GalacticCakes 171 Posted January 10, 2024 Building Group: Military Era: 1910 - Post-imperialism, pre-conflict era Name: Trench Cost: 750 Gold Construction Time: Instant - 15 days - 1 month - 5 months (Province size, population, natural relief, biome and stability.) Maintenance Cost: 0,1 gold a month Technology: Advanced Underground Fortification Bonuses: +15% Defense + 26% Atack Penalty: unoccupied province: +30% Army maintenance -7% Moral -0,1% Units per month +25% Field-trenches diseases Occupied province: +36% Army maintenance -14% moral -0,5% Units per month +32% Field-trenches diseases Description: They are large excavations that are used for the defense of a province, they are generally dirty and are usually infested with rats, which reduces the morale of the troops. but it strengthens the defense of an occupied or native province. Destruction button: When the battle is imminently lost, you can destroy the trench before the enemy army manages to control them. |||||||||||||||||||||||||• ↑↑↑LV 2 Building Group: Military Era: 1917 - Confict Era Name: Advanced trench fortification (LV2) Cost: 1,450 Gold Construction Times: 5 months - 10 months (Province size, population, natural relief, biome and stability.) Maintenance Cost: 0,5 gold a month Technology: Advanced Excavation Machinery Bonuses: +21% Defense + 34% Atack Penalty: unoccupied province: +23% Army maintenance -2% moral -0,01% units per month +14% Field-trenches diseases Occupied province: +28% army maintenance -5% Moral -0,2% Units per month +19% Field-trenches diseases Description: a trench that, unlike the common ones, was not made instantly by a massive amount of population with the intention of defending a province in danger, but rather was made more slowly but hastily. ============= Reinforced Trench Network: Level 3 | - Research: Terrestrial Camouflage System. | Cost 2,121 gold | Maintenance Cost: 0,8 gold | Bonuses: +36% Defense, +31% Atack |Penalty: +17% Army maintenance, -1% moral, -0,01% units per month, +8% Field-trenches diseases Strategic Defense Complex: Level 4 | - Research: Heavy Weaponry and Advanced Communication Systems. | Cost 2,921 gold | Maintenance Cost: 1,1 gold | Bonuses: +42% Defense, +38% Atack, +1% moral. |Penalty: +13% Army maintenance, +4% Field-trenches diseases Integrated Fortification System: Level 5 | - Research: Environmental adaptation defenses | Maintenance Cost: 1,8 gold | Bonuses: +48% Defense, +42% Atack, +4% moral. |Penalty: +9% Army maintenance. |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||| Building Group: Administration Era: Age of civilizations Name: Foreign issuing office. Cost: 159 Gold Construction Time: 7 months - 9 months Maintenance Cost: 0,9 gold a month Technology: Control of distant lands Bonuses: +22% Administration + 19% Stability Allows you to colonize lands on the native continent. |||||||||||||||||||||||||• ↑↑↑LV 2 Building Group: Administration Era: Era of expansion (Or maybe for all era) Name: Colony Administration Office Cost: 820 Gold Construction Time: 9 months - 1 Year and 2 months Maintenance Cost: 1,5 gold a month Technology: Colonialism Bonuses: +32% distant administration +25% Stability of the colonial empire Special Features: implementation of colonial policies such as: Indian Rights (Spain), elimination of Indian ethnic groups (England), Participation in forced slavery in the colonies (Portugal), Intense exploitation of resources (France), Racial Separation (Germany, France) , Forced resource colony (Italy), discriminated slavery (Belgium), Population 1 to 100 Texas (USA). implementation of sabotage such as: Sending mercenaries, privateers or pirates to intercept economic ships of a country (England), promoting hatred and rebellion in the colonial region (United Kingdom), support for independence (Spain, France). colonization selection implementation: Select several provinces to colonize for a specific period of time, the time can be reduced by increasing the colonial budget or investing in the colony administration office. implementation of colonial trade such as: East Indian trade, West Indian trade, Indian trade, Chinese trade. possibly a colonial black market that sells a colony's resources cheaper than the original cost. possibility of creating a commonwealt if the necessary time passes, example: you colonized America in 1700, the commonwealt creation bar will fill little by little until it is full in 1960, where you will be able to liberate Nations that, despite being independent, will be governed For the country, of course, you will have to maintain an entire colony for two centuries to be able to carry out this process, possibly being a special achievement, and could even allow the achievement of steam: "Spain forever" if you manage to maintain the viceroyalties of America. Speaking of viceroyalties, it is a great possibility that Spain could create viceroyalties, which would be a variation of a colony, although it is practically the same. You can implement conferences, such as the Berlin conference, in which Africa was divided up, although it would be a bit complex, this would allow the lands to be colonized more quickly or avoid strange borders. Tdrr, Fire Quickly and Matvey 1 2 Quote Share this post Link to post Share on other sites More sharing options...
