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  1. (If you see some recycled topic, you can skip it, tare won’t be so much changes) (I divided the topic in two part, because there are a lot of files) Hello, This could be my longest topic. So, in previous months, ColonelDinos posted a wonderful topic about cultures and a national mechanic. This would give a new aspect of the game other than war and economy, it's the people. I don’t know if it was approved by Łukasz Jakowski, but I propose to make cultures more integrated to the game, because "some" people says it was “useless to add”. I'm here to prove them wrong ! 😜 The less tiring way to add this to the game, is to attribute cultures to existing countries by selecting it to present cultures in its country. Example : There are Occitans, Bretons, Alsatians, Basques and Frenches, but the culture of France is French, making others state minorities. State minority and province minority are different, a state minority can (not always) be a majority in several provinces. Cultures groups will design the country's and leader’s ethnic group, the country’s core, etc.... It is the country's identity. Cultures should be placed in the population, along with Civilizations, Continents, Provinces, Religions. Here’s the current proposed cultures list in the board : New map mode : Here's how the potential new map mode could be : Legend : checkered provinces within a culture faction (delimited by black border) : the provinces contained 10% to 50% of a culture minority checkered provinces who aren't in a culture faction (delimited by black border) : the provinces contained 50% to 80% of a culture, making its main culture provinces minority there monochrome provinces : the provinces contained more than 80% of a culture black border : delimitation of a culture, only with the majority included. There would be 4 map types : 1. Cultural map with states border (Macedonian are Bulgarian, I forget) 2. Cultural map with culture border 3. Cultural map with groups border 4. Cultural map with groups border in black and sub-groups border in white : OPTIONAL (Basque and Catalan are not Hispanophone nor French) Culture's acceptance : There could be a law about cultures and religions acceptance. There will be three options ; accept all as minorities, repress and the multicultural option. The option to accept would make all present cultures in the country be accepted as minorities. Example : Croatia could accept Serbs, but Serbs stay a minority. Repress minorities would make these provinces lose their capacities in production, army recruitment, and would deteriorate other countries with the same culture as the repressed minority. Would be available for non democratic countries (I guess), and would be hard to change it to accept minorities. Example : Turkey represses Armenians, Turkey's relations with Armenia would deteriorate. The multicultural option consists of making several or all cultures with a majority in cultures be the heart of the country, these countries with this option would have core construction penalties. Example : Franco-provençal, German, Italian, Romansh for Switzerland. Making the law also applied to religions would fix the lack of secularism for religions in the game. There could add more, but I have no ideas. 😅 Embrace minority Repress minority Multuculturalism Bonus Minority Stability : +10% Minority Happiness : +5% Minority Stability -10% Army morale +3% Province economic growth +5 Penalties Risk of cultural breakout +30% Core construction disabled Religion conversion disabled Debuffs for it are disabled Unrest +15% Minority Provinces Stability -10% Minority Happiness -5% Minority Province Income -5% Minority Province Army recruitment -15% Core construction disabled Religion conversion disabled Debuffs for it are disabled Unrest +10% Ressource bonuses : Each culture has unique traditions and eating, so it could have unique resources and habits, this would influence the trading market (example: China would be more likely to have trade with the UK, because they love tea). Countries could have several resource bonuses based on historical context (example : China : paper, tea, rice) AI behavior : An amount of countries which have the same culture core in a region or continent would be more likely to unite, peacefully or by war, like the German unification. This would also depend on governments and how their culture is treated in other countries, for example if Hungarians are repressed in Romania, Hungary would more likely declare war on Romania. Related features with my old topics : 1. Centralization and decentralization Each federal or confederal state would have a proper culture attributed within its state border when we are creating them, this would work like when we create a scenario, by attributing cultural core to each states. A new tab could be added for it, states would be classed with the option to choose its religion and main culture. Federalizing the country will bring more benefits if the empire is too diverse like Austria-Hungary. Here's my old treasure topic : Here's an approximative ethnic map of the Austro-Hungarian empire: Here's the approximative map of the proposed federation of greater Austria : Here's how the tab could be when we create/edit a federation/confederation: 2. Subjects Nothing to say about it, except that colonies culture is the same that the settlers, even if there is nobody who is in the same ethnic group as the settlers in the colonies. 3. National claims Countries could unlock a national claim, which means that the countries would like to unite its people, making more realistic a lot of conflits, otherwise, its will be for an expansion cause, so war goals are needed. This would be according to the government. There still would be the option to create another claim that isn't related to cultures. All provinces with Hungarians will be included, even if it is a minority. Claim that having the goal to unify the culture is not possible to add or remove provinces. It could be possible to remove the claim, to have better terms with other countries, but could be recreated. 4. Dynamic monarchic and tribal types Now, the idea of dynamic monarchic and tribal types would also fit with cultures. And add regional power from the last video. (Not edited yet) I'm waiting for your criticism !
    25 points
  2. Is it a good time to bring back some good old memes? 😛 Working on the game! When it's ready 😛
    22 points
  3. Łukasz Jakowski

    question to Lukazs

    Yes, when will there be something to show
    21 points
  4. Good morning, afternoon or evening ladies and gentlemen. I bring a new idea and this time about diplomacy. As always, I will try not to extend too much. I will only talk about the new options, those that bring some change or raise some doubt as to how it would work properly and the deleted options. Let's get started. Declare War: This is something that requires no introduction, its name alone indicates what it does. What I will explain below is a mechanic of how War Declaration could work. Before starting with one of the biggest changes in War Declaration, I want to clarify that this section will work as a sub-idea within the main one and it's totally optional to read, the rest of the functions can work correctly even if this mechanic is not implemented. You can declare war at any time, regardless of whether you have a non-aggression pact, an alliance, or do not have a War Goal Justification. So what are these options for if you can declare war at any time? Simple, avoid punishment. In AOH3 it has already been seen in many videos that there will be two mechanics (maybe more) that work as a disadvantage if you go around declaring war, the first is War Weariness and the second is Aggressive Expansion. Despite not having a detailed explanation of each mechanic, their names already tell us enough about how they could work. Declaring war on an allied civilization, one with which you have a non-aggression pact, one in which your troops are in their territory when they gave you military access, or simply declaring war without a War Goal justification, is going to be extremely punishing. for your civilization, affecting the amount of War Weariness you gain over time and the amount of Aggressive Expansion you will gain. The purpose of being able to declare war at any time is to make the game more realistic. We all know that Germany invaded the USSR without prior notice even when they had a non-aggression pact. Clearly, declaring war when you are not supposed to is heavily punishable and the ideal thing would be not to do so. I want to emphasize again that this mechanic of declaring war at any time is something completely separate from the rest of the post and works as a sub-idea. Justify War Goal: An option that has been highly requested by the community since it was announced that AOH3 is in development. At least in my idea, you can justify war under multiple parameters, each one will be more punishable depending on how "imperialist" it is. Each option will give an amount of Aggressive Expansion, This amount that you get is when you make the justification, Lukasz probably adds that you get more Aggressive Expansion with the demands you make in peace treaties (Since I don't know how Aggressive Expansion scales, I'll just add values like "Low", "Medium" or "High"). Brush: It allows you to choose the provinces you are going to conquer, the more provinces you choose, the greater the amount of Aggressive Expansion you get when justifying war. Provinces with your Cores have a -50% reduction in Aggressive Expansion. Selected provinces get a discount