Jump to content
Age of History 3
Eastert

My suggestions

Recommended Posts

1) Minimum army to attack and capture any province must be over 1% of province population.

2) If the nation lost 60% of its population then it should capitulate.

3) sea movements must cost 20-time more expensive than the same number of troops in land (or look at 6 point)

4) assimilation must be much slower (or you can make deportation?)

5) It must be much more expensive to maintain the far territories than those, that closer. So countries wich have normal borders will have better economic, so they will prevail and the bordergore-countries will not survive very long

6) Actually i dont like when people write about types of units, but there's a single type wich can bring a lot of realistic stuff to the game - the naval units. The naval units will protect the naval provinces, so the enemy will not be able to move his land troops to these provinces if he didn't defeat the enemy's naval troops by his ones there. Thus, the control of the seas will lead to the control of the world), like in the real history.

7) If the army appeared to be encircled by the enemy and it's staying there for 3 turns (being totally unconnected to its mainland or capital) then its capacity to fight decreases twice. I mean that 100 of its soldiers will have the strengh only like 50 of enemy soldiers. And then its strength will only decline. Or maybe even the % of units number itself will disappear.

Another idea - if the army is encircled by the enemy and unconnected with its capital then it must take huge number of diplomacy points to manage units in it. And there's only 50% random possibility that they will not be frozen and able to move. I believe it will totally resolve the strange-border-problem during the wars.

😎 I dont know if it's executed already but i want the units of the different countries to have different strength. It should depend on the technology rate. If country has the technology rate - 1.0 then its 100 units should be able to defeat 1000 units of the country wich has 0.1 technology rate.

Edited by Eastert

Share this post


Link to post
Share on other sites

I've already spoken about capitulation on a different thread which has the same topic

So here's my edit or let's say, comments on your suggestions

I've already spoken about capitulation on a different thread which has the same topic

So here's my edit or let's say, comments on your suggestions

1-) It shouldn't be, “A is outnumbering B so the province becomes under his control now.” The current system is perfectly fine. 

 1.1-) When attacking alongside your allies not all of your units should be dead if you have the lesser numbers.

3-) It would make the player run out of movement points, they are perfectly fine the way they currently are.

4-) There's no need for assimilation to be slower. It already takes a good amount of time, and sometimes you need to assimilate a province again. 

5-) That feature is already in the game, except your idea is non-existent. To fix border-gore the AI needs to be perhaps rewritten entirely to focus on SPs which I have mentioned in the thread about capitulation. Losing the territory you gained shouldn't depend on the distance to the capital of your country. If you want to make something like that you can release a vassal like I am currently doing.

6-) I can talk about unit types for hours but because it most likely will not be implemented in the game, I'm going to say something for the first time here. Unit types should have been varied from the start. Tanks, paratroopers, artillery, infantry, aerial, and naval. Recruitment of some of them should take longer than regular infantry. A balanced amount of units give low casualties, while an unbalanced one gives a lot. The units have different sprites/icons and modifies the strength of the army in the province both for offensive and defensive. Same thing applies for naval units. But the difference is that they can only be recruited if the province bordering a sea province has a port.

7-) That already happens. You lose supplies and you lose defensive strength if you get encircled. 

100 vs 1000, they would eventually get outnumbered then die out if they got attacked. Should be a more balanced number, and the number of casualties should also depend on the technology level. 

What do you think?

Share this post


Link to post
Share on other sites

1) - I meant capturing empty province. Now the minimum amount of army to take the province wdhout army is 10, i suggested that your army must be over 1% of civilian population of this hostile province.

3) Not movement points, but money

4) Playing as Germany i can invade Poland in 1939 and completly assimilate it till maybe 1941. Is that realistic? And i think more - assimilation should worsen the way all other countries treat you, at least democratic countries.

7) No, never met this in the game. But saw a lot of pockets of armies migrating through entire enemy's mainland.

8.) How did britains captured the entire India, Australia, North America, a lot of very populated nations in the middle east? - answer is a technology level. And proportions were much bigger than just in 10 times.

Edited by Eastert

Share this post


Link to post
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.

Guest
Unfortunately, your content contains terms that we do not allow. Please edit your content to remove the highlighted words below.
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.



  • Popular Now


  • Our picks

    • AoH3 – Help with translation of the Game
      Hi, I need your help translating the Age of History 3 to your native language.
      Your translation into your native language would be very helpful! ❤️

      In the attachment is a file with new texts in the game to be translated.
       

      How to make translation:

      In the file there is list of texts in the game

      The Left side is the key, do not change it!

      The right side of each line after = is the translation to your language

       

       

      Example:

      ChooseAnAdvisorToHire = Choose an Advisor to Hire

      ChooseAnAdvisorToHire is the key, don't change it

       

      Correctly made translation:

      ChooseAnAdvisorToHire = Your translated text
      ClickToHireAnAdvisor = Your translated text
      ClickToFireAnAdvisor = Your translated text

      etc.

      ShiftClickToInvestXTimes = Shift + Click to invest {0} times

      In the place of {0} will be placed number or text

      PerformTheActionXTimes = Perform the action {0,choice,0#{0} times|1#{0} time|1<{0,number,integer} times}

       

       

      For now the game is translated to: Only English language!

       

      translation.txt
    • Bloody Europe II | New update
      Bloody Europe II - it's a mod with a huge map of Europe.

      In these mod is:
      -Giant map of Europe (4434 provinces) + big map of Europe (2637 provinces) + large map of German Empire (937 provinces)

      -Large count of scenarios from ancient times to alternative future

      -New fonts and music

      -Plenty of new civilizations, form civs and union

      -You will see changes in the game code that will change the game significantly
    • Events - Common events for every civilization in the game
      Hi,
      in this topic, I am interested in your ideas for events that can happen for every Civilization in the game.
      I'm also interested in Missions for every Civilization.

      Here is some example, have more than 10k army, have more than 5000 gold, build 10 buildings, recruit an Advisor, increase tax efficiency 20 times, be largest  producer of some resource in the world, unlock 5 Civilization legacies etc.
      • 169 replies
    • First preview of the Alpha version of Age of History 3
      First preview of the Alpha version of Age of History 3, YouTube.
      Release date: When it's ready 😛 Subscribe for more!



       





       
    • Land units - Ideas AoH3
      AoH3 will have different types of land units.

      In this topic we will write ideas for new land units. 

       

      So the AoH 3 will have new battle system.


      Representation of the battlefield in the game.


      Land units will be grouped into 3 types. Each unit will have a different recruitment cost, attack, defense, movement speed and upkeep.

      Groups determine the placement of units on the battlefield.


       

      Each unit can be unlocked by researching technology and then upgraded.

       

      Here is the current list of units with upgrades:

      First line:

      Warrior -> Light Footmen -> Heavy Infantry -> Infantry -> Line Infantry -> Modern Infantry

      Hoplites -> Spearmen -> Pikeman -> Elite Pikeman -> Musketeer -> Riflemen -> Mechanized Infantry -> Modern Mechanized Infantry

      First line side:

      Horseman -> Elite Horseman -> Cavalry -> Tank -> Modern Tank

      Second line:

      Archer -> Bowmen -> Crossbowman -> Elite Crossbowman

      Canon -> Field Cannon -> Artillery -> Modern Artillery

      Early Airplane -> Airplane -> Modern Airplane

       

      This is a very early version, so maybe something should be changed?

      Or maybe an idea for a new type of unit with upgrades? I'm waiting for your suggestions.

       
×
×
  • Create New...

Important Information

We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue. Age of History Games