Daniel_2008_ 0 Posted January 12, 2024 add many rivers: kura, terek, don, wolga, tyra, wisla, oder, araks, mariza, Southern Bug, memel, duna and dnjepr. Quote Share this post Link to post Share on other sites More sharing options...
Daniel_2008_ 0 Posted January 12, 2024 add many rivers: kura, terek, don, wolga, tyra, wisla, oder, araks, mariza, Southern Bug, memel, duna and dnjepr. Quote Share this post Link to post Share on other sites More sharing options...
Daniel_2008_ 0 Posted January 12, 2024 add many rivers: kura, terek, don, wolga, tyra, wisla, oder, araks, mariza, Southern Bug, memel, duna and dnjepr. Quote Share this post Link to post Share on other sites More sharing options...
Bastien 7 Posted January 12, 2024 Add plantation in colony , that make you able to change the resource from a basic one to something else you can choose ( spice , sugarcane , coffee, cacao , dye , even silk ) and could we have trade post that increases the revenue of a resource Quote Share this post Link to post Share on other sites More sharing options...
Matvey 252 Posted January 14, 2024 There are a number of proposals based on buildings seen in the alpha (I apologize for possible repetitions and inaccuracies). The recording format implies the idea of modernization, and therefore I invite those who are not indifferent to my idea to offer their own version with a balance of the following buildings and the technologies needed for them. 1. An industrial version of buildings tied to resources in the province. In the alpha presentation, you can see that if you have the resource, special buildings such as “coffee plantation” are available. I thought that in an area with 18th-20th century technological levels, industrial improvements should be introduced for such buildings. Examples: Iron Mine --- Steel Mill; Sawmill --- Woodworking plant; Cereal field --- Distillery; (I also noticed that in alpha some provinces produce not natural resources, but basic goods such as glass or paper) Paper production --- Printing house; Glassblowing workshop --- Porcelain production etc. 2. About "Power plant". It would be nice if this building had special options for the terrain (obviously, with additional bonuses). For example, a geothermal power plant in the mountains; coal station in the province with coal, etc. 3. This is of course the height of arrogance, but what about buildings with restrictions on ideology? "House of Soviets" for communists, which enhances the negative and positive effects of low or high taxes. "Collective farm"/"Worker cooperative", which gives a positive percentage of production if there is a building for a local resource; um...Friendship Camp (self-censorship) for fascists, which, at the cost of growth rate, greatly reduces discontent in the provinces and slightly increases production. Sad but realistic; It can be done so that for monarchists/democrats (bourgeois)/fascists/communists there will be corresponding analogues of military buildings of the "gendarmerie/police station/secret police department/people's militia department". Differences in maintenance costs and efficiency are expected. The cheapest are among the communists, since the police are actually a militia, and the most effective are among the fascists due to unlimited terror; For bourgeois democracies, you can introduce the capital building "Central Exchange", which gives a bonus to taxes and every year (for example) provokes an event with different predetermined outcomes. From a complete collapse of the stock market, but economic prosperity based on a financial bubble that has not yet burst; For monarchies, you can add the expensive capital building "His Majesty's Palace", which makes it easier to improve relations with other countries with a monarchy and the same religion. Quote Share this post Link to post Share on other sites More sharing options...
