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Players can now release any Civilization as a Vassal - Beta Update
IsYugos5 and 26 others reacted to Łukasz Jakowski for a topic
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/51407594030157008127 points -
Age of History 3 nominated for - Best Polish Game 2024
Wooodex and 20 others reacted to Łukasz Jakowski for a topic
21 points -
Beta test for P2P Multiplayer
Noobs Dudes and 17 others reacted to Łukasz Jakowski for a topic
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/52307951513344493618 points -
15 points
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Send Ultimatums to Your Vassals - Beta Update
Coolist and 14 others reacted to Łukasz Jakowski for a topic
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/57713466977602881415 points -
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
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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
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Definitve Edition?
audrikney and 7 others reacted to thiago9099 for a question
dont make it a separate game please just update age of history 2 !8 points -
Missing game features lead to AoH2 being more flexible than AoH3
Wayne23lololh and 7 others reacted to Łukasz Jakowski for a topic
These new event outcomes will be included in an update8 points -
Host Diplomatic Summit - Diplomacy
Evis7 and 6 others reacted to Łukasz Jakowski for a topic
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/5140925192182175677 points -
Union Fixes
histroy and 5 others reacted to Łukasz Jakowski for a topic
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 fixes6 points -
Age of History 3: Age of Chaos is a new way to play - Beta Update
Coolist and 5 others reacted to Łukasz Jakowski for a topic
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/5456131829006374366 points -
fog in undiscovered provinces
Wayne23lololh and 5 others reacted to Joaoj for a topic
6 points -
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.6 points
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A bloody age(i am so back)
PeteFromPat and 4 others reacted to Xjento for a topic
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/pTpRRGhfPF5 points -
Simple Ideas for Age of History 2: Definited Edtion
china peple and 4 others reacted to Dipto479 for a topic
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 Jakowski5 points -
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 Bizantyjczyk5 points
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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
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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
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PROMETHEUS | an actual AoH2 modloader | development thread
YouravaragebrazilianAoCfan and 4 others reacted to flaffymg for a topic
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 :35 points -
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?5 points
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Liberation of countries not on scenario
muhoaga and 4 others reacted to GalacticCakes for a topic
I think it would be a good idea to bring back the mechanic of liberating vassal countries that are not in the scenario like in AOH2. I tried to liberate New Spain when I colonized the American continent but apparently there was no function to liberate countries that you have not conquered.5 points -
Immerse yourself in the world of Metro 2033 The mod will carry you to the post-apocalyptic world of the Metro 2033 universe, where you can take control of factions from the Moscow Metro, fight for resources, and survive under the constant threat of mutants and other hostile groups Link: https://steamcommunity.com/sharedfiles/filedetails/?id=34246848354 points
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Union Improvements
Dule22 and 3 others reacted to Łukasz Jakowski for a topic
4 points -
Allow AI to form formable civilizations
Bargor and 3 others reacted to Beter Griffin for a topic
As of now, AI will never form a formable civilization regardless of how much gold it has. it doesn't make sense for, say, Seville to conquer all of Iberia and not form it, even centuries after the fact. AIs should be able to form a civilization if they meet the requirements and are in a financially comfortable position (a player would probably not spend all of their money on forming a civ if they have 101 gold with a monthly balance of -6 (unless forming said civ is their endgoal)).4 points -
I don't care We have thousands of mods that make the game as good as possible, this edition is not needed4 points
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4 points
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can split a federation in states or administrative regions
general nepolean and 3 others reacted to Dr.AzulBR for a topic
