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Age of History 3
Łukasz Jakowski

Events - Common events for every civilization in the game

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Current trigger list, this is an early version and new ones can be added at any time

invested_in_economy_over=125
invested_in_economy_below=50
increased_growth_rate_over=25
increased_growth_rate_below=75
increased_tax_efficiency_over=50
increased_tax_efficiency_below=100
increased_manpower_over=150
increased_manpower_below=250
developed_infrastructure_over=10
developed_infrastructure_below=55

buildings_constructed_over=20
buildings_constructed_below=20
administrative_buildings_constructed_over=5
administrative_buildings_constructed_below=15
economy_buildings_constructed_over=1
economy_buildings_constructed_below=8
military_buildings_constructed_over=3
military_buildings_constructed_below=5
unique_capital_buildings_constructed_over=1
unique_capital_buildings_constructed_below=3

civ_provinces_over=150
civ_provinces_below=75
civ_provinces_equals=35

civ_gold_over=1234
civ_gold_below=4321

civ_total_income_over=11.4
civ_total_income_below=3.25
civ_income_taxation_over=12.7
civ_income_taxation_below=7.25
civ_income_economy_over=13.23
civ_income_economy_below=10.14
civ_income_production_over=25.5
civ_income_production_below=17.23

civ_loans_over=0
civ_loans_below=2
civ_inflation_over=3.75
civ_inflation_below=1.0

civ_legacy_over=250
civ_legacy_below=100

civ_has_resource=3
# Civilization has a resource ID: 3 and its production is over 14.5
civ_has_resource_over=3=14.5

civ_manpower_over=15000
civ_manpower_below=1500
civ_max_manpower_over=20000
civ_max_manpower_below=17500

civ_regiments_over=40
civ_regiments_below=10
civ_regiments_limit_over=24
civ_regiments_limit_below=30
civ_battle_width_over=20
civ_battle_width_below=30

civ_regiments_over_regiments_limit=true
civ_gold_over_max_amount_of_gold=true

civ_capital_buildings_over=3
civ_capital_buildings_below=4
civ_capital_tax_efficiency_over=17.2
civ_capital_tax_efficiency_below=24.3
civ_capital_economy_over=24.2
civ_capital_economy_below=92.2
civ_capital_manpower_over=17.2
civ_capital_manpower_below=21.4
civ_capital_growth_rate_over=72.5
civ_capital_growth_rate_below=97.2
civ_capital_infrastructure_over=2
civ_capital_infrastructure_below=3
civ_capital_population_over=95000
civ_capital_population_below=35750
civ_capital_fort_level_over=3
civ_capital_fort_level_below=5

recruited_advisors_over=27
recruited_advisors_below=23

civ_administrative_advisor_skill_over=1
civ_administrative_advisor_skill_below=2
civ_economic_advisor_skill_over=3
civ_economic_advisor_skill_below=4
civ_innovation_advisor_skill_over=2
civ_innovation_advisor_skill_below=5
civ_military_advisor_skill_over=3
civ_military_advisor_skill_below=3

civ_advisor_age_over=2=37
# Advisor ID: 2, Years old is over 37
# 0 = Administrative Advisor
# 1 = Economic Advisor
# 2 = Innovation Advisor
# 3 = Diplomatic Advisor

civ_advisor_production_efficiency_over=1=4.5
# Advisor ID: 1, Production Efficiency old is over 4.5
civ_advisor_construction_cost_over=1=-8

civ_military_academy_over=0
civ_military_academy_below=3
civ_military_academy_for_generals_over=1
civ_military_academy_for_generals_below=2
civ_capital_city_over=1
civ_capital_city_below=3
civ_supreme_court_over=2
civ_supreme_court_below=1
civ_nuclear_reactor_over=2
civ_nuclear_reactor_below=3

exists=pol
exists_any=eng

playing_time_over=365
playing_time_below=365

year_over=1800
year_below=1750

random_chance=12.5
# 12.5% chance to be true

has_variable=some_variable
has_variable_not=some_variable

## NOTE
# A civilization must have this variable, it can be used to create a chain of events.
next_and
has_variable=capital_city_economic_development

