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Some suggestions that could really improve the AoH2:De experience
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Wooodex
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Our picks
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Age of History 3 - October 23rd, 2024 - Official release date
Łukasz Jakowski posted a topic in Informations,
Age of History 3 - Official release date
Steam: October 23rd, 2024
Android: When it's ready
iOS: When it's ready
Epic: When it's ready
- 0 replies
Picked By
Łukasz Jakowski, -
Campaign: Small Scenarios
Łukasz Jakowski posted a topic in Ideas,
In this topic, share your ideas for Campaign scenarios.
These scenarios focus on a small part of the map, with the rest designated as wasteland.
For example, a scenario of the Reconquista in 1054, where gameplay takes place only on the Iberian Peninsula.
What are your ideas for small historical scenarios?
- 106 replies
Picked By
Łukasz Jakowski, -
Events - Common events for every civilization in the game
Łukasz Jakowski posted a topic in Ideas,
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.- 196 replies
Picked By
Łukasz Jakowski, -
First preview of the Alpha version of Age of History 3
Łukasz Jakowski posted a topic in Informations,
First preview of the Alpha version of Age of History 3, YouTube.
Release date: When it's ready 😛 Subscribe for more!
- 203 replies
Picked By
Łukasz Jakowski, -
Land units - Ideas AoH3
Łukasz Jakowski posted a topic in Ideas,
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.
- 227 replies
Picked By
Łukasz Jakowski,
These suggestions are not purely mine, they are @3dddies, basically involves event outcome improvements and possible overall improvements to the game experience, not everything needs to be added, but if it could at least be considered. Thanks in advance @Łukasz Jakowski
Technical stuff:
Event recipient can be any nation, it just needs to meet a criteria
Global events
Fix ID bug when removing civs from scenario
Custom colored text in events
Decision flavor text (Hover over decision and text appears)
Custom variables in events like in aoh3
Allow using variables to compare to numbers in outcomes
Allow event outcome to be event recipient specific
Decisions locked/hidden behind triggers (For example, if not communist a certain decision cannot be taken, or if a country doesnt exist)
Fix if control province trigger
Option to have a manual number/variable input instead of slider in events
Allow ai to have multiple events in one turn
AI bias on decisions is editable by variables ( for example if certain relations a certain option is more likely to be taken)
Outcome and Triggers
If variable = #
If Occupied trigger add option to specify on which nation its occupying
If "X" Puppet trigger has "X" overlord
If Neighbor(s) trigger can also determine which specific nations are bordering, not just how many If "X" is in an alliance with "X" nation trigger
If # of X building(s) controlled
If war weariness is #% trigger
If % of provinces of "X" nation are occupied by "Y"
Outcome Change Variable
Outcome Set Variable to #
Outcome Change province name
Outcome Change leader
Outcome Change # province's "X" ethnicity by #%
Outcome Add population of a specific ethnicity on a province (Technically possible in vanilla)
Outcome that can trigger an event with delay by turns or days
Outcome change war weariness
Outcome create building
Outcome delete building
Outcome Unending War (War does not end until one country is fully occupied)
Outcome Capitulate, "X" nation fully occupies "Y" nation
Outcome Full annex, "X" nation fully annexes "Y" nation
Outcome Force peace deal (Not white peace, force straight to peace deal)
Suggestions for game mechanics
True online multiplayer (Both players are able to make a turn at the same time (Similar to RISK/RISK-Warzone)
Turn timer (How long until turn force ends, waits for other players if they are lagging)
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