on peace treaties (Unless you have selected 70% of the civilization provinces). The amount of Aggressive expansion obtained by normal provinces is Medium (High if it is 50% of the provinces of the civilization) and Low if are provinces with your Cores. Humiliation: A War justification for diplomatic purposes, humiliating your opponent leaves him in a bad position diplomatically and adds a -5% happiness/stability modifier. If your opponent is a declared Rival, then it removes the rivalry and the modifier changes to -10%, in addition it adds a +5% happiness/stability modifier to your civilization. Using this justification makes all options in peace treaties more expensive. The amount obtained from Aggressive Expansion is Low. Pacification: Only available in civilizations whose aggressive expansion is medium high or civilizations that have broken a treaty. Winning with this justification adds the same Humiliation modifier (Without rivalry). Adds a discount to each option in peace treaties except Religion Conversion, Demand Vassalization, Demand Vassal Transfer and Brush (province annexation). The amount of Aggressive Expansion is Null. Change Government: Its purpose is to be able to change the type of government of a civilization. Winning against an opponent using this justification gives you a discount when selecting Change Government.in peace treaties and increases provinces annexation cost. Aggressive Expansion amount is Medium. Religious Conversion: Justifies the change of religion of a civilization for your religion. Gives a discount on Religion Conversion when peace treaties are made and increases provinces annexation cost. The amount obtained of Aggressive Expansion is Low. Vassalization: Begins the justification for vassalizing the enemy civilization. Gives a discount on Demand Vassalization option in peace treaties. The amount obtained from Aggressive Expansion is Medium. Vassal Transfer: A justification that demands the transfer of a vassal from the enemy civilization to you. Offers a discount on Demand Vassal Transfer but the cost of annexation of provinces increases. The amount of Aggressive Expansion obtained is Medium Low. Military Access: Justifies starting a war after the target civilization has refused to offer you military access. Makes the Demand Military Access option free, but all other options have an increased cost. The amount of Aggressive Expansion obtained is Low. Liberate Civilization: Starts a justification to liberate a civilization from another that has previously conquered it. It gives a discount on the option of the same name in peace treaties, but significantly increases the costs of all other options. The amount of Aggressive Expansion obtained is Null. --- The following War Goal Justification options have no parallel in peace treaties. Which means that they are not added to the game, I will probably make an idea where I will deal with the these options and some extras in the peace treaties. --- Force Resource Trade: Justifies starting a war in order to start trading a resource produced by that civilization. Aggressive Expansion is Low. Force Law Change: Justifies a war to change some law of that civilization. The amount of Aggressive Expansion obtained is Low. Force Union: Begins justification to force a Union with the enemy civilization. The amount of Aggressive Expansion you get by this justification is Medium High. --- The latest War Goal is made to combine with the @Wayne23lololh idea of Cultures and Nationalities. --- Culture Unification: A justification for war that demands the unification of a separate culture through the conquest of those provinces. Offer a notable Score discount in provinces that have a National Claim. The amount of Aggressive Expansion obtained is Medium. You can select more than one War Goal (It has a limit based on your type of government) and depending on the number of demands you make, the size of the enemy civilization's army, and its global top ranking, the justification may take a few weeks to several months to complete. When a justification has been completed, it can be valid for one to several years, this factor is determined by the amount of time you waited for the justification to be completed (1 Month or Less = 1 Year validation. 2 Months = 2 Years and so it goes on and on) Send an Ultimatum: One of the best options that exist in AOH2 and the reason is that its because is an idea with a lot of potential that I had not seen in any other Grand Strategy game (And also because is OP). The options that were excluded from the main diplomacy panel are found in the Ultimatum, since their existence was not necessary in the main panel if I simply add them in the Ultimatum options. If a civilization rejects your Ultimatum, then you will automatically obtain a War Goal Justification based on the demand you demanded in the Ultimatum. It is worth mentioning that the waiting time for a Justification still applies. Ask for Guarantee: I had already included this option in a previous post, but it can be applied to any civilization that is "weak" and seeks protection. When asking a civilization of greater power for a guarantee, it may or may not reject you, it all depends on your relations with that civilization and its military capacity, if you ask this to a weaker civilization then they just gonna reject the offer. Send Trade: Start a trade that can be a one-time trade or a constant trade (Similar to the trades in the Civilization games). I will not deal with the topic of trade in this post because it simply seems to me to be a very extensive topic, similar to the extra options in peace treaties I am going to make a post dedicated to dealing with trade. Declare Union: Another of the diplomatic interactions that existed in AOH2. This is personally my favorite option, I always liked the idea of forming Confederations and similar things, but as far as we have seen, it hasn't been added to AOH3 yet. That's why I bring it back (and more extended). To begin with, to form a Union, certain conditions must be true, things like being in an alliance and having a strong positive relationship with the country is mandatory, some factors can also help you accept them more easily, If the civilization is your vassal, has your Cores or you have theirs, it can influence even more them to accept the Union, obviously only if you have good relations with that civilization. If the civilization is a vassal of another, then declaring a Union will not be allowed. It is worth mentioning that depending on the level of autonomy that each Union allows, civilization has more or less chances of accepting. Confederation: The union with the most autonomy of all, when a state or group of states join together in a Confederation, All states that are under a Confederation have two leaders, the leader of the Confederation (The one from the player's civilization or the one that created the Confederacy) and the state leader (The normal leader of the civilization). The leader of the Confederation will be able to freely intervene in any of the civilizations that are part of it, as if those civilizations were an extension of the leading civilization, however, The leader of the confederation will not be able to manage the armies nor will he be able to administer the Civilization Legacy. Similar to how it works in Bloody Europe in Free-Play Mode, when you click on any of the flags of the countries that are part of a Confederation, you will be able to manage that civilization. Civilizations that are part of a Confederation can leave it at any time, so it is important to maintain good relations if you are the leader. In turn, nations that are part of a confederation can leave it due to the intervention of third parties, things such as rebellions, establishment of a new government or invasion of that civilization can end in that civilization leaving the Confederation. Personal Union: Similar to the Confederation, the Personal Union can be interpreted as an intermediate point between the Confederation and the Real Union. If a Civilization agrees to be part of a Personal Union, its leader portrait will change to the one who sent the proposal and the leader will manage both civilizations as if they were one, without limitations like the Confederacy. Just like in the Confederation, if the player is the leader of the Personal Union, they can switch between civilizations by clicking on their flags. Civilizations that are part of a personal Union cannot break the Union or separate on their own as in the Confederation, but they can still separate through third parties intervention. Civilizations that are part of a Personal Union can still evolve into a Real Union if it is maintained long enough. Real Union: The Real Union is the most complicated of the 3 and the one that is most difficult for another civilization to accept. The easiest way to get a Real Union is if you are patient enough for the civilizations that are part of a Personal Union to accept (Civilizations that are part of a Personal Union will gradually have more chances of accepting a Real Union). The Real Union unites both civilizations into a single political entity, creating a new country in the process. The capital is established in the capital city of the country that sent the Union proposal. There's not much to say about this Union, its gameplay is basically the same as always but you obtain territory peacefully and that's it. If you really took the task of reading the entire post, I appreciate your attention and I would also appreciate if you share your opinion about it. I will try to answer each question Well, that's all, thank you comrades! 😄