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Current list of outcomes, this is an early version and new ones can be added at any time:

gold=125
gold_monthly_income=2.0
legacy=75
legacy_monthly=4.5
research=35
advantage_points=3
manpower=7500
inflation=8.2

move_capital=75

declare_war=fra
change_ideology=4
change_religion=3

# province_economy=15.4 ### A random Civilization province will receive 15.4 economy points.
# province_economy_capital=15.4 ### A capital province will receive 15.4 economy points.
# province_economy_capital_all=15.4 ### All provinces of Civilization will receive 15.4 economy points.

province_economy=15.4
province_economy_capital=27.2
province_economy_all=3.5
province_tax_efficiency=3.2
province_tax_efficiency_capital=4.7
province_tax_efficiency_all=2.5
province_manpower=1.2
province_manpower_capital=1.7
province_manpower_all=3.5
province_growth_rate=8.2
province_growth_rate_capital=6.2
province_growth_rate_all=7.25
province_population=5000
province_population_capital=12500
province_population_all=2500
province_religion=3
province_religion_capital=2
province_religion_all=3
province_devastation=27.5
province_devastation_capital=45.5
province_devastation_all=15
province_unrest=15.5
province_unrest_capital=35.5
province_unrest_all=25.0
province_infrastructure=2
province_infrastructure_capital=1
province_infrastructure_all=1


## NOTE SPECIAL
# A civilization will get this variable, it can be used to create a chain of events.

add_variable=capital_city_economic_development


## We can also set temporary bonuses for X years:
bonus_duration=2
bonus_monthly_income=24.4

Civilization will have +24.4 monthly income for 2 years.

# List of all available, with simple examples:

bonus_monthly_income=12.2
bonus_monthly_legacy=2.4
bonus_monthly_legacy_percentage=10.2
bnus_maximum_amount_of_gold=500

bonus_tax_efficiency=10.5
bonus_growth_rate=15
bonus_province_maintenance=-25
bonus_buildings_maintenance_cost=-10
bonus_maintenance_cost=2.2
bonus_production_efficiency=25
bonus_income_production=10

bonus_income_taxation=7.5
bonus_income_economy=10.5
bonus_corruption=10.0
bonus_inflation=5.0

bonus_research=10
bonus_research_points=4.5

bonus_max_manpower=10000
bonus_max_manpower_percentage=10.25
bonus_manpower_recovery_speed=25
bonus_reinforcement_speed=15
bonus_army_morale_recovery=25
bonus_army_maintenance=-25

bonus_recruitment_time=-15
bonus_recruit_army_cost=-20
bonus_recruit_army_first_line_cost=-15
bonus_recruit_army_second_line_cost=-25

bonus_generals_attack=2
bonus_generals_defense=1

bonus_units_attack=4
bonus_units_defense=3

bonus_regiments_limit=6
bonus_battle_width=4
bonus_discipline=7.5
bonus_siege_effectiveness=25.5
bonus_max_morale=20
bonus_army_movement_speed=30.4

bonus_manpower_recovery_from_disbanded_army=25

bonus_war_score_cost=-25

bonus_construction_cost=-10
bonus_administration_buildings_cost=-15
bonus_military_buildings_cost=-20
bonus_economy_buildings_cost=-25
bonus_construction_time=-25

bonus_invest_in_economy_cost=-13.75
bonus_increase_manpower_cost=-7.25
bonus_increase_tax_efficiency_cost=-15.4
bonus_develop_infrastructure_cost=-12.5
bonus_increase_growth_rate_cost=-7.25

bonus_diplomacy_points=25
bonus_improve_relations_modifier=15
bonus_income_from_vassals=25
bonus_aggressive_expansion=-25

bonus_core_cost=-25
bonus_religion_cost=-15
bonus_revolutionary_risk=25

bonus_loan_interest=-25
bonus_all_characters_life_expectancy=5
bonus_advisor_cost=-20
bonus_advisors_max_level=2
bonus_general_cost=-15

bonus_disease_death_rate=75

kill_ruler=true
kill_ruler_chance=35

kill_advisor=1
# 0 = Administrative Advisor
# 1 = Economic Advisor
# 2 = Innovation Advisor
# 3 = Diplomatic Advisor

