FAQ - Screenshots - Manual & other information

For any general subject related to the mod

FAQ - Screenshots - Manual & other information

PostPosted by knuckey » Wed Aug 15, 2012 13:10

FREQUENTLY ASKED QUESTIONS
What is this?
A Game of Thrones is a total conversion mod for Crusader Kings II, based on George R. R. Martin's fantasy novel series, A Song of Ice and Fire.

Who can I play?
You can play as any landed feudal noble in Westeros or Essos, any Wildling/Pirate warlord, the Night's Watch, the merchant republics of the Free Cities, Slaver's Bay and the East (Republic DLC required) or Dothraki/Jogos Nhai nomads (Horse Lords DLC required)

What are some of the new features?
Knights, Maesters, our new "Megawar" system for handling civil wars, the Night's Watch, one-on-one duels between characters, several different kinds of magic, and much more.

What scenarios are available?
  • The Century of Blood, set just after the Doom of Valyria
  • The Bleeding Years, where Westeros is divided before the conquest
  • The War of Conquest, when Aegon Targaryen set out to forge the Seven Kingdoms into one, through fire and blood.
  • Faith Militant Uprising, when Maegor the Cruel fought against the Faith and the High Septon, as well as his own kin.
  • The Rogue Prince, recreate Daemon Targaryen's conquest of The Stepstones
  • The Dance of the Dragons, when Targaryen fought Targaryen in a bloody succession war.
  • The Conquest of Dorne, when the Young Dragon first brought Dorne under the Iron Throne.
  • The Blackfyre Rebellion, when the bastard son of Aegon IV rose up to challenge his half-brother for the Iron Throne
  • After the Spring, in the aftermath of the Great Spring Sickness, as House Blackfyre once again plots to take the Iron Throne.
  • War of the Ninepenny Kings, when Maelys Blackfyre led a Band of Nine to try and conquer the Seven Kingdoms
  • Robert's Rebellion, when Robert Baratheon, Eddard Stark, Jon Arryn, Hoster Tully, and Tywin Lannister overthrew the Mad King and brought the Targaryen dynasty to an end,
  • The Crowned Stag, set in the immediate aftermath of the above, as the reign of King Robert begins,
  • The Greyjoy Rebellion, when the Iron Islands fought to be independent of the Iron Throne.
  • A Clash of Kings, set at the beginning of the book of the same name (Season Two of the HBO show)
  • A Feast For Crows, set at the beginning of the book of the same name (not yet adapted for television)

Future releases may contain additional scenarios.

How do I access the Century of Blood bookmark?
The Century of Blood bookmark is included in its own submod (this has made it easier for us to create). To access it you have to select both the main 'A Game of Thrones' AND 'AGOT Century of Blood' mods in the launcher. Only this bookmark will be present when enabling the submod, disable the submod to bring back the other bookmarks.

Is Essos in the mod?
Yes :)

I haven't read all the books/seen all the show. Is it safe for me to play this mod?
To a limited extent.

All scenarios contain setting spoilers. If it's really important to you to not know who the Lord of Winterfell in 255 was, we suggest not playing the mod at all. If you only care about avoiding spoilers for the events of the books and show, however, you'll be safe so long as you follow these instructions:

  • Don't read the house descriptions on the Game Over screen.
  • Don't go mucking around in the mod's source files, especially the character history files.
  • Choose your scenario wisely.

Note: All scenarios will have spoilers relating to details in 'The World of Ice and Fire'

Which scenarios contain spoilers?
  • The Century of Blood: No Spoilers
    The Bleeding Years: No Spoilers
  • War of Conquest: No Spoilers
  • Faith Militant Uprising: No Spoilers
  • The Rogue Prince: The Rogue Prince Novella
  • The Dance of the Dragons: The Princess and the Queen Novella
  • The Conquest of Dorne: No Spoilers
  • The Blackfyre Rebellion: No Spoilers
  • After the Spring: No Spoilers
  • War of the Ninepenny Kings: No Spoilers
  • Robert's Rebellion: No Spoilers
  • The Crowned Stag: Spoilers - A Dance with Dragons (Books)
  • The Greyjoy Rebellion: Spoilers - A Dance with Dragons (Books)
  • A Clash of Kings: Spoilers - A Game of Thrones, A Clash of Kings, A Dance with Dragons (Books) Season One, Season Two (Show)
  • A Feast For Crows: Spoilers - Basically Everything

What DLC does the mod need/use?
The mod should run fine no matter which DLC is enabled/disabled.

However some of the DLC does add content to the mod, here is an overview:

Expansions
  • The Sword of Islam: Adds only the ability for the player to have multiple wives as a character of the Valyrian religion.
  • Legacy of Rome: Adds castration and blinding capability as well as a couple of flavour events. It does NOT add retinues.
  • The Republic: Allows the Merchant Republic realms to be played, namely the Free Cities, Meereen, Yunkai, Astapor, Ibben, Asshai and the Guilds of Qarth. These realms will still be active even without the DLC.
  • The Old Gods: Enables the concubine system for Drowned God, Dornish, Pirate, Eastern characters and others (Pre-DLC system will be used if not enabled). Also adds much flavour, including beserkers, adventurers, new rebels and runestones. Raiding is available for drowned god, wildlings, pirates and others even without this DLC.
  • Sons of Abraham: Enables the council of the Most Devout and their election of the High Septon. Also adds many religious flavour events, including various Holy Order events/decisions.
  • Rajas of India: Adds flavour to various far eastern cultures, including tiger hunts, gurus, reincarnation events and other flavour events.
  • Charlemagne: Adds the chronicle, custom kingdoms (exisiting titular kingdoms are still available without DLC) and a 'hero knight' flavour event
  • Way of life: Enables the focus system, allowing a ruler to pick any of the foci available with all associated events decisions. Seduction focus replaces 'visit chambers' interaction when DLC is enabled
  • Horse Lords: Adds the nomad mechanics for Dothraki/Jogos Nhai (DLC now required to play these), landless adventurer mechanics for Ironborn, the wolf flavour events and land trade routes.
  • Conclave: Adds the enhanced council/favour mechanics, new education focus system, dynamic mercenaries plus other misc flavour
  • The Reaper's Due: Adds improved epimedic and illness mechanics, including hospitals and court physician treatment events. Adds prosperity and depopulation, as well as other flavour events.
  • Monks and Mystics: Adds the devil worshiper societies (needs to be activated via game rules), crown jewell/weapon artefacts and new councillor job actions. Also add the paid quality of life features- allied AI orders and the improved child naming/prisoner interfaces
Other DLC
  • Ruler Designer: Fully compatible with the mod
  • Customiser: Fully compatible with the mod
  • EU4 Converter: Not compatible
  • Music Packs: The mod's soundtrack currently overrides them, however deleting "A Game of Thrones/music/songs.txt" will re-enable vanilla music
  • African Unit Pack/Portraits: Used for the Summer Islanders, Basilisk Islanders and Sothoryos
  • Mongol Portraits: Used for the Nefer and Yi Ti
  • Turkish Portraits/units: Used for Lengi
  • Spanish Portraits/units: Used for Moraqi
  • Celtic Portraits/units: Used for Ibbenese
  • All other Face/Unit Packs: Not used
  • Dynasty Coat of Arms Packs: Not used
  • Sunset Invasion: Some things may happen if enabled...

