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  1. I'm testing the possibilities of creating a peer-to-peer multiplayer mode for Age of History 3 via Steam. For now, it's more of a technology demo—a showcase to demonstrate that the connection works between two PCs. This is just the beginning, and there's still a lot of work to be done. I can't promise that it will succeed or that multiplayer will ultimately be available, but I will do my best to make it happen. We will see!
    46 points
  2. Players can now release any Civilization as a Vassal from a full list of all civilizations in the game. A new beta update introduces greater control over vassal management! Players can now release any Civilization as a Vassal from a comprehensive list of all civilizations in the game. This feature allows for more strategic empire management, enabling players to reshape borders, delegate governance, and create new diplomatic opportunities. Whether you want to grant independence to a former rival or establish buffer states, this update provides enhanced flexibility in how you shape the world. Steam: https://store.steampowered.com/news/app/2772750/view/514075940301570081
    27 points
  3. Age of History 3: Multiplayer DLC, page: https://store.steampowered.com/app/3250400/
    22 points
  4. Age of History 3 nominowane do Digital Dragons Awards w kategoriach: • Best Polish Game • Best Polish Game Design https://x.com/Digital_Dragons/status/1907396011418415502
    21 points
  5. Join the beta test for P2P Multiplayer. To try the BETA, please follow these steps: Open Steam Right-click on Age of History 3 in your library Select Properties Go to the BETAS tab From the "Beta participation" drop-down list, choose "betamulti" Wait for the game files to update. If nothing happens, restart the Steam client Launch the game using: MULTIPLAYER - PLAY P2P Important P2P multiplayer beta testing is currently only available on Windows. Mac support may be added later. The multiplayer functionality is built using the Steam API, and this is my first time working with multiplayer. Multiplayer was never a promised feature for the game. it's purely an experimental addition, and it might work or not—we’ll see after testing. Dedicated forum for the Multiplayer beta: https://steamcommunity.com/app/2772750/discussions/12/ https://store.steampowered.com/news/app/2772750/view/523079515133444936
    18 points
  6. Send Ultimatums to Your Vassals. With this beta update, you can now send an ultimatum to your vassals. You can demand provinces or full annexation. It is important to have a larger army than your vassal for the ultimatum to be accepted. You can send an ultimatum by opening the civilization's diplomacy view: Once your army is much bigger, the ultimatum should be accepted. New GameValues, GV_Diplomacy.json: DIPLOMACY_SEND_ULTIMATUM_COST: 10, DIPLOMACY_SEND_ULTIMATUM_COST_LEGACY: 10, ULTIMATUM_ARMY_MODIFIER: 1.75, ULTIMATUM_RELATION_CHANGE: -25, More information: https://store.steampowered.com/news/app/2772750/view/577134669776028814
    15 points
  7. hi @lukasz Jakoski, Can you redo the selling feature of the provinces more intuitive by choosing the provinces on the map instead of the list?
    13 points
  8. In next Android update will be added: All formable civilizations for the mobile map in the Android version of the game. Google is checking the update.
    13 points
  9. This mysterious system from the East has finally lifted its veil. Its name: Zetvl. Project title: Project-Zetvl. Development began in mid-September 2024. Initially, it solved the integer limit issue in the base game, then progressively rolled out player experience optimizations. By early this year, updates unexpectedly paused... Come mid-February, updates miraculously resumed. The creator shared his work within his mini-game community platform. Over these four months, game re-optimization updates were systematically implemented. New features now make it a fundamentally distinct mod from the original. Important: This mod remains in early development. Some features are work-in-progress or contain minor issues—please maintain reasonable expectations. The mod's creator is the publisher of this thread. After more than 1 month, we have released this update (1.0.7.0 FIX): 2025-06-09 to 2025-06-23 (Version 1.0.6.3) Added configuration file: Added under the UI directory to manage new UI parameters and feature togglesMenuConfig.json Added interfaces: Enabled HOI4-style loading screen and TNO-style main menu interface via MenuConfig Dynamic Leader System: Civilization leaders now automatically change over time Numeric System Upgrade: Migrated civilization income/expense values from Integer to Long, exceeding the 2.1 billion limit Province Connection Optimization: Improved auto-connection efficiency by 90% (connecting 13,892 AoH3 tiles now takes only 30 seconds) Interaction Animation Enhancement: Implemented non-linear animations for menu transitions and province view jumps UI Adaptation Optimization: TNO super-event interface now fully supports multi-resolution adaptation Core Type System: Added three new province core types (Core Region/Occupied Territory/Colony), configurable via the editor Surrender Mechanism Update: Surrender progress now calculated based solely on core region province value Audio Resource Management: Added folder for storing super-event and future audio resourcessfx Event Interface