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Balancing unit numbers or more irregular units?  

2 members have voted

  1. 1. I'm organizing the units. I plan to have 10 units in each unit group. This might require removing some units (for example, unnecessary cavalry variations like early cavalry, cavalry, elite cavalry, and heavy cavalry). Or, if you prefer, I could round all unit types up to a multiple of 5 and just add them without removing anything (which could lead to unit confusion). What do you think?

    • Balance unit categories (remove some units and add new units to some groups)
      2
    • Add more units to the categories (add units to all of them until they are a multiple of 5)
      0

This poll is closed to new votes


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Do you like Age of History 3 but find its content insufficient? Introducing; Additions & Stuff.

1.thumb.png.096e3ce2fe220e958393d1fbe77605fa.png

What is the purpose of Additions & Stuff?

Additions & Stuff is a general megamod that aims to improve the existing features of the game at the best level.

What has been added so far and what is planned to be added;

  •  A small-scale extended timeline for both maps; (16 of 245 scenarios were completed). There will be a total of 10 scenarios per 100 years. The ones on the main map will be vanilla level, and the ones in Project: Vita will be about 5 times more detailed than vanilla level (Since Project: Vita has about 5 times more provinces than t he main game, we will talk about them in the following articles).
    2.thumb.png.2f0acb5ca75eb08e1287de8c5662d9f1.png
  •  Better laws (to be developed); Most of the "laws" in the game are politically based, and as different tools, they can work in different situations. So, while lesser laws may not be as effective as their higher counterparts, they do provide you with additional advantages. This means you can restrict certain rights and generate revenue for your country at any time, especially in emergencies and in poor countries. However, there are still various problems and adjustments that need to be corrected (such as the artificial intelligence not changing any laws, the values of some laws being insufficient, missing or exaggerated) and they will be fixed in the future.
    3.thumb.png.5b449037b791bb2ff386bf9778cedbac.png
  • Map improvements; Additions & Stuff comes with an improved version of the Map Tweaks mini-mod. Growth rates have been completely overhauled to be more proportional to population balance (growth rates will be further improved in the future), and resources have been reworked to be more realistic to align with real-world resource production. Large regions of the United Nations have been added instead of continents (the existing "regions" feature will be updated in the future, and continents will be added back as regular continents). The map overlays have a new look (by combining the 2 overlays published by Lukasz) and when you zoom out from the map a different map appears. Some cities have been changed to align with the administrative division capitals. New islands that weren't in the game are also being added to the map. In the future, terrain types will also receive a new renewal. Good news: once everything is finalized before the release of Additions & Stuff, you'll be able to subscribe to Map Tweaks v1.2 directly on Steam.
    4.thumb.png.61c4c85f2922dd06969bcf143fde0a34.png

  • Resource updates; As mentioned above, the distribution of resources has been completely renewed and made realistic. Future plans include giving resources a real function, rebalancing the returns you get from resources, balancing resource farming, and adding a few new resources.
    5.thumb.png.9c6d2b9a126ac749ba06aa58b4540228.png

  • Project: Vita 3.0 announcement; In addition to the main map, the mod will include a map approximately four to five times larger than the main one, which I previously created for Project: Vita, version 3. The map will be created similarly, dividing the provinces of the main game but preserving their basic shapes. Like Map Tweaks, Project: Vita 3.0 is a sub-expansion of the mod, so it will be released as an additional mod once completed. While production on the map is not yet complete, I'd like to announce that production has begun.
    6.thumb.png.88d5938f6c4aeb4632084b35867ac278.png

  • Other plans include; new units, research adjustments, more detailed civilization technologies, changes to the military, better tasks, time picker and more...

--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------

Triple Modders Presents

Our Discord server for updates and more

Steam page of the mod

My YouTube Channel

Edited by Çağan Ayyıldız

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# Weekly Update Notes

***Summary;***

1. Map Editing Tool was designed as a new .jar file.
2. New islands added for Bahamas
3. Some game values have been changed.
4. Some countries' flags have been revised.
5. New units have been added and units have been edited.
6. New laws (beta)
7. PV 3.0: New scenario: Administrative Divisions.
8. PV 3.0: Afghanistan is completed.
9. PV 3.0: One city was added to each province of Afghanistan.
10. PV 3.0: Major cities feature added (Indev).