like the vassal system but obviously you have the same control to your """vassals""" how you have for your nation, gaining more gameplay realism and dynamism. and it can be used to help you to administrate a massive country, like United States. can be used to manage the taxes or doing upgrades for provinces assigned for the state. You can manage the autonomy of the state too, but take careful: more autonomy, more distinction of laws and more feeling of popular uprising/separation. And if you take a low value of autonomy, it can happen the same too, the states search for more autonomy to control their states recommendations: You only can atribute a state or administrative region if the province you're trying to create a state is incorporated to your nation You can redraw the map of your country states, but it will costs gold.4 points -
What would happen if the Cold War went on? What would happen if the Soviet Union continued into the twenty-first century? The mod is set at the start of the new millennium and imagines a world in which the Soviet Union never fell apart. Rather, the Eastern Bloc changed, endured, and adjusted to the demands of a world that was becoming more interdependent. Explore the alternate history mod A New Millennium (ACM): What would the world be like in 2000 if the USSR had not fallen? https://discord.gg/PBsqBWcyfA We currently lack developers for various nations, but we plan to release a small demo by the end of 2025.4 points
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Welcome to the easy-to-use Event Generator for Age of History 3! This tool will help you create and customize events for your game, as well as translate them into any language. Generator Features: Choose from a full list of triggers with formatting tips; Choose from a full list of outcomes with formatting tips; Automatic event categorization: global, regular, and siege events; Support for translating the generator into other languages; Localization of events into any language! Download link: https://github.com/Ilya-Sal/AoH_Event_Generator4 points
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Dear friends! Version 0.3 is being released, which adds: - The storyline of the war with the Black Ones; - Legacy system for major countries; - New states and provinces; - A common mission tree for all countries; - New events and interface design! To make the events work better, you can remove the events from the vanilla game (optional) along the way .\Age of History 3\game\events Steam Download Links: https://steamcommunity.com/sharedfiles/filedetails/?id=34246848354 points
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Mind blowing idea
general nepolean and 3 others reacted to muhoaga for a topic
There is no need for more ideology in AOH3. Anyone who wants can include it in their own game. What is needed is to add depth to the game. Even AOH2 is better in this regard.4 points -
Hearts of History (HOH) is a mod based on Hearts of Iron 4. The mod will have events from the years 1936 to 1960. (If your asking, yes, this will be replacing AOH3.5) Hearts of History will have: Tons of events New ideologies (maybe) Nukes Its own engine New scenarios New civilizations And a lot more. (this mod could possibly not release for, as i dont know how to do the zip mod thingy) Thanks for (DELETED FOR MAKING AOH3 MOD FOR MOBILE) and @Das Moss Man for inspiring me.4 points
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Good morning, afternoon or evening ladies and gentlemen. I bring a new idea and this time about diplomacy. As always, I will try not to extend too much. I will only talk about the new options, those that bring some change or raise some doubt as to how it would work properly and the deleted options. Let's get started. Declare War: This is something that requires no introduction, its name alone indicates what it does. What I will explain below is a mechanic of how War Declaration could work. Before starting with one of the biggest changes in War Declaration, I want to clarify that this section will work as a sub-idea within the main one and it's totally optional to read, the rest of the functions can work correctly even if this mechanic is not implemented. You can declare war at any time, regardless of whether you have a non-aggression pact, an alliance, or do not have a War Goal Justification. So what are these options for if you can declare war at any time? Simple, avoid punishment. In AOH3 it has already been seen in many videos that there will be two mechanics (maybe more) that work as a disadvantage if you go around declaring war, the first is War Weariness and the second is Aggressive Expansion. Despite not having a detailed explanation of each mechanic, their names already tell us enough about how they could work. Declaring war on an allied civilization, one with which you have a non-aggression pact, one in which your troops are in their territory when they gave you military access, or simply declaring war without a War Goal justification, is going to be extremely punishing. for your civilization, affecting the amount of War Weariness you gain over