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Marerjh

Age of Rebalances

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AgeofRebalances.thumb.png.4e35f0fab0bdc7139c2cb48b1f9f60bc.pngHave you ever wanted to feel how enemy powers pose a threat to you, to feel the need for planning, to feel the challenge? Or did you think it was too easy to progress in the game? Have you ever wanted to play a more challenging Age of History 3?

Age of Rebalances is a mod that increases the efficiency of artificial intelligence and improves the balance of the game! Play Age of History 3 in a new, exciting way.

What this mod changes

  • Complete rebalancing of all units types. Now their strength is balanced according to the epoch, and their cost - according to the quality (in the original Age of History 3, a medieval spearman was 40% stronger than a swordsman... and cost was the same);
  • Various AI improvements, such as higher aggressiveness and better gold management
  • Rebalance of capital buildings and some other buildings
  • Uprisings will occur more often
  • Increased terrain defense bonuses to emphasize its strategic importance;
  • Removed some opportunities for players to upgrade their army too cheaply;
  • Improved technology order to make technological development smoother;
  • Other minor improvements, such as strengthening some advantages and reducing the price of mercenaries.

New update! 15/04/2025

  • AE accumulates slower and vanishes faster
  • Restored age bonuses from the original game
  • The Age of Tomorrow will now last until year 5000
  • Buffed temple, some capital buildings and religions

Steam Workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=3356153666

 

Edited by Marerjh

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1 hour ago, sc00614 said:

Will the AI's behavioral logic also be affected by this mod?

I will see what can be done, changed and improved, but first I want to focus on technology and battles.

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image.thumb.png.c408630e7fd881dce036ff3841652c31.png

NEW: Dependencies of almost all technologies have been changed. Now the technological development will be smoother and more logical😛

 

Other changes:

  • The regiment limit now depends more on the provinces and less on bonuses. This makes the game fairer.
  • The number of recruits now grows exponentially with each new law
  • The size of the regiments now depends on the era - from 1000 men in the Middle Ages to 10000 in the Second World War
  • Battles in modern era scenarios now last much longer, even several months - now it's a real “frontline” war. Now you will definitely have time to replenish your battles with new troops.

Subscribe: https://steamcommunity.com/sharedfiles/filedetails/?id=3356153666

Edited by Marerjh

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Posted (edited)

The new update includes unit rebalancing as well as an increase in the frequency of rebellions. Try it, it's an interesting new experience 😛

Take a look at the strength and cost of units in the 1440 scenario. It's perfect:

image.thumb.png.953cb6c5243c6c2c92ce474df363f917.png

Edited by Marerjh

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Today's changes have made the AI more aggressive and also helped it understand some effective strategies to win! I also reduced the price of mercenaries by half and made rebellions a little less frequent. Take a look at the progress of AI in just 100 years since the game began😀

image.thumb.png.c53f31c306f540c3530693bb57ad4350.png

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Posted (edited)

We all like to see real results. That is why I would like to show you the impact of the modification on AI behavior in several graphs. I'm still tweaking the AI priorities, so this is not the final result. Also, I did not have time to simulate 200 years in the modern world with the modification several times, so the result is not averaged (error is possible). But this result is very inspiring and indicates that we are moving in the right direction

I compare the values for the civilizations in the top 10 because they are the main enemies of the player.

Number of civilizations alive. Indicates that AI is more aggressive now, just like a player:

RDT_20250412_1551237658307992255576229.jpg.0153decf66fd11616d901497a94371d1.jpg

The world economy. Keep in mind that more wars = less investment. Nevertheless, AI still manages to provide +8% growth of the global economy:

RDT_20250412_1551274268896114984761849.jpg.e78a40b64643073966579b3fc9f94517.jpg

The average economy for civilizations in the top 10 rankings increased by 75%. Average economy per civilization increased by 59% (from ~1100 to ~1800):RDT_20250412_15513033986286258263763.jpg.725c9a0f2493b96f3cdc021f5695bc7f.jpg

The average prestige (rating points) for civilizations in the top 10 rankings increased by 45%:

RDT_20250412_1551323933212149211377577.jpg.fb6efbbc57a70cc7feac159849da9542.jpg

So what do we have in conclusion:

- AI is better at investing in the economy and has more gold (=higher level of technology, more legacy, bigger army)

- AI expands more actively, and therefore owns more provinces

- Since weak civilizations have been captured, the average bot-civilization is stronger. As the AI is more active and invests better, it becomes more threatening to the player.

Untitled161_20250412161942.png.8d6e91f7eecde0f2125c18a531c52aac.png

Edited by Marerjh

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Posted (edited)
19 minutes ago, Marerjh said:

I'm doing so. Any suggestions? 

1: more useful and helpful advisors
 advisors have very little effect
 Of course, they should be more expensive
2:Soldier spam issue
for example, if you play Bohemia and declare war on any two German states (single-province states), you will most likely be defeated.This is because while you have 30-35 soldiers, each of the two German states has 20 soldiers, so the German states can easily defeat Bohemia

Edited by YusufAliDE

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Posted (edited)

It's been a long time since my last post 🙂

Here are the changes I've made to the balance recently. Some of these changes were implemented thanks to feedback from people who use the mod. Thank them for their help!