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1 час назад, Лукаш Яковски сказал:

Думаю, было бы неплохо, но идея только в современном мире.

 

Почитал про перенос столицы. И в голову пришла идея. В трейлере показано, что провинция предоставляет свои деньги (насколько я правильно понял). Какова идея, чтобы в случае потери столицы или при наступлении вражеских войск вылезло событие и перевести балансирующую страну в какие-то всемирные банки (по типу швейцарского)

 

Описание: Сэр, вражеские войска сосредоточились на столице / вражеские войска захватили половину нашего государства.

 

Триггер 1: Город возле столицы был захвачен

 

Триггер 2: половина страны захвачена.

 

Понимаю, что 1 работать над игрой сложно, но такая новая механика вызывает новый интерес к игре. Как я слышал, что кто-то предложил или уже есть такие организации, как ООН и тд. Было бы круто, если бы на голосование ООН из-за агрессии (конечно же в современном мире) можно было проголосовать за заморозку баланса баланса страны-агрессора 

И хочу спросить ли смогут страны капитулировать когда у них не будет шансов на победу ?

 

Edited by kroxxa

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1 hour ago, Łukasz Jakowski said:

Current trigger list, this is an early version and new ones can be added at any time

invested_in_economy_over=125
invested_in_economy_below=50
increased_growth_rate_over=25
increased_growth_rate_below=75
increased_tax_efficiency_over=50
increased_tax_efficiency_below=100
increased_manpower_over=150
increased_manpower_below=250
developed_infrastructure_over=10
developed_infrastructure_below=55

buildings_constructed_over=20
buildings_constructed_below=20
administrative_buildings_constructed_over=5
administrative_buildings_constructed_below=15
economy_buildings_constructed_over=1
economy_buildings_constructed_below=8
military_buildings_constructed_over=3
military_buildings_constructed_below=5
unique_capital_buildings_constructed_over=1
unique_capital_buildings_constructed_below=3

civ_provinces_over=150
civ_provinces_below=75
civ_provinces_equals=35

civ_gold_over=1234
civ_gold_below=4321

civ_total_income_over=11.4
civ_total_income_below=3.25
civ_income_taxation_over=12.7
civ_income_taxation_below=7.25
civ_income_economy_over=13.23
civ_income_economy_below=10.14
civ_income_production_over=25.5
civ_income_production_below=17.23

civ_loans_over=0
civ_loans_below=2
civ_inflation_over=3.75
civ_inflation_below=1.0

civ_legacy_over=250
civ_legacy_below=100

civ_has_resource=3
# Civilization has a resource ID: 3 and its production is over 14.5
civ_has_resource_over=3=14.5

civ_manpower_over=15000
civ_manpower_below=1500
civ_max_manpower_over=20000
civ_max_manpower_below=17500

civ_regiments_over=40
civ_regiments_below=10
civ_regiments_limit_over=24
civ_regiments_limit_below=30
civ_battle_width_over=20
civ_battle_width_below=30

civ_regiments_over_regiments_limit=true
civ_gold_over_max_amount_of_gold=true

civ_capital_buildings_over=3
civ_capital_buildings_below=4
civ_capital_tax_efficiency_over=17.2
civ_capital_tax_efficiency_below=24.3
civ_capital_economy_over=24.2
civ_capital_economy_below=92.2
civ_capital_manpower_over=17.2
civ_capital_manpower_below=21.4
civ_capital_growth_rate_over=72.5
civ_capital_growth_rate_below=97.2
civ_capital_infrastructure_over=2
civ_capital_infrastructure_below=3
civ_capital_population_over=95000
civ_capital_population_below=35750
civ_capital_fort_level_over=3
civ_capital_fort_level_below=5

