Age of History 3

Age of History 3

Age of Rebalances
32 Comments
TypekPro 3 Aug @ 10:54am 
Good changes. Have a nice day! @чупикабра
чупикабра  [author] 3 Aug @ 10:30am 
:steamthis: The AI no longer chooses weak civilizations as allies. I also made it a little more stable by increasing the gold threshold required for risky actions. :steamsalty:

:steamthis: In addition, the AI now upgrades capital buildings more often (though at the cost of slightly slower construction of regular buildings).

:steamthis: Promoting advisors now gives greater bonuses, but also costs significantly more.

Sincerely, these latest changes have perhaps the greatest impact on gameplay. I feel that the game is finally approaching the state I expect from it. :steamhappy:

That's it. Have a nice day!
чупикабра  [author] 30 Jul @ 12:54pm 
Yea, I've thought about it. But rebalancing buildings is probably the most difficult task. I think buildings and legacies will be what I change in the nearest future.
germiyen72 30 Jul @ 11:36am 
thank you for the mod.I have a suggestion what about nerfing the resource buildings? since they are too powerful every run feels the same you just build them over and over again even there are many other buildings
Chaplinchap 30 Jul @ 11:13am 
Oh okay, make sense, thx for explaining
чупикабра  [author] 30 Jul @ 11:12am 
The AI has the following logic: every few hundred days, it tries to construct some buildings, such as a temple or an amphitheater etc. Instead, it may randomly decide to upgrade the military academy/capital city/etc. However, since their price is very high compared to ordinary buildings, the AI will often simply skip them and do nothing, later spending gold on the army or something else.

Over time, it improves its economy and therefore manages to accumulate more gold, thanks to which it begins to upgrade its capital.
Chaplinchap 30 Jul @ 11:06am 
Oh okay, didnt even notice there were difficulties. But when i played vanilla they seemed to upgrade capital after a certain amount of time or tech levels, or at least more so?
чупикабра  [author] 30 Jul @ 11:04am 
Chaplinchap, the game has a built-in mechanic whereby, at difficulty levels higher than Normal, the AI will more often improve its capital buildings, even if it lacks gold. Unfortunately, it is quite difficult to force it to do this during the game by modifying GameValues. The AI cannot plan and does not understand that saving funds for Capital city can be beneficial :(
Chaplinchap 30 Jul @ 8:47am 
I love the mod so far. But i noticed after playing with it, Ai rarely upgrades their capital city. Which hinders their reasearch. i started in like 1300 something. And its 1987 now, i myself have only researched to tech lvl 72 (world war 1/2 tech, and i could have gone waay faster but i dont wanna go to far ahead) but alot of AI is around 57-63. Which is basicly 1700-1800 tech level. Only 1 of the 8 major powers have upgraded their capital to level 2.
Darkdeplayer 8 Jul @ 12:39pm 
im interresed in this mod but can you improve colonization making colonized lands having more uprising
TypekPro 18 Jun @ 11:16am 
+1
чупикабра  [author] 17 Jun @ 3:23pm 
@TypekPro, I only think about my mod when I'm procrastinating during exams preparation, no way I could create a “better” mod that way :P

Vanilla Plus adds a lot of things that my mod doesn't take care of. It's pretty cool. No fight as long as both mods improve the game!
TypekPro 17 Jun @ 1:18pm 
O bogowie, walka! Age of Rebalances: Universal vs Age of History III Vanilla Plus. O mody, walczcie!



