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Age of Civilizations
Marius

Guys I have a lot of ideas just ask

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Guys we need a lot of thinks for these to work but we could do it.

Starting with tech

The actual tech tree is small and unusfull so we just need to do it bigger or more hard to get tech points, or if your a good modder just do a new tech tree maybe like civilizations tech trees

Next buildings

The farms and workshop are nice but limited so we should change them for new building and give it more levels 5 farms and 3 workshop aren't a lot so 20 farms and 40 Workshop(or even more) (or fabrics the name doesnt change anything) but we should balance it by changing modifiers from 5% to 1% or 2%, should be 3 levels of ports first fishing port second mercant port and thierd dock, the buildings levels you could build should be determined by your tech level.

Next units should be implemented 

Infantery

Cavalery after will become tanks

Ships( you should build it in port level 3)

Each with different modifiers

 

Resourses like iron wood food fish iron and more

 

Implement a comercial and macroeconomics sistem here nations buys and sells resourses that needs and buys 

And last

Religions and cultures 

 

 

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2 hours ago, Marius said:

Guys we need a lot of thinks for these to work but we could do it.

Starting with tech

The actual tech tree is small and unusfull so we just need to do it bigger or more hard to get tech points, or if your a good modder just do a new tech tree maybe like civilizations tech trees

Next buildings

The farms and workshop are nice but limited so we should change them for new building and give it more levels 5 farms and 3 workshop aren't a lot so 20 farms and 40 Workshop(or even more) (or fabrics the name doesnt change anything) but we should balance it by changing modifiers from 5% to 1% or 2%, should be 3 levels of ports first fishing port second mercant port and thierd dock, the buildings levels you could build should be determined by your tech level.

Next units should be implemented 

Infantery

Cavalery after will become tanks

Ships( you should build it in port level 3)

Each with different modifiers

 

Resourses like iron wood food fish iron and more

 

Implement a comercial and macroeconomics sistem here nations buys and sells resourses that needs and buys 

And last

Religions and cultures 

 

 

Could you help on the hetman project ? For add this mechanics and I would like They add more historical annexations and less spam troops and massives expansions  

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14 hours ago, Msm2077 said:

Could you help on the hetman project ? For add this mechanics and I would like They add more historical annexations and less spam troops and massives expansions  

How can i help you?

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2 hours ago, Msm2077 said:

ask for Join in the ' More provinces ' project , with @Germoney The Attackerand @Hetman2311

Msm2077 i had put this post for the Community because any of my ideas would mean changing the AI code and I dont know how to do it the thing is not adding buildings and units is teaching the ia what to do with them.

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On 1/1/2020 at 9:12 AM, Marius said:

Guys we need a lot of thinks for these to work but we could do it.

Starting with tech

The actual tech tree is small and unusfull so we just need to do it bigger or more hard to get tech points, or if your a good modder just do a new tech tree maybe like civilizations tech trees

Next buildings

The farms and workshop are nice but limited so we should change them for new building and give it more levels 5 farms and 3 workshop aren't a lot so 20 farms and 40 Workshop(or even more) (or fabrics the name doesnt change anything) but we should balance it by changing modifiers from 5% to 1% or 2%, should be 3 levels of ports first fishing port second mercant port and thierd dock, the buildings levels you could build should be determined by your tech level.

Next units should be implemented 

Infantery

Cavalery after will become tanks

Ships( you should build it in port level 3)

Each with different modifiers

 

Resourses like iron wood food fish iron and more

 

Implement a comercial and macroeconomics sistem here nations buys and sells resourses that needs and buys 

And last

Religions and cultures 

 

 

this game has a tech tree? where? i have played this game for a long time and have never heard of a tech tree.

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8 hours ago, Federation of Arizona said:

this game has a tech tree? where? i have played this game for a long time and have never heard of a tech tree

If you havent see it doesnt care because is just trash

Screenshot_20200103-151337.png

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On 1/1/2020 at 4:12 PM, Marius said:

Guys we need a lot of thinks for these to work but we could do it.