time and the amount of Aggressive Expansion you will gain. The purpose of being able to declare war at any time is to make the game more realistic. We all know that Germany invaded the USSR without prior notice even when they had a non-aggression pact. Clearly, declaring war when you are not supposed to is heavily punishable and the ideal thing would be not to do so. I want to emphasize again that this mechanic of declaring war at any time is something completely separate from the rest of the post and works as a sub-idea. Justify War Goal: An option that has been highly requested by the community since it was announced that AOH3 is in development. At least in my idea, you can justify war under multiple parameters, each one will be more punishable depending on how "imperialist" it is. Each option will give an amount of Aggressive Expansion, This amount that you get is when you make the justification, Lukasz probably adds that you get more Aggressive Expansion with the demands you make in peace treaties (Since I don't know how Aggressive Expansion scales, I'll just add values like "Low", "Medium" or "High"). Brush: It allows you to choose the provinces you are going to conquer, the more provinces you choose, the greater the amount of Aggressive Expansion you get when justifying war. Provinces with your Cores have a -50% reduction in Aggressive Expansion. Selected provinces get a discount on peace treaties (Unless you have selected 70% of the civilization provinces). The amount of Aggressive expansion obtained by normal provinces is Medium (High if it is 50% of the provinces of the civilization) and Low if are provinces with your Cores. Humiliation: A War justification for diplomatic purposes, humiliating your opponent leaves him in a bad position diplomatically and adds a -5% happiness/stability modifier. If your opponent is a declared Rival, then it removes the rivalry and the modifier changes to -10%, in addition it adds a +5% happiness/stability modifier to your civilization. Using this justification makes all options in peace treaties more expensive. The amount obtained from Aggressive Expansion is Low. Pacification: Only available in civilizations whose aggressive expansion is medium high or civilizations that have broken a treaty. Winning with this justification adds the same Humiliation modifier (Without rivalry). Adds a discount to each option in peace treaties except Religion Conversion, Demand Vassalization, Demand Vassal Transfer and Brush (province annexation). The amount of Aggressive Expansion is Null. Change Government: Its purpose is to be able to change the type of government of a civilization. Winning against an opponent using this justification gives you a discount when selecting Change Government.in peace treaties and increases provinces annexation cost. Aggressive Expansion amount is Medium. Religious Conversion: Justifies the change of religion of a civilization for your religion. Gives a discount on Religion Conversion when peace treaties are made and increases provinces annexation cost. The amount obtained of Aggressive Expansion is Low. Vassalization: Begins the justification for vassalizing the enemy civilization. Gives a discount on Demand Vassalization option in peace treaties. The amount obtained from Aggressive Expansion is Medium. Vassal Transfer: A justification that demands the transfer of a vassal from the enemy civilization to you. Offers a discount on Demand Vassal Transfer but the cost of annexation of provinces increases. The amount of Aggressive Expansion obtained is Medium Low. Military Access: Justifies starting a war after the target civilization has refused to offer you military access. Makes the Demand Military Access option free, but all other options have an increased cost. The amount of Aggressive Expansion obtained is Low. Liberate Civilization: Starts a justification to liberate a civilization from another that has previously conquered it. It gives a discount on the option of the same name in peace treaties, but significantly increases the costs of all other options. The amount of Aggressive Expansion obtained is Null. --- The following War Goal Justification options have no parallel in peace treaties. Which means that they are not added to the game, I will probably make an idea where I will deal with the these options and some extras in the peace treaties. --- Force Resource Trade: Justifies starting a war in order to start trading a resource produced by that civilization. Aggressive Expansion is Low. Force Law Change: Justifies a war to change some law of that civilization. The amount of Aggressive Expansion obtained is Low. Force Union: Begins justification to force a Union with the enemy civilization. The amount of Aggressive Expansion you get by this justification is Medium High. --- The latest War Goal is made to combine with the @Wayne23lololh idea of Cultures and Nationalities. --- Culture Unification: A justification for war that demands the unification of a separate culture through the conquest of those provinces. Offer a notable Score discount in provinces that have a National Claim. The amount of Aggressive Expansion obtained is Medium. You can select more than one War Goal (It has a limit based on your type of government) and depending on the number of demands you make, the size of the enemy civilization's army, and its global top ranking, the justification may take a few weeks to several months to complete. When a justification has been completed, it can be valid for one to several years, this factor is determined by the amount of time you waited for the justification to be completed (1 Month or Less = 1 Year validation. 