    20 points
  5. It hasn't been added yet, so I can't tell you much at the moment 😛
    20 points
  6. Thank you, but there is no time for a break now 😛
    19 points
  7. Added the ability to add a description of a Civilization in the scenario.
    19 points
  8. Thank you for 100,000 Subscribers on yt! New video about the Android version of AoH3:
    17 points
  9. zdislav

    more music

    i was bored so i did make this songs for age of history 2/3 the song are big to but in here so here is the link for album https://www.bandlab.com/djmaxcz/albums/ec5bb789-fc3e-ef11-86c3-0022484529f8
    17 points
  10. Added the ability to create this type of Laws. ######### RequiredGovernmentID: null If null, this Law does not require any special Government Type. If you want to make a Law available only for specific types of government, use the following format: RequiredGovernmentID: [-1, 2, -1, 3, -1], Where: - Communism ID: 3 - Constitutional Monarchy ID: 2 Explanation: 1. First Law will be for all types of government. # It must be -1, because it will be default Law!! 2. Second Law will be available only for Civs with the government type ID: 2 (Constitutional Monarchy). 3. Third Law will be for all types of government. 4. Fourth Law will be available only for Civs with the government type ID: 3 (Communism). 5. Fifth Law will be for all types of government. The number of IDs must match the number of Laws. Governemtns file with IDs: game/Governments.json
    17 points
  11. Hail, great and revered Emperor Lukasz, Supreme Ruler of Java and the God of Age of History, Pray, take heed and grant thyself a brief respite. For even the mightiest of emperors must shield themselves from the peril of exhaustion. Allow thine exalted self a moment's pause, lest thou be consumed by the fires of relentless toil. Though the elixir of coffee may grant thee vigor in the present, beware, for it exacts its toll upon the morrow. Even the most stalwart hand may crave a vacation from ceaseless labor. Take this humble entreaty to heart, O divine sovereign, and cherish a short break. The realms of Java and the chronicles of history shall await thy return with bated breath. In reverence and loyalty, Thy faithful count of ostrava - zdislav
    15 points
  12. It changes the player's Civilization
    15 points
  13. You have to create an event id=my_event title=my_event.t desc=my_event.d image=economy.png show_in_missions=false mission_image=2 only_once=true trigger_and next_and is_civ=pol trigger_and_end option_btn name=OhYes ai=25 annex_civ=lit set_civ_tag=pol_m option_end if Civ is: pol Then: Poland will annex Lithuania Poland changes its Civ to pol_m
    13 points
  14. It will be possible to move capital
    13 points
  15. This happened because the battle started in the province and the siege was suspended. It is not a bug.
    12 points
  16. We Saw Portugal Literally Split Into Two Monarchies After A SUCCESFUL REBELLION THAT CAPTURED THE CAPITAL, which is unrealistic, so i suggest making it so that if a rebellion happens in the mainland and captures the capital/largest city after some time it is automatically successful and forms a democracy or a republic (post napoleonic wars ofc) also We saw in the video that portugese controlled emirates were 100% portugese christian yet when they were rebelled they formed the UAE, will there be a system that works to make it so that rebellions will form certain nations based on where they are? cus that sounds sick but it wouldnt make sense for the UAE to form in 100 AD, so i suggest maybe a more randomized system for the medieval era like a topic i made a while ago that i will link here; the topic i suggest for this
    12 points
  17. Hello, This topic is the resumption of one of my previous topic Subjects. Last time, Łukasz Jakowski seemed interested in it, so I reworked it, and I kept only these following subjects; Vassal, Colony, Personal Union and Autonomy. Vassal: Civilization Status Vassals have a mutual obligation to a lord or monarch, in the context of the feudal system in medieval Europe. The obligations of a vassal often included military support by knights in exchange for certain privileges, usually including land held as a tenant or fief. Vassal would have the default setting: { VASSAL_INCOME_TO_LORD: [0.0, 0.1, 0.25], VASSAL_MANPOWER_TO_LORD: [0.0, 0.25, 0.5], VASSAL_CAN_DECLARE_WAR_DEFAULT: false, VASSAL_COLOR_LORD_PERC: 0.85, VASSAL_COLOR_VASSAL_PERC: 0.15, } I propose some prototypes of codes that could be (I am not an expert). The fist is for whenever the flag is the same with the Lord. (There's no need for a vassal flag there) the second is whenever the border with the Lord is grey. The last one is whenever the subject can interact. { VASSAL_HAS_SAME_FLAG_THAN_LORD_DEFAULT: true VASSAL_GREY_BORDER_WITH_LORD: true VASSAL_CAN_HAVE_DIPLOMACY_DEFAULT: true } Colony: Special Government Colony is a country or area under the full or partial political control of another country and occupied by settlers from that country. These colonized people will be sidelined by settlers, it will reduce the potential of these provinces, increasing the liberty desire and the risk of rebellion. Additionally, colonies will bring something new in colonization. When a country colonizes from 5 provinces which are in another continent then the country will be automatically transferred into a newly established default colony with its first colonized province as its capital, it could be changed by the colonizer. The default flag for colony would prevent for some countries with non-historical colonies. Ex: Italian Louisiana. Establishing a colony option would be a new feature aside from releasing a vassal. It should be available when a country adopts the colonial law. Settlers and a mobilized army would still be directed by the colonizer, but its provinces colonized by them would be automatically transferred to one of its colonies. To make this feature possible, it needs a similar feature to rebels. I suppose that colony names are attributed in each region, a similar mechanic to Vic 3. Ex: Sri Lankan region for Ceylon. Finally, AI countries would more likely take one region at once. For example Spain establishes Spanish Morocco, Spanish Morocco wouldn't have some Algerian Provinces, because it isn't in the same region as Morocco. This would fix the colonial bordergore. After 250 to 300 years after the Colony's creation and if its liberty desire is stable, around 50% it could upgrade to Dominion. If it is more than 80% of liberty desire, the colony declares Independence. This would be the default option, but it would be possible to edit the colony, like it should be. Here how it could be: { COLONY_INCOME_TO_LORD: [0.2, 0.5, 0.75], COLONY_MANPOWER_TO_LORD: [1], COLONY_CAN_DECLARE_WAR_DEFAULT: false, COLONY_COLOR_LORD_PERC: 0.9, COLONY_COLOR_VASSAL_PERC: 0.1, } { COLONY_HAS_SAME_FLAG_TO_LORD_DEFAULT: true COLONY_GREY_BORDER_WITH_LORD: false COLONY_CAN_HAVE_DIPLOMACY: false } Autonomy/Dependency: Special Government Autonomy is an administrative division or internal territory of a sovereign state that has a degree of autonomy and self-governance, under the national government. To have the possibility of creating an autonomous state, it needs to adopt the decentralized law. Autonomy like the colony doesn't have any army. When the autonomy's liberty desire attains 50%, it becomes a Protectorate. Here's how it could be: { AUTONOMY_INCOME_TO_LORD: [0.2, 0.5, 0.75], AUTONOMY_MANPOWER_TO_LORD: [1], AUTONOMY_CAN_DECLARE_WAR_DEFAULT: false, AUTONOMY_COLOR_LORD_PERC: 0.9, AUTONOMY_COLOR_VASSAL_PERC: 0.1, } I propose some codes that could be: (I am not an expert) { AUTONOMY_HAS_SAME_FLAG_THAN_LORD_DEFAULT: true AUTONOMY_GREY_BORDER_WITH_LORD: true AUTONOMY_CAN_HAVE_DIPLOMACY: false } Here's for Protectorate: Here how it could be: { PROTECTORATE_INCOME_TO_LORD: [0.2, 0.25, 0.5], PROTECTORATE_MANPOWER_TO_LORD: [0.1, 0.25, 0.5], PROTECTORATE_CAN_DECLARE_WAR_DEFAULT: true, PROTECTORATE_COLOR_LORD_PERC: 0.1, PROTECTORATE_COLOR_VASSAL_PERC: 0.9, } { PROTECTORATE_HAS_SAME_FLAG_THAN_LORD_DEFAULT: false PROTECTORATE_GREY_BORDER_WITH_LORD: true PROTECTORATE_CAN_HAVE_DIPLOMACY: true } Personal Union A Personal Union is a relationship between two or more political entities that are considered separate sovereign states, but which, by law or contract, have the same person as their head of state. In law, this is not a real union of territories. Here how it could be: { PERSONAL_UNION_INCOME_TO_LORD: [0.1, 0.25, 0.6], PERSONAL_UNION_MANPOWER_TO_LORD: [1, 0.25, 0.6], PERSONAL_UNION_CAN_DECLARE_WAR_DEFAULT: true, PERSONAL_UNION_COLOR_LORD_PERC: 0.85, PERSONAL_UNION_COLOR_VASSAL_PERC: 0.15, } { PERSONAL_UNION_HAS_SAME_FLAG_THAN_LORD_DEFAULT: false PERSONAL_UNION_GREY_BORDER_WITH_LORD: true PERSONAL_UNION_CAN_HAVE_DIPLOMACY: true } I'm free for any criticism. Thank you for reading 👍
    11 points
  18. Łukasz Jakowski

    more music

    Very cool music 👍
    11 points
  19. This Project Is Still in Development This Projects main goal is to make a large map for people to use in creating large maps and scenarios for age of history. the map is 20k wide and very large so it will contain a vast amount of provinces, due to this it will be Pc Exclusive. The Discord: https://discord.gg/3CWJMC76k6 Features of Mod This mod has its own basic engine, it doesn't have any ground-breaking features but it makes the game look nicer and more unique. This mod features a completely remade colour pallet of all countries. remade leaders, this mod remakes all leader portraits to be stylised with the mod adds in new music (most likely copyright) will add requested provinces to the map if you suggest it. will have Current World Map Subdivisions and Historical Provinces. accurate world map with de facto control and nations. Completely remade ideologies with sub-ideologies around 100+ (open to suggestions) Take a look at the work so far! Currently working on an engine and revamping Ideologies!
