AGOT Overhaul v1.21 (w/ Valyrian Magic)

Browse, publish and discuss user made sub-mods here

AGOT Overhaul v1.21 (w/ Valyrian Magic)

PostPosted by GoTfanboy » Mon Jun 13, 2016 20:19

REQUIREMENTS

    CK2 2.5.2
    CK2 Legacy of Rome DLC
    AGOT 1.2
    Colonize Valyria (dated 5 June 2016 - or newer)


IMPORTANT
This is NOT save game compatible, you MUST create a new game

DOWNLOAD

CHANGES

From Vanilla
Spoiler: show
Trade Routes
- Accurate Valyrian Road trade network
    -- Re-routed the Essos trade roads to eliminate dead spots
    -- Removed ugly road overlap on the trade view
    -- Added a few more segments of road that exist in cannon
    -- Removed the Essos roads from the far-far east. They now start with trader-town as the Eastern boundary (cannon)
- Accurate Westeros road based trade network:
- Balanced trade income for Essos and Westeros Roads
    -- Northern Westeros is not as rich as Southern Westeros

Buildings
- Balanced the cost of "repairing" unique buildings destroyed when sacked (introduced in 1.2)
- Made province specific buildings only build-able/exist in a single castle, city, or temple barony
    -- example: Redwine shipyard is only in "The Arbor" barony
    -- example: Driftmark shipyard is only in "Driftmark Castle"
    -- etc, etc,
- Completely decluttered the building menu for unbuildable buildings
    -- No more wine cellars, dragon pits, etc.
- Castle wine cellars now actually give 0.25 prestige each month
- The only province in game that can build a dragon pit is Kings Landing (balance)
- Added the Vanilla values for Retinue supply back into castle, palace, and trade port buildings
- Further balanced the starting shipyard building locations to prevent provinces like Qarth from having 500 ships!

Map
- All Free Cities have an actual city as their capital holding
    -- This prevents opinion malice and greatly increases tax income for the ruler
- There is now an actual Valyrian Road network in Essos with supply and movement bonus'
    -- Slightly better than Westeros as the books allude to this being the case
- The Arbor and Gulltown are now Republics (easily changed to Merchant Republics in game)
- Valyria is now Green
- Old Valyria now starts with a temple holding
- The kingdom of Ibben now has cities as county capital's (except the one province on the mainland)
- The counties of Driftmark, Dragonstone, and Claw Isle are now High Valyrian culture


From Colonize Valyria
Spoiler: show
- Reduced the number of barony holdings in most Valyrian provinces
- Reduced the size of the starting towns and castles in Valyria...no more 10K troops per barony
- Unique Shipyards are limited to Valyria and Oros only
- Changed a Valyrian Holy site to the temple barony in the county of Valyria
- Restoring the Valyrian Priesthood now requires 50% religious authority and 1000 piety
    -- HINT: colonize holy sites and build temple baronies
- Added localization (town names) for each barony in Valyria
- Changed the requirements for establishing the Empire of Old Valyria
    -- The kingdom of Valyria no longer needs to be your primary title
    -- You need to have at least 2000 prestige
    -- You no longer receive prestige as a reward


New Content / Mechanics
Spoiler: show
Buildings
- Added many unique buildings across Essos and Westeros
    -- Completely balanced to be in line with existing mod buildings...not OP or ridiculous
- Valyrian & warlock temples can now build upgrade buildings as per other organized religions

Valyrians
- Aegon can now launch his conquest via decision from the Bleeding Years start
    -- This reaquires that the titles of Westeros / Iron Throne AND New Valyria have no holder
    -- This means you must defeat the Archon of New Valyria...not join him
    -- You must also still have your dragon
- New unique buildings for Valyria once the empire and priesthood has been restored
- Building chain to store Dragon Eggs in Dragonstone or Valyria if that's your capital
- All Valyrian faithful are now considered "divine blood" and can marry incestuously
- High Valyrian Culling has been removed
- High Valyrians are prohibited from marrying, concubining, or betrothing to non-high Valyrians
- All High Valyrian dynasties will no longer shift culture over time