Why no Game of Thrones music?
Adding the official Game of Thrones soundtrack to our mod would endanger our project. Using Intellectual Property is one thing, redistributing music that is currently FotM is another entirely! If you personally own the GoT Soundtrack however, there is no reason why you can't follow the following very helpful guide to adding music:

http://forum.paradoxplaza.com/forum/sho ... t-run-away!)
NOTE: We do not endorse Piracy, if you don't own it and want it: Buy it!

What is the 'Old Frames' option in the installer?
Paradox changed the style of the character frames in patch 2.4, selecting this option retains the old style of frames from before this.

I'm a Wildling and I have no idea what I'm doing.
The Wildlings don't respect dynastic ties the way Southerners do. They'll only follow strong leaders. The Wildlings receive a free Invasion CB on all their neighbors, and they receive significant military bonuses from having high prestige, but these bonuses come at two dangerous costs. First, Wildling provinces are ruled only at the Wildlings' pleasure. Anger the people too much, and you may find a revolt on your hands. Second, don't expect any higher-tier titles you create to outlast you - Wildling higher lordships and kingdoms can dissolve on their rulers' deaths. As a Wildling, you'll find that power is easy to gain, and much more difficult to keep.

I am a French speaker, why are the dynasty names in English?
For french users: si vous voulez jouer avec les dynasties traduites, rendez vous dans Mes Documents/Paradox/mod/A Game of Thrones/Traduction dynastie/FAQ où vous trouverez la démarche à suivre pour jouer avec les noms des Maisons en français.

I'm making a CK2 mod and would like to use your Duel Engine or any other part of the mod, or I'd like to use your Duel Engine as a standalone mod.
Altering or using content from the main AGOT mod for use in a submod or another vanilla mod is fine, permission is granted to all who wish to do so. If using content in a vanilla mod please credit "the AGOT team"

We've also released a generic, de-Westerosified version of the Duel Engine as a standalone mod here.

My character has like 25 martial, why is he losing to guys with really low martial in duels?
Martial ability, being a command rating, has no effect on duel outcomes. Traits are what determines this. The combat traits are the most important, whilst others like strong, weak and valyrian swords also contribute.

Are there supposed to be random silent sisters showing up in the Kingsguard/Nightswatch's court?
Yes, the game populates courts with random females. If you move the game simply adds more, this is the compromise we arrived at

Why are all High Septons called High Septon I?
A new High Septon extends the practice of septons giving up their family names by renouncing any kind of individual name. This is due to the belief that the individual becoming High Septon is no longer a man but an avatar of the gods.

Fabricating claims isn't working/happening too often, what have you done to it?
The chances of fabricating a claim have not been altered from vanilla, so having loads of claims or none at all in a certain period of time can happen.

BOOK/SEASON 2 SPOILERS: Why can't I play as Renly in A Clash of Kings?
We decided that moving the start of the scenario to after Renly's death provided better balance. The old setup with Renly alive and the original events is still possible to play by manually moving the start date to 11th Feb 8299.

Why are my wars ending inconclusively sometimes?
Flicking through different dates and characters on the character selection screen may cause wars to end inconclusively instantly when the game starts. This is a vanilla bug, if it does happen simply restart without flicking.

How do I colonise a ruin?
Ruined provinces are now colonised via a province decison, which is accessed by right clicking on the shield/coat of arms of the province.

Hodor?
Hodor.

THE MUSIC
A Game of Throne's music is composed by Aurelian Benharrats

Tracklist :
Spoiler: show
Main Title
We do not sow
The North
Arys the mad
Do not wake the dragon
What is dead may never die
Winter is coming
After the reaving
Ours is the fury
We pay our debts
The Titan of Braavos
We pay our debts
King in the north
protecting the realm
Cat of the canals
Rhllor
The Hound
Harrenhal
The Kinsguard
The Eyries
Jorah the Andal
The Crowned stag
Tyrion
Arya Underfoot
The Free Folk
The Spider
As High As Honor
Tywin
The Kraken's Daughter
The Golden Company
The Viper of Dorne
Growing Strong
A stag and a flaming heart
Euron Crow Eye


Check out his website to buy it: https://aurelienbenharrats.bandcamp.com ... er-kings-2

Note that 100 % of the money goes to the composer, not to the mod team.

MANUAL
Here is the manual for the mod included in the download

You can also download it here if you wish : https://www.dropbox.com/s/sf3zccw9unad4 ... l.txt?dl=0

Spoiler: show
A Game of Thrones
-----------------
A Total Conversion Mod for Crusader Kings II

Version 1.5
Please visit http://citadel.prophpbb.com/ for discussion, bug reports and information!

-----------------------------------
Installation Instructions - Windows
-----------------------------------

1. Install Crusader Kings II to C:\Program Files\Paradox Interactive\Crusader Kings II (or wherever you want, I'm just using this path as an example).
2. Download and install the latest patch (Steam should do this automatically).
3. Download CK2-icefiremod setup 1.5.exe
4. Run CK2-icefiremod setup 1.5.exe: The default installation path proposed by the installer is the right one.
5. Run ck2game.exe.
6. Click the checkbox next to "A Game of Thrones" under the "Select mods to play" menu.
7. Click "Play".

WARNING: Flicking through different dates and characters on the character selection screen may cause wars to end inconclusively instantly when the game starts. This is a vanilla bug, if it does happen simply restart without flicking.

------------------------------------
Installation Instructions - Mac OS X
------------------------------------

1. Install Crusader Kings II.
2. Download and install the latest patch (Steam should do this automatically).
3. Download CK2-icefiremod-1.5.zip, unpack it and open the unpacked folder.
4. Copy and paste the "A Game of Thrones" folder and "A Game of Thrones.mod" file to your /Documents/Paradox Interactive/Crusader Kings II/mod/ folder. If this folder does not exist, create it manually.
5. Go back to your /Documents/Paradox Interactive/Crusader Kings II/ folder. Create a new folder here and name it "A Game of Thrones".
6. Run Crusader Kings II.
7. Click the checkbox next to "A Game of Thrones" under the "Select mods to play" menu.
8. Click "Play".

WARNING: Flicking through different dates and characters on the character selection screen may cause wars to end inconclusively instantly when the game starts. This is a vanilla bug, if it does happen simply restart without flicking.

---------------
Manual Contents
---------------
[1] Scenarios
[2] DLC Compatibility
[3] F.A.Q.
[4] Empire Mega Wars
[5] Dothraki
[6] New education system
[7] New combat tactics
[8] New combat traits
[9] Kingsguard
[10] Maesters
[11] Religion
[12] Night's Watch
[13] Westerosi Flavour
[14] Eastern Flavour
[15] Form a kingdom
[16] Tourneys
[17] Enhanced Interaction
[18] Localisation
[19] Credits

-------------
[1] Scenarios
-------------
7886- The Century of Blood (accessible via included submod)
The Valyrian Freehold has collapsed. A Doom has befallen the peninsula that means Valyria is now gone and the Freehold destroyed. It is said that the fire and smoke was so hot that even the dragons have been consumed. The destruction of Valyria has strongly reduced the number of dragonlords left in the known world: House Targaryen had already relocated to Dragonstone, some other dragonslords, those who had not been in Valyria when the Doom occurred, have survived as well. The destruction of Valyria has left a power vacuum in Essos.