Starting with tech

The actual tech tree is small and unusfull so we just need to do it bigger or more hard to get tech points, or if your a good modder just do a new tech tree maybe like civilizations tech trees

Next buildings

The farms and workshop are nice but limited so we should change them for new building and give it more levels 5 farms and 3 workshop aren't a lot so 20 farms and 40 Workshop(or even more) (or fabrics the name doesnt change anything) but we should balance it by changing modifiers from 5% to 1% or 2%, should be 3 levels of ports first fishing port second mercant port and thierd dock, the buildings levels you could build should be determined by your tech level.

Next units should be implemented 

Infantery

Cavalery after will become tanks

Ships( you should build it in port level 3)

Each with different modifiers

 

Resourses like iron wood food fish iron and more

 

Implement a comercial and macroeconomics sistem here nations buys and sells resourses that needs and buys 

Religions and cultures

A BETTER and organised smarter AI, not just one that changes its government for some reason and declares war like every 50 turn or less. Plus more to diplomacy. Simplicity is not always good. We need to add opinions, lend army, influence, stuff from EU4.

Multiple selection (we all want)

 

 

 

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men u need planes at other window like hoi4 and ships, convoys for trade and others planes can damage the province and launch sparatroop
And If Ur Economy Low And With Too Much People Without Jobs A Civil War Can Happen! And U Can Nuke Something And Launch A Missle At Something, U Need Better The Research Thing

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2 hours ago, Germoney The Attacker said:

oh and u can build ports depending on the civilization technology State, Primitive No, It Will Be Basic Ships At Bronze Age 



 

All will be great but we need a start

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4 minutes ago, Germoney The Attacker said:

Marius Lets Make First The Technology Gui , Somebody Have A Suggestio?

 

Ok are you in a discord?

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On 1/1/2020 at 4:12 PM, Marius said:

Guys we need a lot of thinks for these to work but we could do it.

Starting with tech

The actual tech tree is small and unusfull so we just need to do it bigger or more hard to get tech points, or if your a good modder just do a new tech tree maybe like civilizations tech trees

Next buildings

The farms and workshop are nice but limited so we should change them for new building and give it more levels 5 farms and 3 workshop aren't a lot so 20 farms and 40 Workshop(or even more) (or fabrics the name doesnt change anything) but we should balance it by changing modifiers from 5% to 1% or 2%, should be 3 levels of ports first fishing port second mercant port and thierd dock, the buildings levels you could build should be determined by your tech level.

Next units should be implemented 

Infantery

Cavalery after will become tanks

Ships( you should build it in port level 3)

Each with different modifiers

 

Resourses like iron wood food fish iron and more

 

Implement a comercial and macroeconomics sistem here nations buys and sells resourses that needs and buys 

Religions and cultures

A BETTER and organised smarter AI, not just one that changes its government for some reason and declares war like every 50 turn or less. Plus more to diplomacy. Simplicity is not always good. We need to add opinions, lend army, influence, stuff from EU4.

Multiple selection (we all want)

 

 

And we need to change rebels to revolts instead, for example "we want more autonomy" or whatever. And make the AI siege places in your country high in resources.

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On 1/1/2020 at 11:12 PM, Marius said:

Guys we need a lot of thinks for these to work but we could do it.

Starting with tech

The actual tech tree is small and unusfull so we just need to do it bigger or more hard to get tech points, or if your a good modder just do a new tech tree maybe like civilizations tech trees

Next buildings

The farms and workshop are nice but limited so we should change them for new building and give it more levels 5 farms and 3 workshop aren't a lot so 20 farms and 40 Workshop(or even more) (or fabrics the name doesnt change anything) but we should balance it by changing modifiers from 5% to 1% or 2%, should be 3 levels of ports first fishing port second mercant port and thierd dock, the buildings levels you could build should be determined by your tech level.

Next units should be implemented 

Infantery

Cavalery after will become tanks

Ships( you should build it in port level 3)

Each with different modifiers

 

Resourses like iron wood food fish iron and more

 

Implement a comercial and macroeconomics sistem here nations buys and sells resourses that needs and buys 

And last

Religions and cultures 

 

 

and defenses such as trenches that could temporarily hold back enemies during war. bcz i hate being overrun 

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