**v Scroll  Down For Details v**

# Weekly Update Notes

## Main mod:

***Map Editing Tool was designed as a new .jar file.***
1. Its purpose is to provide more options for editing the map in-game.
2. For now, it only increases the max edit level of growth rate and base development level to 1000.
3. It may be possible to transfer it to the main game after determining whether it has any errors and resolving the errors found.
***New islands added for Bahamas.***
1. All arrangements for the islands have been made (connections, growth rate etc.).
2. Added islands;

- Ragged Island
- Spanish Wells
- Hope Town
- Grand Cay
- Black Point
- Bimini
- Long Cay
- Green Turtle Cay
***Some game values have been changed.***
1. The atomic bomb production price increase was reduced from 500 to 20 for each atomic bomb created. The time to create an atomic bomb was increased from 180 to 365 days. The initial production price for an atomic bomb was increased from 1000 to 2000. This allowed larger countries to produce atomic bombs more easily than smaller countries, and prevented the near-impossibility of producing atomic bombs in the late game.
2. You can now recruit obsolete units.
3. The base starting build slot for all provinces has been reduced from 3 to 2. The base starting build slot for the capital has been increased from 4 to 5. This limits the ability of provinces with weak economies to build large amounts of buildings and grow easily. While this feature will be more prominent in Project: Vita 3.0, it will also be useful in the main game.
4. The AI will no longer change its government if it can colonize a province. This means the AI will only attempt to change its government if it finds no colonizable provinces within its borders. This is an experimental feature only available for tribes. The aim is to gather all uncolonized provinces to form kingdoms.
5. The value of cheat codes has been doubled. This means cheats now give you 1000 gold instead of 500, 500 legacy instead of 250, 15000 manpower instead of 7500, 2 advantage points instead of 1, and 200 diplomacy points instead of 100. This change is to increase the rewards of cheats and make it easier to use cheat features when you decide to cheat.
6. The maximum number of alliances has been increased to 5 from 1.
7. The negative impact of aggressive expansion on becoming an alliance has been reduced from 0.75 to 0.10 per point of aggressive expansion. The negative effect of being in a different type of government on forming an alliance was increased from 5 to 10, the negative effect of being in a different type of government group on forming an alliance was increased from 15 to 20, the effect of being a member of a different religion on forming an alliance was increased from 5 to 10, and the effect of being a member of a different religion group on forming an alliance was increased from 20 to 25.
8. The negative effect of belonging to different governments or religious groups on signing a non-aggression pact was increased from 0.4 to 0.5.
9. The sales value of provinces has been increased from 1.5 to 6.0 per province. So this feature will actually gain a function
10. You will now experience a 15.0 increase in relations with civilizations that share technology, instead of 3.0. So this feature will actually gain a function too.
11. The quest menu opened from the Council now displays events, so if I add events to the game in the future, they can be easily controlled from there.
12. Now the electors will also protect the Holy Roman Empire from wars.
13. Added province income map mode.
14. The rebels will now change their form of government after gaining independence.
15. The points addition and subtraction rates in the Sandbox have been changed. The highest gold has been increased from 300 to 1000, the highest manpower from 2500 to 10000, the highest inheritance from 250 to 500, and the highest research from 200 to 500.
16. Pausing the game now also stops ship movements.***Some countries' flags have been revised.***
1. Afghanistan, Armenia, Andorra and Argentina
**New units have been added and units have been edited.**
1. Fixed incorrect unit settings.
2. New units added;
- Archer type units; Railgun Battery [between "Future Artillery" and "Multiple Rocket Launcher System". Same stats as Future Artillery. (Future Artillery buffed)]
- Fighter type units; Sniper (new lowest tier fighter unit), Surveillence (between Sniper and Anti-Aircraft Warfare), Anti-Aircraft Warfare (between Ground-to-Air Missile and Surveillence), Ground-to-Air Missile (between Early Fighter and Anti-Aircraft Warfare), Unmanned Fighter (between Modern Fighter and Laser Fighter), Laser Fighter (between Future Fighter and Unmaned Fighter)
3. Removed units;
- The "elite", "early" and "heavy" variants of some units have been removed to bring the maximum level of all unit categories to 10.
***New laws (beta)***
1. Now that you have all the vanilla laws you can move on to more systematic and philosophically based laws.
2. Since these laws provide a bonus of +3 monthly income, it is recommended to switch to these laws after reaching the required technology level. (I'm not sure about this. I plan to highlight new laws in different ways in the future.)
3. Instead of just giving you buffs, these laws promise buffs in some things and debuffs in others.