Optimization: Fine-tuned visual style of event UI Event Sound Effect Linkage: Placing in now links event images with audioexample.png.oggUI/events Nuclear Weapon System: Basic functionality implemented (AI deployment not yet supported) Font Color Configuration: Provided font color templates via ZetvlUniverse/interface/color.json Custom Texture Loading: Configure custom image resources via texture.json Dynamic City Rendering: Enabled province setting causes number of displayed cities to dynamically change with map scale About Interface Upgrade: Adopted new design style Background Rendering Optimization: Adjusted visuals for game loading screen and candidate backgrounds Main Interface Configuration: Added configuration file (functionality to be extended)main_Example.json Text Display Optimization: Improved cropping logic for scrolling text Value Algorithm Adjustment: Optimized province victory point calculation rules Province Logic Update: Changed city tier assignment from population level to province value Game Startup Sound Effect: Added as the new game startup soundsounds/Play.ogg ZetvlX Version 1.0.7.0 Update (2025-07-06) Enhanced Surrender System: Dynamic light filter effect displayed when surrender progress exceeds 80%, intensifying with progress Automation Function Expansion: Added options for auto-building, auto-investing, and auto-recruitment Export Interface Upgrade: Integrated native file browser supporting path selection and file export X-System Function Integration: Implemented event search, leader replacement, and civilization name update features Nuclear Weapon System Upgrade: AI can now autonomously use nuclear weapons; nuclear status triggers record historical info and broadcast global events New Display Mode: Added support for borderless window mode Optional Combat Systems: Provided three combat modes: BE, VANILLA, and NEW_SYSTEM Configuration File Renamed: →Zetvl_ModifyOption.txt Zetvl_Configuration.properties Added Nuclear Strike Tracking: When is enabled, view automatically focuses on targeted province during a nuclear strikeGLOBAL_NUCLEAR_ATTACK Event Interface Revamp: Added config option to enable the new event interaction interfaceNEW_EVENT_UI Scenario Info Optimization: Automatically count and display total events when saving a scenario Leader Lock Mechanism: Leaders changed via events are permanently locked and won't auto-change unless replaced by a subsequent event Surrender Mechanism Optimization: When a civilization ceases resistance, its territory is distributed to major civilizations based on damage contribution (only triggers once; resettable if surrender progress <20% and capital not captured) UI Fine-Tuning: Optimized in-game UI elements Core Occupation Rule: Direct sovereignty granted when occupying own core provinces; control transferred to allies when occupying their core provinces AI Peace Negotiation Logic: Peace talks can only be initiated when all Top 15 civilizations in the faction are at peace (testing phase) About Interface Upgrade: Integrated changelog and custom entries loaded via ZetvlUniverse/interface/Zetvl_EntryColumn.json New Console Commands: (global declaration of war on a specific civilization), (deploy reactors globally and distribute 100 nukes)survivalthermonuclear Global Event Trigger: Broadcasts global event when Top 25 civilizations cease hostilities after 1900 Investment Mechanism Fix: Increased province development cap from 1.0 to 2.0 (vanilla fix) Bug Fix: Optimized happiness icon display in province info Command Adjustment: now directly sets diplomatic pointsdiplomacy [value] For more update details, please check the in-game (About Menu) credits: nuclear age from mega4oss - https://vk.com/mod4xstudio Combat mechanics and surrender system from BE2 - https://vk.com/bloodyeurope2 Most of the rest of the code was written by me and a group of Chinese creators Downloads: PC Manual Install (File-Overwrite): Google Drive ◆ Build: | Requires Java 17+v1.0.7.0 Android Version: (File-Overwrite): Google Drive Vanilla + Zetvl Engine: Google Drive We're giving back another map, note that it's only available for the Zetvl engine Download: Google Drive Screenshots:
    12 points
  10. It is really not my fault that the game's lwjgl.dll library is flagged by the antivirus. I have removed with update the problematic windows/x86/org/lwjgl/lwjgl.dll file from the game files, it was used only for 32 bit windows. Other game has the same problem: https://steamcommunity.com/app/1084020/discussions/0/4625853707314032890/#c4625853707314108341 More information about lwjgl.dll, which caused the problem and has already been removed from the game files: https://www.virustotal.com/gui/file/4d87e75c96bba1100772b956f3ce7bd1508a90fff622b7d642d507ba1f8ae3f2 https://i.imgur.com/yN8iRIS.png https://github.com/libgdx/gdx-liftoff/issues/207 https://github.com/LWJGL/lwjgl3/issues/1005 Nowadays, I don't think there are many people making games using LWJGL I'm doing what I can to make sure everyone is able to play. I have temporarily added an option to run the game without need to install Java. Use: AoH3 - Play the Game https://steamcommunity.com/app/2772750/discussions/0/4632609113412563074/ https://steamcommunity.com/app/2772750/discussions/0/4632609289965419831/
    12 points
  11. These new event outcomes will be included in an update
    11 points
  12. Stability improvements
    10 points
  13. DRM

    Today is my birthday.

