<?xml version="1.0"?>
<rss version="2.0"><channel><title>Ideas Latest Topics</title><link>http://www.ageofcivilizationsgame.com/forum/289-ideas/</link><description>Ideas Latest Topics</description><language>en</language><item><title>One small but big favor</title><link>http://www.ageofcivilizationsgame.com/topic/252727-one-small-but-big-favor/</link><description><![CDATA[<p>
	Please make it possible to assign one building to multiple governments and religions in the requirements <span class="ipsEmoji">🙏</span><span class="ipsEmoji">🙏</span><span class="ipsEmoji">🙏</span>
</p>
]]></description><guid isPermaLink="false">252727</guid><pubDate>Wed, 05 Aug 2026 23:43:25 +0000</pubDate></item><item><title>Sojusze w aoh2 definitive edition</title><link>http://www.ageofcivilizationsgame.com/topic/252716-sojusze-w-aoh2-definitive-edition/</link><description><![CDATA[<p>
	Byłoby bardzo dobrze, gdyby sojusze w nowej wersji aoh2 nie trwały wiecznie, a przez jakiś określony czas tak jak w aoh3.
</p>

<p>
	To mała rzecz, ale myślę, że zmieni bardzo dużo.
</p>
]]></description><guid isPermaLink="false">252716</guid><pubDate>Tue, 26 May 2026 18:26:14 +0000</pubDate></item><item><title>IM BACK, and an old Idea that lukasz might find interesting</title><link>http://www.ageofcivilizationsgame.com/topic/252699-im-back-and-an-old-idea-that-lukasz-might-find-interesting/</link><description><![CDATA[<p>
	helloooo everyone, long time no see, some of you may remember i was quite active on here in the past, those who dont, it doesn't matter, what matters is what i have to say
</p>

<p>
	i wont get into my opinion on aoh3, or even what i think about Aoh2 de, those topics are already overmilked and i'd just be recycling the same stuff, and honestly, despite all the criticism of aoh2 de (which i kinda understand), its super fun, way more fun than aoh3 in my opinion, if i was going to be negative there would be plenty of subject matter, but thats not what im here for today, im here to present an old idea i'd given, in a more simplified way
</p>

<p>
	 
</p>

<p>
	<a contenteditable="false" data-ipshover="" data-ipshover-target="http://www.ageofcivilizationsgame.com/profile/1-%C5%82ukasz-jakowski/?do=hovercard" data-mentionid="1" href="http://www.ageofcivilizationsgame.com/profile/1-%C5%82ukasz-jakowski/" rel="">@Łukasz Jakowski</a> i didnt find an ideas topic for aoh2 de, so i figured i'd drop this here as an idea for an update for both aoh2 de and aoh3 since any aoh2de update seems to be shortly after imported to aoh3 (nation templates for example)
</p>

<p>
	 
</p>

<p>
	reworked cores
</p>

<p>
	this concept is very simple, instead of each civilization having its own cores and population, multiple civilizations will fall under one core, for example, bavaria, saxony, and any other state that exists within the provinces that already have a german core will all automatically be flagged as having a german core and a german majority population similar to how religion is auto assigned to all provinces when you add a nation, they'll all share the same population and wont need to assimilate, and you can actually just form germany by controlling the 3 biggest population core cities, this process will be automatically done for any civilization that has its capital in a province that falls under a fixed core map within provinces that have certain cores assigned, for provinces with multiple cores you can choose which core the civilization has as its main core
</p>

<p>
	provinces left empty will just have the automatic core of any civilization you put on it
</p>

<p>
	this core map can be set in the scenario editor by users, controlling which provinces have german cores and which have polish cores at the start based on the era of choice for different scenarios, this will also fix any potential issue with old saves, since old users will have their games on unupdated versions of the scenarios similar to how a change you made to a scenario wont appear on a game you made before the change and cause issues, so they'll just keep their gameplay cores the exact same
</p>

<p>
	you wont need to assimilate other nations that share your core obviously, you can however use the new settlers, the population relocation feature, and asimilation to gradually decrease the population of for example the polish core in your province, once it drops below or reaches 20% population, the core gets destroyed, but to add your core, you need to reach 50% population, this will allow for more than one core to exist normally, and allow you to destroy cores, all of which are using features that already exist
</p>

<p>
	you dont even have to adapt this to every scenario as lukasz, simply adding the feature for the playerbase to use would be an amazing addition
</p>

<p>
	everything from here are optional additions to this simple idea:
</p>

<p>
	1-you can add core groups, which are pretty much cores that wont try to assimilate eachother and will cause less instability when ruling over provinces with eachothers cores, such as for example the cores of egypt, syria, the levant countries, sudan, berbers, etc, but this can be easily fixed by just for example making all of the levant and arabia under the arab core, but it might not work in areas like europe where the french for example arent the same as the british but the french would be less likely to rebel
</p>

<p>
	 
</p>

<p>
	2-this could allow for interesting diplomacy if you want to update the AI, where for example morroco, algeria, libya and tunisia all have berber cores, thus will have a higher chance of high relations, maybe even if you want to update rebellions in the future,
</p>

<p>
	 
</p>

<p>
	3-you could add similar to the set names of leaders like 20 AI generated nonexistent dynasty names for berber, arab, persian 
</p>

<p>
	 
</p>

<p>
	thoughts?
</p>
]]></description><guid isPermaLink="false">252699</guid><pubDate>Fri, 01 May 2026 17:02:23 +0000</pubDate></item><item><title>all the issues that will need improvement with Age of history 3 thus far</title><link>http://www.ageofcivilizationsgame.com/topic/251459-all-the-issues-that-will-need-improvement-with-age-of-history-3-thus-far/</link><description><![CDATA[<p>
	firstly i'd like to preface that i believe the main focus of the game development right now should be bug fixing, not adding new features and creating more bugs on top of the old ones, this is by no means meant to be hateful or criticize lukasz, these are just suggestions (please dont ban me)
</p>

<p>
	1 - the military system
</p>

<p>
	 
</p>

<p>
	the military system is a massive upgrade from aoh2 (anything is to be honest, the bar wasn't very high lmao <span class="ipsEmoji">💀</span>) because it's actually no longer just about numbers, with many new units introduced, and tactics and generals, it's pretty amazing, but it needs some minor tweaking 
</p>