7996- The Bleeding Years
Before the conquest seven Kings ruled in Westeros, each struggling for power and supremacy over the other. Can you emulate Aegon Targaryen and unite all of Westeros under one King?

7998- War of Conquest
Aegon Targaryen and his sisters have landed at the mouth of the Blackwater, armed with three mighty dragons. Argilac the Arrogant has spurned Aegon's offer of a marriage between his friend Orys and Argilac's daughter, sending back the hands of Aegon's envoy. As a consequence Aegon has vowed to conquer to the Seven Kingdoms, proclaiming 'There will be only one King'.

8043- Faith Militant Uprising
After the death of Aegon the Conqueror and the ascension of his son Aenys to the Iron Throne, the High Septon rose in revolt against this abomination born of incest. Now many years later, the sickly Aenys has died and his half brother Maegor the Cruel sits on the Iron Throne and is intent on ending this uprising.

8106- The Rogue Prince
Recreate Daemon Targaryen's conquest of The Stepstones

8129- The Dance of the Dragons
Upon Viserys' death in 129AL, the Lord Commander of the Kingsguard, Ser Criston Cole, defies the king's will, and crowns Prince Aegon as Aegon II.A civil war fought between Aegon II Targaryen and Rhaenyra Targaryen for control of the Iron Throne emerges.

8157 - The Conquest of Dorne
When the Young Dragon first brought Dorne under the Iron Throne.

8195- The Blackfyre Rebellion
Westeros is on the brink of civil war as Daemon Blackfyre, the legitimized bastard son of King Aegon IV, has risen in rebellion against his trueborn brother King Daeron II, forcing the lords of Westeros to choose between the black dragon and the red dragon. Meanwhile in the North, House Stark faces a rebellion led by the dangerous Skagosi. It is up to you to decide the fate of the Seven Kingdoms. When you play the Game of Thrones, you either win or you die.

8211- After the Spring
The Great Spring Sickness that ravaged the Seven Kingdoms, killing young and old, lords and peasants alike, is finally over. With King Daeron the Good killed by the plague and his eldest son Prince Baelor Breakspear slain during the tourney at Ashford his younger son Aerys I Targaryen now sits upon the Iron Throne. While the Targaryens, Blackfyres and the rest of Westeros already begin their old schemes for power, fame or gold anew, a young squire named Egg starts on the long path ahead of him under the guidance of Ser Duncan the Tall...

8259- War of the Ninepenny Kings
Trouble is stirring in Essos, a group of opportunistic power seekers calling themselves the Band of Nine have set out to carve out kingdoms for themselves. They have already conquered the Disputed Land and Tyrosh. This group includes Maelys Blackfyre, Captain General of the Golden Company and the latest in the line of Blackfyre pretenders that have plagued the realm for generations. Word has arrived that the Band of Nine's next move will be to attack Westeros and sit Maelys upon the Iron Throne.

8282- Roberts Rebellion
Westeros is on the brink of Civil War. Rhaegar Targaryen, the heir to the Iron Throne, has kidnapped Lyana Stark - the betrothed of the Lord Paramount of the Stormlands, and Daughter of the Lord Paramount of the North. Brandon Stark, her elder brother, and heir to the North, charges south demanding vengeance. The mad King - Aerys, outraged by Brandon's demands had him and his father executed, and calls for Eddard's head as well. As all but Balon Greyjoy and Tywin Lannister prepare to declare their allegiances, it is up to you to decide the fate of the Seven Kingdoms.

8284- The Crowned Stag
Robert's Rebellion is over. The Targaryen's are all but wiped out, their last scion's scattered to the free cities in the form of a young man and a babe in arms. Robert Baratheon now sits upon the Iron Throne of Westeros, but soon realises that being a King is not quite so easy as he had expected. "Honor? I've got Seven Kingdoms to rule! One king, Seven Kingdoms! Do you think honor keeps them in line? Do you think it's honor that's keeping the peace? It's fear! Fear and blood!"

8289- The Greyjoy Rebellion
Believing King Robert's rule to be insecure, Lord Balon Greyjoy of Pyke has proclaimed himself King of the Iron Islands and is in rebellion against the Iron Throne. He has been crowned beneath Nagga's Ribs, by the priest Tarle the Thrice-Drowned with a driftwood crown, and is trying to secure independence for the Iron Islands and restore their traditions of old, lost almost three hundred years before, during the War of Conquest...

8299- A Clash of Kings
Westeros is once again at war. After the untimely death of Robert Baratheon, his untested firstborn son - Joffrey, sits the Iron Throne. However, scandal regarding the boy kings' parentage has shaken the Seven Kingdoms to their foundations. After discovering the truth, Eddard Stark sent word to Stannis Baratheon, Robert's younger brother, informing him that he is heir to the Iron Throne - an action that cost him his head. Eddard's Son - Robb, supported by House Tully of the Riverlands, call their banners against the Throne. Meanwhile, Renly - Stannis' and Robert's youngest sibling, has struck an alliance in the Reach in order to press the claim in his own name. Finally, Balon Greyjoy, ever the opportunist, declares his own independence, and sends his reavers to reap the treasures of the North. In this Scenario, relive the central conflict of the 'A Song of Ice and Fire' series, immortalised by George R. R. Martin, but remember: Winter Is Coming

8300- A Feast for Crows
Spoilers...

----------------------
[2] DLC Compatibility
----------------------
The mod should run fine no matter which DLC is enabled/disabled.

However some of the DLC does add content to the mod, here is an overview:

Expansions
[*] The Sword of Islam: Adds only the ability for the player to have multiple wives as a character of the Valyrian religion.
[*] Legacy of Rome: Adds castration and blinding capability as well as a couple of flavour events. It does NOT add retinues.
[*] The Republic: Allows the Merchant Republic realms to be played, namely the Free Cities, Meereen, Yunkai, Astapor, Ibben, Asshai and the Guilds of Qarth. These realms will still be active even without the DLC.
[*] The Old Gods: Enables the concubine system for Drowned God, Dornish, Pirate, Eastern characters and others (Pre-DLC system will be used if not enabled). Also adds much flavour, including beserkers, adventurers, new rebels and runestones. Raiding is available for drowned god, wildlings, pirates and others even without this DLC.
[*] Sons of Abraham: Enables the council of the Most Devout and their election of the High Septon. Also adds many religious flavour events, including various Holy Order events/decisions.
[*] Rajas of India: Adds flavour to various far eastern cultures, including tiger hunts, gurus, reincarnation events and other flavour events.
[*] Charlemagne: Adds the chronicle, custom kingdoms (exisiting titular kingdoms are still available without DLC) and a 'hero knight' flavour event
[*] Way of life: Enables the focus system, allowing a ruler to pick any of the foci available with all associated events decisions. Seduction focus replaces 'visit chambers' interaction when DLC is enabled
[*] Horse Lords: Adds the nomad mechanics for Dothraki/Jogos Nhai (DLC now required to play these), landless adventurer mechanics for Ironborn, the wolf flavour events and land trade routes.
[*] Conclave: Adds the enhanced council/favour mechanics, new education focus system, dynamic mercenaries plus other misc flavour
[*] The Reaper's Due: Adds improved epimedic and illness mechanics, including hospitals and court physician treatment events. Adds prosperity and depopulation, as well as other flavour events.
[*] Monks and Mystics: Adds the devil worshiper societies (needs to be activated via game rules), crown jewell/weapon artefacts and new councillor job actions. Also add the paid quality of life features- allied AI orders and the improved child naming/prisoner interfaces