    Happily, it's my birthday, and I'm glad to have been part of this amazing forum with great and incredible people for some time now. I'm not asking anyone to say "Happy Birthday"; I just want to express how grateful I am to be here. 🙂
    10 points
  14. nothing crazy, just a few tweaks like being able to create a custom vassal change your country name and flag mid game like countries often do irl Return the symboles for the flag customization from aoc2, perhaps add the option to upload a flag from your pc custom religion governments troops and ethnicities in the editor Leaders also, being able to set a list of names for each ethnicity so you get leaders with proper names rather than Berber leaders named "Saood" and "Al Farhy"
    9 points
  15. AOC3, Open Sourced. Take a sledgehammer to those modding restrictions. --- AnalyticalEngine (Project Orion) is a game engine that opens up the core binary code of AOC3 and removes hardcoded features and mechanics by allowing for full NashornJS scripting in mods, as well as providing an API for Event Conditions, Effects, Game Scopes, modded Multiplayer (MP) support, and custom mapmodes and UIs. This allows for full hybrid Java and JavaScript modding support. To get started with modding in AnalyticalEngine, simply add .ds/.js files in your mod folder. These will be automatically detected by the game engine and executed in-game. Consider also reading the attached Documentation or asking for support from our Discord server. Installation: GitHub | Steam Latest Release: 0.6b - Centurion. (Make sure to check GitHub installation instructions before downloading). Install Java SDK 23. Download the current src/AOC3-Source.jar, and drop it into any basegame AOC3 directory. You may now either run it normally as a Java binary or via the command line in the extracted folder if you wish to access AnalyticalEngine's console: java -jar src/AOC3-Source.jar - Documentation: Note: Documentation is currently a work-in-progress and may not necessarily be complete. Custom Mapmodes Deepscript (Event Conditions, Effects, Loops, Scopes, Variables) Map Data Scripting Information Nashorn Scripting Features: Current Feature List. Added Singleplayer support for the Multiplayer build of the game. Custom Event support. Custom Mapmode support. Custom UI support. Fixed various localisation glitches. Fixed various map glitches. Full NashornJS compatibility and scripting. Modded Multiplayer support. Overhauled Editor UIs: Civilisations can now be directly edited by right clicking on a Civilisation in the Scenario Editor. Province Names can be edited directly from in-game editors. Resource Editor overhaul. Scenario Editor overhaul. Terrain Editor overhaul. Overhauled tooltips now allow for inline coloured text changes and images in Events. Reworked Conditions (Triggers) and Scopes. -
    8 points
  16. thiago9099

    Definitve Edition?

    dont make it a separate game please just update age of history 2 !
    8 points
  17. I've got a few suggestions for the Peace Treaties. 1: Demand Land for Allies Similar to of demanding lands or territories for yourself, this will allow the player to hand out territory for their allies without the "Sell Provinces" option. This could also, improve relations between allies. 2: Share Technology Say you somehow defeated a technologically advanced nation. Example, you were a North American tribe, and having won against the English, outnumbering their small detachment in the Americas, and maybe even forcing them to surrender. This button will allow you to share technology between the English or any aforementioned technologically advanced nation. This should also be crazily expensive to even do so. 3: Replace Nation? This would replace the entire nation with another nation. Example, Napoleonic France takes over a unified Italy. Instead of vassalizing it and keeping the exact same flag and ruler, Napoleon could instead establish another government as a vassal. With a different flag, another ruler, and so-on, while also keeping the exact same government-type and its cores. Well, that might be it, for now.
    8 points
  18. The iOS version has been fixed and will be back on the App Store soon! Currently waiting for review.
    8 points
  19. The last great summit between two world powers showed how dialogue, even among rivals, can open the door to easing tensions and finding common ground. Now, civilizations can pursue that same path through a new feature in Age of History 3. https://steamcommunity.com/games/2772750/announcements/detail/514092519218217567
    7 points
  20. https://steamcommunity.com/app/2772750/discussions/1/4632608282461134844/#c7004881118891625354
    7 points
  21. Corrected province borders
    7 points
  22. Antarctica is in the game
    7 points
  23. I'm still working on the mod. I have decided on a name and now it will be called Pillars of Power, so as not to be associated with TTA1 and its large number of provinces (the new mod is not about this). Cover for workshop Now I'm working in parallel on all aspects of the game. So, the feature of the mod will not even be a new map, but the development of more, as it would seem, insignificant features. Now technologies play a more important role in the game. I can not say much, but in Pillars of Power there will be many unique units, buildings, laws. All this will play a decisive role in immersion in the role of a medieval ruler. Byzantine unique units (there will be a little more of them) Due to the fact that I am developing the mod in depth, and not in breadth, the work on the placement of states on the map is slow, but it is a matter of time. Again, I try to work through all aspects of the game at the same time in order to tie it all together. I decided that the release of the mod will have only one developed scenario (1157). This will allow me to release the mod earlier than it would have been possible. But various features, including technologies, are already designed for 500-1600 years. Over time, I will update Pillars of Power and add more scenarios. Thanks for reading, I hope you like the mod. East Europe (WIP)
    7 points
  24. Age of History 3 in App Store: https://apps.apple.com/us/app/age-of-history-3/id6686394372 Updated version 1.0.36 is now available!
