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Dipto479

Simple Ideas for Age of History 2: Definited Edtion

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1. Add an autonomy system like AOC2.5 mod. Add levels of autonomy with varying rights.

1.2 Add diplomatic freedom option in the vassal system (I don't like that my vassals are aligned with another nation). Option to control whether vassals can form foreign relations, influenced by the autonomy level

1.3 Construction control. Add building Construction right to the overlord option in the vassal system. Let overlords construct buildings in vassal provinces (cost adjusted or shared). influenced by the autonomy level

1.4 military control. a cost-shared or adjusted system for the recruited army in Vassal Province, army keep-up, etc., influenced by the autonomy level. Army recruit in Vassal Province. 

1.5 political right (right to change government)

1.6 auto join war  (Allow overlords to set whether vassals auto-join their wars. This setting should depend on autonomy—puppets must always join, while dominions may choose or be called in.)

1.7 trade rights (always aspect overlord trade or favor overlord)

1.8 Economic control. control over tax, population growth, etc.

(every control level: no right, low right, partially has right, max right)

For exampale:

Military Control – Autonomy Levels & Examples

1. No/minimum Right

  • Overlord has zero military influence.

  • Vassal recruits, maintains, and commands its own army freely.

  • Overlord can station troops.

  • Example: A dominion-level vassal with near-total independence like Canada under the Statute of Westminster (1931)—free to make military decisions

2. Low Right

  • Overlord has limited control.

  • Can request troops from the vassal during wartime (vassal may refuse if auto war level is no or low right).

  • Can recruit in vassal territory. But cost is fully provided by the overlord.

  • Example: A semi-independent protectorate where the overlord has military access but can't directly command—like British influence over princely states in India.

 3. Partial Right

  • Overlord shares military control.

  • Can recruit limited units from vassal territory.

  • May station troops in a vassal land with reduced upkeep.

  • Can control to vassal armies. If the relation is good with the overlord

  • Costs and upkeep can be shared.

  • Example: A colony like French Algeria, where France could both station and raise troops, but local forces still existed under colonial command

4. Max Right

  • Full military control by the overlord.

  • Overlord can:

    • Fully recruit and control armies in vassal provinces

    • Merge vassal troops into its own command. meaning no army for vassal

    • Force conscription

    • Directly command all vassal military units

  • Vassal has no independent military decisions.

  • Example: A puppet regime like Manchukuo under Imperial Japan, with complete Japanese control over all military activity.

 

Or you can just do what @Pumped did if CAN_CONTROL_MILITARY: true vassals have no control. If a false vessel has full control. But do something.

2. Add more buildings.

3. Every building should be stackable. Allow the same building type to be constructed multiple times per province (with soft caps or diminishing returns).

4. Auto-building contraction system like Project Zetvl

5. add XP for the whole army like bloody Europe 2 but more debuffed

6. The army shouldn't be recruited in 1 turn, like Project Zetvl. Recruiting units should take multiple turns based on the province's infrastructure, manpower, tech, development of the province, etc.

7. Add manpower. Introduce a manpower pool for each country, affected by population, infrastructure, war exhaustion, development, tech, etc

8. Add an administrator building (A unique structure that unlocks all auto/all functions, improves UI efficiency, and may boost national administration capacity. More control over provinces, more money, less chance of revolt, etc)

8.2 Stronger Administration Capacity Debuffs. Make overextension more impactful (higher corruption, revolt risk, economic inefficiency).

9. Add a capitulation system. Add a capitulation mechanic triggered by war exhaustion, loss of a major city that is a major population center or economic center, or overwhelming military defeat,  nation's stability, etc.

10. More tech tree/tech lines

11. Change the movement-point tech tree name to communication (it's just better)

12. add coup system (I remember there was a bug in AOC2. In that bug, you can send an army to another nation, then declare war, and that nation will capitulate, something like that )

13. Every building should be updatable. Each building should have upgrade levels (e.g., Farm → Improved Farm → Agri Center).

14. add road, railway, etc

15. Add culture.

16. Better spectator mode

 

Every value should be changed in .json files (For the modding community)

@Łukasz Jakowski

Edited by Dipto479

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3 hours ago, Dipto479 said:

1. Add an autonomy system like AOC2.5 mod. Add levels of autonomy (puppet, colony, dominion, etc.) with varying rights.

1.2 Add diplomatic freedom option in the vassal system (I don't like that my vassals are aligned with another nation). Option to control whether vassals can form foreign relations, influenced by the autonomy level

1.3 Add building contract right to the overlord option in the vassal system. Let overlords construct or queue buildings in vassal provinces (cost adjusted or shared). influenced by the autonomy level

1.4 a cost-shared or adjusted system for the recruited army in Vassal Province, army keep-up, etc., influenced by the autonomy level

2. Add more buildings.

3. Every building should be stackable. Allow the same building type to be constructed multiple times per province (with soft caps or diminishing returns).