<p>
	 
</p>

<p>
	for starters, the generals need to be more influential, like WAY MORE INFLUENTIAL, I MEAN IT, the number 1 defining factor in a battle is the general, you don't need a top equipped army or expensive weapons to win war, you just need a smart enough general, which is why i think those stats should be tweaked to have WAY MORE INFLUENCE in the battle, it should also be way harder to find a skilled general than it currently is
</p>

<p>
	 
</p>

<p>
	secondly, the tactics are very nice, but they're not nearly as influential as they should be, i think they should be buffed, i do have a suggestion though
</p>

<p>
	<img class="ipsImage ipsImage_thumbnailed" data-fileid="70211" data-ratio="63.06" width="517" alt="image.png.188955b9ae4fc881681178bb88c48b41.png" src="http://www.ageofcivilizationsgame.com/uploads/monthly_2024_11/image.png.188955b9ae4fc881681178bb88c48b41.png" />
</p>

<p>
	below is an example of a battle map that's displayed, you can make soldiers retreat and attack, but that's about it, you can't move them around, which is why i (very very optionally) suggest a tactic system similar to chess but much more simpler, in this system, the units (i.e the squares) would have unique stats that determine the speed, amount of damage a unit can deal, and defenses of each unit box based on the already assigned stats we see next to them when we attempt to recruit units, the more damage a unit box takes, the more cracks will appear on it until it cracks completely, units will only be aware of the units they're engaging against, allowing the player to potentially maneuver around them (if their units are faster, otherwise they'll just be caught and the enemy unit boxes will either retreat or attack, if they retreat using this tactic again would be much harder since they'll now be aware of your units) and deal damage, the player could also be allowed to place the troop lines he has in formation, ofcourse all of this is optional, the player could just let the AI deal with it and it will just do the battle the default way it does now, this is for more *complicated* battles where the player has a smaller army size, the player still needs to unlock some tactics like the encirclement etc, i think it adds way more soul to the system, it will be hard to program the AI though, but i don't think it's anything mr lukasz cant do
</p>

<p>
	 
</p>

<p>
	2 - the province buildings and the resources 
</p>

<p>
	yep, everyone has complained about this one a little bit, the current buildings all just give the same stats and don't do much other than stack stats, and people seem to feel underwhelmed by resources and how little uses they have, everyone kinda feels like they have way more potential, which is why i suggest hitting two birds with one stone AND: 
</p>

<p>
	incorporate resources into the creation of new buildings, also some buildings are just unnecessary and need to be merged with other buildings as just upgrades, (Prime example is the palisade and the walls, castle can just be upgraded into military base for modern day uses since still having castles in the 18th century is insane, irrigation shouldn't be a seperate building, i think it should be an upgrade that can be done for all the plantation and farm buildings by right clicking on it, trade center can be upgraded to market)
</p>

<p>
	example: the factory building, it's very one dimensional for now, but my proposed feature would make it way more interesting, it would need metal, wood, and steel to be built, you'd also need either oil or natural gas or else the factory will go out of order, but in exchange for all of this, what would the factory building give us that is new?!<br />
	very simple, it would eliminate a large sum of the current useless resources and make them under a new thing i call ''manufactured goods''
</p>

<p>
	this was made for resources that make zero sense as resources, think about it, why are things like clothes, cheese, and beer in the same section and raw materials like cotton, cocoa, coffee, silk, iron, oil, milk, wine etc?
</p>

<p>
	<a class="ipsAttachLink ipsAttachLink_image" href="http://www.ageofcivilizationsgame.com/uploads/monthly_2024_11/image.jpeg.6882a832ab41ed766de24c04f5c6902d.jpeg" data-fileid="70212" data-fileext="jpeg" rel=""><img class="ipsImage ipsImage_thumbnailed" data-fileid="70212" data-ratio="74.30" width="1000" alt="image.thumb.jpeg.8c470712d783068109212b41e58e4a81.jpeg" src="http://www.ageofcivilizationsgame.com/uploads/monthly_2024_11/image.thumb.jpeg.8c470712d783068109212b41e58e4a81.jpeg" /></a>
</p>

<p>
	when cheese is made from milk, clothes are made from silk and cotton, and beer and wine are made from grapes (which are a resource), so it makes no sense to put them as resources exclusive to one province when anyone can just get the resources and manufacture them, which brings us to the next (and probably overasked) idea:
</p>

<p>
	 
</p>

<p>
	3 - TRADING MARKETTTTTTTTTTT
</p>

<p>
	 
</p>

<p>
	the idea is, not all civilizations have all the resources, and as i said, oil is needed to run buildings like factories in my previous idea, which is why i think an international market should be set up for resources with market rates for each resource that increase or decrease based on how many civilizations are buying oil (all of them in this context, so oil will be the most important resource purely naturally, if rice becomes high demand, then it'll be the most important resource), you can post your own resource for a cheaper or more expensive price, but you should make sure not to make a loss since there will be a production cost, so posting oil for sale for expensive will get you way less purchase offers than if you posted it with the market price, likewise, posting it for a cheaper price (even if at a loss) will get you a ton of trade offers, theres also the ability to manipulate the price of resources by controlling the majority provinces that make it, which makes you the largest producer, and therefore, you will have a higher chance for offers by 60% since you're capable of providing other civilizations with as much quantity as they ask for, so you're way more reliable, this SHOULD BE THE MAIN AND ONLY SOURCE OF INCOME IN THE MODERN PERIOD, PERIOD. (lol), it will also make more sense since now you'll make more money therefore the effect of countries having trillions in the modern period will be replicated naturally
</p>

<p>
	 
</p>

<p>
	i have way more i could share, but i don't have much time. <a contenteditable="false" data-ipshover="" data-ipshover-target="http://www.ageofcivilizationsgame.com/profile/1-%C5%82ukasz-jakowski/?do=hovercard" data-mentionid="1" href="http://www.ageofcivilizationsgame.com/profile/1-%C5%82ukasz-jakowski/" rel="">@Łukasz Jakowski</a> thoughts?
</p>
]]></description><guid isPermaLink="false">251459</guid><pubDate>Sun, 24 Nov 2024 14:19:56 +0000</pubDate></item><item><title>migration system</title><link>http://www.ageofcivilizationsgame.com/topic/252662-migration-system/</link><description><![CDATA[<p>
	hey lukasz, i saw you added a way to relocate populations. <br />
	<br />
	Now couid you make something like this but migration? that way people will go to more economically viable areas or other scores.<br />
	<br />
	I would love to see people from other countries(being able to see in stats) migrate to other regions through scores. If the quality of life is not great in 1 region they would mopve to a better region
</p>
]]></description><guid isPermaLink="false">252662</guid><pubDate>Wed, 08 Apr 2026 16:19:13 +0000</pubDate></item><item><title>Suggestion to demands in peace</title><link>http://www.ageofcivilizationsgame.com/topic/252658-suggestion-to-demands-in-peace/</link><description><![CDATA[<p>
	So I have been seeing a lot of people complain that the new peace system, which allows for annexation of other nations lands, is "broken". "Broken" in a sense that it creates border gore and doesnt allow for land that isnt occupied to be taken. I believe a new system could be implemented, where after peacing with a faction/coalition, any land faction members hold can be taken, however the land of nations that havent lost their capital/capitulated/occupied cost 50% more to demand than lands a person already occupies.
</p>