    7 points
  25. Łukasz Jakowski

    Union Fixes

    Union Fixes When creating a union with a special alliance like the HRE, the civilization will now be added to the alliance if it wasn't already a member. If a union is created with the Emperor or the alliance leader, the player will become the new Emperor. Manpower, regiment limit, and income bonuses are now correctly awarded after becoming Emperor. Unions are disabled when playing in Age of Chaos mode. Minor bug fixes
    6 points
  26. Age of History 3: Age of Chaos is a new way to play. Every 10 years, you will have to change the Civilization you control and switch to a new one. You will be given four random Civilization to choose from. Pick one and continue your journey, even if it means one day fighting the empire you once ruled. More: https://steamcommunity.com/games/2772750/announcements/detail/545613182900637436
    6 points
  27. (I hope i did nothing wrong to make this topic in Offtop) Hello, players! I wanted to present to you, so, I`m start to make a new mod on AoH3. Mod, where you can get... MORE states (and map!) MORE countries MORE events MORE decisions MORE ideologies (Play as democratic-liberalistic president, or as esoteric-nazi-fascist dictator and make hell on Earth) MORE Scenaries (about 20-21 century) Historical (like 1939, 1933, 1917, 1990, and etc.) Alt-historical (like Kaiserreich, TNO, TWR and etc.) Some authors scenarios (This are surprise) smthng NEW Opportunities for playing NEW music and sounds and HUD And smthng another fun creature. Yeah. I plan to rework must ALL details of game. In the moment, when I start this topic, I creating this mod alone. So, I will warning you - creation of my global mod will take a long time. But I hope you enjoyed it, when it have done! If you have any idea, you can send it to me - I will consider them. If you wanted to help, then I can see how you can help me and maybe, I`ll take you on the team! Mod supprot 2 languages - ENG and RUS. You can watch news about the creating mod in TG - https://t.me/+LNQ9fdycbYFmNDUy (Sorry for my bad English. It`s not my native language and I can say smthing wrong)
    6 points
  28. 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) 1 - the military system the military system is a massive upgrade from aoh2 (anything is to be honest, the bar wasn't very high lmao 💀) 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 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 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 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 2 - the province buildings and the resources 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: 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) 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?! very simple, it would eliminate a large sum of the current useless resources and make them under a new thing i call ''manufactured goods'' 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? 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: 3 - TRADING MARKETTTTTTTTTTT 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 i have way more i could share, but i don't have much time. @Łukasz Jakowski thoughts?
    6 points
  29. NOTE: this mod is unfinished This mod Is a continuation of my old mod, but this time I will be using the AOH3 map. Epochs of Antiquity is a mod based around the times starting from Early Cultures and the hellenic ages till the collapse of Western Rome. 656 BC scenario (Unfinished) Name: (Dawn Of Assur) This Scenario showcases the height of the Assyrian Empire. India (Unfinished): Dong Son Culture: Sa Huynh Culture: Scythians (Almost Finished): Iranians (Unfinished): Elamite Dynasty: Magan: Dilmun: Yemeni Tribes and Kingdoms (Unfinished): Minaeans: Kushites and more (Unfinished): Carthage: Italy and Illyria (Unfinished): Greece (Unfinished): Anatolia (Finished): Levantine (Finished): Assyrian Empire:
    6 points
  30. I think there should be "real" fog in the unknown provinces (maybe it looks like EU4 )
    6 points
  31. modsExamples/MissionTree_ForCivsInScenario/ game/_FAQ/
    6 points
  32. YO, mod switcher here. I introduce to you, a bloody era So, what's this mod about? - It's about the conflicts of 1900-2000. there is planning for a megacampaign but on this moment we will have different scenarios 1900, 1908, 1918, 1934, 1946, 1956, 1970, 1989 and 2000 Every scenario will have events but some more then others. But it's more then events 1900 europe: As you can see in for example Italy or Serbia, we have edited borders as well as more detail in to the geopolitics of the year If you're intrested our discord: https://discord.gg/pTpRRGhfPF
    5 points
  33. 1. Add an autonomy system like AOC2.5 mod. Add levels of autonomy with varying rights. 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 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 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. 1.5 political right (right to change government) 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.) 1.7 trade rights (always aspect overlord trade or favor overlord) 1.8 Economic control. control over tax, population growth, etc. (every control level: no right, low right, partially has right, max right) For exampale: Military Control – Autonomy Levels & Examples 1. No/minimum Right Overlord has zero military influence. Vassal recruits, maintains, and commands its own army freely. Overlord can station troops. Example: A dominion-level vassal with near-total independence like Canada under the Statute of Westminster (1931)—free to make military decisions 2. Low Right Overlord has limited control. Can request troops from the vassal during wartime (vassal may refuse if auto war level is no or low right). Can recruit in vassal territory. But cost is fully provided by the overlord. Example: A semi-independent protectorate where the overlord has military access but can't directly command—like British influence over princely states in India. 3. Partial Right Overlord shares military control. Can recruit limited units from vassal territory. May station troops in a vassal land with reduced upkeep. Can control to vassal armies. If the relation is good with the overlord Costs and upkeep can be shared. Example: A colony like French Algeria, where France could both station and raise troops, but local forces still existed under colonial command 4. Max Right Full military control by the overlord. Overlord can: Fully recruit and control armies in vassal provinces Merge vassal troops into its own command. meaning no army for vassal Force conscription Directly command all vassal military units Vassal has no independent military decisions. Example: A puppet regime like Manchukuo under Imperial Japan, with complete Japanese control over all military activity. Or you can just do what @Pumped did if CAN_CONTROL_MILITARY: true vassals have no control. If a false vessel has full control. But do something. 2. Add more buildings. 3. Every building should be stackable. Allow the same building type to be constructed multiple times per province (with soft caps or diminishing returns). 4. Auto-building contraction system like Project Zetvl 5. add XP for the whole army like bloody Europe 2 but more debuffed 6. The army shouldn't be recruited in 1 turn, like Project Zetvl. Recruiting units should take multiple turns based on the province's infrastructure, manpower, tech, development of the province, etc. 7. Add manpower. Introduce a manpower pool for each country, affected by population, infrastructure, war exhaustion, development, tech, etc 8. Add an administrator building (A unique structure that unlocks all auto/all functions, improves UI efficiency, and may boost national administration capacity. More control over provinces, more money, less chance of revolt, etc) 8.2 Stronger Administration Capacity Debuffs. Make overextension more impactful (higher corruption, revolt risk, economic inefficiency). 9. Add a capitulation system. Add a capitulation mechanic 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. 10. More tech tree/tech lines 11. Change the movement-point tech tree name to communication (it's just better) 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 ) 13. Every building should be updatable. Each building should have upgrade levels (e.g., Farm → Improved Farm → Agri Center). 14. add road, railway, etc 15. Add culture. 16. Better spectator mode Every value should be changed in .json files (For the modding community) @Łukasz Jakowski