Just now, Çağan Ayyıldız said:

# Weekly Update Notes

***Summary;***

1. Map Editing Tool was designed as a new .jar file.
2. New islands added for Bahamas
3. Some game values have been changed.
4. Some countries' flags have been revised.
5. New units have been added and units have been edited.
6. New laws (beta)
7. PV 3.0: New scenario: Administrative Divisions.
8. PV 3.0: Afghanistan is completed.
9. PV 3.0: One city was added to each province of Afghanistan.
10. PV 3.0: Major cities feature added (Indev).

**v Scroll  Down For Details v**

# Weekly Update Notes

## Main mod:

***Map Editing Tool was designed as a new .jar file.***
1. Its purpose is to provide more options for editing the map in-game.
2. For now, it only increases the max edit level of growth rate and base development level to 1000.
3. It may be possible to transfer it to the main game after determining whether it has any errors and resolving the errors found.
***New islands added for Bahamas.***
1. All arrangements for the islands have been made (connections, growth rate etc.).
2. Added islands;

- Ragged Island
- Spanish Wells
- Hope Town
- Grand Cay
- Black Point
- Bimini
- Long Cay
- Green Turtle Cay
***Some game values have been changed.***
1. The atomic bomb production price increase was reduced from 500 to 20 for each atomic bomb created. The time to create an atomic bomb was increased from 180 to 365 days. The initial production price for an atomic bomb was increased from 1000 to 2000. This allowed larger countries to produce atomic bombs more easily than smaller countries, and prevented the near-impossibility of producing atomic bombs in the late game.
2. You can now recruit obsolete units.
3. The base starting build slot for all provinces has been reduced from 3 to 2. The base starting build slot for the capital has been increased from 4 to 5. This limits the ability of provinces with weak economies to build large amounts of buildings and grow easily. While this feature will be more prominent in Project: Vita 3.0, it will also be useful in the main game.
4. The AI will no longer change its government if it can colonize a province. This means the AI will only attempt to change its government if it finds no colonizable provinces within its borders. This is an experimental feature only available for tribes. The aim is to gather all uncolonized provinces to form kingdoms.
5. The value of cheat codes has been doubled. This means cheats now give you 1000 gold instead of 500, 500 legacy instead of 250, 15000 manpower instead of 7500, 2 advantage points instead of 1, and 200 diplomacy points instead of 100. This change is to increase the rewards of cheats and make it easier to use cheat features when you decide to cheat.
6. The maximum number of alliances has been increased to 5 from 1.
7. The negative impact of aggressive expansion on becoming an alliance has been reduced from 0.75 to 0.10 per point of aggressive expansion. The negative effect of being in a different type of government on forming an alliance was increased from 5 to 10, the negative effect of being in a different type of government group on forming an alliance was increased from 15 to 20, the effect of being a member of a different religion on forming an alliance was increased from 5 to 10, and the effect of being a member of a different religion group on forming an alliance was increased from 20 to 25.
8. The negative effect of belonging to different governments or religious groups on signing a non-aggression pact was increased from 0.4 to 0.5.
9. The sales value of provinces has been increased from 1.5 to 6.0 per province. So this feature will actually gain a function
10. You will now experience a 15.0 increase in relations with civilizations that share technology, instead of 3.0. So this feature will actually gain a function too.
11. The quest menu opened from the Council now displays events, so if I add events to the game in the future, they can be easily controlled from there.
12. Now the electors will also protect the Holy Roman Empire from wars.
13. Added province income map mode.
14. The rebels will now change their form of government after gaining independence.
15. The points addition and subtraction rates in the Sandbox have been changed. The highest gold has been increased from 300 to 1000, the highest manpower from 2500 to 10000, the highest inheritance from 250 to 500, and the highest research from 200 to 500.
16. Pausing the game now also stops ship movements.