<p>
	<a contenteditable="false" data-ipshover="" data-ipshover-target="http://www.ageofcivilizationsgame.com/profile/1-%C5%82ukasz-jakowski/?do=hovercard" data-mentionid="1" href="http://www.ageofcivilizationsgame.com/profile/1-%C5%82ukasz-jakowski/" rel="">@Łukasz Jakowski</a>
</p>
]]></description><guid isPermaLink="false">252658</guid><pubDate>Wed, 01 Apr 2026 17:26:55 +0000</pubDate></item><item><title>New way to play AoH3 (suggestion)</title><link>http://www.ageofcivilizationsgame.com/topic/252657-new-way-to-play-aoh3-suggestion/</link><description><![CDATA[<p>
	Hello <a contenteditable="false" data-ipshover="" data-ipshover-target="http://www.ageofcivilizationsgame.com/profile/1-%C5%82ukasz-jakowski/?do=hovercard" data-mentionid="1" href="http://www.ageofcivilizationsgame.com/profile/1-%C5%82ukasz-jakowski/" rel="">@Łukasz Jakowski</a>, I have gone from suggesting from AoH2:de to AoH3 now lol, so basically I feel like AoH3 has so much more potential than what it already is, its a great medieval game, but it lacks in one aspect which is modern combat.
</p>

<p>
	What im basically suggesting is for two battle modes, which can be toggled in settings. The current one can be the base one, with another mode being able to be togled that is simular to AoH2 combat, basically instead of going through provinces to loot cities deep within nations, allow us to togle the good old province to province combat. It would help so much with the current modding scene for people who want to make proper WW1, WW2 and modern word scenarios (TNO community would be a good example, as AoH3 TNO is being worked behind the scenes)
</p>

<p>
	Or if anything, this battle mode being an addon could do a lot too
</p>

<p>
	Thank you for reading this suggestion
</p>
]]></description><guid isPermaLink="false">252657</guid><pubDate>Wed, 01 Apr 2026 15:49:19 +0000</pubDate></item><item><title>AI Formable Nations</title><link>http://www.ageofcivilizationsgame.com/topic/252614-ai-formable-nations/</link><description><![CDATA[<p>
	Hi everyone, or at least to those who are still here, I had an idea that is quite requested in the community but has still not been implemented. The idea is that AI civilizations could train AIs. Why? To make the gameplay more immersive and also to standardize the borders, thus limiting the level of bordergore.
</p>

<p>
	But first of all, I would like to thank you <a contenteditable="false" data-ipshover="" data-ipshover-target="http://www.ageofcivilizationsgame.com/profile/1-%C5%82ukasz-jakowski/?do=hovercard" data-mentionid="1" href="http://www.ageofcivilizationsgame.com/profile/1-%C5%82ukasz-jakowski/" rel="" style="color:#ffffff;font-size:12.6px;padding:0.1em 0.8em;">@Łukasz Jakowski</a> for designing a game of such a high level. Over time, you had continued to evolve it with passion and rigor, constantly enriching it to offer an increasingly refined experience. You also shown a genuine attachment to the community behind this project,  and this is reflected in the care, attentiveness, and dedication you give to your work. The journey offered is exceptional and fully deserves to be praised !
</p>

<p>
	What will change from the basic functionality is that AI civilizations that can form a particular nation will be part of the same group, called the 'claimants,' and will favor their expansion into provinces that are part of the nation to be formed. It would be interesting if the claimants annex territories that are part of the nation, and only vassalize territories that are not. The chances of the claimants expanding into the territory of the nation to be formed can be modified in the game settings.
</p>

<p>
	This feature will not only be great for nation formation scenarios, such as historically Italy and Germany, but also for colonization, to project future conquests of colonizing countries.
</p>

<p>
	It would therefore be a good addition to introduce a new map mode: nations. After that, it can get complicated if there are overlapping nations, so to easily address this, I suggest displaying the list of formable nations, and when you click on one of them, the territories appear in addition to the list of claimants.
</p>

<p>
	<img class="ipsImage ipsImage_thumbnailed" data-fileid="71459" data-ratio="67.40" style="width:500px;height:auto;" width="749" alt="Capturedcran2026-02-26191215.png.de54bdb7ab3317b5ede23ff3b7a7fa5d.png" src="http://www.ageofcivilizationsgame.com/uploads/monthly_2026_02/Capturedcran2026-02-26191215.png.de54bdb7ab3317b5ede23ff3b7a7fa5d.png" />
</p>

<p>
	Another interesting addition: when the nation is formed, if the player does not organize a festival and does not assimilate ALL of its provinces (this is still debatable), the level of civil unrest will increase and the happiness rate will drop, and the nation is highly likely to collapse (and all claimants prior to unification will become fully independent again).
</p>

<p>
	I am sincerely sorry if this is not clear enough, I would be happy to rephrase it. See you !
</p>
]]></description><guid isPermaLink="false">252614</guid><pubDate>Thu, 26 Feb 2026 18:25:31 +0000</pubDate></item><item><title>Divide a province</title><link>http://www.ageofcivilizationsgame.com/topic/252612-divide-a-province/</link><description><![CDATA[<p>
	Hello <span style="background-color:#ffffff;color:rgba(0,0,0,0.75);font-size:14px;">Łukasz, I know it can be late for this type of request, but can you divide the province of the county of Sayn along the Rhine river ? I think the city in the left is Koblenz </span>
</p>

<p>
	<img class="ipsImage ipsImage_thumbnailed" data-fileid="71453" data-ratio="81.75" style="width:400px;height:auto;" width="768" alt="Capturedcran2026-02-21191012.png.ec3bd4b5bc31e2c903ceb79e9afae022.png" src="http://www.ageofcivilizationsgame.com/uploads/monthly_2026_02/Capturedcran2026-02-21191012.png.ec3bd4b5bc31e2c903ceb79e9afae022.png" />
</p>

