 2%
Corruption per ton per loan also increases by 1%
Corruption per ton increases by 0.5% when war fatigue is over 80.
Happiness is under 50, corruption per ton increases by 1%.
Corruption per ton increases by 2% when the capital is lost.
If corruption increases by 1%.
> Increase the rate of rebellion by 2%
> 2% reduction in tax income
>Reduced military defense by 0.3%
>Reduced military offensive power by 0.3%
========================
Added the religious system, race and culture.
the dominant state and the controlled state.
If the system of religion and race and culture are different,
than at the same time
Increase in costs of assimilation; increase in rebellion.
in the religious system
Add Buff and Debuff to Different Religions
========================
Navy Additions
Can only be created in Pro Vince with ports.
When moving troops on land into the sea,
Cheaper half the money of the navy.
In the naval battle with the Army,
20% military defense and military attack.
Add 10%
========================
Admiral Addition
Admiral, you're going to have to take point 5.0.
allow to be obtained by use
Admiral, you're going to need a mobile point 3.0.
allow for use and dismissal
Admiral, you've got 1.0 moving point.
Use the Matton retention point.
The admiral's level is up to 15.
The Admiral's level is 1 per capita.
receive
per admiral level
Add 1% more military attack.
Add 1% military defense
Through combat and training,
You can get an experience value of 1.
If you're 20 years old, the Admiral's level is high.
It's going up
It can only be put into the Navy.
After 70 years, it is gone.
vanish by 0.5% of the battle.
========================
the addition of the emperor's authority in the Holy Roman Empire.
The emperor's authority is increased through reform.
the emperor and the state belonging to the Holy Roman Empire.
Decrease in War
Decommissioning the Holy Roman Empire on the 0th
30th day, the emperor can ask for war.
However, I get a diplomatic grade.
60 days, Holy Roman Empire.
the subjugation of the emperor's kingdom.
One hundred days, one Holy Roman Empire.
Another increase of 10 per increase in prestige
========================
adding trade system
Once we put the zoning in,
the addition of trade power to the unit of the region
per trade power
> Increase population growth rate by 0.05%
> Economic growth rate increased by 0.1%
an increase in income of 20
The war has forced the trade power of the other region.
Take up to 25% of them.
It can be sent to its own region by trade power.
Trade power is compared to the existing trade power at the time of the port installation
an increase of 1.5 times
Trade power increases by 1 per 1,000 economic power in the region.
========================
addition of trade policy
In free trade, trade is more common than general trade.
>Double the country's trade power
> Double the income of trade power
Partial free trade is more common than general trade.
> 1.6 times more trade power in the country
> 1.6 times the income of trade power
In case of limited free trade, it is more common than general trade.
> 1.2 times the country's trade power
> 1.2 times the income of trade power
It has no effect on general trade.
Watchdog trade is more than general trade
>a 1.5-fold drop in the country's trade power
> 1.5 times the income of trade power
When trade is banned, trade is more common than general trade.
a three-fold decline in one's trade power
> Double the income of trade power
>Two times the rate of technological increase
========================
Add Military Assistance System
Military support is based on the presence of its own military personnel.
There is a military option to send as a Providence choice.
After the selection, the countries supported
with the right of way in the country of support.
The soldier turns into a country where ownership is supported.
========================
Adding a Modernization System
This effect occurs when certain technical skills are applied.
>Add 55% Attack Power
>Add 45% defense capability
>Add 50% increase in population,
>Add 55% economic growth rate
========================
Add a variety of military types
Infantry
Production: 5 price per unit, maintenance: 2 price
no effect
a mounted soldier
Production: 20 price per unit, maintenance: 5 price
>30% more military attack than infantry
>20% less military defense compared to infantry
>10% increase in military offensive against shield troops
Artillery
Production: 15 price per unit, maintenance: 5 price
Available from 0.35 or higher technical skill.
20 percent more military attack than infantry
>20% less military defense compared to infantry
> 7% reduction in military defense against horseback disease
> Explosive technology (instead of moving)
2% economic power reduction in the number of artillery in the next Province,
Next to Province, the soldier was responsible for the attack
Reduced military attack by half.
{ex)The economy is 5000-(1/50× 20000)=
It becomes an economic power of 4,800.
Military personnel are 10000-(1/2 ×20000)=
The number of soldiers goes to zero. For your information, I calculated without the other buffs.})
shield soldier
Production: 10 price per unit, maintenance: 3 price
>35% increase in military defense compared to infantry
>30% less military attack than infantry
> Increases military attack on artillery by 10%
Every soldier in Province with a shield
More than a quarter of the time.
Add 20% ERA
Infantry on land. Shield's five-ton shift.
One turn can't move.
In the ground provins, the artillery will move three-tone,
One turn can't move.