2 Months = 2 Years and so it goes on and on) Send an Ultimatum: One of the best options that exist in AOH2 and the reason is that its because is an idea with a lot of potential that I had not seen in any other Grand Strategy game (And also because is OP). The options that were excluded from the main diplomacy panel are found in the Ultimatum, since their existence was not necessary in the main panel if I simply add them in the Ultimatum options. If a civilization rejects your Ultimatum, then you will automatically obtain a War Goal Justification based on the demand you demanded in the Ultimatum. It is worth mentioning that the waiting time for a Justification still applies. Ask for Guarantee: I had already included this option in a previous post, but it can be applied to any civilization that is "weak" and seeks protection. When asking a civilization of greater power for a guarantee, it may or may not reject you, it all depends on your relations with that civilization and its military capacity, if you ask this to a weaker civilization then they just gonna reject the offer. Send Trade: Start a trade that can be a one-time trade or a constant trade (Similar to the trades in the Civilization games). I will not deal with the topic of trade in this post because it simply seems to me to be a very extensive topic, similar to the extra options in peace treaties I am going to make a post dedicated to dealing with trade. Declare Union: Another of the diplomatic interactions that existed in AOH2. This is personally my favorite option, I always liked the idea of forming Confederations and similar things, but as far as we have seen, it hasn't been added to AOH3 yet. That's why I bring it back (and more extended). To begin with, to form a Union, certain conditions must be true, things like being in an alliance and having a strong positive relationship with the country is mandatory, some factors can also help you accept them more easily, If the civilization is your vassal, has your Cores or you have theirs, it can influence even more them to accept the Union, obviously only if you have good relations with that civilization. If the civilization is a vassal of another, then declaring a Union will not be allowed. It is worth mentioning that depending on the level of autonomy that each Union allows, civilization has more or less chances of accepting. Confederation: The union with the most autonomy of all, when a state or group of states join together in a Confederation, All states that are under a Confederation have two leaders, the leader of the Confederation (The one from the player's civilization or the one that created the Confederacy) and the state leader (The normal leader of the civilization). The leader of the Confederation will be able to freely intervene in any of the civilizations that are part of it, as if those civilizations were an extension of the leading civilization, however, The leader of the confederation will not be able to manage the armies nor will he be able to administer the Civilization Legacy. Similar to how it works in Bloody Europe in Free-Play Mode, when you click on any of the flags of the countries that are part of a Confederation, you will be able to manage that civilization. Civilizations that are part of a Confederation can leave it at any time, so it is important to maintain good relations if you are the leader. In turn, nations that are part of a confederation can leave it due to the intervention of third parties, things such as rebellions, establishment of a new government or invasion of that civilization can end in that civilization leaving the Confederation. Personal Union: Similar to the Confederation, the Personal Union can be interpreted as an intermediate point between the Confederation and the Real Union. If a Civilization agrees to be part of a Personal Union, its leader portrait will change to the one who sent the proposal and the leader will manage both civilizations as if they were one, without limitations like the Confederacy. Just like in the Confederation, if the player is the leader of the Personal Union, they can switch between civilizations by clicking on their flags. Civilizations that are part of a personal Union cannot break the Union or separate on their own as in the Confederation, but they can still separate through third parties intervention. Civilizations that are part of a Personal Union can still evolve into