    10 points
  20. Let's take apart the existing ones and move on to the idea. Basic: -Capture (You captured provinces in the war with civilization and civilization was completely annexed) -The government lost support and rebelled against it (yes, or the government is authoritarian, then maybe with the support of other countries, the country can be captured by the rebellious population and it already decides what is better for him to accept, + you can sit down for a new or new the formed state) What appeared or may appear in the new game: -The displacement of the ruling party (yes, the ruling party loses support and is replaced by another one either through decisions and reforms, or the player wants it himself, but the state that we saw before has ceased to exist for us. Unlike the previous one, here the party chooses itself and rebels against the state) ?The destruction of the country by nuclear bombs (in a war against a sparsely populated country, you use a nuclear bomb in many provinces of the country and the country ceases to exist (maybe in principle, or maybe autonomous territories will appear somewhere)) -Accidentally exploded (if there is a leak in the province producing uranium, then the countries and provinces will receive a debit if the station explodes) What can be added: -The state will cease to exist if it cannot support the population (there are reasons for that. The state is in too much debt, but it is necessary to maintain the population and it either dies or runs away in small groups to neighboring provinces (if they are not colonized, then states with a large military force appear there and + when attacking and defending against the debtor state for 30-50 years) If the population is steadily falling, then it can migrate to places where it is better (even to uninhabited provinces) IN ANY CASE, IF THE NUMBER OF PEOPLE IN THE PROVINCE IS 0, THEN THE PROVINCE BECOMES UNINHABITED Mystical ways and they are implemented: -Littering of the country (if your country either produces itself or is littered with other industries, then it steadily gets debauched into the population in the province and in the provinces themselves, which are littered. If you continue like this, the provinces will become uninhabitable) -Your country was destroyed by the uprising of zombie people (if the number of attacks in your country is steadily falling due to illness and you do nothing about it, then people who have already died can rise up and destroy your state (+ you can play as a horde of the undead, which is controlled by one main goiter). A new state may have a population growth factor if a province is struck by a disease. + to the people of the country, which receives forever subordinate people, i.e. the maximum level of trust among the population and the smallest level of rebellion (but if it appears, it will be very strong). big - to production because nothing is being done and big - to technology because zombies are not strong in this.) -Your power was destroyed by a battered superweapon (a country that has experienced and has not conspired with yours receives maximum reasoning from others. Perhaps the country conspired with yours (since the test gives you and the allied countries + to the relationship) In any case, whether it's a SOLAR LASER weapon, a KALI STORM, a COBALT BOMB or a "KING" AI must understand that 75% of the land must not be touched by a bomb, otherwise it must refuse (or act treacherously))) - Everything is not in order in your country, and it is constantly torn apart by uprisings (Neighboring countries can divide the good territories of your country among themselves) Conclusion: You are Poland.)))) @ALDI @Uruguargentina @murai @AmericanLiberia@YouravaragebrazilianAoCfan @ALDI @mattxjpg @china peple @Das Moss Man@Dipto479, @Lim10, @aaaaaaaaaaaaaaaaaaa, @SerenDippTheGreat, @bun_dha4, @Wooodex, @Iceman, @Comrade_Parrot, @桂圆甜不甜, @PiePants, @sanitar4ick,@Gustav Heinrich @Nisnac@Avinetta @Evis7 @AleksGame @Nay_13 @IRn@bulbanoof @RMaRe@IKayzerI @thecarvalhogamer@ecl @Kiwi@aa30388,@wbladew5,@qxz,@Wayne23lololh, @Anyone,@Nowarhia, @Outlawexperience, @GalacticCakes, @Matvey, @bizacjum @paul2kdj @BALONA30, @Barbaris, @Rodak Polak, @wafflestein8, @Yahya @wbladew5, @Mihael1, @Warnnexx, @Free City of Łódź What answer would you give to my question ? @Łukasz Jakowski
    10 points
  21. Hello mein people today we're gonna talk about protesting and government suppression (YAY). I also have another post about leader animosity, with ties into this one link. Now let's start, Protesting: Protesting would be a lesser version of rebelling, cause rebelling is dangerous and revolutions are expensive. Now on to what triggers a protest, war, laws, and joy. Let's say you pass a law that is agianst your ideology [example: revoking freedom of speech in a democratic country] or war if your support is really low [let's say 20%]. Or if your civ is really unhappy. There will be two types of protests. Peacful, and Violent protest. Violent protests would, decrease stability, decrease happiness, slightly increased revolutionary risk.(@Łukasz Jakowski translation:) [-X% stability] [-X% happiness] [+X% revolutionary risk] Peaceful protests would, ¯\_(ツ)_/¯ [DETOUR] The notifications for the peacful and violent protest would be different. Peacful would be white, and violent would be red (of course) [DETOUR] Rebels should be inventiveness not to rebel when divisions are near by. Government suppression: 15, April, 1989. China Your people are protesting, they are MAD. They might even rebel, a REVO-LUTION even? You don't wanna fall to the same fate those leaders before you. So you send in the arm[❗️❗️🇨🇳WARNING THIS HAS BEEN CENCORSED BY THE GLORIUS CCP FOR YOUR SAFETY 🇨🇳❗️❗️] Anyways government suppression. When a protest pops up you have three options. Meet their demands [Example: stop a war] Ignore them Or send in the army The two others are self explanatory, but I will go into this into a bit more detail. If you decide to send the army after the protesters. This would, decrease your stability, increase revolutionary risk, decrease happiness, and increase leader animosity. (@Łukasz Jakowski translation:) [-X% stability] [-X% happiness] [+X% revolutionary risk] [+X% leader animosity] Which could spiral into a death cycle, leading to REVO-LUTION. That is the end I hope you found it interesting, and make sure to: Give da critism :-Þ [Note: I felt a little burnt out and sluggish while writing this so I'm sorry if this topic is lackluster]
    10 points
  22. I don't think 634,661 provinces will work fine
    10 points
  23. MDMP What is this? The Modern Day Melting Pot, in which the United States breaks out into all out civil war. As political tensions boil over, a new oil crises, the nation splits into factions, each vying for control. In this chaotic mod you must choose a faction to play as and unite the United States under your ideology. Not interested in the civil war? You can still play as many other nations as they begin to prepare for war after the sole world power collapsed. The American Battleground The year is 2020, and the United States stands on the brink of collapse. Political strife between the Trumpist Republicans and Biden's Democrats has escalated beyond reconciliation. Cities become battlegrounds, state lines turn into fortified borders, and once again the country begins a new election cycle. As the player, you can choose to lead as a federalist faction or also as many break away movements. Trump's America : Rallying under the banner of nationalism and traditional values, the Trumpists aim to restore their vision of America. Their strengths lie in mobilizing rural militias and leveraging conservative strongholds across the heartland. Biden's America: Committed to preserving the union and democratic principles, Biden's forces draw support from urban centers, progressive states, and international allies. They focus on utilizing advanced technology and diplomatic maneuvers to regain control. Global Implications As the United States descends into chaos, the rest of the world watches with bated breath. Europe, the Middle East, and Asia see both peril and opportunity in the American conflict, with Russia moving towards invading Ukraine while NATO breaks apart and China seeking to re-conquer Taiwan Europe: The Continent on Edge In Europe, NATO is strained as member states debate intervention. Some countries, like the UK and Germany, push for a unified response to stabilize the United States, while others, wary of another prolonged conflict, opt for a more cautious approach. Meanwhile, Russia exploits the chaos to expand its influence in Eastern Europe, eyeing former Soviet territories. Middle East: A Powder Keg The Middle East faces its own turmoil as regional powers react to the American crisis. Iran intensifies their proxy wars. Israel, meanwhile, fortifies its defenses, preparing for potential spillover from a distracted American military. Asia: Rising Tensions In Asia, China and North Korea see the American civil war as a golden opportunity to assert dominance in the Pacific. China moves aggressively in the South China Sea, testing the resolve of US allies like Japan and South Korea. India, balancing on a knife-edge, strengthens its military in response to both Chinese expansion and internal pressures. Features As Trump help consolidate the power struggle between Congress and the Military and make sure you don't collapse while Biden comes pushing from D.C. Biden's age is obviously a big problem and different factions within the democratic party are trying to gain influence over Biden and gain power after his eventual death. The Useless Holy Roman Empire Mechanic will also be replaced with a European Union mechanic which will grant several benefits to countries in the Union / Eurozone American Factions with planned content are: CAG (Constitutional American Government) FRA (Federal Republic Of America) APLA (American People's Liberation Army) CPG (Cascadian Provisional Government) TNM (Texan National Movement) LOTS (League Of The South) BLA (Black Liberation Army) AWD (Atomwaffen Division) NSM (National Socialist Movement) GMA (Green Mountain Anarchists) PF (Patriot Front) The UI This mod also looks towards updating the Ui of AOH2 and I have begun making new leader portraits. Improved Map I have begun using the vanilla AOH2 map and adding more provinces especially to the US which now has 1k+ provinces to better map out the civil war. Example of the East Coast:
    9 points
  24. I am working on a map of Australia. There is only one scenario for now. It contains 1475 provinces and conections are added. I added few cities, growth rate and terrain. If someone have any ideas for scenarios you can share. After i done everything i would upload the map here.