recruited_advisors_over=27
recruited_advisors_below=23

civ_administrative_advisor_skill_over=1
civ_administrative_advisor_skill_below=2
civ_economic_advisor_skill_over=3
civ_economic_advisor_skill_below=4
civ_innovation_advisor_skill_over=2
civ_innovation_advisor_skill_below=5
civ_military_advisor_skill_over=3
civ_military_advisor_skill_below=3

civ_advisor_age_over=2=37
# Advisor ID: 2, Years old is over 37
# 0 = Administrative Advisor
# 1 = Economic Advisor
# 2 = Innovation Advisor
# 3 = Diplomatic Advisor

civ_advisor_production_efficiency_over=1=4.5
# Advisor ID: 1, Production Efficiency old is over 4.5
civ_advisor_construction_cost_over=1=-8

civ_military_academy_over=0
civ_military_academy_below=3
civ_military_academy_for_generals_over=1
civ_military_academy_for_generals_below=2
civ_capital_city_over=1
civ_capital_city_below=3
civ_supreme_court_over=2
civ_supreme_court_below=1
civ_nuclear_reactor_over=2
civ_nuclear_reactor_below=3

exists=pol
exists_any=eng

playing_time_over=365
playing_time_below=365

year_over=1800
year_below=1750

random_chance=12.5
# 12.5% chance to be true

has_variable=some_variable
has_variable_not=some_variable

## NOTE
# A civilization must have this variable, it can be used to create a chain of events.
next_and
has_variable=capital_city_economic_development

Lukasz what about army group-making? if a city and nears of it has soldiers they are one division ? isn't it will good and make more expensive the nuke

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Is an event.

Title: High Ranks Corruption

Simple Description: due to the whelty and power of our nation, many see chances of take more power. Stop them now is priority to our country!

Triggers: You annexed +50 provinces from one single war/event/commercial treaty and the treasury is higher than 500.

Outcome 1: Purge (the high ranks are replaced and the ruler is safe, but for 10 year the country suffers): Inflation +25. Corruption -100. Monthly income +5 gold. Growth rate -10. Army morale recovery -15. Tax efficiency -17. maintenance cost  +9. buildings maintenance cost +10.

Outcome 2: Treason (the high ranks seize power and lead the country into stagnation for 10 years) the ruler is killed and changed into a puppet of the high ranks (wich is very bad and almost don't have any good trait). All generals with more than 10 years of career are assassinated. Diplomacy points -10 per turn. Research -50 points per turn. Income per month -20 gold.

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Title: Passion is the genesis of genius

Simple Description: A very special individual has been born in our lands. It will bring wealth and prosperity! Or suffering and terror?

Triggers: High investments on technology at the same time you build +20 schools in less than 2 months.

Outcome 1: May he focus on progress (bonuses during 20 years): research +60. Growth rate +20. Production income +20. Corruption -15. Economy invertion cost -50. Disease death rate -60.

Outcome 2: May he focus on cannons (bonuses during 20 years): research +20. Growth rate -10. Production income -30. Units generates faster. Morale of units +5. Units move faster. Generals obtain +1 on attack and if their are fighting on national soil +2 of defence. Regiment limit +3.

Outcome 3 (if is possible): Free Will: gives random good traits with random bonuses.

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Title: Inspiration

Mission Description: Our advisors are good, but can be way better! Our government shall point on progress!

Simple Description: Advisors need to be reminded why they work.

Triggers: invest +1000 gold on the economy in less than a year. Build 2 farms, 2 schools and 2 workshops in any province.

Outcome 1: all advisors obtain +3 in all his abilities.