a Real Union if it is maintained long enough. Real Union: The Real Union is the most complicated of the 3 and the one that is most difficult for another civilization to accept. The easiest way to get a Real Union is if you are patient enough for the civilizations that are part of a Personal Union to accept (Civilizations that are part of a Personal Union will gradually have more chances of accepting a Real Union). The Real Union unites both civilizations into a single political entity, creating a new country in the process. The capital is established in the capital city of the country that sent the Union proposal. There's not much to say about this Union, its gameplay is basically the same as always but you obtain territory peacefully and that's it. If you really took the task of reading the entire post, I appreciate your attention and I would also appreciate if you share your opinion about it. I will try to answer each question Well, that's all, thank you comrades! 😄4 points
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Maksymalna wielkość armii
Mihael1 and 3 others reacted to Łukasz Jakowski for a topic
Wystarczy zmienić limity armii w plikach GameValues i ponieść 1000 krotnie koszt rekrutacji ponad limit armii.4 points -
Hi I am providing a list of some ideas that I would like to be implemented into the game Being able to change your puppet´s administrative subdivision (Annexed - State - Territory - Region - Independent Municipality/District) (So you don´t have to worry about certain provinces the ai will automaticly manage the region but you can also control it.) Create cities / towns mid game or expand already existing towns Seasons - Each season would have some pros and cons like the troops would move slower in the winter and in the summer you would need more water / food supplies etc. Bridges - You will need to build bridges to cross rivers Hospitals - Curing diseases from civilians or soldiers Airbases - Allows airplanes to be stored Post Offices - Increasing happiness and war support (Soldiers writing to their wifes home) Roads Churches Trenches - Military advantage War Cemeteries and Monuments - Increase of happiness (edit: I am also sorry for all the mess I have made in the community and not keeping my promises, I would like to start all over again and forget my past in the community)4 points
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Help with ZoomIn for map.
Dule22 and 3 others reacted to Łukasz Jakowski for a question
In the Overlays.json you can increase alpha Alpha: 0.1, AlphaScaleZoomOut: 0.325, AlphaScale: 0.425,4 points -
changing advisors by events in-game e
Evis7 and 3 others reacted to Łukasz Jakowski for a question
# Civilization will get Economic Advisor(1): Franklin from the game/characters/Franklin.json if exists! add_advisor2=1=Franklin # Civilization will get Military Advisor(3): Zhukov from the game/characters/Zhukov.json if exists! add_advisor2=3=Zhukov # 0 = Administrative Advisor # 1 = Economic Advisor # 2 = Innovation Advisor # 3 = Military Advisor Civilization will get Random Economic Advisor add_advisor=1 kill_advisor=1 # 0 = Administrative Advisor # 1 = Economic Advisor # 2 = Innovation Advisor # 3 = Military Advisor4 points -
Folders for saves.
panszop and 2 others reacted to Das Moss Man for a topic
Hello my serfs and lords. From what I have seen in AOH3 saves will get messy. (I mean sorting through them.) So I propose folders. Folders will store an entire playthrough, so for example: if you have a German world conquest and you have alot of saves and wanna go back to a specific point. Instead of scrolling for ages and examining each save with the german flag. You just search "German world conquest" in folders and tada! And just so you know I'm pretty sure this is a feature in CK2 That will be all, please let me know what you think. Give critism pls :-Þ3 points -
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.3 points
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Aoh3 needs a customization update
Bargor and 2 others reacted to TheAngryProgressive for a topic
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"3 points -
Happy new year everyone!
YouravaragebrazilianAoCfan and 2 others reacted to Warnnexx for a topic
this year lukasz released the greatest mobil strategy game aoh 3. thanks for everyone that helped atleast a little bit (like me).3 points -
update Sell provinces
panszop and 2 others reacted to susugaming69 for a topic
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?3 points -
update Sell provinces
Ilovethisgame2 and 2 others reacted to Łukasz Jakowski for a topic
https://steamcommunity.com/app/2772750/discussions/1/4632608282461134844/#c70048811188916253543 points -
I agree with this take, or if Lukasz is really going with the incentive of not letting us liberate any country we want, at least add special decisions where nations can create historical vassals...3 points
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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.3 points