    9 points
  25. This mod changes everything! 😛
    9 points
  26. On what will the desire for freedom of the vassals depend? Will it work like in the AoH2, or will it depend on several factors, such as the technological development of the lord, the prestige of the lord, the size of his army, economic power, and so on? I would also like to ask, will there be any modifiers or legacies for retaining vassals?
    9 points
  27. Możesz zrobić jakie chcesz
    8 points
  28. If Lukasz wants to make a civilization for himself, this image is for you.
    8 points
  29. Hello. I love creating scenarios🙂. In fact, my 300 hours on the Steam version of Age of History 2 are spent creating and editing my own scenarios. I've watched all the videos about the new editor and would like to express my wishes for some improvements that I think are missing. Religion. I saw that the religion of a civilization cannot be changed in the editor. Instead, it is determined during the creation of the civilization. This worries me, because I am sure that there will be situations when the religion of a civilization does not correspond to the historical date (see the conversion of Rome, Kievan Rus, Khazar Judaism, European states during the Reformation, and so on). I would like to be able to change the religion of a civilization in the scenario editor. Opinion. In Age of History 2, it was possible to edit the target civilization's opinion of the active civilization as well as the active civilization's opinion of the target. In Age of History 3, it seems that opinion is always mutual. In that case, I think it should be called “relations” because “opinion” doesn't have to be mutual. If someone owns the provinces that I consider to be mine, it does not mean that this “someone” has a bad opinion of me, even though I am angry with him. If this is supposed to be an “opinion”, then I would like to see the possibility of editing it independently. Buildings. Currently, buildings in each province have to be defined separately, meaning that if I want to cover the entire territory of France with farms, I have to click on each of the hundreds of provinces. If it is not possible to assign buildings to several provinces at once, then I do not see the point of this editor. What is its purpose? To add a hospital to a few of the largest cities in Europe? What will this change for the player? Even if so, the ability to set up buildings for several provinces at once would be useful. Diplomatic agreements. In Age of History 2, it was possible to form diplomatic agreements simply by transferring the name of one civilization to the territory of another. In the new editor, it seems to me that you need to click on each state and confirm the creation of a connection by clicking a button. This is not critical, but it does not seem very convenient. Duration of diplomatic agreements. It seems that the duration of all signed agreements is 15 years. It would be nice to be able to change the duration. Search for civilizations. When Łukasz determines the amount of gold or population for civilizations, he scrolls through a long list to find the right civilization. I would like to see the possibility to find or even enter the numbers by simply clicking on the civilization on the map - click and enter the number on the numpad. This feature was available in Age of History 2. Occupation. I dreamed of this feature back in 2018. The ability to specify that certain provinces are occupied at the start of the scenario would add depth to the scenarios. And that's it. I'm looking forward to the game's release! P.S. Łukasz, if you're reading this, what is the point of optimization regions?????????
    8 points
  30. It can be changed in the file Now is: VASSAL_COLOR_LORD_PERC: 0.85, VASSAL_COLOR_VASSAL_PERC: 0.15, If you want to have 100% color of the Lord then: VASSAL_COLOR_LORD_PERC: 1.0, VASSAL_COLOR_VASSAL_PERC: 0.0, { VASSAL_INCOME_TO_LORD: [0.0, 0.1, 0.25], VASSAL_MANPOWER_TO_LORD: [0.0, 0.25, 0.5], VASSAL_CAN_DECLARE_WAR_DEFAULT: false, VASSAL_COLOR_LORD_PERC: 0.85, VASSAL_COLOR_VASSAL_PERC: 0.15, }
    8 points
  31. The topic is a remake. Hello everyone, This is a repost and the original is deleted, because the original is deleted due to the lack of space. The start is the same, it could be tiring to read again. I propose (with qxz's observation) to make units in the tech tree starting from the 1910's will move differently. The mechanic for earlier units would still be enabled, showing a technological gap between civilizations with early warfare and civilizations with modern warfare. The modern war mechanic would make units not be able to cross more than one unoccupied province at once. It needs to make a series of sieges to advance. This would still keep the fact that a successful siege will make the country occupy adjacent provinces. The scenario to express it is the German invasion of the Benelux. Firstly, units should move until 2 provinces at once (could be changed). Like a planned invasion, these following provinces are shown with a lighter color. These green provinces are selected to move each unit. Here's the fist wave of the German invasion. War tactics would intervene, German units would use attack because it moves to the foe land, Beneluxian units would use defense, It stays in their land. AI must take this logic. The result of the first German wave is victories on their side. Belgian and Dutch units could retreat, because it still has land, but Luxembourgish units have no other choice than exile in a friendly neighboring country (+40) or sign a truce. If Luxembourg doesn't have any friendly neighboring countries, it doesn't have the choice to sign a truce. Here it is in exile in France. (I forget that it didn't border France at that time, but it's too late). When a division loses a battle or if it is in an occupied province because the aggressor made a successful siege (it could be renamed t, it must retreat to the closest still unoccupied province, or make a siege on the newly occupied provinces would be unlikely for to do this because don't forget that the division is weakened. Maybe a trigger for it needs to be created, like "units in the occupied land" and an outcome "units retreat until it crosses an unoccupied province" or "siege the occupied province". The first one should be the better solution. Here, the general of each unit would be represented, instead of the leader. Maybe starting in the 20th century at the same time as modern warfare, where generals are more recognized ( if I'm not mistaken). Here's Germany who won the battle of Emmen. Now the second wave of the invasion will happen, there is no need to repeat (too lazy) : when a province is cut from the mainland. It will happen when the division is in a province(s) separated from the rest of the country (which the capital locates). The only option for the Belgian unit is to evacuate to the sea (like in Dunkirk in WW2). And then there is the peace treaty, you know how it should be. Thank you for reading, and if you have any comments to do, I would like to see them !