Outcome 2: (if you don't complete the mission in 10 years) all advisors obtain -3 in all his abilities.

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Title: Humillados.

Simple Description: The moral of the people is going down. What can you do to fix it?

Triggers: you lost a war against a rival. The rival shall take 10 or more provinces from winning that war.

Outcome 1: Regular speeches to the people (last for 10 years): +20 growth rate in all provinces and +30 in the capital. revolution risk (or something like that) -10. Happiness (idk if it's on the game) +10 in all provinces and +15 on the capital.

Outcome 2: We must become strong from this loss (bassicaly radicalization, last for 20 years): units generates faster. Generals obtain +2 in all traits. Advisors obtain +2 in all traits. Research +10 in millitary units. Probability of the ruler or an advisor being assasinated +20. Corruption +15.

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For Iran or the countries that celebrate Nowruz, some of the special events for the celebrations, for example, Republic Day and...

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Because I want to be clearly understood and I know that you are from my country, Poland, I will write in Polish:

Wydarzenia pojawiające się po działaniach szpiegów obcych państw w naszym kraju (pod warunkiem, że działanie szpiega zostanie przez nasze państwo wykryte. Dobrze byłoby, żeby była możliwość badania technologii, która zmniejsza szansę wykrycia szpiega jak i technologia kontrwywiadu. Obie technologie powinny zwiększać prestiż państwa):

Tytuł: Szpieg w naszym państwie

Opis: Jeden z mieszkańców naszego kraju okazał się być szpiegiem (… tutaj nazwa państwa z którego akurat udało nam się wykryć szpiega)

Wyzwalacz: Wykrycie szpiega (np. im dłużej dany szpieg znajduje się w naszym kraju tym większa szansa jego wykrycia oraz im państwo z którego pochodzi ma słabiej rozwiniętą technologię szpiegowską tym łatwiej takiego szpiega wykryć. Skoro jest możliwość wysyłania szpiegów to powinna być też możliwość ulepszania technologii kontrwywiadu, co poza zwiększeniem szansy wykrycia szpiega powinno też zwiększać prestiż państwa, a co za tym idzie miejsce w rankingu)

Rezultat 1: niech nasze społeczeństwo się o tym dowie (relacje z krajem z którego szpieg pochodzi spadną o 30, nieznacznie wrośnie manpower z racji wzrostu nastojów bojowych w społeczeństwie)

Rezultat 2: ukryjmy to przed społeczeństwem ( -500 złota)

Dzięki takiemu rozwiązaniu silniejsze państwa będą miały większe korzyści z wysyłania szpiegów, bo słabsze państwa, będą się bały pogorszenia relacji, więc będą wybierać utratę 500 złota

Zbilansowanie tego, żeby komunikat nie wyskakiwał za często i wykrywanie szpiegów nie było zbyt częste, a także żeby opłata za ukrywanie informacji przed opinią publiczną żeby nie byłą zbyt duża pozostawia Panu. Wzrost manpowera też musi Pan sam zbilansować, ponieważ jeszcze nie wiem ile to będzie za dużo, a ile za mało

Dobrze by było, żeby AI korzystało z każdej dostępnej opcji dyplomacji (w tym również ze szpiegów), ponieważ w AOH2, AI nie korzystało ani z gwarantowania niepodległości ani tworzenia unii ani wspierania buntowników ani z wysyłania prezentów ani tworzenia paktów obronnych (które moim zdaniem mają o wiele więcej sensu od nierozerwalnych, wiecznych sojuszy AI).

Korzystając z okazji proszę również, żeby w AOH3 nie było takiego błędu jaki jest w AOH2, że jeśli masz wojsko na terytorium swojego wasala i ktoś to terytorium zaatakuje, to tracisz całe swoje wojsko na zaatakowanej prowincji bez walki. Dokładnie taka sama sytuacja jest dostępem wojskowym.

