I feel like the game is missing something vital. Historical strength of nations. What I mean by this is that power is purely calculated by income and income by how many provinces a civ owns. By adding these starting buffs and debuffs. Here's how they would work:
Starting buffs and debuffs can be removed by decisions in events or just by time passing. Eexample: Napoleon's France could get a starting buff to soldier attack and defence so they can realistically take on a few countries in Europe easier. They start with the buff in the Napoleonic wars start date and lose it when it's 1821.
Hi, so, i don't know how many people will see this and how much it will affect, but I am just here to say that, although I really like the game, I am very bothered by the fact the Mapuche tribe is listed as just "mapuche" in terms of the country's name. This is a problem due to the fact the actual name would me Wallmapu, which is the name that's used by the the people from said tribe that are still alive today
Add spies, you can send them to another country to get some information like:
Army size, How much gold they have, How much gold they earn, How much they can recruit etc.
There is a chance the spy will get caught. But, the weaker the nation, the lower the chance he gets caught. If he got caught the country might decrease relations with you.
If a country sends a spy to your country, they will get your info and see if you're weak so they can attack you. If your country is strong, they might fail and you get a message that [country] sent a spy to you, then you can decide what to do: send insult, declare war, demand other stuff etc.
It's a bit anoying to, let's say, have two French countries, that both have different nationalities. It doesent make sense that France 1 has to asimilate land from France 2. Isn't there any way to make a system like in Victoria 1/2, where every country has accepted cultures. Maybe we could have the ability to make our own cultures, and if we make new countries, we could have the option to asign them accepted cultures. The cores can stay the same, but when we make new scenarios, we could add to each province as many cultures as we think are necesary. Maybe when raising soilders, you could have the option from wich culture these soldiers should be.
That's my suggestion
As i think that there was a update from 1 month ago, there is still hope that Lukasz will still update the game, so I have got a suggestion that would improve the game, now as you see, some provinces have got no name, so it appears as fokus and on any map mode as " ", and provinces that have got this can't be clicked if they are the largest city of the country/civilization, e.x. Look at Cameroon, now look at the province that is in the north, you will see that it has fokus name and " ", now when Cameroon's captial city has low pop like 10k-20k, this city could be its largest, if it is name is blank i won't know what province it is referring to because most of the provinces have got fokus, this suggestion might not be necessary, but it would help if i am searching for provinces.
Age of Civilizations II - Conqueror's II Mod
Bringing turn count to 1 to avoid the permanent 0 relations glitch. Plus new way to switch countries.Fix: 0 relations glitch. Plus new way to switch countries.
Improved version of the map editor, which differs from the usual one in that this version does not need to constantly restart the editor and manually rename the province files. This innovation will significantly reduce the time spent on creating a map and save your nerves.
Age of Elder Scrolls - is a mod that takes you to the universe of Elder Scrolls, to the planet Nirn. There will be:
- A big map of Nirn;
- Large count of elaborated scenarios;
- New ideologies;
- New diseases;
- Music from TES games;
- Remaded ages;
- Various wonders;
This mod will be developed for a long time, during the development something new will be added.
We are in VK - https://vk.com/ageofelderscrolls