    8 points
  32. Another day, another ideas Parliaments Introduction Łukasz proposed the idea of adding Parliament to the game. I fully support this idea. However, Parliament brings about many challenges. How would it be set up for nations? How would seats in Parliament be allocated, and how to create such a Parliament? Here is my proposed answer to all these questions. So, let's start from the beginning. Parliament Creator First and foremost, let's discuss the creation of a parliament. Parliaments, like most things in AOH3, would be defined in text files. There could be a single file containing information about all parliaments enclosed in curly braces "{}", or there could be a folder where new text files could be added to introduce new parliaments. What would need to be defined in parliaments? Primarily, the name, the country or countries (tags) where such a parliament scheme applies, the number of members of parliament, and finally, political parties. Though it seems to me that this is not all. Parliaments have different appearances, starting from the layout of seats; I can suggest a standard layout (circular arrangement) and the British layout (government sitting on one side of the chamber and opposition on the other), through nuances within the layouts themselves (e.g., the angle formed by the arrangement of seats in the parliament). Additionally, in reality, in many countries, parliaments consist of two chambers instead of one. The possibility of including two chambers of parliament is negligible, but I would consider it for the purposes of this article. There has also been mention of the potential establishment of International Organizations in AOH3 as part of various scenarios. Some of these organizations IRL also have their own parliaments, or something that could be considered as such (e.g., the United Nations General Assembly or the European Parliament). Such organizations would make much more sense if they had an impact on gameplay - which they could have through parliaments. For such parliaments, I would add the option of specifying the number of MPs simply as "x-s" - X Seats for State. Thus, the UN General Assembly could allocate one vote per state, but the EU Parliament would have a set number of seats, with each country receiving a different number of seats depending on its population, or number of provinces, or whatever. Below are the codes for two different parliaments and how they would appear in the game: { CHAMBERS: "2" { Name:"Sejm", ARRANGMENT: C {ANG:180}, SEATS: 460, ELECTS_GOVERNMENT: true, VOTE:PROPORTIONAL{BONUS:1.25,TRESHOLD:5} #5 means 5%, in code it could be even 0.05, it isn't important here }, { Name:"Senat", ARRANGMENT: C {ANG:180}, SEATS: 100, VOTE:ELECTORAL }, LENGTH: 4l, TAG: {POL,POL2,POL3}, POLITIC_PARTIES: { Name: "Nowa Lewica", Sh_Name: "NL", R: 129, G: 27, B: 103, BEHAVIOUR: {"Pro-Europeanist","Liberal","Socialist"}, ANT-BEHAVIOUR:{"Eurosceptic","Conservative","Christian","Freemarket"}, LEADER:{"leader1","leader2","leader3"}, }, { Name: "Platforma Obywatelska", Sh_Name: "PO", R: 249, G: 160, B: 58, BEHAVIOUR: {"Pro-Europeanist","Liberal","Freemarket"}, ANT-BEHAVIOUR:{"Eurosceptic","Conservative"}, LEADER:{"leader1","leader2","leader3"}, }, { Name: "Polskie Stronnictwo Ludowe", Sh_Name: "PSL", R: 62, G: 180, B: 61, BEHAVIOUR: {"Pro-Europeanist","Christian-Democrat","Freemarket","Agrarian"}, ANT-BEHAVIOUR:{"Anti-Agrarian","Socialist"}, LEADER:{"leader1","leader2","leader3"}, }, { Name: "Prawo i Sprawiedliwość", Sh_Name: "PiS", R: 7, G: 58, B: 118, BEHAVIOUR: {"Eurosceptic","Conservative","Christian","Socialist"}, ANT-BEHAVIOUR:{"Pro-Europeanist","Freemarket","liberal"}, LEADER:{"leader1","leader2","leader3"}, }, { Name: "Konfederacja Wolność i Niepodległość", Sh_Name: "Konfederacja", R: 21, G: 40, B: 68, BEHAVIOUR: {"Eurosceptic","Conservative","Christian","Freemarket"}, ANT-BEHAVIOUR:{"Pro-Europeanist","Socialist","liberal"}, LEADER:{"leader1","leader2","leader3"}, }, }, # Order of the parties in file would determine their left-to-right position in the parliament Some of the code is explained here In-game appearance with some parties showed for example. { CHAMBERS: "1" { Name:"ImaginaryBritishStyle", ARRANGMENT: B {width:10}, SEATS: 629, ELECTS_GOVERNMENT: true, }, LENGTH: 5l, TAG: {}, POLITIC_PARTIES: { Name: "Labour Party", Sh_Name: "Labour", R: 228, G: 0, B: 60, BEHAVIOUR: {"Pro-Europeanist","liberal","Socialist"}, }, { Name: "Scottish National Party", Sh_Name: "SNP", R: 253, G: 243, B: 142, BEHAVIOUR: {"Pro-Europeanist","Nationalist","liberal"}, REGION: SCO # REGION means the party is based in the region where country tagged "SCO" has cores }, { Name: "Conservative Party", Sh_Name: "Tories", R: 0, G: 135, B: 220, BEHAVIOUR: {"Eurosceptic","Conservative","Freemarket"}, }, } Parliament's In-game appearance with "Tories" as ruling party. Parliaments in game In the game, Parliaments would be visibly represented through a window, perhaps replacing the "laws" section if a Parliament exists. This window would display information as follows: Parliament would possess the ability to form governments, particularly in parliamentary republics (for instance, not in the US). This process would entail winning elections and securing over 50% of the seats in the chamber designated as the "lower" chamber by the party chosen by the player to support. This information could be integrated into the "Parliament" scheme or within missions. The primary function of Parliament would be to enact laws, which would confer both bonuses and costs. These laws could garner support from various parties, contingent upon the "behavior" tag of both the party and the law itself (more on this later). I won't delve into potential code for the laws here, as it would largely resemble code used elsewhere, except for the inclusion of the "behavior" tag, which is essential. (And Vote Requirement for pass, Without this tag, the standard requirement of a simple majority—50%+1—would suffice.) This revised version aims to clarify the functions and mechanics of Parliament within the game, enhancing understanding and engagement for players. Political Parties I hope my ideas will reach Łukasz and he will eventually add some of mechanics I proposed above. Thanks for reading.