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1 hour ago, Łukasz Jakowski said:

İstediğiniz her şeyi bulabilirsiniz, eğer iyiyse eklemeye çalışacağım.

First of all, I would like to present my ideas to you by saying that I am very excited.

 

Example: I am playing with the German state and let's say I declared war on the French and won the war. In my opinion, there should be other options rather than taking land.

 

Example: I think the game will be more realistic if we can make agreements such as France will not produce aircraft until 2100 or will pay taxes to Germany until 2100. These are just an example. If Lukasz Jakowski reads this, I hope he will understand what I mean.

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I completely made up numbers or kept default because I have no knowledge of what is actually huge and tiny amount of anything

EVENT 1

 

Title: Whispers of Coup

Simple Description: There are voices about potential coup being prepared by someone

Triggers: 

year_below=1815

civ_legacy_below=70

random_chance=12.5

civ_regiments_over=40

ideology is monarchy 

Outcome: A chain of events is triggered 

add_variable= Whispers_of_coup

 

MISSION 1

Title: investigate army
 

Mission description: Investigate army in case of Coup

 

Triggers: 

has_variable=Whispers_of_coup

 

Outcome: 

bonus_diplomacy_points=-25

50% chance for an event to arrest some general 

add_variable= army_investigated

 

MISSION 2

Title: investigate advisors
 

Mission description: Investigate advisors in case of Coup

 

Triggers: 

has_variable=Whispers_of_coup

 

Outcome: 

bonus_diplomacy_points=-25

50% chance for an event to arrest some advisor

add_variable= advisors_investigated

 

MISSION 3

Title: investigate diplomats
 

Mission description: Investigate diplomats in case of Coup

 

Triggers: 

has_variable=Whispers_of_coup

 

Outcome: 

bonus_diplomacy_points=-25

50% chance of event of arresting key diplomat, which would result in worsening foreign relations with someone

add_variable= diplomats_investigated

 

 

EVENT 2
 

Title: Threat of coup averted

 

Simple Description: We have investigated most potential threats and now everything is clear and under control 

 

Triggers: 

has_variable=army_investigated

has_variable=advisors_investigated

has_variable=diplomats_investigated

 

Outcome: some tiny bonuses idk

 

 

EVENT 3
 

Title: Coup

 

Simple Description: Whispers came to be true and we Rebels took control over our country, killing our king and enforcing their rule.

 

Triggers: 

has_not_variable=army_investigated

OR

has_not_variable=advisors_investigated

OR

has_not_variable=diplomats_investigated

AND

some time has passed since "Whispers of Coup" event.

 

 

Outcome: very bad things like kill_ruler=true change of dynasty etc



I think it is also a good moment to advertise my ideas for events from some time ago, I still think they are somehow reliable and would be super good to include: 

 

Edited by Redguy325

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Title: war between x and y country 

 

Simple Description: the countries of x and y could not maintain a long lasting peace and went to war, our nation is saddened by these dark news, but we could also support a nation and improve our relationship with them,at the cost of losing our relations with the other, should we take a side in this conflict 

 

Triggers: war between two civilizations

 

Outcome 1: support country x

Relations with country x increased by:+50

Relations with country y decreased by:-50

Bonus monthly income for country x:+12,5% of country b monthly income for: duration of war with country y

Bonus monthly income for country b(the country that chose to support country x):-12,5 for: duration of war with country x and country y

 

Outcome 2: support country y 

Relations with country y increased by:+50

 

Relations with country x decreased by:-50

 

Bonus monthly income for country y:12,5 of monthly income for country b for: duration of war with country x

 

Bonus monthly income for country b(the country that chose to support country y):-12,5 for: duration of war with country x and country y

Option 3: stay out of it(nothing will change, also this should be more likely chosen out of the 3 by ai unless relations with country y or x over:+70)

Edited by paul2kdj

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3 horas atrás, Łukasz Jakowski disse:

Olá,

neste tópico, estou interessado em suas ideias de eventos que podem acontecer para todas as civilizações do jogo .