War
- New Dragon Invasion CB that functions like the ironborn or pirate invasion CB
    -- Usable once per lifetime, per dragon rider...yes Aegons Invlasion counts, he will be flagged accordingly.
    -- You usurp (keep) all holdings successfully sieged during the invasion
    -- There is no delay to raising levy's, nor is there an option for the AI to surrender
    -- Using the CB requires that you be a dragon rider AND that your dragon has 100 martial or greater
- When you imprison an owner of a Valyrian sword or Dragon egg you have an option to take it from them
    -- This will cause a dynastic rivalry between your two houses
    -- The AI will use this as well (trait and opinion based)
    -- Balanced using the Lannistier stealing of ICE and Viserys attempting to steal Daenerys eggs as a basis
    -- This is up to you not to abuse it...but this is realistic

Misc
- You can now "gift" slave camps to people for the same opinion buff as giving them gold.
    -- This opinion buff lasts 10 years and does stack
    -- This allows you to empower vassals and gives an outlet for excess slaves when no one can buy them
- The courtier fertility penalty associated with having a large court has been removed
    -- This allows you to effectively start a large slave breeding business
    -- This allows you to have noble houses in your court (raise to nobility) and they can actually survive
- Province cultural conversion is back in the game

Magic
- Completely integrated Valyrian religion magic
    -- Balanced in accordance with Rhllor AGOT 1.2 magic
    -- Contains all the healing elements, no plot or battle protection
    -- New ability to heal a wounded dragon (1 year cooldown) for 5 magic credits
    -- New ability to heal a maimed dragon (1 year cooldown) for 10 magic credits
- Only Valyrian Wizards can use magic
    -- Requires (1) high Piety, (2) being a Dragon Rider, and (3) other requirements similar to being Favored / Chosen of Rhllor
    -- Earning magic credits is accomplished by being a Valyrian Wizard and feeding (executing) prisoners to your dragon
    -- Magic credits are earned on the same scale (rank) as with Rhllor magic
    -- There is no limit to the number of Valyrian Wizards that can exist, but they are very rare due to the many requirements
- New trait for Valyrian Priests (once the priesthood is restored) that gives +4 learning and piety (matches other organized religions)
- Healing with Valyrian magic converts people to the Valyrian faith

Retinues
- This requires the Legacy of Rome DLC
- Balanced in accordance with vanilla retinue buildings and cost
- Each culture, religion, and government type have access to different units
- Based entirely (and re-balanced) on the now abandoned Retinues 2.5 mod

Starting Wealth
- REQUIRES MANUALLY MOVING OR DELETING A FILE AFTER USE
- Special decision to be used at the start of your game to give rulers a realistic amount of starting gold
- Uses the scaled wealth mechanic so Emperors and patritions are wealthy, Kings are rich, Dukes have more gold, and counts have ~20-40 more starting gold. Barons get no additional funds.
- Use at the start of your game, then manually delete the wealth_decisions.txt file from the mod.
    -- If anyone wants to clean this up, feel free. It has drastically improved the AI and the quality of my games

Admin Tools
- Allows you PLAYER ONLY tools to fix bugs without console use or save editing
    -- Marry Target (matrilineal for females, normal for male)
    -- Abduct (target is imprisoned)
    -- Kill (target commits suicide)
- Allows fixing MANY bugs in ironman games like endless winter, bugged characters, misclicks, etc.


CREDITS
Spoiler: show
- blackninja9939 for creating and allowing me to modify several files from his Colonize Valyria mod
- SinStar87 for assisting me in creating landless titles for dragon riders, and also allowing me to modify and include many of his sub-mods
- CylonBunny, BreakingBadger, and Amortles for creating the original Retinues 2.5 sub-mod which has been modified, updated, and balanced
- Amortles for creating the now deleted buildings sub-mod that I used for many of the unique buildings...probably one of the best sub-mods ever. Sad to see this author dissapear
- Tem for his outstanding Green Valyria sub-mod which is included in this
Last edited by GoTfanboy on Thu Jun 23, 2016 14:41, edited 7 times in total.
“... a mind needs books as a sword needs a whetstone, if it is to keep its edge.”
User avatar
GoTfanboy
 