DriesMertens 0 Posted January 14, 2024 (edited) Once the capital or several cities are captured the Country will fall directly. Edited January 14, 2024 by DriesMertens Quote Share this post Link to post Share on other sites More sharing options...
GalacticCakes 171 Posted January 14, 2024 Building Group: military Name: Radar Cost: 600 Gold Construction Time: 8 months and 12 Days Maintenance Cost: 0.4 gold per month Technology: advanced detection system Bonuses: detects nuclear bombs threat Detects bombers and enemies planes. Quote Share this post Link to post Share on other sites More sharing options...
General A1 2 Posted January 15, 2024 Building name: Spy Headquarters (HQ) Building category: Military Building cost: 10,000-20,000 Maintenance cost: probably between 1000 gold a turn or something like that I'm not too sure Bonuses Specific bonuses are tough to pinpoint as I am not the developer but I can point out the purposes of this building. Dealing with revolutionary groups: This building will enable the player to have intelligence on and effectively deal with any possible anti government/revolutionary groups operating in the country itself or in occupied territories. Dealing with extremist and terrorist organisations: Assuming this is added into the game, intelligence/spy agencies can help the player with fighting terrorist' insurgent and extremist organisations operating in the country or by working with other countries to fight these groups. Battlefield intelligence: This one should be obvious but spy agencies can provide intelligence an an enemy's armed forces which will allow the player to make better battlefield decisions. Sabotage: The spy headquarters will allow for sabotage to be carried out against other countries I.e. at a navy base or airbase As mentioned above the specific bonuses for this building are at the discretion of Mr Lukasz Jakowski. I have simply provided what I believe to be the benefits of this building Matvey 1 Quote Share this post Link to post Share on other sites More sharing options...
il doge 2 Posted January 17, 2024 type economy Era 1900 Name desalinazion implant cost 10000 or 9000 depending on technology and distance from sea maintenance 50 a month technology desalination/artificial hearing bonuses allows to increase gro rate in deserting terrain HUN İMPARATORLUĞU and General A1 1 1 Quote Share this post Link to post Share on other sites More sharing options...
ReLighting 2 Posted January 18, 2024 (edited) Building Group: Military Name: Fortifications of Derbent Cost: 30 Gold Construction Time: 50 Days Maintenance Cost: 0.15 gold per month Required Technology: TownHall Bonuses: Defense: +65% Edited January 18, 2024 by ReLighting HUN İMPARATORLUĞU 1 Quote Share this post Link to post Share on other sites More sharing options...
mr.qzit 2 Posted January 21, 2024 mill purchase cost 40 coins maintenance cost 1 coin per month 1 small mill (upgrade cost 10 coins (+0.7 to population growth in the province in which it is located and +0.3 to population growth in the neighboring province) 2 wind tower (cost of pumping 14 coins (+1 to population growth in the province in which it is located and +0.7 to population growth in the neighboring province) 3 mill (cost of pumping 19 coins (+2 to population growth in the province in which it is located and +1 to population growth in the neighboring province) 4 large mill (purchase cost 24 coins (+3 to population growth in the province in which it is located and +1 to population growth in the neighboring province)) and also each pumping gives x1.5 to the farm in the province in which it is located and x1.2 to the farm in the neighboring province but there are also negative boosts -20% to the intelligence of the population and deurbanization, that is, -5% to all other buildings but only affects the province in which the mill is located NOTE: All values are subject to change. HUN İMPARATORLUĞU 1 Quote Share this post Link to post Share on other sites More sharing options...
angamo123 141 Posted January 23, 2024 So i watched videos about new features and I don't see any button to help construct buildings easier like button to construct all buildings in one provinces and button to construct one building in all provinces Quote Share this post Link to post Share on other sites More sharing options...