## Project Vita 3.0 map:

***New scenario: Administrative Divisions.***
1. It's for testing purposes for now, but once the map is complete it will be a playable scenario.
***Afghanistan is completed.***
1.  It has a total of 313 provinces.
2. Each province is divided into approximately 6 parts, keeping the province borders from the main game.
3. Provinces are aligned with first level administrative divisions.
4. Below is how many provinces each province has;

- Kandahar: 28
- Helmand: 26
- Badakshan: 22
- Herat: 19
- Ghazni: 19
- Nimruz: 16
- Farah: 14
- Bamyan: 12
- Badghis: 12
- Zabul: 12
- Paktika: 11
- Ghor: 10
- Wardak: 8
- Daykundi: 8
- Parwan: 7
- Khost: 7
- Takhar: 6
- Kunduz: 6
- Baghlan: 6
- Nangarhar: 6
- Paktia: 6
- Samangan: 6
- Balkh: 6
- Sar-e Pol: 6
- Jowzjan: 6
- Faryab: 6
- Uruzgan: 6
- Kabul: 5
- Logar: 4
- Nuristan: 2
- Panjshir: 2
- Laghman: 2
- Kapisa: 1
- Kunar: 1
***One city was added to each province of Afghanistan.***
1. One city was added to each province.
2. The position settings of the province names have been adjusted.
***Afghanistan's terrain types, growth rates, resources, and base development levels have been adjusted for the upcoming region update.***
1. Also added connections.
***Major cities feature added (Indev).***
1. The goal is to ensure that conquering all major cities of a country is enough to win the war, to ensure that the biggest cities of the regions lead the regions, and to bring a different feature to the resource system by ensuring that production resources are produced only in major cities.
2. In this context, the growth rates and base development levels of the city centers are higher than the region as a whole, and the values of the rest of the region are lower.
3. Future plans include adding a population editor and a province value editor to the Map Editing Tool (or the main game). A city terrain type will also be added.

Edited by Çağan Ayyıldız

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1 minute ago, Çağan Ayyıldız said:

# Weekly Update Notes

***Summary;***

1. Map Editing Tool was designed as a new .jar file.
2. New islands added for Bahamas
3. Some game values have been changed.
4. Some countries' flags have been revised.
5. New units have been added and units have been edited.
6. New laws (beta)
7. PV 3.0: New scenario: Administrative Divisions.
8. PV 3.0: Afghanistan is completed.
9. PV 3.0: One city was added to each province of Afghanistan.
10. PV 3.0: Major cities feature added (Indev).

**v Scroll  Down For Details v**

# Weekly Update Notes

## Main mod:

***Map Editing Tool was designed as a new .jar file.***
1. Its purpose is to provide more options for editing the map in-game.
2. For now, it only increases the max edit level of growth rate and base development level to 1000.
3. It may be possible to transfer it to the main game after determining whether it has any errors and resolving the errors found.
***New islands added for Bahamas.***
1. All arrangements for the islands have been made (connections, growth rate etc.).
2. Added islands;