Other DLC
[*] Ruler Designer: Fully compatible with the mod
[*] Customiser: Fully compatible with the mod
[*] EU4 Converter: Not compatible
[*] Music Packs: The mod's soundtrack currently overrides them, however deleting "A Game of Thrones/music/songs.txt" will re-enable vanilla music
[*] West African Unit Pack/Portraits: Used for the Summer Islanders, Basilisk Islanders and Sothoryos
[*] East African Unit Pack/Portraits: Used for the Naathi
[*] Mongol Portraits: Used for the Nefer and Yi Ti
[*] Turkish Portraits/units: Used for Lengi
[*] Spanish Portraits/units: Used for Moraqi
[*] Celtic Portraits/units: Used for Ibbenese
[*] All other Face/Unit Packs: Not used
[*] Dynasty Coat of Arms Packs: Not used
[*] Sunset Invasion: Some things may happen if enabled...

------------
[3] F.A.Q.
------------
Q- Who can I play?
A- You can play as any landed feudal noble in Westeros or Essos, any Wildling/Pirate warlord, the Night's Watch, the merchant republics of the Free Cities, Slaver's Bay and the East (Republic DLC required) or Dothraki/Jogos Nhai nomads (Horse Lords DLC required)

Q- What are some of the new features?
A- Knights, Maesters, our new "Megawar" system for handling civil wars, the Night's Watch, one-on-one duels between characters, several different kinds of magic, and much more.

Q- Is Essos in the mod?
A- Yes :)

Q- I haven't read all the books/seen all the show. Is it safe for me to play this mod?
A- To a limited extent.

All scenarios contain setting spoilers. If it's really important to you to not know who the Lord of Winterfell in 255 was, we suggest not playing the mod at all. If you only care about avoiding spoilers for the events of the books and show, however, you'll be safe so long as you follow these instructions:
-Don't read the house descriptions on the Game Over screen.
-Don't go mucking around in the mod's source files, especially the character history files.
-Choose your scenario wisely.

Note: All scenarios will have spoilers relating to 'The World of Ice and Fire'

Q- Which scenarios contain spoilers?
A-
-The Century of Blood: No Spoilers
-The Bleeding Years: No Spoilers
-War of Conquest: No Spoilers
-Faith Militant Uprising: No Spoilers
-The Rogue Prince: The Rogue Prince Novella
-The Dance of the Dragons: The Princess and the Queen Novella
-The Conquest of Dorne: No Spoilers
-The Blackfyre Rebellion: No Spoilers
-After the Spring: Dunk and Egg Novellas
-War of the Ninepenny Kings: No Spoilers
-Robert's Rebellion: No Spoilers
-The Crowned Stag: Spoilers - A Dance with Dragons (Books)
-The Greyjoy Rebellion: Spoilers - A Dance with Dragons (Books)
-A Clash of Kings: Spoilers - A Game of Thrones, A Clash of Kings, A Dance with Dragons (Books) Season One, Season Two (Show)
-A Feast For Crows: Spoilers - Basically Everything

Q- How do I access the Century of Blood bookmark?
A- The Century of Blood bookmark is included in its own submod (this has made it easier for us to create). To access it you have to select both the main 'A Game of Thrones' AND 'AGOT Century of Blood' mods in the launcher. Only this bookmark will be present when enabling the submod, disable the submod to bring back the other bookmarks.

Q- Why no Game of Thrones music?
A- Adding the official Game of Thrones soundtrack to our mod would endanger our project. Using Intellectual Property is one thing, redistributing music that is currently FotM is another entirely! If you personally own the GoT Soundtrack however, there is no reason why you can't follow the following very helpful guide to adding music:

http://forum.paradoxplaza.com/forum/sho ... run-away!)
NOTE: We do not endorse Piracy, if you don't own it and want it: Buy it!

Q- What is the 'Old Frames' option in the installer?
A- Paradox changed the style of the character frames in patch 2.4, selecting this option retains the old style of frames from before this.

Q- I'm a Wildling and I have no idea what I'm doing.
A- The Wildlings don't respect dynastic ties the way Southerners do. They'll only follow strong leaders. The Wildlings receive a free Invasion CB on all their neighbors, and they receive significant military bonuses from having high prestige, but these bonuses come at two dangerous costs. First, Wildling provinces are ruled only at the Wildlings' pleasure. Anger the people too much, and you may find a revolt on your hands. Second, don't expect any higher-tier titles you create to outlast you - Wildling higher lordships and kingdoms can dissolve on their rulers' deaths. As a Wildling, you'll find that power is easy to gain, and much more difficult to keep.

Q- I'm making a CK2 mod and would like to use your Duel Engine or any other part of the mod, or I'd like to use your Duel Engine as a standalone mod.
A- Altering or using content from the main AGOT mod for use in a submod or another vanilla mod is fine, permission is granted to all who wish to do so. If using content in a vanilla mod please credit "the AGOT team"

We've also released a generic, de-Westerosified version of the Duel Engine as a standalone mod here: http://forum.paradoxplaza.com/forum/sho ... uel-Engine

Q- My character has like 25 martial, why is he losing to guys with really low martial in duels?
A- Martial ability, being a command rating, has no effect on duel outcomes. Traits are what determines this. The combat traits are the most important, whilst others like strong, weak and valyrian swords also contribute.

Q- Are there supposed to be random Silent Sisters showing up in the Kingsguard/Nightswatch courts?
A- Yes, the game populates courts with random females. If you move them away the game simply adds more in their place. we made them silent sisters so they cannot be married.

Q- Why are all High Septons called High Septon I?
A- A new High Septon extends the practice of septons giving up their family names by renouncing any kind of individual name. This is due to the belief that the individual becoming High Septon is no longer a man but an avatar of the gods.

Q- Fabricating claims isn't working/happening too often, what have you done to it?
A- The chances of fabricating a claim have not been altered from vanilla, so having loads of claims or none at all in a certain period of time can happen.

Q- BOOK/SEASON 2 SPOILERS AHEAD: Why can't I play as Renly in A Clash of Kings?
A- We decided that moving the start of the scenario to after Renly's death provided better balance. The old setup with Renly alive and the original events is still possible to play by manually moving the start date to 11th Feb 8299.

Q- Why are my wars ending inconclusively sometimes?
A- Flicking through different dates and characters on the character selection screen may cause wars to end inconclusively instantly when the game starts. This is a vanilla bug, if it does happen simply restart without flicking.

Q- How do I colonise a ruin?
A- Ruined provinces are now colonised via a province decison, which is accessed by right clicking on the shield/coat of arms of the province.

Q- Hodor?
A- Hodor.