angamo123 141 Posted January 28, 2024 Can we change the world map background to get the rest of those nations near north pole? Quote Share this post Link to post Share on other sites More sharing options...
karbo 0 Posted February 15, 2024 (edited) Grupa budynków: wojskowy Nazwa: lotnisko Koszt: nie wiem Czas budowy: 120 dni Koszty utrzymania: nie wiem Nazwa technologii: nie wiem Bonus: nie wiem Wojskowe lotniska umożliwiło by przemieszczania się w promieniu kilka kilometrów od lotniska i tam właśnie by lądowali i startowali samoloty Edited February 15, 2024 by karbo Błąd ortograficzny Quote Share this post Link to post Share on other sites More sharing options...
angamo123 141 Posted February 29, 2024 Can we add more buildings? HUN İMPARATORLUĞU and wbladew5 1 1 Quote Share this post Link to post Share on other sites More sharing options...
mr.qzit 2 Posted March 4, 2024 I propose to improve the ports by adding 2 things: a trade map and “trade”, but how will this work: the country produces/extracts a resource such as timber, coal, diamonds, etc. they can be sold to another country, in which way we explore the port, then ships, and then we can go to the port window and load the resource into the ship, then send it to another country under an agreement and earn the amount that we agreed on in advance (TRADE ONLY RESOURCES AND NOTHING ELSE) the port can develop at several levels; The number of spaces for ships and cargo depends on the level. As for the trading card, there will be a map on which the ports are marked and a request for the purchase and sale of cargo (resource) is made on it. Then there will be seasons when it is more expensive and cheaper, for example, if you sell coal in the summer, it will be cheaper than in the winter. All HUN İMPARATORLUĞU 1 Quote Share this post Link to post Share on other sites More sharing options...
davigs 2 Posted March 30, 2024 What if something like a 'military bank' were added, similar to a recruitment center? In the province where it's placed, you could hire an army without spending money to maintain them. Instead, you'd spend money to maintain the building itself, gradually recruiting troops over time until reaching maximum capacity, which could be increased by upgrading the construction. It would be worthwhile since they already left the building prepared, as sometimes a nation can attack you unexpectedly." HUN İMPARATORLUĞU and wbladew5 1 1 Quote Share this post Link to post Share on other sites More sharing options...
Carson Kenway 1 Posted April 6, 2024 Lukasz, maybe you can add a feature to be able to buy war equipment from other countries HUN İMPARATORLUĞU 1 Quote Share this post Link to post Share on other sites More sharing options...
HUN İMPARATORLUĞU 1 Posted May 12, 2024 (edited) Lukas gemide olsun hani sen dedin ya mızrak atardan silah olması İşte ilk gemi,modern gemi,top gemi,havan,gemi gibi olsun Kara ve hava var ama gemi yok lukas yaparsan daha iyi olur herkes Bunu istiyor lukas Edited May 12, 2024 by HUN İMPARATORLUĞU Quote Share this post Link to post Share on other sites More sharing options...
HUN İMPARATORLUĞU 1 Posted May 12, 2024 Lukas market olsun market inşa edebilerim Quote Share this post Link to post Share on other sites More sharing options...
HUN İMPARATORLUĞU 1 Posted May 12, 2024 (edited) Lukas mesela türkiyede istanbul boğazı var buradan geçen ülkeler vergi versinler Edited May 12, 2024 by HUN İMPARATORLUĞU Quote Share this post Link to post Share on other sites More sharing options...
HUN İMPARATORLUĞU 1 Posted May 12, 2024 (edited) Korsan: Bazı gemilerden araç almak çok daha çok altın alırsak mesela 100 altın veya 200 altın alırsak İlişkiler -3 3 3 3 3 azalıcak Edited May 12, 2024 by HUN İMPARATORLUĞU Quote Share this post Link to post Share on other sites More sharing options...