<p>
	 
</p>
]]></description><guid isPermaLink="false">252612</guid><pubDate>Sat, 21 Feb 2026 18:23:59 +0000</pubDate></item><item><title>Nations :  an update for formable nations</title><link>http://www.ageofcivilizationsgame.com/topic/252613-nations-an-update-for-formable-nations/</link><description><![CDATA[<p>
	Its just a reminder for an idea I want to elaborate later. 
</p>
]]></description><guid isPermaLink="false">252613</guid><pubDate>Tue, 24 Feb 2026 23:55:53 +0000</pubDate></item><item><title>Koalicje w AOH2 Definitive Edition</title><link>http://www.ageofcivilizationsgame.com/topic/252611-koalicje-w-aoh2-definitive-edition/</link><description><![CDATA[<p>
	Bardzo chciałbym zobaczyć agresywną ekspansję i koalicje w nowej wersji AOH2
</p>

<p>
	Jako, iż w nowej grze są sankcje, ciekawym byłoby zobaczyć koalicje, które polegałyby na tym, że inne państwa zamiast nas atakować starały się nas jak najbardziej osłabić poprzez nałożenie wielu sankcji w tym samym momencie.
</p>
]]></description><guid isPermaLink="false">252611</guid><pubDate>Sat, 21 Feb 2026 16:13:57 +0000</pubDate></item><item><title>Propozycja do AOH2 DE</title><link>http://www.ageofcivilizationsgame.com/topic/252609-propozycja-do-aoh2-de/</link><description><![CDATA[<p>
	Panie Łukaszu, ostatnio wpadł mi do głowy pomysł dotyczący możliwej mechaniki w Pana grze. W oryginalnym AOH2 nie dało się mobilizować wojsk na terenach zajętych podczas wojny, co według mnie nie jest zbyt realistyczne. Według mnie, cywilizacje powinny mieć powyższą opcję, lecz ograniczona była by ona przez procent ludności na danym terenie (Jeżeli państwo posiadało wcześniej prowincje i populacja jego obywateli wynosi np. 50%, państwo powinno móc zmobilizować maks. 50% sił ludzkich z danej prowincji) Dodatkowo, ilość zwerbowanych żołnierzy mogłaby być zwiększona poprzez funkcję propagandy którą Pan wdrożył, co sprawiłoby, że jest bardziej użyteczna i częściej stosowana.
</p>

<p>
	 
</p>

<p>
	<a contenteditable="false" data-ipshover="" data-ipshover-target="http://www.ageofcivilizationsgame.com/profile/1-%C5%82ukasz-jakowski/?do=hovercard" data-mentionid="1" href="http://www.ageofcivilizationsgame.com/profile/1-%C5%82ukasz-jakowski/" rel="">@Łukasz Jakowski</a>
</p>
]]></description><guid isPermaLink="false">252609</guid><pubDate>Thu, 19 Feb 2026 18:13:06 +0000</pubDate></item><item><title>Wojna w AOH2 Definitive Edition</title><link>http://www.ageofcivilizationsgame.com/topic/252608-wojna-w-aoh2-definitive-edition/</link><description><![CDATA[<p>
	Ostatnio sobie myślałem czy do nowej wersji AoH2 z obecnym systemem walki można dodać jakąś mechanikę, aby konflikty w średniowieczu choćby trochę, różniły się od konfliktów dziejących się np. współcześnie i wpadłem na (chyba) bardzo prosty i ciekawy pomysł.
</p>

<p>
	Mianowicie, przypomniał mi się pewien mod do AoH3, który dodawał zwykłe rakiety, które działały na tej samej zasadzie co bomby atomowe, ale było o wiele tańsze i słabsze. Wydaje mi się, że to by była bardzo ciekawa zmiana dodać takie rakiety do nowej wersji AoH2, bo przecież współczesne konflikty toczą się bardziej globalnie i to, że jakieś państwo nie graniczy z innym, nie znaczy, że nie może w niego uderzyć czy tocząc wojnę z dwoma państwami, nękać przy tym ich sojusznika uderzając w niego właśnie takimi rakietami.
</p>

<p>
	Ja osobiście z chęcią zobaczyłbym także agresywną ekspansje, ponieważ myślę, że ona naprawdę dobrze reguluje rozrastanie się państw.
</p>

<p>
	W przypadku dodania do gry rakiet, ciekawym byłoby sprawienie aby atakowanie innych państw za pomocą broni jądrowej zwiększało agresywną ekspansję.
</p>

<p>
	P.S. Bardzo się cieszę, że (jak wnioskuję po jednym z ostatnich filmów, który Pan udostępnił) zajmuje się Pan tym aby AI mogło używać nowych funkcji (niezmiernie mnie to cieszy!).
</p>

<p>
	P.P.S Czy obecny system ekonomii, który jest w Aoh2 Definitive Edition pozwala na dodanie realistycznej populacji? Czy planuje Pan ją dodać?
</p>

<p>
	Życzę Panu <a contenteditable="false" data-ipshover="" data-ipshover-target="http://www.ageofcivilizationsgame.com/profile/1-%C5%82ukasz-jakowski/?do=hovercard" data-mentionid="1" href="http://www.ageofcivilizationsgame.com/profile/1-%C5%82ukasz-jakowski/" rel="">@Łukasz Jakowski</a> dużo wytrwałości w tworzeniu gry!<span class="ipsEmoji">💪</span>
</p>
]]></description><guid isPermaLink="false">252608</guid><pubDate>Wed, 18 Feb 2026 17:19:57 +0000</pubDate></item><item><title>Propozycje dotycz&#x105;ce AOH2 Definitive Edition</title><link>http://www.ageofcivilizationsgame.com/topic/252607-propozycje-dotycz%C4%85ce-aoh2-definitive-edition/</link><description><![CDATA[<p>
	 