----------------------
[4] Empire Mega-Wars
----------------------
Wars in 'Empire' tier titles, like the Iron Throne, no longer work the same way they do in vanilla Crusader Kings II. When an emperor tier ruler goes to war, the realm fractures, and the great houses must all decide whether to support the Empire, to support the rebellion, to strike out on their own, or to stay neutral and bide their time. For the duration of any such war, all Lords Paramount/Kings are regarded as being /de facto/ independent from the Empire. The goal of this system is to simulate the personal power and control the great houses have in civil wars.

Here are the details:

1. When a war begins (this includes all wars, offensive, defensive or civil) every Lord Paramount/King sworn to the Empire becomes /de facto/ independent, and is presented with the following options:
- Support the Empire
- Support the Rebels. This is only possible if the rebels are using one of the following casus belli:
* A claim on the Empire.
* A war to depose the Empire
* A war to overthrow the Empire
* A war to weaken a vassal
* A war of independence
- Remain neutral.
- Seize the opportunity and declare independence
Rulers in the 'crown loyalist' faction will always support the emperor. Likewise rulers in the 'liege loyalist' faction will always support their direct liege.

2. In addition, lower lords (count and duke tier) can participate in this system. Such lords who are direct vassals of a Lord Paramount or the Emperor can choose to go against their liege's choice. So for example they can declare for the Empire if their Lord rebels.

3. Lords who are already at war when the war begins must remain neutral until their current crisis is done with.

4. When a war ends, all Lords who are at peace and are still /de jure/ vassals of the Empire will become /de facto/ vassals once again.

5. Any lord who is still fighting their own war at the end of the empire's war must finish that war before being re-vassalized.

6. A neutral Lord can either choose a side or declare independence at any time. This is done via diplomatic interaction with the chosen emperor or rebel leader.

7. A foreign ruler who raids the Empire's allies or neutral Lords during a war will lose opinion with the Empire, and will also give the Empire just cause to imprison them.

8. If an Empire manages to reach maximum crown authority this system is disabled.

9. Independence wars for Lords Paramount are different from those fought by standard vassals. The Lords Paramount each rule one of the traditional Seven Kingdoms, and when they break away, they gain a decision that allows them to crown themselves King or Queen once again. Any lord who neighbours a kingdom fighting for independence may choose to defect from the Iron Throne and swear their fealty to the new king instead. When a kingdom gains their independence, all lords who supported them will become their vassals.

----------------------
[5] Dothraki
----------------------
Dothraki now use the nomad mechanics that come with 'The Horse Lords' DLC. For general information on these mechanics the following links are helpful:

Horse Lords Dev Diaries: https://forum.paradoxplaza.com/forum/in ... ve.857027/
CK2 Wiki: http://www.ckiiwiki.com/Nomadism
Dothraki Dev Diary: http://citadel.prophpbb.com/topic10234.html

DOTHRAKI NOMADISM
Nomads may move their main camp more often than regular rulers. Doing so
immediately destroys their old Occupied Camp, moves any and all Camp Buildings in the old Occupied Camp
to the new one, and makes the new province the Khal's capital.

While a Khalasar Occupies a particular province, there is a chance that the province will become Overgrazed. The
larger the Khalasar, the quicker this will happen. The chance of this event occuring also depends on the terrain of
the province - Desert provinces will become Overgrazed almost immediately, while Plains can last for some time. The
Overgrazed modifier, once applied, lasts for some time, and severely damages income and levy size in the province.

DOTHRAKI CASSUS BELLI
Acquire Grazing Lands
Can only be used against Dothraki Domain characters and traditional Dothraki Sea lands. Targets a province.
If victorious, adds that province to the Khal's "demesne".

Dothraki Raid
Cannot be used against other Dothraki characters. Targets a foreign realm.
If victorious, the Khalasar's Slave Camp gains a level, and any captured prisoners become slaves, plus a tribute is paid.
When a raid is declared the target, if rich enough, may offer a tribute to stop the war.

Dothraki Invasion
Can usually only be used against another Khalasar. Khals that have become 'Greatest Among Khals' however can use it against anyone. If victorious the enemy is vassalised.

Dispute
Can be used against clans which are in a blood feud. If victorious the enemy is humiliated and grazing lands lost.

JOGOS NHAI
The Jogos Nhai, the race of Zorse riders east of the Bone Mountains, also utilise this nomadic system. One major difference is they are not allowed to make opne war on one another, and instead can gain grazing lands via small scale looting.

------------------------
[6] New education system
------------------------
The education system has been dramatically altered to incorporate both Maesters and the new combat prowess traits. Your child's educational path is no longer based on their guardian. Instead, when your child reaches the age of six, you will choose their education from among the following options:

- Groomed for command (Martial Education)
- Groomed for court (Diplomatic or Intrigue Education)
- Tutored by a steward (Stewardship Education)
- No formal education (A random education trait, likely to be poor)

Any formal education will now cost you money.

NOTE: Conclave DLC users retain the new education system introduced in this DLC.

----------------------
[7] New combat tactics
----------------------
Combat tactics have been changed. Martial skill now has a much stronger effect on the outcome of a battle. Every tactic now has five levels of success: failed, botched, classic, impressive, and legendary. At each level, the offensive power of the tactic increases by 25%, and the defensive power of the tactic increases by 10%.

The chance that you will successfully execute a particular tactic depends on your martial skill, with your odds of success improving with every other skill level up to 24. Some examples:

- Martial 0
* 17% Failed
* 52% Botched
* 23% Standard
* 8% Impressive
- Martial 10
* 27% Botched
* 46% Classic
* 27% Impressive
- Martial 24
* 5% Botched
* 15% Classic
* 55% Impressive
* 25% Legendary

You must have Martial 16 or above to execute a legendary tactic, and Martial 8 or below to executed a Failed tactic.

-------------------------
[8] Combat Prowess Traits
-------------------------
In addition to the standard education traits, characters may now have one of four personal combat traits:
- Poor Warrior
- Trained Warrior
- Skilled Warrior
- Master Warrior

Your personal combat prowess affects a few things, including your chance of a successful ambush. You can raise a child's personal combat prowess by having them train under a skilled fighter, or by forcing them to train with you - if you're willing to risk injuring them. Your master at arms also has an action to train your children.


--------------
[9] Kingsguard
--------------
The Lord Commander is a High Lord (duke) level vassal of the Iron Throne

When a new Kingsguard is needed, players have a choice between choosing a great fighter, a croney or one of the sons of the nobility.
With each option generating 3 possible choices.

A human player can also appoint characters to the Kingsguard through the personal interaction menu, which is located where the 'send gift' button is in vanilla.

Assuming there are any suitable candidates. Kings who tore the realm on a daily basis will have difficulties filling the ranks.

Choosing the son and heir of a powerful lord might lead to some drama...
Going to war with the kin of your Kingsguard might lead to some more drama...

Sorry, No spoilers!

------------
[10] Maesters
------------
Maesters have a special place in the mod, here are the main details:

-The council position for court chaplains has been replaced by Maesters, only a character with the Maester trait can fill that position, so dont be surprised if you try to change him and you have no candidates!

-If you don't have a character with the Maester trait you can use the decision in the intrigue panel to send for one, he will arrive after a few days and automatically fill the council position.

-One of your courtiers may at any time ask to train at The Citadel. If you agree they will go to the Citadel barony in Oldtown. After an average of 8-10 years there they will gain the Maester and bastard trait and be sent to a random court.