    5 points
  34. I'm making a medieval mod. And this is my micro-announcement 🥳 Maybe you have some ideas that would fit this theme?
    5 points
  35. Szanowny Panie Łukaszu Chciałbym do pana przemówić, gdy pan zapowiedział niespodziewanie nowy projekt, gdy podczas Age of History 3 jest dalej zabugowane i źle wykonaną grą szczególnie w aspekcie dyplomacji i wojny, lecz przejdę do tego zaraz. Jako modder Project Civilization 2 i w imieniu innych modderów aoh3 którzy borykają się z błędami w outcomach eventów czy też triggerów. Chciałbym otrzymać dokładny roadmap z funkcjami którymi pan planuje najbliższym czasie, żeby nie opierało się na pustych frazesach i nie robieniu nikomu złudnej nadziei. Lecz chciałbym zaproponować kilka zmian które by znacznie usprawniły rozgrywkę. Aspekt działań zbrojnych które są wykonane słabo po prostu gdzie w każdej bitwie liczy się jedno jednostka z większym atakiem i większą przewagą liczebną wygrywa. W samych bitwach chciałbym żeby została faza kontratak gdzie siły broniące atakują przeciwnika. Chciałbym przede wszystkim żeby do gry trafił bonusy dla jednostek pod konkretny teren które byłoby urozmaiciły rozgrywkę. Kolejny aspekt edycji jednostek to bonus do dyscypliny i morali, tak samo jak powyższy element miałby urozmaicić rozgrywki. Przechodząc dalej dodanie wymagań surowcowych które umożliwiały regionalizacje jednostek dodania np. Surowca słoni, lub też wielbłądów, podobnie miało to wyglądać w aspekcie religii. Ale najważniejszym byłoby jednak jednostki tylko dostępne dla danego kraju. Tutaj zaprezentuje na 3 przykładach: { Army: [ { Name: "Knight", ImageID: 43, UnitLevel: 2, Attack: 17, Defense: 17, MovementSpeed: 4.8, AttackRange: 2, SiegeProgress: 0.1, BoostDiscipline: 0.5 BoostMorale: 1.0 RequiredTechID: 14, RequiredResources: -1 RequiredResourcesCivilization:none RequiredCivilization: RequiredReligion: 1 Cost: 25, MaintenanceCost: 0.2, RecruitmentTime: 80, przykład nr.2 { Army: [ { Name: "RomanLegionist", ImageID: 3, UnitLevel: 2, Attack: 17, Defense: 17, MovementSpeed: 4.8, AttackRange: 2, SiegeProgress: 0.1, BoostDiscipline: 0.5 BoostMorale: 1.0 RequiredTechID: 14, RequiredResources: -1 RequiredCivilization:spqr;romw (roman empire and wester empire) RequiredReligion:3 Cost: 25, MaintenanceCost: 0.2, RecruitmentTime: 80, przykład nr.3 { Army: [ { Name: "Elephant", ImageID: 3, UnitLevel: 2, Attack: 17, Defense: 17, MovementSpeed: 4.8, AttackRange: 2, SiegeProgress: 0.1, BoostDiscipline: 0.5 BoostMorale: 1.0 RequiredTechID: 14, RequiredResources: -1 RequiredCivilization:none RequiredReligion:23 Cost: 25, MaintenanceCost: 0.2, RecruitmentTime: 80, Teraz przejdźmy do kolejnej rzeczy które trącą myszką a raczej ich bezużyteczność. Chciałbym żeby gra pokazywała regiony do której jest przypisana dana prowincja jak w imperatorze rome. Można byłoby się o pokusić dodania jakiegoś znacznika na mapie pokazujący stolice regionu. W przypadku oblężenia prowincji która nie jest stolicą regionu kapitulujesz całego regionu tylko jedną prowincję, gdy oblężysz stolicę regionu to zdobywasz cały region. Postuluje system fortów które również są wyświetlane na mapie które nie umożliwiają przejście armii wroga w odległości prowincji od fortu. Również postuluję wprowadzenie limitów fortów coś w stylu regiments limit żeby ograniczyć zbudowanie całego państwa fortami, kończy się zniszczeniem gospodarki.Event oblężeniowe chciałbym żeby został wprowadzony outcome province_siege = true, który będzie działał niezależnie od tego jaka prowincja jest oblężona na mapie. Pomniejsze kwestie odnośnie armii. czyli attrition i generałowie. Attrition miałby przede wszystkim zmniejszyć stacki graczy i ai podczas wojen.Liczbę regimentów które może utrzymać dana prowincja może zostać zwiększona przez technologie. Generalnie powinni otrzymać jakiś system perków które zależały na jakim terenie walczył i czy się bronił czy atakował. Teraz przez każdego ukochana dyplomacja, której można pisać długo. Uważam że powinien pozostać system z aoh2, z kilku powodów. Przede wszystkim obecny system dyplomatyczny służy po to żeby z kimś zmniejszyć relacje i wypowiedzieć wojnę od czasu do czasu podpiszesz sojusz. Ale dla mnie działanie minimum jest to że mam opcje handlu i że ai potrafi pokojowo zaanektować wasala. Ale przejdźmy do sojuszów specjalnych byłem wielkim fanem tego rozwiązania, lecz jak każdy inny aspekt w tej grze wydaje się niedokończony. Sojusz obronny jeszcze zrozumiem ale ten sojusz typu Hre jest bezużyteczny. Raz że nie można edytować to pod każde sojusz osobno to jeszcze do tego ai nie umie w tego reformować. Tutaj istnieją oczywiście eventy i można coś wykombinować lecz istnieje głupiutka mechanika że przywództwo przejmuje ten kto ma najwięcej punktów prestiżu.Ale tutaj byłoby proste rozwiązanie dodanie outcome prestige=-500 duration=5, co ny rozwiązało ten problem. Teraz polityka wewnętrzna a przynajmniej jej brak. Stabilność powinno się przesunąć do głównego ui i znacznie rozszerzyć jego działanie w tym dodać triggered odpowiedzialny gdzie stabilność cywilizacji spada poniżej jakieś granic np. triggered - stability_civilization_lower=36% -> outcome explode=(tagcivilization), i outcome civilization_stability=-5. Wyczerpanie wojny również powinno również zostać przesunięte do głównego ui, powinno również otrzymać swe outcome i triggered. Eventy i misje w mej opinii nie powinieneś dodawać edytor eventów do gry. Lecz skupiać żeby było jak najwięcej outcome w łamanie sojuszy i wyzwalania wasli. Ostatnim i chyba najważniejszym jest to żeby w grze pojawił się outcome odpowiedzialny za przeładowania drzewka misji aby móc je zmienić podczas trwania rozgrywki