    8 points
  33. You see, your games don’t have this randomness. Almost all games will be practically the same and there is no alternative end to them. This idea that the game ends only when you capture the whole world was also in the previous parts. those. The game has only one ending. But I would like something else. For example, an alternative ending with the Earth destroyed by nuclear bombs. Or not, on the contrary, the ending is that the whole world is in peace and harmony. Or I end with the invasion of synthetics from outer space. Or the ending that all people have gone crazy and no longer obey the states (anarchic) Or that one scientist invented ---- that make it possible to turn a person into a subordinate animal (yes, I was describing myself, but no, this is just a zombie apocalypse scenario), which can follow its leader and the end of this horde will be when the leader is killed. Yes, the last two can be modded, but I would like the game not to be boring. So that the game would at least have the opportunity for the population who are against the current regime to rebel against the ruler. But this is probably the next idea. @murai @AmericanLiberia@YouravaragebrazilianAoCfan @ALDI @mattxjpg @china peple @Das Moss Man@Dipto479, @Lim10, @aaaaaaaaaaaaaaaaaaa, @SerenDippTheGreat, @bun_dha4, @Wooodex, @Iceman, @Comrade_Parrot, @桂圆甜不甜, @PiePants, @sanitar4ick,@Gustav Heinrich @Nisnac@Avinetta @Evis7 @AleksGame @Nay_13 @IRn@bulbanoof @RMaRe@IKayzerI @thecarvalhogamer@ecl @Kiwi@aa30388,@wbladew5,@qxz,@Wayne23lololh, @Anyone,@Nowarhia, @Outlawexperience, @GalacticCakes, @Matvey, @bizacjum @paul2kdj @BALONA30, @Barbaris, @Rodak Polak, @wafflestein8, @Yahya @wbladew5, @Mihael1, @Warnnexx, @Free City of Łódź What answer would you give to my question ? @Łukasz Jakowski
    7 points
  34. Nie będą, jest ich za dużo
    7 points
  35. Hello, I wanted to say that in my opinion removing the unions doesn't make sense, and that they should return improved. I think this because there is Poland and Lithuania on the 1440 map, and in real life these 2 countries unite later, and in the game all this is represented except that it is impossible to create the Polish Lithuanian Commonwealth like in the second game because the "Create a union" option has been removed. So I think this option should return. But to avoid it being an exploit like in the second game, where I could simply take a weak country and unite with a strong one, making my gameplay easier, the following could be done: this option would not be enabled or the country would be invited to join wouldn't be interested if your country is weak militarily, economically, or has few provinces. It could be like this: you should have at least half of any of these options mentioned in relation to the country invited to unite with you, making it impossible for you to unite if you are too weak. @Łukasz Jakowski
    7 points
  36. This question is really points to @Łukasz Jakowski (Sorry for pinging you) I'm making hex maps, and I made a hex gen and i was wondering if the total number of tiles is really going to be a problem in AOC3? In AOH2 it loads 63,279 hex tiles (Provinces in total) just fine but the number of prov files doubles, so that's why I only made a small test map because of the numbered files now in the AOH3 map editor I did make a WC2 test map it generated 634,661 Provinces (hex tiles) it loads fine in the AOH3 map editor So is the number of tiles really going to be a problem in AOH3?
    7 points
  37. Is this really an option to change the active civilization? It would be great to be able to switch to other civilizations instead of having to play with the same one during the entire save game.
    7 points
  38. Since it's for alliance, diplomacy would still be activated, except for unions, which would be the same for both.
    6 points
  39. Homeland Territory is going to be territory for every nation which it considers its ''homeland'', for a territory to be homeland territory 3 conditions need to be met: 1- Territory must be cored (Obviously) 2- Territory Must Have Atleast 80% Of Your People 3- Territory Must Not Have Any Other Cores (Optional) 4- Territory Must Be Same Culture (IF THEY ARE EVER ADDED/THIS SYSTEM DOES NOT REPLACE CULTURES) you may ask: How Will this prevent Bordergore? And How Will it Replace Cultures well the answer To Those Questions boils down to two things 1- How Civs Will Treat Their Homeland Territory 2- How This System Will Work Point 1: Civs Will Make It their Upmost Priority To defend their homeland Territory From Foreign powers, they will do this by conquering surrounding Civs Until they have borders with mountains, Oceans Or Rivers, Additionally Civs will give away non Homeland Territory Any Day In Exchange For Keeping These Territories This Means That We Will No Longer See Spain Pouring Out Of Iberia Somehow And Spreading In Africa While They Lose Their Homeland, Instead If Morroco Conquers South Spain in that 1600s scenario, spain will give morocco some of its colonies until morocco spends all their victory points, but if they still have victory points after that, THEN we will start to see Morocco take places like gibralter and south spain, and additionally Homeland territory of the enemy will cost 30% more since historically negotiating to take those territories was real hard, post WW2 this will translate into different stuff where the AI will pick Occupying land for X amount of time, changing ideology or religion (if secularism is added as a religious option) and AI Will refrain from annexing oversea's/non homeland territory unless that territory is on their borders, also AI will build way more things in homeland territory by a massive margin than non homeland territory Point 2: How this system will work is basically: you will be able to assign certain civs homeland territory, this territory will stick with them for all scenario's (since basically people didnt get ethnically cleansed that often ☠️), for example hungary will have its ethnic borders as homeland territory, and so will france, germany and england, multiple civilizations could have the same homeland territory, and any civilizations with the same homeland territory will have the same people, meaning no more bavarian provinces, or prussian provinces etc, all territory within a homeland territory will have Germans as the group in the provinces, and french group etc, meaning no need to even assimilate territory since both realistically and historically, they are the same, this does come with one downside: most civilizations WILL NOT seek to increase their homeland territory unless they have fascism, nazism, nationalism if its a thing (or zionism lmao) as the chosen ideology since all previous ideologies mentioned are basically the same, instead civilizations will occasionally plunder or heavily tax non homeland provinces and focus on developing their homeland provinces, i think this previous concept goes well with a new mechanic for assimilation that i will link once i get around to writing in short, you will be able to assign multiple civs one people and homeland that wont need to be assimilated in the scenario creator,, removing the hassle of adding different cultures, just add the main ethnic groups and assign them based on your scenario @Das Moss Man thoughts? and ofc @Łukasz Jakowski here it is
    6 points
  40. Hello, We all know how colonization works for now in AoH3. I propose to bring more depth to this feature, because it still seems to be to OP and simple. Firstly to bring more depth, is when you colonize a province, there should be a form of resistance by the local population (tribes), before you control it. This would work like sieges, but with a risk of failed conquest according to the local population. Settlers should travel with the protection of units to make conquests successful, because settlers should be protected. The second point is the Colonial Act should be renamed to the Expansionary Act, due to the change that I will propose right now. The Expansionary Act should have the following options: 1. Wars only: the country can expand only by war. We all know how it would be. 2. Conquest allowed: the country is allowed to conquer provinces up to 10 provinces away. Sea provinces are include. 3. Colonization allowed: all types of expansion are allowed, including colonization. Colonization will allow the country to conquer land which is other continents, and create colonies there. I know there were multi-continental empires which were not colonial, so colonization would be divided in two steps. The first one is making the law relevant only for the American continent (1490's) and coastal African provinces, then the rest of the African, Asian and Oceanian continent (1830's). A screenshot from: Age of History 3 - Colonization, Promote Advisor In addition, it just needs to cross tribal countries borders to declare wars when these laws are allowed. Finally, I talked about how the mechanic for colonies should be. Here is one of my previous topics: As always, thank you for reading and I'm free to any comment
    6 points
  41. There are different opinions on the form regarding the improvement of the wagering of different political regimes. I believe that in order to better and easier reflect the issue of regime stability and the possibility of political change, we should make a "parliament" for all types of government. Explanation: any government, even the most dictatorial, relies on certain interest groups in the country. To simplify them, we will reduce them to "political parties". 1) Each country will have a parliament and a system of supposedly elections. The party that wins based on the results of its influence will determine the political course of the country (some modifiers, special events and solutions, possible and impossible laws) 2) The parties are divided by type (for example, the monarchist and conservative parties will belong to the traditionalist ones). This is necessary so that when parties of the same type change, some aspects of the country's policy do not change. Example: a monarchist party that has replaced a religious party is unlikely to demand the abolition of the theocratic regime if there is high stability in the country. 3) Stability is determined by the result of wars, the national and religious integrity of the country, etc. in accordance with the laws (it is unlikely that with secularism, the diversity of religions will be a big problem). The lower the stability, the more radical the parties are. Then, when they receive the seat of the ruling party, they will also demand a number of requirements that are not necessary in a normal situation. 4) The game needs a special editor and a set of variables so that you can customize the types of parties, the parties themselves and their requirements / tags so that the system described by me works and is moddable. 5) If we are going to win back dictatorships, then we can give some regimes the property of "protection from a change of ideology", which will reduce the percentage of influence of all parties outside the type of the current ruling party. If something is unclear, ask and offer.