-Maesters have two jobs that they perform automatically: one is 'tutor children'. This job had a chance of improving/lowering your children stats depending on the learning of your Maester. The other is 'Tend to wounded', with a chance of highering/lowering troop morale if you have troops raised. Both of these are automated as you cannot have more than 5 councillors per province.

-At any one time the Citadel barony in Oldtown will have 16 characters called Archmaesters, representing the conclave of the Citadel. If there are less than 16 a random Maester in all Westeros will be selected to be promoted.

-The King on the Iron Throne's Maester is called the Grand Maester, and he cannot be appointed. A new one is selected by the conclave when needed, selected from the Archmaesters and other Maesters at the citadel and is automatically moved to the King's court.

------------
[11] Religion
------------
- There is a priest court position who has two job actions: Convert populace, which the North and Iron Islands are more resistant to, and the Perform Charity action from vanilla

- If you dont have any candidates for this position you can use the 'Send for Holy Man' decision to obtain one.

- Characters can request a religious education, and eventually gain a preist trait.

FAITH OF THE SEVEN
- The High Septon is elected using the Sons of Abraham cardinal mechanics, where in this case the cardinals are the Septons of the Most Devout
- Each Faith of the Seven realm has a set of crown laws called Faith Authority that ranges from minimum to high. The higher the authority the more powers the High Septon holds within the realm
- You can send your daughters to the silent sisters
- If the High Septon has at least 70% moral authority he can excommunicate characters, who can be warred against on high faith authority

RHLLOR
- Rulers may be approached by a red priest who will try and convert them to the Red God
- Pious followers may gain the favour of the red god, maybe even becoming his chosen one. The chosen one can unleash shadowy terrors upon their enemies...
- R'hllor can use fire magic to look into the flames and reveal plots
- Those Favored by R'hllor may now heal themselves or others.
- The one chosen by R'hllor may claim Lightbringer and remove disfigurements and malformations from themselves or others.
- Plus other powerful magic....

DROWNED GOD
- Followers of the drowned god can offer up their prisoner's as a sacrifice
- A follower of the Drowned God can go on reaving trips and may freely raid non-believers to gain gold and prestige.
- If respected by his vassals, an Ironborn King can also freely invade other lands
- If the Old Gods DLC is enabled they can also use the concubine system to take salt wives.
- Ironborn who are saved from drowning might have their life totally changed.

OLD GODS
- Followers of the Old Gods can acquire Greensight and maybe animal companions
- Can commision a sepulcher/tomb (adapted from DLC runestone chain)
- Followers of the Beyond-the-Wall Old Gods faith can freely raid
- Cab hold melees in the Northern style

-----------------
[12] Night's Watch
-----------------
You may notice that the Night's Watch is playable, and has greater interaction with with the wildlings through the 'Great Ranging' CB, an 'on the wall' defender event perk, rebuilding the 19 Forts of the Watch and perhaps even a legendary horn to be discovered. If the Nightswatch falls to the widlings the lords of westeros will be able use the 'restore nightswatch' CB against them.

The 'banish' diplomatic action gives you an extra event for men where you can send them to the wall, so if you want to send someone to the wall for no reason the usual tyranny penalties apply! However, people you can freely execute for whatever reason can be sent to the wall via decision at not tyranny cost.

Find the Horn of Winter and keep the wildlings from uniting.

----------------------
[13] Westerosi Flavour
----------------------
- Westerosi Climate
Winter is coming... and might stay for several years... with his nasty modifiers.

- Knights
A valuable warrior of the faith will get the option to be knighted.

- Valyrian swords
Swords will be passed down from generation to generation, with small chances to lose/gain them in battle. Dynasts always have priority when inheriting swords.
People with the "Obtain a Valyrian Steel Sword" ambition now have access to a special event chain.
You can reforge your generic sword into one from a predefined list, you can mod this predefined list by;
Renaming the sword in valyrian.csv and replacing the gfx in gfx/traits

- Ironborn Culture
Various events for finger-dance/gold-price/reaving.

- Trial by combat
Some of your prisoners might demand it, be prepared!

- Trial by court
You can investigate a vassal prisoner and decide if he is innocent or guilty

- Restore Old King Harren's Castle
Return this mighty stronghold to its former glory, you will need to be very rich to commence such a task.

- City Watches
You can appoint the commander of the city watch of King's Landing, Oldtown and Lannisport. You can do this by giving an unlanded male courtier with at least 10 martial the honourary title. The commander of the Bloody Gate in the Vale can be appointed in the same way.

- Special executions
Boltons can flay their enemies, the Lord of the Eyrie use his moon door and the Northmen must swing the sword. Also dragon riders and the fire obsessed have some 'special' options...

- Cyvasse!
You can play cyvasse...

- Mini-stagnating Westeros
The fingers will never be more powerful then kings landing. Major powerhouses will probably stay the major powerhouses, referring to locations of course.

- Targaryens
Targaryens (and Blackfyres) get many unique events, including 'coin flips' and Valyrian legends. They can also inbreed freely.

- Dragons
Acquire rare petrified dragon eggs which trigger special events, maybe even resulting in becoming a Dragon rider...

- Cadet Houses
A worthy bastard or a bastard from a powerful dynasty can be granted lands and a name of his own.
If you would like to pick your own cadet house name, simply rename the appropriate dynasty in Agot/common/dynastys. More information; http://citadel.prophpbb.com/topic2821.html
If your dynasty is falling on hard times and you lack an heir then you may legitimise one of your cadet dynasties.

----------------------
[14] Eastern Flavour
----------------------
- Volantene Triarchy
The Free City of Volantis has it's own unique election system, where the three Triarchs share power and are elected in yearly elections.

- Piracy
The lands of the Stepstones and Basilisk Isles are infested with pirates. These realms can freely raid and have a free invasion CB. However pirates only follow strong rulers, and so if your heir is not strong enough your realm may disintegrate.

- Summer Islands
The Summer Islands are a feudal realm that revere their elders, and so practice Seniority. Archery is large part of their culture, and so they can hold archery tournaments.

- Mantarys
The people of Mantarys often suffer from a variety of issues and deformities.

-------------------
[15] Form a kingdom
-------------------

Lord Paramount's are the vanilla King Tier, and the Iron Throne is a giant De Jure Empire (similar to vanilla HRE), yet the blob is less stable then the HRE, it can be easily broken by civil wars (read about the "megawars" mechanics).
In addition you can create 8 more De Jure Empires, or in our case Kingdoms.

There are 8 kingdoms you can create;

1. Kingdom of the North.
2. Kingdom of Mountain and Vale
3. The Trident
4. The Rock
5. The Reach
6. The Stormlands
7. Dorne
8. The Iron Isles

-------------
[16] Tourneys
-------------
The tournament system has been revamped, allowing any Lord to hold one. Characters now also have a 'medal tally' on their screens, keeping track of their tourney record.