Naval 212 Posted May 15, 2024 (edited) this topic start the AOH3 Edited May 15, 2024 by Naval Quote Share this post Link to post Share on other sites More sharing options...
HUN İMPARATORLUĞU 1 Posted May 15, 2024 On 10.01.2024 at 21:38, Łukasz Jakowski said: MERHABA, Bu başlıkta oyundaki her Medeniyetin başına gelebilecek olaylara dair fikirlerinizi merak ediyorum . Medeniyetin bir şeyler yapması gerekiyor, yoksa bir şeyin seviyesi daha yüksek veya daha düşük olacaktır. Bir olaylar zinciri oluşturmak da mümkündür. Ayrıca Her Medeniyete Yönelik Görevlerle de ilgileniyorum. Etkinliklerin aksine görevler, tamamlanacak görevlerin listesini içeren özel bir menüde gösterilecek. İşte bazı örnekler: 10.000'den fazla orduya sahip olun, 5.000'den fazla altına sahip olun, 10 bina inşa edin, bir Danışman işe alın, vergi verimliliğini 20 kat artırın, dünyadaki bazı kaynakların en büyük üreticisi olun, 5 Medeniyet mirasının kilidini açın vb. İstediğiniz her şeyi bulabilirsiniz, eğer iyiyse eklemeye çalışacağım. Şablon Başlık: Görev Tanımı: (eğer bu bir görevse) Basit Açıklama: Tetikleyiciler: Sonuç 1: Sonuç 2: Örnek Başlık: Tarımsal Atılım Basit Açıklama: Dikkate değer bir ilerlemeyle, illerimizde tarımda başarılı bir devrim yarattık. Tetikleyiciler: Medeniyet, eyaletlerinin nüfus artış hızını 25 puan artırmalı ve rastgele şans %77,5'tir. Sonuç 1: Nüfus Artışını Artırın - Random eyaleti büyüme oranını 5 puan artıracak Sonuç 2: Askeri Kuvvetleri Genişletin - Rastgele eyalet insan gücü seviyesini 5 puan artıracak On 04.11.2023 at 20:13, Łukasz Jakowski said: Fikirleriniz oyunun bir parçası haline gelebilir, bu başlıkta Age of History 3'teki yeni binalar için fikirler yazacağız. Binalar dört kategoriye ayrılacak: 1. Yönetim 2. Askeri 3. Ekonomi 4. Benzersiz başkent binaları - Bu güçlü binalar yerel eyalete veya Medeniyetinizin veya Medeniyetinizin tüm eyaletlerine bonuslar sağlar Tüm binalar yükseltilebilir, işte örnek: Kütüphane -> Üniversite -> Akademi Her binanın maliyeti farklıdır ve farklı bonuslar verir. Bina fikri gönderinizin böyle görünmesi gerekiyor, örnek Bina Grubu: Yönetim Ad: Vergi Dairesi Maliyet: 60 Altın İnşaat Süresi: 90 Gün Bakım Maliyeti: Aylık 0,2 altın Bu binanın kilidini açan teknolojinin adı (İsteğe bağlı) Ve buraya bu binanın hangi bonusları sağladığını yazın. Örnek: Bonuslar: Yerel Vergi Verimliliği: +%10 Aylık insan gücü: +25 Aynı şey bina yükseltmeleri için de geçerli. Yeni inşa fikirlerinde en önemli şey eski oyuna bağlı kalmamak, yaratıcı olmak ve Age of History 2'de bulunmayan yeni bonuslar sunmaktır ve belki oyuna yeni şeyler ve mekanikler eklenecektir. Yazının şablonu: Bina Grubu: İsim: Maliyet: İnşaat Süresi: Bakım maliyeti: Bu binanın kilidini açan teknolojinin adı: Bonuslar: Lukas hayvancılık olabilir ekonomi katkı sağlar Quote Share this post Link to post Share on other sites More sharing options...