</p>

<p>
	1.Czy AI będzie mogło używać wszystkich nowych opcji dyplomatycznych?
</p>

<p>
	Myślę, że jest to bardzo ważne, ponieważ im gra jest cięższa  i im więcej trzeba w niej myśleć( taktycznie jak w szachach np. w czasie wojny i strategicznie długoplanowo obmyślając sojusze itd.) tym więcej daje ona satysfakcji, co z kolei przekłada się na większą chęć gry. Byłoby czymś wspaniałym zastanawiać się nad tym, czy to, że jakiś kraj w nas inwestuje czerpiąc z tego korzyści jest dla nas długoplanowo czymś dobrym czy czymś złym. Czy w obliczu zwiększającej się presji ze strony rosnącego obok imperium (presja ta mogłaby ujawniać np. szerzenie propagandy a co za tym idzie destabilizacji państwa)  opłaca się zostać wasalem innego państwa, zachowując tym samym niezależność ale w zamian za wszystko co wiąże się z byciem wasalem. Ogólnie wydaje mi się, że ciągłe mierzenie się z presją pochodzącą z zewnątrz (niemilitarną) wydaje się być czymś bardzo ciekawym. Powoduje, że musimy gospodarować środki tak, aby nie upaść poprzez niezadowolenie w naszych prowincjach i wiążące się z  tym rzeczy.
</p>

<p>
	Cechą serii AoH jest to, że rozgrywka może toczyć się przez tysiące lat. Zawsze  gdy rozgrywałem dłuższe kampanie w którejś z Pana gier, imersję psuł mi fakt, iż ustroje państw nie zmieniają się wraz z czasem. Może dałoby się przypisać dostępne w grze ustroje do epok tak aby zmieniały się one wraz z biegiem gry.
</p>

<p>
	Już ostatnią moją propozycją jest to o czym wspomniałem już wcześniej. Chodzi mi o presję z zewnątrz. Do nowej wersji gry dodała Pan już mechaniki, które mają taką możliwość. Chodzi mi tutaj w o mechaniki, związane z możliwością rozwoju cudzych prowincji. 
</p>

<p>
	Chodzi o to, że: jakieś państwo buduje warsztaty w naszych prowincjach. I to państw i nasze czerpie z tego korzyści. Dochodzi do sytuacji, w której większa część naszych przychodów, to nie nasze budynki, tylko cudze budynki na naszym terenie. I chyba w tym momencie, trzeba dodać nową mechanikę, która sprawiała by ,że gdy jakieś państwo ma u nas budynki, ale ma z nami złe relacje, a  jego budżet na to pozwala, zaczyna likwidować swoje budynki na naszym terenie kompletnie załamując nasz budżet. W ten sposób trzeba by było naprawdę uważać, na to co się dzieje w naszych relacjach.  Kolejnym takim elementem mogło by byś pobieranie pożyczki od jakiegoś państwa a nie ze "światowego banku centralnego". <span><span><span class="ipsEmoji">😛</span> </span></span>
</p>

<p>
	Wydaję mi się, że takie zmiany byłyby czymś bardzo dobrym i ciekawym. 
</p>

<p>
	Życzę Panu <a contenteditable="false" data-ipshover="" data-ipshover-target="http://www.ageofcivilizationsgame.com/profile/1-%C5%82ukasz-jakowski/?do=hovercard" data-mentionid="1" href="http://www.ageofcivilizationsgame.com/profile/1-%C5%82ukasz-jakowski/" rel="">@Łukasz Jakowski</a> dużo sukcesów.
</p>
]]></description><guid isPermaLink="false">252607</guid><pubDate>Wed, 11 Feb 2026 19:27:11 +0000</pubDate></item><item><title>Why AOH2's Forum doesn't have a dark mode?</title><link>http://www.ageofcivilizationsgame.com/topic/252600-why-aoh2s-forum-doesnt-have-a-dark-mode/</link><description><![CDATA[<p>
	I know there are web extensions and I know this is in the wrong topic because there isn't a right topic for it, but it would be really nice to have a dark mode, the bright does hurt my eyes.<br />
	I hope Łukasz sees this.
</p>
]]></description><guid isPermaLink="false">252600</guid><pubDate>Sat, 24 Jan 2026 21:04:50 +0000</pubDate></item><item><title>Religions impact in AoH2</title><link>http://www.ageofcivilizationsgame.com/topic/252438-religions-impact-in-aoh2/</link><description><![CDATA[<p>
	Religion as of now feels like a feature that is just kinda... there? I believe some stuff can be made to possibly improve religion and make it more impactfull.
</p>

<p>
	Religion should be divided into groups, and religions in simular groups should give different bonuses for alliances, ex.
</p>

<p>
	Catholic country making an alliance with another catholic country is +10, Catholic country with an Orthodox would be +5, but a Catholic country with a Muslim one is -5.
</p>

<p>
	In addition there should be an option to promote your countries religion in other provinces you own, and a section in the event editor where we can edit what provinces have what religion majority.
</p>

<p>
	When releasing a puppet there should be an option to force our religion on them or let them stay as their own.
</p>

<p>
	And finally, maybe give religions certain buffs? Like more taxation or more defense for certain religions.
</p>

<p>
	 
</p>

<p>
	<a contenteditable="false" data-ipshover="" data-ipshover-target="http://www.ageofcivilizationsgame.com/profile/1-%C5%82ukasz-jakowski/?do=hovercard" data-mentionid="1" href="http://www.ageofcivilizationsgame.com/profile/1-%C5%82ukasz-jakowski/" rel="">@Łukasz Jakowski</a>
</p>
]]></description><guid isPermaLink="false">252438</guid><pubDate>Wed, 16 Jul 2025 09:49:13 +0000</pubDate></item><item><title>Please Lukas add this one. Please &#x1F97A;</title><link>http://www.ageofcivilizationsgame.com/topic/252520-please-lukas-add-this-one-please-%F0%9F%A5%BA/</link><description><![CDATA[<p>
	Please remove the ability to from alliance for vassals. It ruined my 90% play-though with detailed mods like q-mat project. Please add this one function. Please <span class="ipsEmoji">🥺</span> <span class="ipsEmoji">🥺</span> <span class="ipsEmoji">🥺</span> <span class="ipsEmoji">🥺</span> <span class="ipsEmoji">🙏</span> <span class="ipsEmoji">🙏</span> <span class="ipsEmoji">🙏</span> <span class="ipsEmoji">🙏</span> <span class="ipsEmoji">🙏</span> <span class="ipsEmoji">🙏</span>
</p>
]]></description><guid isPermaLink="false">252520</guid><pubDate>Mon, 04 Aug 2025 15:02:40 +0000</pubDate></item><item><title>Monthly Updates on AOH3 Progress</title><link>http://www.ageofcivilizationsgame.com/topic/252557-monthly-updates-on-aoh3-progress/</link><description><![CDATA[<p>
	Hi Łukasz,<br />
	I’d like to suggest that you share a short monthly update about your work on AOH3 – what you’re currently working on and what your plans are for the coming weeks.<br />
	Regular communication like this would help the community better understand the direction of the game and keep fans engaged.<br />
	 