4. Auto-building contraction system like Project Zetvl

5. add XP for the whole army like bloody Europe 2 but more debuffed

6. The army shouldn't be recruited in 1 turn, like Project Zetvl. Recruiting units should take multiple turns based on the province's infrastructure, manpower, tech, development of the province, etc.

7. Add manpower. Introduce a manpower pool for each country, affected by population, infrastructure, war exhaustion, development, tech, etc

8. Add an administrator building (A unique structure that unlocks all auto/all functions, improves UI efficiency, and may boost national administration capacity. More control over provinces, more money, less chance of revolt, etc)

8.2 Stronger Administration Capacity Debuffs. Make overextension more impactful (higher corruption, revolt risk, economic inefficiency).

9. Add a capitulation system. Add a capitulation mechanic triggered by war exhaustion, loss of a major city that is a major population center or economic center, or overwhelming military defeat,  nation's stability, etc.

10. More tech tree/tech lines

11. Change the movement-point tree name to communication (it's just better)

12. add coup system (I remember there was a bug in AOC2. In that bug, you can send an army to another nation, then declare war, and that nation will capitulate, something like that )

13. Every building should be updatable. Each building should have upgrade levels (e.g., Farm → Improved Farm → Agri Center).

14. add road, railway, etc

15. Add culture.

16. better spectator mode

@Łukasz Jakowski

17. Multiplayer system like in wanament, P2P and every player has their own game on their screens, to skip a turn everyone needs to click next turn button

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7 hours ago, Dipto479 said:

1. Add an autonomy system like AOC2.5 mod. Add levels of autonomy (puppet, colony, dominion, etc.) with varying rights.

1.2 Add diplomatic freedom option in the vassal system (I don't like that my vassals are aligned with another nation). Option to control whether vassals can form foreign relations, influenced by the autonomy level

1.3 Add building contract right to the overlord option in the vassal system. Let overlords construct or queue buildings in vassal provinces (cost adjusted or shared). influenced by the autonomy level

1.4 a cost-shared or adjusted system for the recruited army in Vassal Province, army keep-up, etc., influenced by the autonomy level

2. Add more buildings.

3. Every building should be stackable. Allow the same building type to be constructed multiple times per province (with soft caps or diminishing returns).

4. Auto-building contraction system like Project Zetvl

5. add XP for the whole army like bloody Europe 2 but more debuffed

6. The army shouldn't be recruited in 1 turn, like Project Zetvl. Recruiting units should take multiple turns based on the province's infrastructure, manpower, tech, development of the province, etc.

7. Add manpower. Introduce a manpower pool for each country, affected by population, infrastructure, war exhaustion, development, tech, etc

8. Add an administrator building (A unique structure that unlocks all auto/all functions, improves UI efficiency, and may boost national administration capacity. More control over provinces, more money, less chance of revolt, etc)

8.2 Stronger Administration Capacity Debuffs. Make overextension more impactful (higher corruption, revolt risk, economic inefficiency).

9. Add a capitulation system. Add a capitulation mechanic triggered by war exhaustion, loss of a major city that is a major population center or economic center, or overwhelming military defeat,  nation's stability, etc.

10. More tech tree/tech lines

11. Change the movement-point tech tree name to communication (it's just better)

12. add coup system (I remember there was a bug in AOC2. In that bug, you can send an army to another nation, then declare war, and that nation will capitulate, something like that )

13. Every building should be updatable. Each building should have upgrade levels (e.g., Farm → Improved Farm → Agri Center).

14. add road, railway, etc

15. Add culture.

16. better spectator mode

@Łukasz Jakowski

10. More tech tree/tech lines

13. Every building should be updatable. Each building should have upgrade levels (e.g., Farm → Improved Farm → Agri Center).

2.Add more buildings.

17. Add more governments

Edited by Dule22

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On 7/22/2025 at 2:09 AM, Dipto479 said:

I would like several types of capitulation. 
1: No capitulation
2: Capital only
3: Certain percentage of country
4: Certain percentage of country and capital
And also maybe another option, like a slider. You know how in AoC1 the country would surrender like 3 turns after the capital was taken, well maybe a slider to determine how many turns it takes after the capitulation requirement was met, so it could be instantly upon taking capital, or 10 turns after taking capital.
You could also have a slider to determine how much of the country needs to be taken for capitulation, assuming you chose option 3 or 4 in settings.

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