Posts: 89
Joined: Wed May 27, 2015 03:31

Re: AGOT Overhaul v1.2

PostPosted by GoTfanboy » Mon Jun 13, 2016 20:19

1.21 Update: People were having issues with the wealth decisions so I removed it for now. Also made a few building and province changes.
Last edited by GoTfanboy on Thu Jun 23, 2016 14:42, edited 2 times in total.
“... a mind needs books as a sword needs a whetstone, if it is to keep its edge.”
User avatar
GoTfanboy
 
Posts: 89
Joined: Wed May 27, 2015 03:31

Re: AGOT Overhaul v1.2

PostPosted by GoTfanboy » Mon Jun 13, 2016 20:20

//RESERVED//
“... a mind needs books as a sword needs a whetstone, if it is to keep its edge.”
User avatar
GoTfanboy
 
Posts: 89
Joined: Wed May 27, 2015 03:31

Re: AGOT Overhaul v1.2 (w/ Valyrian Magic)

PostPosted by blackninja9939 » Mon Jun 13, 2016 20:47

For the wealth decisions to make it so you can only use it on start up put in the potential NOT = { had_global_flag = { flag = scenario_initialised days = 1 }
Graduate Content Designer on Project Caligula

My amazingly empty Twitter account: @blackninja9939

Posts edited in this colour were done by me for moderation.

My Sub-Mods:
Bloodlines
More Decisions
Colonise Valyiria and Challenge to Duel
More Bookmarks
User avatar
blackninja9939
Moderator
 
Posts: 5690
Joined: Tue Oct 01, 2013 10:50
Location: England

Re: AGOT Overhaul v1.2 (w/ Valyrian Magic)

PostPosted by derrae » Mon Jun 13, 2016 21:02

Woah, that's cool! Are the other submods, like Congenital Overhaul, compatibile with this one?
Have you thought about using Valyria Unbroken for this submod?
derrae
 
Posts: 59
Joined: Tue Oct 13, 2015 17:45

Re: AGOT Overhaul v1.2 (w/ Valyrian Magic)

PostPosted by woops » Mon Jun 13, 2016 22:30

Awesome sounding mod. Going to take a spin with the unholy mess I have already installed, but I was able to strike a few individual pieces out because you've been so comprehensive.

One issue so far: ALL of the house banners are just... They're all screwed up, man. Cracklaw Point region has King's Landing symbols, and that's just the most immediately recognizable. It's not even an incompatability with some other mod.
Last edited by woops on Mon Jun 13, 2016 23:04, edited 1 time in total.
woops
 
Posts: 7
Joined: Sat Feb 27, 2016 04:09

Re: AGOT Overhaul v1.2 (w/ Valyrian Magic)

PostPosted by Lykosas » Mon Jun 13, 2016 22:49

So I started playing minding my own business, then I saw some rulers literaly took milions of cash from nowhere :D
Lykosas
 
Posts: 3
Joined: Thu Feb 11, 2016 12:30

Re: AGOT Overhaul v1.2 (w/ Valyrian Magic)

PostPosted by GoTfanboy » Tue Jun 14, 2016 01:02

Yeah. I should remove the starting cash and make it separate. It needs to be removed or the AI will spam it for limitless cash. Also, I forgot to mention. It won't work for the player. Ex: if you are a count and use "count wealth" every other count but you will get bonus cash. My solution was to console switch to a duke, run the count wealth, then go back to being a count.

Re: the messed up banners. Do you have ANY other sub-mods? I ask because mine works fine and I'm not running any other mods.
“... a mind needs books as a sword needs a whetstone, if it is to keep its edge.”
User avatar
GoTfanboy
 
Posts: 89
Joined: Wed May 27, 2015 03:31

Re: AGOT Overhaul v1.2 (w/ Valyrian Magic)

PostPosted by blackninja9939 » Tue Jun 14, 2016 09:56

GoTfanboy wrote:Yeah. I should remove the starting cash and make it separate. It needs to be removed or the AI will spam it for limitless cash. Also, I forgot to mention. It won't work for the player. Ex: if you are a count and use "count wealth" every other count but you will get bonus cash. My solution was to console switch to a duke, run the count wealth, then go back to being a count.

Re: the messed up banners. Do you have ANY other sub-mods? I ask because mine works fine and I'm not running any other mods.