</p>
]]></description><guid isPermaLink="false">252557</guid><pubDate>Thu, 21 Aug 2025 16:25:49 +0000</pubDate></item><item><title>Przysz&#x142;o&#x15B;&#x107; AOH3</title><link>http://www.ageofcivilizationsgame.com/topic/252550-przysz%C5%82o%C5%9B%C4%87-aoh3/</link><description><![CDATA[<p style="background-color:#ffffff;color:#353c41;font-size:14px;">
	Mam pewne pytanie do<span> </span><a contenteditable="false" data-ipshover="" data-ipshover-target="http://www.ageofcivilizationsgame.com/profile/1-%C5%82ukasz-jakowski/?do=hovercard" data-mentionid="1" href="http://www.ageofcivilizationsgame.com/profile/1-%C5%82ukasz-jakowski/" rel="" style="color:#ffffff;font-size:12.6px;padding:0.1em 0.8em;">@Łukasz Jakowski</a> dotyczące AOH3 Na początku chciałbym powiedzieć że jest to naprawdę dobra gra, może jest kilka rzeczy do naprawy ale gra się naprawdę przyjemnie szczerze mówiąc mi gra się lepiej w AOH3 niż np. HOI4 czy EU4. Jest to naprawdę wspaniały projekt prosta i przejrzysta grafika (nie tak jak w EU4) dobra optymalizacja (nie tak jak w HOI4).
</p>

<p style="background-color:#ffffff;color:#353c41;font-size:14px;">
	Wiem , że jest to moja subiektywna opinia, ale myślę, że wiele osób się ze mną zgodzi. Ta gra ma tak wiele możliwości. Można w niej grać tyloma państwami, przez tyle wieków.  Ale ostatnio trochę się o tą grę martwię. I w mojej głowie rodzi się kilka kluczowych pytań które chciałbym zadać Panu Łukaszowi.
</p>

<p style="background-color:#ffffff;color:#353c41;font-size:14px;">
	Czy te wszystkie rzeczy które dodaje Pan do odświeżonej wersji AOH2 zostaną dodane do AOH3 (konferencje i sianie propagandy to coś co z chęcią bym zobaczył). Czy AOH2 edycja ostateczna jest teraz Pana głównym projektem? Ja naprawdę nie chcę Pana za nic hejtować ale uważam, że AOH3 brakuje naprawdę nie wiele aby stać się grą niemal idealną wystarczy nieco poprawić AI aby było większym wyzwaniem, dodać mechaniki z odświeżonej wersji AOH2, ponaprawiać błędy i to już będzie naprawdę coś.  Osobiście w samej grze poprawiłbym głównie 2 rzeczy. 1. Poprzypisywał bym technologie do wieków tak aby np. W 17 wieku mieć technologię z 17 wieku a nie (jak mi się to kiedyś zdarzyło) mieć w 17 wieku bomby atomowe) nawet nie trzeba zwiększać(wydłużać) procesu zdobywania danych technologii bo z tym też mogą być problemy np. Zaczynając w wieku 11 damy radę w 17 wieku mieć technologię z tego właśnie wieku, ale zaczynając z wieku 14 nie damy rady mieć technologię z 17 wieku właśnie w wieku 17. Ale przypisując technologię do danego  wieku rozwiązalibyśmy ten problem ponieważ w wieku 15 moglibyśmy mieć maksymalnie technologię z wieku 15 a nie np. 19.
</p>

<p style="background-color:#ffffff;color:#353c41;font-size:14px;">
	Czasami nieco denerwuje mnie to, że walcząc z kilkoma państwami bardziej opłacalne jest chodzenie jedną wielką armią niż kilkoma mniejszymi. O wiele ciekawszym byłoby kierowanie naraz kilkoma armiami. Np. Walcząc Rzeczypospolitej Obojga Narodów z Rosją bardziej ciekawym byłoby kierowanie 2 armiami na Inflantach 2 na Białorusi i 2 na Ukrainie niż jedną wielką. Okupacja mogłaby też wyrządzać o wiele większe szkody dla prowincji przez co gdy np. grozi nam Szwecja musielibyśmy trzymać armię na granicy ze Szwecją, tak aby np. chronić naszych bogatych prowincji przed zniszczeniem i splądrowaniem. Trochę się rozpisałem, ale mam nadzieję , że to przyniesie efekty<span> </span><span><span><span class="ipsEmoji">😛</span></span></span>
</p>

<p style="background-color:#ffffff;color:#353c41;font-size:14px;">
	Niezależnie od podjętej przez Pana decyzji życzę Panu dużo szczęścia i pomyślności, ponieważ Pana gry dały mi naprawdę wiele godzin i wspaniałej zabawy. 
</p>
]]></description><guid isPermaLink="false">252550</guid><pubDate>Wed, 13 Aug 2025 17:03:23 +0000</pubDate></item><item><title>Simple Ideas for Age of History 2: Definited Edtion</title><link>http://www.ageofcivilizationsgame.com/topic/252465-simple-ideas-for-age-of-history-2-definited-edtion/</link><description><![CDATA[<p>
	1. Add an autonomy system like AOC2.5 mod. Add levels of autonomy with varying rights.
</p>

<p>
	1.2 Add diplomatic freedom option in the vassal system (I don't like that my vassals are aligned with another nation). Option to control whether vassals can form foreign relations, influenced by the autonomy level
</p>

<p>
	1.3 Construction control. Add building Construction right to the overlord option in the vassal system. Let overlords construct buildings in vassal provinces (cost adjusted or shared). influenced by the autonomy level
</p>

<p>
	1.4 military control. a cost-shared or adjusted system for the recruited army in Vassal Province, army keep-up, etc., influenced by the autonomy level. Army recruit in Vassal Province. 
</p>

<p>
	1.5 political right (right to change government)
</p>

<p>
	1.6 auto join war  (Allow overlords to set whether vassals auto-join their wars. This setting should depend on autonomy—puppets must always join, while dominions may choose or be called in.)
</p>

<p>
	1.7 trade rights (always aspect overlord trade or favor overlord)
</p>

<p>
	1.8 Economic control. control over tax, population growth, etc.
</p>

<p>
	(every control level: no right, low right, partially has right, max right)
</p>