    6 points
  42. evo

    Customs Union System

    Hello! I came here to share an idea for AOH3: Customs Union Basically, every country has its own customs union (with its limitations or not) and adding this to the game would also add a economic focus to the game! Basically, there will be 2 more research's and 2 new laws: Research's: Local Market and Globalization Laws: Local Market and Global Market Customs unions are supposed to work, basically, as alliances do, but instead of being military, they give economic bonuses. https://imgur.com/gallery/xAvdzna Also, there would be a new type of Bonus, called Dividends. Basically, Dividends % are based on how much a country gets monthly. Example: If Nigeria's income is £100 per month, and Great Brittain gets 5% of it as dividends, Brittain would get £5 every month (Nigeria won't lose anything either) Note: Of course values should be balanced to the game's standard, but since I don't know how the values will work and what is the balanced amount, I'm using those. Bonuses values would also be flexible depending on the amount of countries that are on it, gradually increasing with every new member that joins. The Laws: https://imgur.com/gallery/80zh8XK Super powers would also compete to have the most powerful customs union: https://imgur.com/gallery/xUiln0X There would also be different ways of getting new members to your customs union, such as: Invasion (would give High Aggressive Expansion) Ultimatum (Would give Medium Aggressive Expansion) Diplomatic (Being friends to the country) This wouldn't work to superpowers tho. Superpowers NEVER will accept any other offer of customs unions, unless they're attacked. There would also be a delay of ~2 years to peacefully invite new countries into its customs union. Countries that have population/regional/governmental and religious similarities would be easier to call, while countries that are not like that would prefer sovereignty (This would make harder so like, for example, great Brittain don't just would be able to invite anyone of the world to their customs union just because they have good relations, other factors must limit this so that it does not become unbalanced and the country does not simply dominate the world economically easily) Anyways, that's my ideia. I'm accepting suggestions! Hope Lukas sees this.
    6 points
  43. Here is my two ideas 1 Better Regions In AoC2 regions was useless. They was... cause they was. In my opinion in next game they should been better. Here is what they could do: • They would been able to get choose in Peace Conference (So player will be don't having to to click every single province [now think about peoples playing Project Vita that can't annex all country and don't want border-gore] • Possibility to give core/annex it in event. It would help a lot too • Bonuses for having all region (they would don't been high but still something) 2 Historical AI In scenario editor they would been things like: [civ_name] will annex [city_name] [civ_name] will colonize [city_name] [civ_name] will declare war on [civ_name] [civ_name] will start peace conferencion with [civ_name] • [civ_name] will annex [city_name] in peace conference • [civ_name] will sign white peace • [civ_name] will vassalize [civ_name] [civ_name] will get into alliance with [civ_name] Everywhere there would been needed to add date. It would be hard to do it but it would help a lot in historical mods like about 1444 or 1836 @Łukasz Jakowski co myślisz o propozycjach od rodaka?
    5 points
  44. This effect will slow down the progress of colonization, you can also add quinine technology (a cure for malaria), after which the effect will lose its power. Or do it through a chain of systemic events, following which you can get a vaccine against malaria
    5 points
  45. HassanBuland

    Asymmetric Warfare

    Introducing Irregular warfare: In the original game rebels Are too easy to defeat and Insurgent/resistance forces such as terrorist organizations lack depth, and they pose little to no strategic threats. Likewise, when a nation is on its last leg it becomes all too easy to defeat, however if you were to add guerilla warfare mechanics into the game, therefore enabling irregular troops to remain in the same province while avoiding direct combat with the enemy it would allow for more realistic warfare making it more difficult and intriguing to Fight with/or play as an Insurgent force. Mechanics: Basic Mechanics of the Guerilla forces(make playable): Establish Hideouts You can place multiple hideouts throughout a province allowing you to establish a presence in the province without all of your forces being compromised by intelligence leaks Sneak through enemy territory Small contingents of Insurgent forces can make their way through territories without being recognized allowing them to establish a presence throughout the provinces and spreading recognition for their cause among the disgruntled people in the provinces Attack Armory/Seize enemy weaponry You can launch attacks on areas of strategic significance such as armories in order to seize weaponry from the conventional forces, likewise this will decrease efficiency and sew discontent among their ranks. It will cause a logistic nightmare for the conventional forces while also enabling the Irregulars to gain the needed weaponry and resources required to launch further attacks on the enemies. Attack Garrison/Seize enemy Forces You can launch attacks on strategically significant positions such as enemy garrisons either in the night or during the day choosing the best time to strike based on weather conditions(I.e. during fog or sand storms), this will allow you seize your enemies by Suprise allowing you to capture important officers, or allowing you to kill many of your enemy before they have ample time to prepare for an engagement. This will allow you to sew fear into the ranks of your enemy, significantly decreasing morale and posing an intelligence threat to the enemy if you capture important enemy officers. Launch symbolic raid for name recognition Launch attacks on less strategic targets, however in ways that allow for your forces to gain recognition among the disenfranchised people in the surrounding provinces, prompting your ranks to swell with these people who now have a cause to rally around. (Provinces of real control) and (Provinces with Prescence) The Insurgent forces can control provinces allowing them to collect taxes and establish formal systems of control. Likewise the Insurgent forces can gain a presence in provinces which they don't control guerilla forces can have a presence in the territory, and should they choose they can levy taxes from the locals by means of extortion, this will decrease the amount of taxes conventional forces will be able to extract from the province. Seize control of province Insurgents can choose to engage in direct combat in order to directly seize control of the province, this will lead to open and all out clashes between insurgent and conventional forces. If the insurgents fail many will be killed or captured and some will return to waging guerilla warfare, this would cause low morale in your ranks. If insurgents successfully seize the province moral will rase in their ranks causing more disgruntled people in the surrounding provinces to rally around their cause. Basic Mechanics for the Conventional forces(make playable): Intelligence Acquisition Conventional forces can establish networks of spies and informants aimed at gaining insight on the amount of rebels and their primary hideouts. By infiltrating their ranks you will cause paranoia among the rebels, crippling their confidence. Raid Hideouts/Launch expeditions Once you have enough intelligence you can launch expeditions targeted at Insurgent hideouts allowing you to inflict significant losses on the enemies, be aware that they may have support from the populace meaning that they will be aware of your attacks before they occur, potentially minimizing the losses they suffered while also enabling them to plan counter attacks and ambushes during the raids. Establish guard posts/checkpoints By establishing checkpoints throughout the provinces you can decrease the ability for Insurgent forces to gain recruits from the surrounding areas. It will also allow you to track rebel movements throughout the country though you will not gain significant intel on the amount of rebels Establish military bases Conventional forces can establish military bases throughout the afflicted provinces, this will allow you to place significant strategic installations throughout the infested areas, allowing you to consolidate your military presence in the regions. These installations may be targets of rebel attacks. Targeted Killings/capturing As your intelligence networks expand in the afflicted provinces, you can launch targeted raids aimed at capturing or killing prominent Insurgents, this will give you access to intelligence while also dealing a critical blow to your enemies morale and capabilities. Without a cohesive command structure the enemy will be left crippled.
    5 points
  46. Hi, how about the idea of adding such a reform as the abolition of taxes for families with 4 children and more to the game. This reform will give a significant increase in the country's population, but will reduce tax revenues. What do you think?
    5 points
  47. WE NEED IT!!!
    5 points
  48. Hello mein people, today we'll be talking about trade, rivers, and using them in defense. Starting with, Trade and moving on rivers: Along with a better trade system we need better water ways. No this won't be a topic on navy, (get out of my head, get out of my head). But waterways, in AOH2 rivers were decor but they can be so much more, turning them into actual sea provinces. For war, and trade. An example would be, the missipi. And using boats to ship resources to a state via a boat A K A: ✨️shipping✨️. Which I think is already in AOH3. Second, Using rivers defensively: Im yoinking this one from HOI4 (🤢🤮), as you know rivers were of little importance. But they deserve more attention. So propose, making rivers harder to cross. In AOH2 rivers NADA to affect gameplay. So rivers will slow you down when you try to cross, you will be slower. This is also an opportunity to add a new building, the Bridge: The bridge would be a building that would allow troops to cross river sea tiles faster, much faster. @Łukasz Jakowski :-Þ dats it give da critism.
    5 points
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