Tak no serio, twój mod jest lepszy od mojego ;)
чупикабра  [author] 17 Jun @ 11:29am 
For large populations:
- Spices. Tax efficiency +10%
- Silver. Tax efficiency +10%

For rapid development:
- Steel. Construction cost -15%
- Wood. Economy buildings cost -20%
- Aluminium. Economy buildings cost -15%
- Tropical wood. Admin. buildings cost -15%
- Hop. Construction time -15%

For conquests:
- Lemon. Core cost -15%
- Olive. Core cost -15%

For squeezing juice out of vassals:
- Ivory. Income from vassals +100%
- Opium. Income from vassals +50%

Have fun playing!:steamhappy:
чупикабра  [author] 17 Jun @ 11:29am 
You probably never paid attention to resource bonuses. That's why they will now be significantly increased! The largest resource producers will now receive significant bonuses that will help them gain an advantage!

For technological advantage:
- Paper. Technology cost -10%
- Glass. Technology cost -10%

To support large empires:
- Banana. Province maintenance -25%
- Fish. Province maintenance -12.5%

Maximum savings on the army:
- Bronze. Recruitment time -50%
- Cattle. First line army cost -10%
- Iron. Second line army cost -15%
- Grain. Army maintenance -10%
- Rice. Army maintenance -10%
vandevyverex 13 Jun @ 5:48am 
Now this, is epic
☦︎LayRe1337☦ 22 Apr @ 12:21pm 
понимательно. Есть вариант сделать тригер каких-то флагов для бота, что шансы нападения в определённые эпохи выше, чем другие, и меньше, чем где либо.

Я не знаю, как модится эта игра, но в играх параходов поставить флаги с тригером на определённые даты, которые в эффектах имеют бафф или дебафф к определённым действим ии
чупикабра  [author] 22 Apr @ 11:45am 
Тут приходится выбирать между реалистичностью и геймплеем. Игрока ничего не ограничивает от того, чтобы воевать хоть каждый месяц. А бот вынужден сидеть и медленно качать провки по оверпрайсу, потому что Лукаш указал ему всего 9% шанса объявить войну в течение года.
чупикабра  [author] 22 Apr @ 11:40am 
@LayRe1337 просто уменьши агрессивность бота перед началом игры. Там ведь можно настроить. Чтобы было как в оригинале, поставь -555
☦︎LayRe1337☦ 22 Apr @ 10:39am 
я не думаю, что более высокая агрессивность бота - это хорошо. Вот бы версию без безбашенной агрессивности ботов, которая в датах после ВМВ выглядит неестевственно.
Kava_20 20 Apr @ 5:55am 
+rep
Darkdeplayer 17 Apr @ 8:05am 
make coalition happen more often
Jared 14 Apr @ 1:05pm 
Thank you Ukrainian
Maksiu 10 Apr @ 1:03pm 
ок
чупикабра  [author] 9 Apr @ 3:32am 
New update!
I have completely rebalanced all units and made battles more fair. Also, rebellions will now occur more frequently, which slows down the expansion and creates new challenges for the player to deal with :P
чупикабра  [author] 15 Jan @ 2:53am 
New changes. They are aimed at improving the balance of the war. The number of sources for attack and defense bonuses has been reduced, making planning and strategic choices more important and preventing the player from quickly outperforming the AI in the military field:
-Advisors will not provide unit attack and defence bonuses anymore
-Nerfed military legacies
-Generals will now provide less attack and defence stats from start
-Lowered the amount of recruits in the modern age
-Nerfed some military advantages
-Reverted some previous changes that were not related to military
чупикабра  [author] 22 Nov, 2024 @ 7:43am 
No
crying 残酷дед внутри 16 Nov, 2024 @ 3:03am 
Дякую за крутий мод та швидку відповідь. Бажаю розвитку)
чупикабра  [author] 9 Nov, 2024 @ 2:37am 
Update: changed dependencies of the technologies. Now the technological development will be smoother and more logical.
чупикабра  [author] 7 Nov, 2024 @ 5:05am 
Это невозможно и не играет никакого значения. Население влияет только на доход от налогов, и то, не сильно
crying 残酷дед внутри 7 Nov, 2024 @ 5:01am 
игре нужен баланс населения. Как минимум хотелось бы чтобы распределение населения по провинциям было схожим с реальным