========================
the addition of a soldier's morale
For every 0% to 1% increase in fraud,
Increased military offensive power by 0.5%.
0.2% increase in military defense
Every time the fraud goes down from zero to one percent,
0.9% reduction in military attack power
Decrease military defense by 0.5%.
========================
Added military complaints
Military dissatisfaction 50
There's a random military presence in Pro Vince.
of different ideologies or subordinate to the state.
rise in revolt of the state
========================
Added military maintenance buffs
Less than 10% of the military maintenance cost.
1% less military complaints per turn,
5% less fraud per turn
Military Maintenance Expenses
If the cost of maintaining the troops is less than 10% and 50%
Every 50 percent to 1 percent drop,
2% less fraud per ton
When military maintenance costs exceed 90%.
>Increases fraud by 5% per ton
========================
Added large army and combat penalty
More than twice as many as our troops.
>Increases military attack power by 10% on enemy troops
Decrease military defense by 10% in our armed forces.
More than three times as many as four times as our troops.
>Increases military offensive power by 20 percent to enemy troops
Reduced military defense by 15% in our armed forces.
More than four times as many as six times as our troops.
>30% more military attack on enemy troops
20 percent less military defense for our armed forces.
More than six times the size of our army.
>Increases military aggression by 50 percent against enemy forces
Decrease military defense by 30 percent in our armed forces.
========================
between large armies
Added duration of battle in battle
Three times the difference in each other's armies.
> 20 percent reduction in battle period
Four times the difference in each other's forces.
> 40% reduction in battle period
Five times the difference in each other's army.
> 60% reduction in battle period
6 times the difference in each other's armies.
> 80% reduction in battle period
Every 50,000 soldiers in combat.
> Increases duration of battle by 10%
In battle in the castle
> Increases gender rating by 20% during 1 day fighting period
> 30% increase in the duration of battle when the gender rating is 2 days
If there's a war of Garylia of the General's character,
>When a grade is raised by about one degree,
20 percent increase in combat time
========================
Add Regional Attendance
25 tons per region.
Use a diplomatic point of 0.7
Add your own core to the area.
========================
the addition of an economic alliance
0.9 Offerable for technical skill or higher than 0.
Available for half the price of a trading country
2% more opinions per turn with your country
20 percent increase in the chance of alliance success
========================
the addition of World War II
Both the attacker and the defense.
Occurs when hot steel is present
One and a half times as much war fatigue as a normal war.
Increase
with an ally of the powers or powers.
Inter-border distance from possible alliance success,
It's war, diplomatic relations are severed.
Remove factors
========================
Add Resources
Earn as much as the economy per turn
3 production and 1 maintenance per shield unit required
Five production, two production per artillery unit
========================
Add deal
Upon transaction request
Exchange resources and money for transactions
========================
Add tension
Limit 200
a decrease of 160 after the end of the world war
In case of a merger per Province without a core
a tenfold increase
Decrease by 1 per turn
1 increase in tension
Increased AI militancy by 2
========================
Add war justification
In the declaration of war, other religions, cores,
colonial objective, hostile country and invasion.
a different religion
> Invasion and defense states
Create justification for different religions
Core
>The core of an invasive country is a defensive state
Generate justification if present
colonial objective
An invasive country is a modernized country.
defenseless
Create a nation-time justification
a hostile country
> Opinion - Generate justification for a country less than 10
========================
Add penalty in case of invasion without cause of war
Increased tension by 5
Friendly nations and allies,
the Holy Roman Empire
Decrease 10 Opinions with the Empowerment
Emperor of the Holy Roman Empire
the 15th reduction of the emperor's authority
========================
General Added Capability Values
Guerrillas: General Capability Level Increase by 20% per Battle Period
Strategy: 1% increase in military attack per general level.
Mountain: General Skills 1 Party
1% increase in military defense in mountain ranges and hills
Plain: General's Capability Level
1% increase in military defense on flat ground
Desert: General Capability Level 1
1% increase in military defense in deserts and reflectors
Forest: General Skills 1 Party
1% increase in military defense in jungles and forests
Cold: General's Capabilities 1 Party
1% increase in military defense in tundra
========================
Add Admiralty Capability Values
Avoidance: 2% increase in military defense per admiral's ability.
Strategy: 3% increase in military attack power per admiral's ability.
Continued: 20% increase in duration of battle per admiral's ability.
Land Defense: Admiralty Capabilities 1 Party
2% increased attack on land units
========================
addition of troops
Flayer's got his own ratio.
Production after setup
Flayer sets the name himself
possibility
========================
the limit of military defense
all military defenses beyond the general's capability.
The agreed-upon variation is 0% to 90%.
========================
the threshold of military aggression
The limit of military aggression is
General's ability is greater than -100%.
The difference between the original number of troops and the enemy.
There is no excess of the original number of troops.
========================
That's enough.
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