- Ragged Island
- Spanish Wells
- Hope Town
- Grand Cay
- Black Point
- Bimini
- Long Cay
- Green Turtle Cay
***Some game values have been changed.***
1. The atomic bomb production price increase was reduced from 500 to 20 for each atomic bomb created. The time to create an atomic bomb was increased from 180 to 365 days. The initial production price for an atomic bomb was increased from 1000 to 2000. This allowed larger countries to produce atomic bombs more easily than smaller countries, and prevented the near-impossibility of producing atomic bombs in the late game.
2. You can now recruit obsolete units.
3. The base starting build slot for all provinces has been reduced from 3 to 2. The base starting build slot for the capital has been increased from 4 to 5. This limits the ability of provinces with weak economies to build large amounts of buildings and grow easily. While this feature will be more prominent in Project: Vita 3.0, it will also be useful in the main game.
4. The AI will no longer change its government if it can colonize a province. This means the AI will only attempt to change its government if it finds no colonizable provinces within its borders. This is an experimental feature only available for tribes. The aim is to gather all uncolonized provinces to form kingdoms.
5. The value of cheat codes has been doubled. This means cheats now give you 1000 gold instead of 500, 500 legacy instead of 250, 15000 manpower instead of 7500, 2 advantage points instead of 1, and 200 diplomacy points instead of 100. This change is to increase the rewards of cheats and make it easier to use cheat features when you decide to cheat.
6. The maximum number of alliances has been increased to 5 from 1.
7. The negative impact of aggressive expansion on becoming an alliance has been reduced from 0.75 to 0.10 per point of aggressive expansion. The negative effect of being in a different type of government on forming an alliance was increased from 5 to 10, the negative effect of being in a different type of government group on forming an alliance was increased from 15 to 20, the effect of being a member of a different religion on forming an alliance was increased from 5 to 10, and the effect of being a member of a different religion group on forming an alliance was increased from 20 to 25.
8. The negative effect of belonging to different governments or religious groups on signing a non-aggression pact was increased from 0.4 to 0.5.
9. The sales value of provinces has been increased from 1.5 to 6.0 per province. So this feature will actually gain a function
10. You will now experience a 15.0 increase in relations with civilizations that share technology, instead of 3.0. So this feature will actually gain a function too.
11. The quest menu opened from the Council now displays events, so if I add events to the game in the future, they can be easily controlled from there.
12. Now the electors will also protect the Holy Roman Empire from wars.
13. Added province income map mode.
14. The rebels will now change their form of government after gaining independence.
15. The points addition and subtraction rates in the Sandbox have been changed. The highest gold has been increased from 300 to 1000, the highest manpower from 2500 to 10000, the highest inheritance from 250 to 500, and the highest research from 200 to 500.
16. Pausing the game now also stops ship movements.***Some countries' flags have been revised.***
1. Afghanistan, Armenia, Andorra and Argentina
**New units have been added and units have been edited.**
1. Fixed incorrect unit settings.
2. New units added;
- Archer type units; Railgun Battery [between "Future Artillery" and "Multiple Rocket Launcher System". Same stats as Future Artillery. (Future Artillery buffed)]
- Fighter type units; Sniper (new lowest tier fighter unit), Surveillence (between Sniper and Anti-Aircraft Warfare), Anti-Aircraft Warfare (between Ground-to-Air Missile and Surveillence), Ground-to-Air Missile (between Early Fighter and Anti-Aircraft Warfare), Unmanned Fighter (between Modern Fighter and Laser Fighter), Laser Fighter (between Future Fighter and Unmaned Fighter)
3. Removed units;
- The "elite", "early" and "heavy" variants of some units have been removed to bring the maximum level of all unit categories to 10.
***New laws (beta)***
1. Now that you have all the vanilla laws you can move on to more systematic and philosophically based laws.
2. Since these laws provide a bonus of +3 monthly income, it is recommended to switch to these laws after reaching the required technology level. (I'm not sure about this. I plan to highlight new laws in different ways in the future.)
3. Instead of just giving you buffs, these laws promise buffs in some things and debuffs in others.

## Project Vita 3.0 map:

***New scenario: Administrative Divisions.***
1. It's for testing purposes for now, but once the map is complete it will be a playable scenario.
***Afghanistan is completed.***
1.  It has a total of 313 provinces.
2. Each province is divided into approximately 6 parts, keeping the province borders from the main game.
3. Provinces are aligned with first level administrative divisions.
4. Below is how many provinces each province has;

- Kandahar: 28
- Helmand: 26
- Badakshan: 22
- Herat: 19
- Ghazni: 19
- Nimruz: 16
- Farah: 14
- Bamyan: 12
- Badghis: 12
- Zabul: 12
- Paktika: 11
- Ghor: 10
- Wardak: 8
- Daykundi: 8
- Parwan: 7
- Khost: 7
- Takhar: 6
- Kunduz: 6
- Baghlan: 6
- Nangarhar: 6
- Paktia: 6
- Samangan: 6
- Balkh: 6
- Sar-e Pol: 6
- Jowzjan: 6
- Faryab: 6
- Uruzgan: 6
- Kabul: 5
- Logar: 4
- Nuristan: 2
- Panjshir: 2
- Laghman: 2
- Kapisa: 1
- Kunar: 1
***One city was added to each province of Afghanistan.***
1. One city was added to each province.
2. The position settings of the province names have been adjusted.
***Afghanistan's terrain types, growth rates, resources, and base development levels have been adjusted for the upcoming region update.***
1. Also added connections.
***Major cities feature added (Indev).***
1. The goal is to ensure that conquering all major cities of a country is enough to win the war, to ensure that the biggest cities of the regions lead the regions, and to bring a different feature to the resource system by ensuring that production resources are produced only in major cities.
2. In this context, the growth rates and base development levels of the city centers are higher than the region as a whole, and the values of the rest of the region are lower.
3. Future plans include adding a population editor and a province value editor to the Map Editing Tool (or the main game). A city terrain type will also be added.

Join our Discord for more in-depth reading; https://discord.gg/9qeCNmrkQw

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