Here are the requirements for holding a tourney for each rank of Lord:

GRAND TOURNEY: King/Lord Paramount
- Not at war/mega-war
- Has not held a tournament in the past 10 years
- Follows the Seven religion
- is not attending another tournament
- No Lord Paramount or King in your realm is holding a tournament

REGIONAL TOURNEY: High Lord
Same as above with the additional conditions:
- No High Lord in your region is holding a tournament
- Your liege or your liege's liege is not at war

LOCAL TOURNEY: Lord
Same as above with the additional conditions:
- No neighbouring Lord is holding a tournament
- No Lord in your 'duchy' is holding a tournament
- No Lord in a neighbouring 'duchy' is holding a tournament

During a tourney the competitors will engage in a number of jousts against their opponent until one of the competitors is unhorsed leaving the other the victor.
Be warned that tourneys can be dangerous and one could end up with an injury or worse.
Tourneys can be especially fatal for you if your rival is taking part...

-------------------------
[17] Enhanced Interaction
-------------------------
Formerly achieved through the now redundant 'Personal Interaction' menu, the mod adds many new diplomatic interactions, including:
- Send an Insult
- Visit a character's chambers
- Bestow a Knighthood
- Command vassals to end wars
- Appoint characters to the Kingsguard
- Assign bribed characters a mission
- Slave interactions
- Forced marriages
- Torture
- Make a lowborn a noble
- Force children to train
- Granting of swords and eggs
- Plus much more

-----------------
[18] Localisation
-----------------
The mod is currently translated into French and partially into Spanish. Please report any errors/omissions on our forum.

-Traduction franaise opitimise:
1. Amliorez la traduction du jeu de base (Vanilla) en tlchargant le patch correctif Lingua Franca (premier lien dans le premier post: http://forum.reseau-...correction-ck2/) et en mettant son contenu dans le dossier Programmes Files/Paradox Interactive/Crusader kings 2/localisation
2. allez dans Mes Documents/paradox/crusader kings 2/mod/AGOT/Traduction dynasties/FAQ
3. suivez les instructions de la FAQ pour avoir les dynasties et cultures en franais

------------
[19] Credits
------------
Cabezaestufa: Founder/Map creator, General Coding Support, Events, DNA, Balancing, Bugfixing, North Content, Misc. Graphics, Team Management.

Knuckey: Project Leader, Scripting, History Work, General Coding Support, Bugfixing, "Megawars"

Scripting & Coding:
Galle: Events, General Coding Support, Bugfixing, DND, Localisation, Fighting Traits and the Duel Engine, New Plots, AI Work, Nightswatch/wildlings content
Sunspear: Coding, Events, Riverland Content, Bugfixing, Positioning Tool, Balancing, misc. Graphics, Personal Interaction, Faceless Men, Dragons.
Ogaburan (Ran Miller): Events, Westerland & Frey, Minor Families Filler, DNA, New Education System, Kingsguard, Knights, Bugfixing, Balancing, Misc. Graphics.
Fashbinder: Event scripting/balance, Trial by court, Nightswatch/wildlings content, Harrenhal restoration, R'hllor Magic, Reforged Swords, VSS Quest.
Toccs: Essos work, General Coding Support, DNA, Many History Updates/Improvements, Far East map creator, White Walkers.
blackninja9939: Event Scripting, Legitimise Cadets, Make a Noble, General Coding, Bugfixing, Forresters, Conquest of Dorne Events.
Rodri: Event, General Coding Support, Bugfixing, Dynasty tracing, Trial by Combat, Hereditary Valyrian Swords, New Ambitions.
Zarine: General Coding Support, New Battle System, Translations, Bugfixing.
Stiener (DanJonMin): CoA placeholders, Events, Iron Islands content, Localization, Misc. Graphics.
Wolfgang Pauli: Maintenance Events, Rescue CB, Testing, CoA Graphics.
Etel: Grell-conversion Work.
black_imperator: Events.
Riso: Merged features from mods like CK2+ and Better Rebels, Misc. Coding.
HuskyWolf: Scripted a bit and added some traits.
Waylit: Special siege events mod.
Comradebot: Farwynd skinchanger events, Ironborn event ideas
Tompalmer : Event scripting.
StoneTheCrow/Tycho: Valyrian Swords, history improvements, bug fixes.
Jenks: Event scripting

Graphics:
Edric_Storm: Dynasty CoA Artist, Dynamic CoA Generator Graphics (higher res, new designs), New CoA Templates (fabric banner and hide versions).
the_hdk: Crownlands initial Content, Dynasty CoA Artist, Title Flags, New CoA Template (leather version), New Skinchanger trait icons and misc icons.
Rabid Bogling: Dynasty CoA and Title flags Artist. Qartheen Portraits. Dynamic CoA Overhaul.
StGeorge: Icons & Loading Screens.
talias: Trait icons, Titular Kingdoms
Peuri: Portrait Graphics (including concept and design).
dauncosony: Portrait Graphics (including concept and design).
Velho e Bom Joe: City models and textures.
Amok: Much of his artwork used for event pictures: http://en.amokanet.ru/gallery
Starkweather: Valyrian children portraits, Titular Kingdoms
Jorian Drake: Dynasty CoA and title flags artist.
kuczaja: Qarth flags.
DarkReborn: Ghiscari portraits, Religion Icons
revisionist: Ghiscari Dynamic CoA.
hibludij: High Valyrian clothes
tem: Basilisk Island, Sothoryos flags, Lhazar flags
Midnighty: Summer Islands flags
Mavrosh: Map textures (lava, black rock and red earth): http://mavrosh-stock.deviantart.com
Arko: Interface improvements
Choccy: Valyrian/Rhllor CoA
foxwillow: Dynasty CoA Artist
LancelotLoire: White Walker portraits
Attiris: Holding images and other misc graphics
Misc CoAs/Graphics: HMAS-Nameless, Molleby, Smoesville, Micxzu, Pageman, Myrik_Justiciar, deloswerty, azaghal, Vystas

Database:
Chrisjm89: Historical character histories.
Hobbes MkII: Historical character histories
Cidellus: Historical character histories
Tompalmer: Historical corrections and community management.
Initial Content: ThePiglet, Hroppa, AlecTrevelyan006, Helios Ra, Jazthesentinel, Maginor
Wiki Links: Rhoedon, ThatOtherGuy642, wuschbaam, lesh

Clash of Kings Scenario:
Tompalmer: Scenario Design Lead
Mug bubule, Nacodaco, Knuckey, Hobbes MkII, C_moore, HuskyWolf

Original Music :
Aurlien Benharrats ( http://www.aurelien-b.fr/)

Translations & Localization:
Werther (French Lead)
French: R.Graymarch, Ysalaine, Merela, Ereksen, Sand, Yunyuns, Quentyn Tully, Lestival, tompalmer, Stannis, Lord Riusma, BiatchDeluxe, Paillard
Dany Quest: Loafcake, jimthepocket, MBjarno, blackninja9939, JON SNOWSTARK, EDAP, KnightKing
Spanish: Osuna, Darkhorse27, Bysne, DiTo/DiToMz, Juanen
German: Loomis
Sparqman, pulcherada, SinStar87, fastrike, Pekay
Eras Biographies: Vystas, Fegelein, jankmaster98, Wilsonator, BFKelleher, 'Legitimized Jon Snow', Patency, Hawke, 'Shoshon The Elegant', TMSaxon, SerJaecerysStorm, MBjarno, Rubidium, Lingvort, pottman
Special thanks for french proofreading: Merela, Graymarch, Sand, Hawkin, Pandmie, Suwan

