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Hi, i'm former author of very simple tool "CivEditor" (u can found somewhere in this forum) I create that tool for help anyone to add new civ faster as possible But if u can remember me, I left this game around 1 year ago Now, i'm back to the game again! Currently i'm main on JavaScript Development (Web/Graphic/GIS) in somewhere I play this game in coffee time, But i never see this is change from 1 year ago I hope this game will be good historical game but from my skill & idea i can create better strategy game than this or game like EU4/HOI4 XaXa, Emm... I mean this
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Add multiplayer for the game so it will became more fun! (Sorry if I wrote something wrong)
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- multiplayer
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I just added the "Non aligned" ideology I am just posting the file here, you can add your own crown or symbol yourself :3 Governments.json
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Hi, the army in this game could look a little different, what if it was divided into types? For example: -Cavalry -Insurgents (In addition, the possibility of choosing as the country which we want to start an uprising and regain independence.) -Light Inflatry -Horse Riding Charge -Line Inflantry -Winged Hussars -Uhlans -Dragoon Regiment -Panzer Division -Riflemen E.t.c.
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Hello, guys! This is mein first topic on this forum. Dear, developer. Can you add political parties system like in Hearts of Iron IV? Or can you add Parliament System like in Victoria II? So, I'll suggest you my own parties system. I borrowed it from HOI and Vic. Parties mechanic: You will hire an advisor, which will boost popularity of each party. Each advisor - 1 party. Also, you can arrange elections like in Victoria II. You will boost the party popularity in other countries or arrange coup d'etat and set the ally government.
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Recently I had an idea, it's the idea by adding a focus tree into the game. Its gonna be based like the images I will attach with this thread. The focus tree will redirect to another focus (Represented by events in my images) (I know it's not the first time someone is aware that we need more stuff into the game but I'm adding my point.)
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Normal diplomacy Integrate vassal - required >50 relations. It slowly (turn per turn) assimilate vassal ( unlike demand annexation that need to assimilate after annexing ), it cost diplomatic point and money depend on vassal size (population). Coalition ( I know about coalition in trade) - Temporary alliance of few nation against large nation that have -50 relations with those nation, disband after war. Great power - Interfere in war ( take side, occupied province automatically transferred to the nation that you take side) Holy Roman Empire
- 7 replies
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- diplomacy
- holy roman empire
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1. 시나리오 시작하기 전 커스텀 국가 생성&삭제, 영토 수정 (절대 에디터를 말하는 게 아닙니다) 예를 들면, 게임을 시작하기 전에 1200년 시나리오를 선택하고, 아나톨리아에 한국을 추가, 튀르크의 영토를 전부 한국에 통합하는 기능. 1440년 시나리오 중 오스만(혹은 오스만의 일부 영토)을 제거, 빈 영토를 비잔티움에 추가할 수 있는 기능. 2. 명령어 추가 예를 들면, 명령어에 money 50000을 입력하면 50000원의 국고가 채워지는 것. Europa Universalis 의 yesman 명령어에 대응하는 명령어. 3. 문화 추가 오스만을 예로 들면, 유럽 쪽에는 그리스 문화가 있고, 아나톨리아 쪽에는 터키 문화가 있음. 주 문화를 터키에서 그리스로 바꿀 수 있는 기능. 문화를 자국의 문화로 동화 시킬 수 있는 기능. 타 문화를 수용할 수 있는 기능. (현재 AOC II에는 코어만 있음) 4. 종교 오스만을 예로 들면, 유럽 쪽은 정교회가 있고, 아나톨리아 쪽은 이슬람이
- 2 replies
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- age of civilizations 2
- comment
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Dear Lukasz. Almost everyone appreciates your work. Especially when working alone on this game without any team, I understand that there are many issues. I shall compile every MAJOR issue I've heard of and have come across. Starting with my suggestions. 1. Diseases need more depth. 2.development doesn't have any effects. 3. I can hold an occupied province for 200+ turns without any revolts, 4 the AI doesn't match up with my own nation. Some countries have 0 to very little technology or military power(ex:40000+ units can easy conquer all of the British Empire in th
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If troops are encircled there should be punishments and drawbacks. In age of civilizations 2 there is not. Troops shouldn't be able to move around in all 360 degrees and go twenty thousand provinces whilst encircled. Matter of fact, one shouldn't be able to move there troops at all until it has been reconnected with ones own territory. There should also be turn by turn casualties. Let's say one turn 1 percent of encircled troops perish and then next turn lets say 10 percent and then it just increases and increases until inevitably all of them are dead. This would make the g
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So one can be playing as let's say russia and declares war as germany. This is a communist vs national socialist nation in europe. 10 turns into the war fucking democratic New Zealand and or fucking South Africa all the way across the fucking world will declare war on you for literally no reason at all. Weird ass war declarations like this will literally happen with no merit everytime you play and ruins your immersion and gaming experience. What I usually do is just peace out with them and then next turn they accept. So then it's like what the fuck? Other times this doesn't work. So
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This game can be annoying and painful micro management hell hole for literally no reason. Disbanding all troops from each one of your provinces is tedious and unnecessary. Moving all your troops to a border when all of them are spread out is tedious and unnecessary. Hell, maybe move all troops to this border equally button aka a front line button? This would make the game for mobile especially a lot less of a nuisance. Playing this game on mobile is a nightmare or even in general.