Prosiłbym żeby pan rozważył wszystko co tutaj napisałem, Z poszanowaniem Bizantyjczyk English Version Dear Łukasz I would like to speak to you when you unexpectedly announced a new project while Age of History 3 is further bugged and a poorly made game especially in the diplomacy and war aspect, but I will get to that right away. As a modder of Project Civilization 2 and on behalf of other aoh3 modders who are struggling with bugs in event outcoms or triggers. I would like to receive a detailed roadmap with the features you are planning for the near future, so that it is not based on empty platitudes and not giving anyone false hope. But I would like to propose a few changes that would significantly improve the gameplay. The aspect of military action, which is simply poorly executed, where in each battle one unit with a greater attack and a greater numerical advantage wins. In the battles themselves I would like to see a counter-attack phase where the defending forces attack the enemy. Above all, I would like to see terrain-specific unit bonuses added to the game, which would add variety to the gameplay. Another aspect of unit editing is the bonus to discipline and morale, just as the above element would add variety to the gameplay. Moving on to the addition of resource requirements that would allow for the regionalisation of units adding e.g. raw elephants, or camels, similarly there would be the aspect of religion. But most importantly, units would only be available for a given country. Here, I will present 3 examples: { Army: [ { Name: "Knight", ImageID: 43, UnitLevel: 2, Attack: 17, Defense: 17, MovementSpeed: 4.8, AttackRange: 2, SiegeProgress: 0.1, BoostDiscipline: 0.5 BoostMorale: 1.0 RequiredTechID: 14, RequiredResources: -1 RequiredResourcesCivilization:none RequiredCivilization: RequiredReligion: 1 Cost: 25, MaintenanceCost: 0.2, RecruitmentTime: 80, nr.2 { Army: [ { Name: "RomanLegionist", ImageID: 3, UnitLevel: 2, Attack: 17, Defense: 17, MovementSpeed: 4.8, AttackRange: 2, SiegeProgress: 0.1, BoostDiscipline: 0.5 BoostMorale: 1.0 RequiredTechID: 14, RequiredResources: -1 RequiredCivilization:spqr;romw (roman empire and wester empire) RequiredReligion:3 Cost: 25, MaintenanceCost: 0.2, RecruitmentTime: 80, nr.3 { Army: [ { Name: "Elephant", ImageID: 3, UnitLevel: 2, Attack: 17, Defense: 17, MovementSpeed: 4.8, AttackRange: 2, SiegeProgress: 0.1, BoostDiscipline: 0.5 BoostMorale: 1.0 RequiredTechID: 14, RequiredResources: -1 RequiredCivilization:none RequiredReligion:23 Cost: 25, MaintenanceCost: 0.2, RecruitmentTime: 80, Now let's move on to the next thing that trumps the mouse, or rather their uselessness. I would like the game to show the region to which a province is assigned like in imperator rome. One could be tempted to add a marker on the map showing the capital of the region. If you siege a province which is not the capital of a region you only capitulate the whole region, if you siege the capital of a region you conquer the whole region. I postulate a system of forts that are also displayed on the map which do not allow the enemy army to pass within a province of the fort. I also postulate the introduction of forts limits something like regiments limit to limit the building of a whole country with forts, ends up destroying the economy.Siege event I would like the outcome province_siege = true to be introduced, which will work regardless of which province is besieged on the map. Minor issues regarding armies. i.e. attrition and generals. Attrition would primarily reduce player stacks and ai during wars.The number of regiments a province can hold can be increased by technologies. Generals should get some kind of perk system that depended on what terrain they fought on and whether they defended or attacked. Now by everyone's beloved diplomacy, which can be written about at length. I believe that the system from aoh2 should remain, for several reasons. First of all, the current diplomatic system serves to reduce relations with someone and declare war occasionally sign an alliance. But for me the minimum action is that I have options to trade and that ai can peacefully annex a vassal. But let's move on to special alliances I was a big fan of this solution, but like every other aspect in this game it seems unfinished. A defensive alliance I can still understand but this Hre type alliance is useless. You can't edit it for each alliance and the ai doesn't know how to reform it. Here there are of course events and you can work something out, but there is a silly mechanic that leadership is taken by the one who has the most prestige points.But here would be a simple solution adding outcome prestige=-500 duration=5, which ny solved this problem. Now internal politics or at least the lack of it. Stability should be moved to the main ui, and it should be greatly expanded to include a triggered responsibility where the stability of a civilization falls below some limit, e.g. triggered - stability_civilization_lower=36% -> outcome explode=(tagcivilization), and outcome civilization_stability=-5. War exhaustion should also be moved to the main ui, it should also get its outcome and triggered. Events and missions in my opinion you should not add an event editor to the game. But to focus as much as possible on outcomes in breaking alliances and triggering vassals. Lastly, and probably most importantly, the game should include an outcome responsible for reloading the mission tree so that it can be changed during the game. I would ask you to consider everything I have written here, Respectfully Bizantyjczyk
    5 points
  36. Marerjh

    Definitve Edition?