<p>
	For exampale:
</p>

<h3>
	<strong>Military Control – Autonomy Levels &amp; Examples</strong>
</h3>

<h4>
	<strong>1. No/minimum Right</strong>
</h4>

<ul>
	<li>
		<p>
			<strong>Overlord has zero military influence.</strong>
		</p>
	</li>
	<li>
		<p>
			<strong>Vassal</strong> recruits, maintains, and commands its own army freely.
		</p>
	</li>
	<li>
		<p>
			<strong>Overlord</strong> can station troops.
		</p>
	</li>
	<li>
		<p>
			<strong>Example:</strong> A dominion-level vassal with near-total independence like <strong>Canada under the Statute of Westminster (1931)</strong>—free to make military decisions
		</p>
	</li>
</ul>

<h4>
	<strong>2. Low Right</strong>
</h4>

<ul>
	<li>
		<p>
			<strong>Overlord has limited control.</strong>
		</p>
	</li>
	<li>
		<p>
			Can request troops from the vassal during wartime (vassal may refuse if auto war level is no or low right).
		</p>
	</li>
	<li>
		<p>
			Can recruit in vassal territory. But cost is fully provided by the overlord.
		</p>
	</li>
	<li>
		<p>
			<strong>Example:</strong> A semi-independent protectorate where the overlord has military access but can't directly command—like <strong>British influence over princely states in India</strong>.
		</p>
	</li>
</ul>

<p>
	 <strong>3. Partial Right</strong>
</p>

<ul>
	<li>
		<p>
			<strong>Overlord shares military control.</strong>
		</p>
	</li>
	<li>
		<p>
			Can <strong>recruit limited units</strong> from vassal territory.
		</p>
	</li>
	<li>
		<p>
			May <strong>station troops</strong> in a vassal land with reduced upkeep.
		</p>
	</li>
	<li>
		<p>
			Can <b>control</b> to vassal armies. If the relation is good with the overlord
		</p>
	</li>
	<li>
		<p>
			<strong>Costs and upkeep</strong> can be shared.
		</p>
	</li>
	<li>
		<p>
			<strong>Example:</strong> A colony like <strong>French Algeria</strong>, where France could both station and raise troops, but local forces still existed under colonial command
		</p>
	</li>
</ul>

<p>
	<strong>4. Max Right</strong>
</p>

<ul>
	<li>
		<p>
			<strong>Full military control by the overlord.</strong>
		</p>
	</li>
	<li>
		<p>
			Overlord can:
		</p>

		<ul>
			<li>
				<p>
					<strong>Fully recruit and control armies</strong> in vassal provinces
				</p>
			</li>
			<li>
				<p>
					<strong>Merge</strong> vassal troops into its own command. meaning no army for vassal
				</p>
			</li>
			<li>
				<p>
					<strong>Force conscription</strong>
				</p>
			</li>
			<li>
				<p>
					<strong>Directly command all vassal military units</strong>
				</p>
			</li>
		</ul>
	</li>
	<li>
		<p>
			<strong>Vassal has no independent military decisions.</strong>
		</p>
	</li>
	<li>
		<p>
			<strong>Example:</strong> A puppet regime like <strong>Manchukuo under Imperial Japan</strong>, with complete Japanese control over all military activity.
		</p>
	</li>
</ul>

<p>
	 
</p>

<p>
	<span style="font-size:12px;">Or <b>you can just do what <a contenteditable="false" data-ipshover="" data-ipshover-target="http://www.ageofcivilizationsgame.com/profile/42969-pumped/?do=hovercard" data-mentionid="42969" href="http://www.ageofcivilizationsgame.com/profile/42969-pumped/" rel="">@Pumped</a> did if CAN_CONTROL_MILITARY: true vassals have no control. If a false vessel has full control. But do something.</b></span>
</p>

<p>
	2. Add more buildings.
</p>

<p>
	3. Every building should be stackable. Allow the same building type to be <strong>constructed multiple times</strong> per province (with soft caps or diminishing returns).
</p>

<p>
	4. Auto-building contraction system like Project Zetvl
</p>

<p>
	5. add XP for the whole army like bloody Europe 2 but more debuffed
</p>

<p>
	6. The army shouldn't be recruited in 1 turn, like Project Zetvl. Recruiting units should <strong>take multiple turns</strong> based on the province's infrastructure, manpower, tech, development of the province, etc.
</p>

<p>
	7. Add manpower. Introduce a <strong>manpower pool</strong> for each country, affected by population, infrastructure, war exhaustion, development, tech, etc
</p>

<p>
	8. Add an administrator building (A unique structure that <strong>unlocks all auto/all functions</strong>, improves UI efficiency, and may boost national administration capacity. More control over provinces, more money, less chance of revolt, etc)
</p>

<p>
	8.2 Stronger Administration Capacity Debuffs. Make overextension more impactful (higher corruption, revolt risk, economic inefficiency).
</p>

<p>
	9. Add a capitulation system. Add a <strong>capitulation mechanic</strong> triggered by war exhaustion, loss of a major city that is a major population center or economic center, or overwhelming military defeat,  nation's stability, etc.
</p>

<p>
	10. More tech tree/tech lines
</p>

<p>
	11. Change the movement-point tech tree name to communication (it's just better)
</p>

<p>
	12. add coup system (I remember there was a bug in AOC2. In that bug, you can send an army to another nation, then declare war, and that nation will capitulate, something like that )
</p>

<p>
	13. Every building should be updatable. Each building should have <strong>upgrade levels</strong> (e.g., Farm → Improved Farm → Agri Center).
</p>

<p>
	14. add road, railway, etc
</p>

<p>
	15. Add culture.
</p>

<p>
	16. Better spectator mode
</p>

<p>
	 
</p>

<p>
	<span style="color:#000000;"><strong>Every value should be changed in .json files (For the modding community)</strong></span>
</p>

<p>
	<a contenteditable="false" data-ipshover="" data-ipshover-target="http://www.ageofcivilizationsgame.com/profile/1-%C5%82ukasz-jakowski/?do=hovercard" data-mentionid="1" href="http://www.ageofcivilizationsgame.com/profile/1-%C5%82ukasz-jakowski/" rel="" style="color:#ffffff;font-size:12.6px;padding:0.1em 0.8em;">@Łukasz Jakowski</a>
</p>
]]></description><guid isPermaLink="false">252465</guid><pubDate>Tue, 22 Jul 2025 07:00:30 +0000</pubDate></item><item><title>aoh2 civs to aoh3?</title><link>http://www.ageofcivilizationsgame.com/topic/251241-aoh2-civs-to-aoh3/</link><description><![CDATA[<p>
	I know this could be difficult to code, but heres my idea:
</p>