A civilização tem que fazer alguma coisa ou o nível de alguma coisa será maior ou menor. Também é possível criar uma cadeia de eventos.

 

Também estou interessado em Missões para todas as Civilizações. As missões, ao contrário dos eventos, serão mostradas num menu especial com uma lista de missões a completar.

Aqui alguns exemplos, tenha mais de 10 mil exércitos, tenha mais de 5.000 ouro, construa 10 edifícios, recrute um conselheiro, aumente a eficiência tributária 20 vezes, seja o maior produtor de algum recurso do mundo, desbloqueie 5 legados de civilização etc.

 

Você pode inventar qualquer coisa e tentar adicioná-la se for bom.

 

Modelo

Título: 

Descrição da Missão: (se esta para uma missão)

Descrição simples:

Gatilhos: 

Resultado 1: 

Resultado 2: 

 

Exemplo

Título: Avanço Agrícola

Descrição Simples: Num avanço notável, revolucionamos com sucesso a agricultura em todas as nossas províncias.

Gatilhos: A civilização deve aumentar a taxa de crescimento populacional de suas províncias em 25 pontos, e a chance solicitada é de 77,5%

Resultado 1: Impulsionar o crescimento populacional - a probabilidade comprovadamente aumentou sua taxa de crescimento em 5 pontos

Resultado 2: Expandir as Forças Militares - A probabilidade de aumentar seu nível de mão de obra em 5 pontos

 

eventos.thumb.png.783f6550c7fc902e70706313a38ec60c.png

 

Panie Łukaszu, myślę, że najlepiej będzie jeśli podzielisz grę na dwa sposoby, jeden ze zdarzeniami e drugi ze zdarzeniami losowymi lub bez, taka jest umowa, wydarzenia historyczne rób w trybie normalnym, podczas gdy w trybie losowym zdarzenia sugerowane pr zez nas lub nie obejmuje żadnego wydarzenia 

co sądzisz o pomyśle ??

Zapomnij o czymś powiedzieć, najpierw po prostu przejdź do trybu losowego, w którym pojawiają się losowe zdarzenia, bo tak będzie łatwiej

jeśli oczywiście podoba Ci się mój pomysł .

Edited by telinn

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I would like to present a few specific event ideas;

 

1) 1789-French Revolution

Simple Explanation: The people are organizing small protests against the government, what will you do?

 

- Ignore

- Press it

- Reconcile with the people

 

If you choose the ignore option;

- You ignored the people's revolts and protests increased, the government was overthrown!

(People's happiness increased by 30%, state assets decreased by 20%)

 

If you choose the suppress rebellions option;

- By suppressing rebellions you prevented a major rebellion!

(State authority increased by 50%, people's happiness decreased by 25%, state property decreased by 10%)

 

If you give the people the option of compromise;

- You have reached an agreement with the people and agreed to limit the powers of the government! Bad news... you are no longer as powerful as before...

(People's happiness increased by 10%, government authority decreased by 50%)

 

IMPORTANT events like the French Revolution can be left to the player's choice

 

2- Conquest of Istanbul

Simple Explanation Great Leader... now that you have conquered Costantinapolis, isn't it time to rename this glorious city?

 

Result: The city was renamed ISTANBUL, the happiness of the people increased by 10%, the prestige of the state increased by 25%

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Title: State Prestige

Simple Descrition: The rapid economic and military development of our state is disturbing the major powers... so they are sure to turn against us!

Triggers: Situations where state power is growing faster than usual

Outcome: State prestige increased by 10%, relations with the top 10 countries in the world worsened

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Title: Ruthless Leader!

Simple Description: You and your government's excessive destruction and looting in war have turned your image in the world into that of a bad guy! 

Triggers: Use of nukes or genocide of 75% of the population of city X (figures are representative)

Outcome: State prestige decreased by 35%, army strength increased by 25%

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