I take into account the logic that Łukasz coded for AI in order to get the best possible effect from all the changes. Maybe they'll be interesting for other modders:

Overall balance

  • Increased bonuses for upgrading advisors. Now their bonus increases by +50% instead of +10%. The cost of this upgrading has also been increased from 30 to 150 gold. This solves two problems at once: first, the poor AI will not spend all its funds on upgrading advisors (because they constantly die) to get a +10% bonus. Second, upgrading advisors now has a greater effect on the game.
  • The gold bonus for small nations has been reduced. Now they have a smaller balance, which does not allow them to maintain the same armies as large nations. This allows for a more balanced war.
  • Bonuses for the largest resource producers have been increased. Now they are significant.
  • Population growth has been increased, being higher in later ages. I focused on real birth and death rates and tried to adjust them for the game. I ran several tests and I am satisfied with how the population grows now. Players will now notice that in 400 years, the population in their provinces will grow several times over!
  • Increased deaths from disease, as well as the frequency of disease outbreaks in early ages. I also significantly strengthened Black Death - it literally destroys the economy of provinces for 10 years and kills 60% of the population. But it appears incredibly rarely - maybe once per campaign. An unpleasant coincidence!
  • Increased prestige bonus for Empires and Great powers. Since rating determines diplomacy, nation with a large number of provinces are now rightly considered more powerful.

AI behaviour

  • The AI now maintains an average buffer of ~50-100 gold in case of unexpected situations. This often allows it to create ~10 emergency regiments during an unexpected war.
  • AI now only invests when it has a lot of gold
  • AI now declares war when it has at least 100 gold, and if the war is against an enemy of equal strength, it accumulates 300 gold
  • AI now upgrades capital buildings more often, especially the capital city and military academy
  • The weights for choosing advantages and legacies have been changed. AI now selects the best options overall and completely ignores useless ones.
  • AI will get into wars with civilisations of equal strength more often, but it'll still focus on conquering weaker civilisations
  • AI aggressiveness now depends heavily on their rank. Empires will go to war less often, while regional powers will do so much more often (after all, they want to become an empire!)

Buildings balance

  • Resource buildings have been nerfed. Bonuses not related to production and economy have been removed. The cost of buildings that improve expensive resources has been increased
  • Military buildings that provide manpower have been buffed
  • Adjusted bonuses and costs of economic buildings so that they pay for themselves in 30 years in most cases. The Trade Centre now significantly increases production income, but does not affect production itself, so it does not help the player become the largest producer. I want the player to develop the economy through buildings such as factories and manufactories, not via investments in economy!

Development and progression balance

  • The cost of creating a core has been increased by an average of 3 to 5 times. This creates an economic pressure for civilisations that are at war instead of developing peacefully. The price of a core is highly dependent on the economy, approximately +10 gold for every 1 economy. This is still cheaper and faster than developing peacefully!
  • The cost of changing religion has also been increased.
  • The duration of all investments (in the economy, infrastructure, etc.) has been increased, on average to 5 years (infrastructure to 2). The duration of the growth rate investment has been increased to 10 years. I have seen a lot of positive effects from this change, in particular, the game no longer resembles a clicker, and the world does not become absurdly rich after 100 years. Also, very small civilisations have stopped becoming the largest producers of resources in the first 10 years.

Military balance

  • The penalty for exceeding the regiment limit has been doubled from 50% to 250%. In practice, this means that keeping too large an army is now VERY disadvantageous. This slows down players who often ignored the regiment limit. The AI does not suffer from this - it always tries to keep its army within the limit and only occasionally exceeds it in wars or if it is very rich. But there is a problem - read about it in my bug report.
  • The attack range for many units has been reduced, including support units and melee units. This reduces the impact of numerical superiority on the number of casualties. I am trying to make it so that nations with the same level of technological development have 1:1 manpower losses, and this change contributes to that.
  • Changed the logic of calculating the regiment limit. Now the regiment limit depends on laws, not the age. Passing new laws significantly increases the regiment limit.
  • Increased terrain defence bonuses, as well as military building defence bonuses. This makes them more significant in wars, although the AI does not seem to understand them. The fact that a civ that has declared war is always considered the aggressor in battle somewhat spoils the logic, but so be it

Also some demonstrative screenshots:

cores.thumb.png.5c5276e4ac41e5c228e481ff74500f2f.png

army.thumb.jpg.d850357d749e04ac9ed06076787eb4f0.jpg

resources.thumb.png.bcec476c34b8230f150f27bef9cb7f14.png

image.thumb.png.0fd35a2ea574a9441748e450fc216584.png

image.thumb.png.9659f7b36fd96543e83f6880280cc67e.png

That's it. Have a nice day!😜

Edited by Marerjh

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