Or as well as doing any_x getting wealth do that and do it for the player who is taking the decision. Do what I said about the global flag as well and make the decision ai only and it will be fine with no problems.
Graduate Content Designer on Project Caligula

My amazingly empty Twitter account: @blackninja9939

Posts edited in this colour were done by me for moderation.

My Sub-Mods:
Bloodlines
More Decisions
Colonise Valyiria and Challenge to Duel
More Bookmarks
User avatar
blackninja9939
Moderator
 
Posts: 5690
Joined: Tue Oct 01, 2013 10:50
Location: England

Re: AGOT Overhaul v1.2 (w/ Valyrian Magic)

PostPosted by woops » Wed Jun 15, 2016 00:10

GoTfanboy wrote:Re: the messed up banners. Do you have ANY other sub-mods? I ask because mine works fine and I'm not running any other mods.


That's the thing-- I ran the test with only AGOT and AGOT Overhaul running, and had the same effect. If it's just me, it might mean there's a problem with my installation of AGOT/CK2, though.
woops
 
Posts: 7
Joined: Sat Feb 27, 2016 04:09

Re: AGOT Overhaul v1.2 (w/ Valyrian Magic)

PostPosted by Funtkase » Wed Jun 15, 2016 01:30

Yeah i'm having the exact same problem as the above poster.
no other mods running, both ck2 and agot up to date and correct versions.
all the Coas are messed up.
Funtkase
 
Posts: 4
Joined: Tue Oct 20, 2015 23:37

Re: AGOT Overhaul v1.2 (w/ Valyrian Magic)

PostPosted by GoTfanboy » Wed Jun 15, 2016 19:50

You both are also running Colonize Valyria correct?
“... a mind needs books as a sword needs a whetstone, if it is to keep its edge.”
User avatar
GoTfanboy
 
Posts: 89
Joined: Wed May 27, 2015 03:31

Re: AGOT Overhaul v1.2 (w/ Valyrian Magic)

PostPosted by Funtkase » Wed Jun 15, 2016 20:01

GoTfanboy wrote:You both are also running Colonize Valyria correct?


I'm not, no.
I did have it installed previously for version 1.1.2 but I delete all mods when upgrading agot to the newest version to try and stop incompatibility and only re-download (or reinstall if no update is necessary) when updated.

Could it be some left over files maybe?
I haven't tried a clean install of ck2 yet if that helps?
Funtkase
 
Posts: 4
Joined: Tue Oct 20, 2015 23:37

Re: AGOT Overhaul v1.2 (w/ Valyrian Magic)

PostPosted by GoTfanboy » Wed Jun 15, 2016 21:44

Ah. That's the problem. The requirements at the top of the page list colonize Valyria as a requirement.

You MUST have that sub-mod in order for this to work. They are completely intertwined.
“... a mind needs books as a sword needs a whetstone, if it is to keep its edge.”
User avatar
GoTfanboy
 
Posts: 89
Joined: Wed May 27, 2015 03:31

Re: AGOT Overhaul v1.2 (w/ Valyrian Magic)

PostPosted by woops » Wed Jun 15, 2016 21:51

GoTfanboy wrote:Ah. That's the problem. The requirements at the top of the page list colonize Valyria as a requirement.

You MUST have that sub-mod in order for this to work. They are completely intertwined.


Ahah, wow, yeah. I had no idea about that your submod had another submod for a dependence, thank you!
woops
 
Posts: 7
Joined: Sat Feb 27, 2016 04:09

Re: AGOT Overhaul v1.2 (w/ Valyrian Magic)

PostPosted by Aszrayel » Thu Jun 16, 2016 04:19

Tried using this with CK 2.5.2.2 and keep crashing around the same time. I'm guessing it's not yet compatible with that version? Here's what I get in my error log:

[persistent.cpp:37]: Error: "Malformed token: yes, near line: 18
" in file: "common/traits/dothraki_traits.txt" near line: 18
[persistent.cpp:37]: Error: "Malformed token: yes, near line: 17
" in file: "common/traits/religion_traits.txt" near line: 17
[persistent.cpp:37]: Error: "Malformed token: yes, near line: 79
" in file: "common/traits/religion_traits.txt" near line: 79
[persistent.cpp:37]: Error: "Malformed token: yes, near line: 111
" in file: "common/traits/religion_traits.txt" near line: 111
[persistent.cpp:37]: Error: "Malformed token: yes, near line: 133
" in file: "common/traits/religion_traits.txt" near line: 133
[persistent.cpp:37]: Error: "Malformed token: yes, near line: 156
" in file: "common/traits/religion_traits.txt" near line: 156
[persistent.cpp:37]: Error: "Malformed token: yes, near line: 3
" in file: "common/traits/valyrian_traits.txt" near line: 3
[persistent.cpp:37]: Error: "Malformed token: yes, near line: 6
" in file: "common/traits/zz_new_traits.txt" near line: 6
[persistent.cpp:37]: Error: "Malformed token: yes, near line: 25
" in file: "common/traits/zz_new_traits.txt" near line: 25
[persistent.cpp:37]: Error: "Malformed token: yes, near line: 1048
" in file: "common/traits/zz_new_traits.txt" near line: 1048
[persistent.cpp:37]: Error: "Unexpected token: fist_amount, near line: 1469
" in file: "common/retinue_subunits/00_retinue_subunits.txt" near line: 1469
[technology.cpp:756]: Missing Tech seed values:
[technology.cpp:759]: d_central_valyria
[technology.cpp:759]: d_valyrian_isles
[technology.cpp:759]: d_valyrian_mainland
[persistent.cpp:37]: Error: "Unexpected token: has_character_modifier, near line: 1996
" in file: "events/high_valyrian_events.txt" near line: 1996
[persistent.cpp:37]: Error: "Unexpected token: remove_claim, near line: 6283
" in file: "events/maintenance_events.txt" near line: 6283
[pdx_achievements.cpp:618]: Failed to load global statistics, error no: 2
Aszrayel
 
Posts: 84
Joined: Mon Apr 20, 2015 22:00

Re: AGOT Overhaul v1.2 (w/ Valyrian Magic)

PostPosted by Funtkase » Thu Jun 16, 2016 10:56

GoTfanboy wrote:Ah. That's the problem. The requirements at the top of the page list colonize Valyria as a requirement.

You MUST have that sub-mod in order for this to work. They are completely intertwined.


Wow, i completely missed that! :)
Thanks a lot haha

time to play :D
Funtkase
 
Posts: 4
Joined: Tue Oct 20, 2015 23:37

Re: AGOT Overhaul v1.2 (w/ Valyrian Magic)

PostPosted by SBerger » Thu Jun 16, 2016 13:37

Great Submod! Though I had to remove the Westerosi trade route from the submod file because it slowed my game down so much. I love the unique buildings each special area gets like Pyke and Riverrun. I always felt they should get a unique upgrade that adds more taxes and fort levels. I mean, seriously, these castles are the usual centre of kingdoms and empire, they're not going to be the ordinary Westrosi castle. The only other thing I felt should be done is make Harrenhal the only level 6 castle in the Riverlands. Even A World of Ice and Fire says Riverrun isn't the largest castle in the region, yet it's the only level 6 castle.
SBerger
 
Posts: 83
Joined: Tue Dec 01, 2015 04:27

Re: AGOT Overhaul v1.2 (w/ Valyrian Magic)

PostPosted by GoTfanboy » Thu Jun 16, 2016 17:55

No, not compatible with 2.5.2.2, I haven't updated yet as I'm in the middle of a campaign.

I'll make that castle change for the next version. I'm going to leave Riverrun as a tier 6 though, as it is the "capital" non-ruins province. Good idea SBerger.
“... a mind needs books as a sword needs a whetstone, if it is to keep its edge.”
User avatar
GoTfanboy
 
Posts: 89
Joined: Wed May 27, 2015 03:31

Re: AGOT Overhaul v1.2 (w/ Valyrian Magic)

PostPosted by Helvetti » Fri Jun 17, 2016 13:32

I'm sure it is compatible with 2.5.2.2, as the .1 and .2 only changed the exporter.

Also, Congenital Overhaul and/or Westeros+Free Cities would be nice.

Great mod, kudos! :D
Image
User avatar
Helvetti
 
Posts: 139
Joined: Fri Jun 19, 2015 03:03

Next

Return to Sub-Mods

Who is online

Users browsing this forum: No registered users and 0 guests