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Hungary vs Russia. Hungary marches all the way to Moscow, while russia takes all of Hungary's core territory. Hungary goes all the way to Siberia expanding 360 degrees and somehow they are still going and not capitulated. This makes the game not only a pain in the ass to play but makes no sense. The capitulation system should be like the one in hearts of iron 4. Meaning you take this _ much of a nation's core territory, this in return capitulates a nation. The winner who has the most war score should occupy the entire capitulates nation.
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I suggest a new update which makes use of the events system, as the game can be way more interesting with events. It is way too hard to set up events individually, and I just request that this is spread out to moderators and Lukasz Jakowski. Also, a more accurate placement of leaders to their proper timelines would be amazing. Thanks to Lukasz for developing this game(I am aware we demand too much from a one man developer, but I plead in behalf of many others!)
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I want leaders events.
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I don't know if it's just me or a common bug but I added Belarussian cores in Poland so that only Belarus can revolt around Minsk but instead of that I got Lendian revolts...in 2000's. Can you please make that only civilizations that have a core in a province can revolt in it? The other day I also got Slovenian revolts...in Vienna (they didn't cover any Slovenian provinces) which spread up to Berlin - I never added any Slovene cores.
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HELLO! I think that the national strength (such as the economy) of the countries in the countryside (western Africa, Central Asia, northern India, etc.) from the 1st century AD to around 1800 BC is a bit too high. So the power of small European countries may be equal to the power of countries in central Africa. I think this may be strange indeed. What do you think? (I'm not familiar with history so I'm sorry if my suggestions are wrong.) As I am not good at English, there may be many mistakes. Sorry Would you mind responding to me? I want to know your idea.
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1. The ability to make custom buildings for mods and stuff. 2. Aircraft. Aircraft would be like the ground army but can only be trained in provinces with an airbase. To attack with aircraft you could go into into a special 'Aircraft' map view. Aircraft can move 2 or 3 provinces at a time and can move through your territory, nations which you have military access to's territory and enemy territory. When over enemy territory there will be two buttons which will be kind of like the 'plunder' button for ground troops. One will commence a bombing raid which destroys population and economy and
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Dear, Łukasz Jakowski Me and many content creators lack the ability to change leaders using events. Please add this feature. This will greatly expand the possibilities of your game.
- 4 replies
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- scenario
- age of civilizations 2
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This is what I have so far. Im not finished yet, but probably won't finish it. So I figured I'd post it here in the mean time. My Suggestions for AoC2.pdf
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So here are my ideas Let us build borders like: Level 1: Iron Fence Level 2: Guarded fence Level 3: A Wall (would be great at east germany and Mexico) Military base: if a nation attacks a province with a military base soldiers by themselves would spawn there Level 1: Military Camp Level 2: Military Camp Level 3: Militarized Zone Weaponized Towers: if a nation attacks it would shoot at them Level 1: Shoot 1 quarter of them Level 2: Shoot half of them Level 3 shoot 3 quarter of them Also ability to build cities in a province L
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Welllll, these are some of my ideas to improve the game: -better trade request: I was playing with Nazi Germany and I had all provinces of Greater German Reich exept for two siberian provinces owned by British Raj. I was the first in the leaderboard and Raj was 2th. I couldn't risk too much so I asked him to do a trade request: he gave me that 2 provinces and I would gave him 10.000.000 money. He refused.... I asked him another time with more of 10 million but he still refused. So I would like that trade request'll be better. For example with provinces trading. Also I've noticed that AI e
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Have you ever found the wrong leader shows up for the wrong scenario? The current mechanic the game uses is that is chooses the leader born closest to the date of the scenario. However, I suggest introducing Reign Dates - start and end dates for a leader's reign. Say, for example, you had Wilhelm II of Germany as a leader. Wilhelm was born in 1856, but you had a scenario set in 1880. In real history, Wilhelm didn't come to power until 1888. However, in this scenario, Wilhelm would be the leader of Germany due to his birthdate. However, if you set the begin of his reign to 1888, then he wouldn'
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- suggestion
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