<p>
	1- you get all aoh2 civs files (bundle.properties, civdata, civs, flags and flagsH),and open program (SPREADSHEET), compact all folders into zip or 7z (except flags and flagsH), and the program will create a spreadsheet (like excels)
</p>

<p>
	1- you insert the spreadsheet into program (AOH CONV), and also insert folders for flags and flagsH (need to be compacted in zip or 7z)
</p>

<p>
	2- it converts data to aoh3, creating an folder on the program folder called (CONVERTDATA), which contains all files in their respective folders
</p>

<p>
	2.5- (OPTIONAL) automatically resizes flagsH to flags XH (you can just manually do that or use another image)
</p>

<p>
	3- (OPTIONAL) open program (INSERT DATA), you will open it, and it will tell you to put missing data that is only in aoh3 (religion as an example). before you start filling data, it will ask if you just want to leave it blank (eg. Religion= 0)
</p>

<p>
	4- after you finish inserting data, it will create a new folder, called (FINAL), which will have all data from civs.
</p>

<p>
	5- put (FINAL) in mods folder in AoH3 directory, and when you open the game, it will enable the mod and you will have all the civs you converted!
</p>

<p>
	for now this is a concept, since i have no experience on programming, and it would also be hard to decode all civs files (except flags, flagsH, and bundle.properties)
</p>
]]></description><guid isPermaLink="false">251241</guid><pubDate>Sat, 09 Nov 2024 18:39:08 +0000</pubDate></item><item><title>Sieging provinces</title><link>http://www.ageofcivilizationsgame.com/topic/252476-sieging-provinces/</link><description><![CDATA[<p>
	Shortly after the game's release, Jakowski added a tiny but cool update that allowed players to configure in the game files whether provinces of enemy's allies in war can be claimed by players.
</p>

<p>
	I'd like to see a similar setting, but regarding troop movement.
</p>

<p>
	 
</p>

<p>
	When the setting is off (it would be by deafult), just like now, AI and player could move their units everywhere on the territory of their enemy.
</p>

<p>
	When it's on, Player and AI could move their units only next to the province they own, has military access to, or occupy.
</p>

<p>
	 
</p>

<p>
	It could make wars more frontline-like, which is currently far from being the case. It would be beneficiary for scenarios like WW2, modern day, etc.
</p>
]]></description><guid isPermaLink="false">252476</guid><pubDate>Fri, 25 Jul 2025 15:25:50 +0000</pubDate></item><item><title>Ideas for aoh3 ( make aoh3 much better )</title><link>http://www.ageofcivilizationsgame.com/topic/252162-ideas-for-aoh3-make-aoh3-much-better/</link><description><![CDATA[<p>
	Tell me your ideas and I am going to turn it a animation ( i will not try my best ) like this video <span>:-</span>
</p>

<div class="ipsEmbeddedVideo" contenteditable="false">
	<div>
		<iframe allowfullscreen="" frameborder="0" height="113" src="https://www.youtube-nocookie.com/embed/PbnhbLAz6WU?feature=oembed" title="New idea for age of history 3 @ukaszJakowski ( I am not a professional animator :p )" width="200"></iframe>
	</div>
</div>

<p>
	And also subscribe this channel 
</p>
]]></description><guid isPermaLink="false">252162</guid><pubDate>Sun, 06 Apr 2025 06:04:32 +0000</pubDate></item><item><title>Cooking something... ( Better units blocks)</title><link>http://www.ageofcivilizationsgame.com/topic/252174-cooking-something-better-units-blocks/</link><description><![CDATA[<p>
	I made this unit blocks it is better than those in aoh3 so tell me which one is better or it needs more improvement <a contenteditable="false" data-ipshover="" data-ipshover-target="http://www.ageofcivilizationsgame.com/profile/1-%C5%82ukasz-jakowski/?do=hovercard" data-mentionid="1" href="http://www.ageofcivilizationsgame.com/profile/1-%C5%82ukasz-jakowski/" rel="">@Łukasz Jakowski</a> 
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<p>
	1.
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<p>
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="70879" href="http://www.ageofcivilizationsgame.com/uploads/monthly_2025_04/battleanimationCE8C1C2.png.b7ee17054a34eee81fe7785f3198bdd6.png" rel=""><img alt="battleanimationCE8C1C2.thumb.png.7bf54baa0bac6d717e7536a2ad284ef0.png" class="ipsImage ipsImage_thumbnailed" data-fileid="70879" data-ratio="56.20" width="1000" src="http://www.ageofcivilizationsgame.com/uploads/monthly_2025_04/battleanimationCE8C1C2.thumb.png.7bf54baa0bac6d717e7536a2ad284ef0.png" /></a>.                      which one is better
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<p>
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="70880" href="http://www.ageofcivilizationsgame.com/uploads/monthly_2025_04/battleanimation9371AA1.png.910b2df54a1d3127b5ac8f9aa821b63f.png" rel="">2.<img alt="battleanimation9371AA1.thumb.png.25b1f56acc6b324c714abbaefcd10c95.png" class="ipsImage ipsImage_thumbnailed" data-fileid="70880" data-ratio="56.20" width="1000" src="http://www.ageofcivilizationsgame.com/uploads/monthly_2025_04/battleanimation9371AA1.thumb.png.25b1f56acc6b324c714abbaefcd10c95.png" /></a>
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]]></description><guid isPermaLink="false">252174</guid><pubDate>Fri, 11 Apr 2025 11:52:02 +0000</pubDate></item><item><title>Please create a roadmap for development</title><link>http://www.ageofcivilizationsgame.com/topic/252401-please-create-a-roadmap-for-development/</link><description><![CDATA[<p>
	When the trailer for AOH2:DE was released there was a strong negative reaction because people had no idea what this would mean for the development of AOH3. If there was a simple roadmap that shows what is being worked on and in what order, then people wouldn't be worried that AOH3 is no longer receiving any attention. <br />
	It's not necessary to create a detailed description of the content of every future update or to include deadlines. Just a simple list showing what is being worked on and in what order would be more than enough.
</p>
]]></description><guid isPermaLink="false">252401</guid><pubDate>Thu, 03 Jul 2025 19:34:35 +0000</pubDate></item></channel></rss>