    Small requests and suggestions that have never left the game's community: Can we get the Age of History 3 soundtrack, at least as free DLC? The original soundtrack is very annoying. Frontline management should be your main focus. That's what all the players want! AI being more active in diplomacy with the player and othe r civilization would be neat One player on Reddit asked for the ability to build buildings in several provinces at once. Something like selecting a building and clicking on the desired provinces A button for assimilation/investment/holding a festival in all provinces at once (or until the gold runs out) Changing and dying rulers has always been a highly requested feature. It seems that happiness should directly affect stability. If you hover your mouse over stability, there will be a line about happiness, but it is always equal to -0.1%. On Reddit, one player mentioned that he really liked the feature of changing the name of provinces depending on the owner. I think this would make sense in the Definitive Edition. It would be cool if you could open the diplomacy menu by right-clicking on the provinces of a civilization. The event editor must remain in the game no matter what! It's a key feature! The font used to display the names of rulers when selecting a civilization looks bad. Why does the game use different fonts? We hope this will be fixed My personal request: I feel that the bonuses from terrain and governments are not strong enough, as if you were afraid of messing up the balance too much. Perhaps it would be worth rebalancing them?
    5 points
  37. Marerjh

    Definitve Edition?

    I really hope these bugs gonna be fixed! Improved diplomacy + improved AI = all we need And please, don't make the price too high. This game would fit nicely as an update for Age of History 2. Therefore, many people will be dissatisfied if it becomes more expensive.
    5 points
  38. So… hear me out: instead of having to JAR‑mod the game to support mods, what if someone made an actual modloader that really works and lets you run multiple mods at once? Well, that’s exactly what I’m building, It’s very early in development, but… I present: PROMETHEUS: bringing light to this chaotic modding scene 😛 (cool title huh?) (placeholder logo) Prometheus is (or will be) a modloader that lets you modify the base game on runtime and load multiple mods simultaneously, Just drag and drop your mod.jar into the /mods folder and voilà: you have installed a mod! I made something similar in the past, but I was super inexperienced back then and didn’t really know what I was doing. Now I’m way better at coding than i was before and came back to this silly project.. So… how does it work? Prometheus is broken into two main parts: Overlays The modding API So, what is an “overlay”? Think of it like Fabric’s Mixins: it is an annotation‑driven system that lets you modify the game’s code at runtime. It lets you inject code, mirror (shadow) variables, listen for method calls, completely replace a function, or redirect all function calls to another implementation. That’s the core idea: the overlay class defines exactly how its target class will be modified, prometheus first processes each overlay to read its annotations and build a transformation "plan", then when the target class is loaded by the classloader, a transformer applies those changes by injecting code directly into the target's bytecode, - here is an example: This code will create a mirror of the iArmy variable and a listens for the setArmy call, this function will be called after setArmy runs (and before it returns), So this will set every new army call to 800, doesnt matter what value i put, when i confirm it will be 800 (it even glitched a litle bit since i didnt adjusted the text size), as you can see.. yeah it works, this is what an overlay is, basicaly a free pass to modify the game code on runtime What is the modding api? The modding API acts as a wrapper built on top of the overlay system, designed to simplify mod development by handling common tasks for you instead of having to write an overlay for every single feature you want to modify, the api will provide some higher-level tools and utilities to interact with the game, stuff like manage systems like event handling, acessing and modifying, and creating things in a easy way (e.g., civilizations, provinces, UI elements), and provide convenient hooks into game logic. Essentially, it abstracts the lower-level overlay work and gives mod developers a cleaner, easier way to create and integrate mods without needing to modify the game’s internals directly to do simpler stuff, for example, instead of doing an overlay like the previous images we could do something like a simple event listener, intercept the event and then modify the value and of course there will be some things that the api cant do and you will have to implement by hand (when the public beta/alpha relase i dont even think that i will have the api ready by then, it is a looot to implement) Final considerations: - My roadmap for Prometheus includes alpha and beta phases before the official release. It will evolve and improve over time based on community feedback and etc. I dont have a date for the open beta as prometheus is still in a very early stage of development, at the moment only the basic annotations are functional. I'm currently working on the @Inject annotation which has been the most hard to implement so far, and this thread will serve more as a devlog than anything else, where I’ll share updates and progress as things move forward and have some feedback of what ya think. - Prometheus does not modify the base game files, it operates entirely at runtime, it works pretty much like minecraft's forge or fabric, instead of altering game code or assets directly (as with jar modding), prometheus dynamically hooks into the game when it launches, this approach makes it way easier to distribute both prometheus (and its mods), since no copyrighted game files or code are included. - Prometheus has no restrictions on how you create or distribute your mods, youre not obligated to share your source code or even release your mod for free. while id love to see every mod be free and open source, I won’t pressure anyone into doing that 😛. The only hard rule is: no malware or harmful content, which i believe every sane human being can agree on, other than that: your mod, your rules. - Everyone is welcome to help! prometheus isn’t publicly available yet, but I’m totally open to suggestions, ideas, and feedback. oncee its released anyone will be welcome to report bugs, suggest new features, or even contribute directly to the code(im not the best coder there is so the code will need some work lol) - i can't work on this all day sadly, i have university and job, so my time is pretty limited, 😞 ill be dedicating as much of my free time as I can to it but development wont be super fast. I'm sorry about tha but i promise ill try to make prometheus as good as possible, as fast as I can! Prometheus aims to be a community built project, i don’t want to be like the “oh look I’ve created this, muahaha” kind of guy, yk? I just want to be the silly guy that sparked a new era in AoH2’s modding scene. So I’m counting on yall :3 Thanks for reading this far, I really hope this project turns into something that helps people and makes this game even better than it already is ❤️ join our discord server if you want! https://discord.gg/6pjSnFgzRt from the silly, kinda weird Brazilian guy flaffy :3
    5 points
  39. A time-saving feature from this:
    5 points
  40. Animation examples: Note: This feature was completed in September 2024.
    5 points
  41. Hello @Łukasz Jakowski, the following features should be really easy to implement, I am genuinely surprised they are not part of the game yet. Direct way to change core populations: There should be a slider in the core editor that allows the player to directly change the % of population that identify as the core nation. There is no reason for a core "Republic of the Rio Grande" in Mexico to have 50% core population, and I cannot seem to find a way to change it to less without making an event. Event outcome that improves relations: Like the last suggestion, there should be a way to improve relations through events, very simple to add and yet will have a huge impact on the modding community. I am surprised these have not been added yet, and a bit disappointed, but I hope these will get added eventually.
    5 points
  42. Result of updates: Fewer is better. Visible failures to users.
    5 points
  43. Preview of the mods which add new map backgrounds for the main map! https://store.steampowered.com/news/app/2772750/view/545594976799557561
    5 points
  44. has_variable=some_variable has_variable_not=some_variable # Every time a Civilization runs an event (makes a decision), the 'id' of the event is stored in the Civilization's database of variables. # Example of an 'id' from the event file: # id=unique_id_of_event # # This allows you to use: has_variable=unique_id_of_event # where 'unique_id_of_event' refers to the 'id' from that event file.
    5 points
  45. Always make a backup of your progress from time to time.
    5 points
  46. AI creating formable civilizations I think that AI should be able to form a civilization when having control under all required provinces. Selling Provinces We should be able to sell a province by double clicking at it or use a brush to select multiple provinces. Searching provinces using the list is very annoying and time consuming. Peace treaty There should be an ability when releasing conquered civilizations to select provinces that the civilization will get. There should be also an ability to give some land to our vassals or allies. Fractions I think there should be fractions (like NATO or Warsaw Pact) in AoH3. The fractions would be created by AI or player since game year 1900. The leader of a fraction would be the civilization that has the most prestige. The fraction's leader would be able to invite a country into the fraction if it has good relactions with the leader. The fraction's member will be kicked out of the fraction when it has bad relations with the fraction's leader. Frontlines I think the fight system should be changed to frontlines after specific year. It would make the gameplay in scenarios as WWI, WWII and Modern Day more realistic. Civil war When civil war breaks out (eg. the communist revolution breaks out in civilization that is a monarchy) the winner should take everything. That mechanic would avoid the creation of multiple variants of one civilization. Freedom of religion There should be an law that would give a country an ability to adapt the freedom of religion. It will give some bonuses (eg. manpower boost) and some debuffs (ex. less legacy). Supporting rebels Player and AI should be able to support rebels using money. To support rebels on civilization's territory, you would need to have relations -15 or below. Releasing non-core civilizations We should be able to release non-core civilizations as it was possible in AoH2. Vassals We should be able to change vassal's ideology and religion.
    5 points
  47. 5: Release Non-Core Nations This should be self-explanatory. Nations who hold no cores in one could be released using this button. However, would be way more expensive than the "Release Nation" button. I think Lukasz should firstly added the ability to release non-core vassals before doing this.
    5 points
  48. When we have 50+ warscore, there is a chance that the AI will send us a peace offer before we reach 90+. This would not only make the AI more interesting and make treaties more interesting, but it makes it a bit more logical, because as a nation that is being attacked by another and is losing it is normal for them to decide to try to surrender before. Obviously we wouldn't have the same amount of warscore as with %90+ but it would be great if the AI did this.
    5 points
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