Testing:
'Dom (JonSnoooow)' Saint_Esteban 'Ser Ham'
Smoesville Karuga ItsAtrap
Dingo lychnidos Kingsgrave
DadeRoyal 'Benjen Coldwater' daddytorgo
philosophert nudu Greatjon
Zirael Narf GoogleSearch
xoatl 'Daemon Blackfyre' EDAP
SerBrightflame SinStar87 hjkh123
fastrike Soulbourne Slavicist
Mitza8 tirion1987 Tiranasta
Pekay Galrun

Special Thanks To:
Grell74 for his original Crusader Kings mod, from which we took many things (spoiler warning)
Culturally Different Cities for our Dornish city graphics
CK2+
Friends and Foes for trait ideas & iconography templates
The Prince and the Thane for some of our ambitions
Alphanos's shortcuts mod
Dungeons and Sieges mod
Lupus Agnum mod
NB+/New Borders mod
Elder Kings mod
Ransom all minimod
fantasynamegenerators.com for various names
Captain Gars and Divine, Paradox User mod Coordinators
La Garde de Nuit for help with the French translation
Westeros.org for all it's information and resources, including many CoA graphics
Paradox Interactive for their great game
George R. R. Martin for his awesome books


SCREENSHOTS
Image

Image

Image

Image

OTHER RESOURCES

MOD Links
AGoT Mod CKII wiki page: http://ckiiwiki.com/Game_of_Thrones_Mod
Fashbinder's guide to the mod: http://citadel.prophpbb.com/topic1339.html
Bug Reports Forum: http://citadel.prophpbb.com/forum5.html
Paradox Plaza Forum: https://forum.paradoxplaza.com/forum/in ... s-mod.840/
ModDB Profile: http://www.moddb.com/mods/crusader-king ... es-ck2agot
For a full changelog please refer to changelog.txt, which is included with the download

Other links
Westeros.org the A Song of Ice and Fire domain: http://www.westeros.org/
Wiki of Ice and Fire: http://awoiaf.westeros.org/

French Links
CK2:AGOT mod sub-forum on the 'Garde de Nuit' Forums: http://www.lagardedenuit.com/forums//in ... -kings-ii/
'Garde de Nuit' ASoIaF French Wiki page: http://www.lagardedenuit.com/wiki/index ... er_Kings_2

PATCH NOTES
Spoiler: show
Patch 1.5 Notes
Here is a modest update to tide us over before the next vanilla DLC and 2.8 patch arrive. It contains numerous useful additions and fixes, including new artifacts, balance changes and events.

Highlights:
- New artifacts- Books and Glass Candles
- Marry your sister- added polygamy event for Faith of the Seven high valyrians
- Finished the Alchemist Guild society- including new fancy green clothes
- Aegon and Argilac can now be friends
- More tourney flavour- including gambling!
- Made Victarion dumb
- Less total war by republics for small villages
- Can no longer befriend young children at feasts
- Devil worship societies now default to off in game rules

Patch 1.4.1 Notes
We are pleased to release a new scenario! Play in the 'Century of Blood', set just after the Doom of the Valyria and perhaps try and reclaim the Freehold. This new bookmark is accessible via an include submod. There are also numerous other tweaks, fixes and additions.

Highlights:
- Mod compatible with 2.7.1
- Added a 'Century of Blood' bookmark (accessible by included submod)
- Some Asshai/Shadowlands flavour
- The seas can now freeze over
- Added a game rule for dynamic coa to have it default, dynasty head only or off

Patch 1.4 Notes
We have been working smoothly on getting the mod to speed for the latest patch and the 'Monks and Mystics' DLC, and are happy to release this update. We have started work on integrating artefacts and societies in the mod, but this work is still ongoing so hopefully this is just a start. We also have a new bookmark lovingly handcrafted by blackninja, that is set in the book 'A Game of Thrones', the titular book of the mod itself!

Highlights:
- Updated for 2.7.0.2 and 'Monks and Mystics' DLC
- Integrated many vanilla artefacts and added AGoT specific items
- A dragon mechanics rework
- Integrated the Dynamic CoA submod into the mod (Thanks to hero99)
- Improved incest- rulers may now take their lover-relatives as concubines
- Many database/map improvements and fixes
- Added a Noble Oligarchy government type, currently used in Qarth and Ibben.
- A new 'Game of Thrones' bookmark, with deep and engrossing event chains

Patch 1.3.2 Notes
This update is a small one that fixes the high number of CTDs present in 1.3.1

Patch 1.3.1 Notes
Now paradox have released the 2.6.3 patch, we thought it would be a good idea to make a public update ourselves before the next major patch and DLC arrives.

Highlights:
- Mod updated for 2.6.3
- Reapers DLC disease tweaks
- Fear system
- New cadet dynasty options
- Diplomatic annexation
- New graphics
- Fewer moustaches!

Patch 1.3 Notes
Our public release for 2.6.2 and The Reapers DLC has arrived. We hope you enjoy the many changes, improvements and fixes that have been made!

Highlights:
- Mod fully updated for 2.6.2
- The Reapers DLC compatible: enjoy new death and disease opportunities!
- New game rules, personalise your game
- New questing and touring options
- Many database updates, including wiki links
- Some new coats of arms and other graphics
- Improved game speed

Patch 1.2 Notes
Since our last update we have added many small fixes, tweaks and additions, and so thought it would be good to make them public before the next vanilla DLC comes and introduces new problems :)

Highlights:
- New decisions/events, including slave force training, build a flagship, enslave natives and godswoods
- When sending a relative on a foreign tour you can now instruct them to find a foreign marriage alliance
- New graphics, including dragons and eastern CoAs
- Big French translation update

Patch 1.1.2 Notes
So as many have guessed, we are not using the show as our canon, it was merely an April Fool's joke based on this: http://theculturalvacuum.tumblr.com/pos ... b-glossary

So here is an update including all the nice book lore! This all mainly important fixes for bugs in 1.1, plus some minor tweaks and additions.

Patch 1.1.1 Notes April Fools
With season 6 of the Game of Thrones Tv show coming up we've been thinking hard about what to prioritise. Due to the popularity of the show, we've decided using the show as our primary source of canon is the way forward. So here it is! Robb is now married to Talisa, Sansa to Ramsay Bolton, plus many other alterations!

Patch 1.1 Notes
This is probably one of our largest updates ever, and it includes many additions and fixes. The mod now makes full use of features from Conclave and Horse Lords DLCs, with a new education and council system, as well as Dothraki and Jogos Nhai now using the nomad mechanics. Plus much more!

Version 1.1 Highlights:
- Mod updated for 2.5.2
- Integrated new council and education mechanics for users of the Conclave DLC
- Dothraki and Jogos Nhai now use Horse Lords DLC mechanics (DLC is now needed to play as them)
- Revised R'hllor magic system
- Trials of Seven
- Dragon Dreams

Patch 1.0 Notes
We have decided that this version of the mod has pretty much everything in it that we set out to include 1.0. The World of ice Fire has been fully integrated into the mod, and all ? flags should now be gone. We now hope playing in Essos is as full and flavoursome experience as playing in Westeros. of course now we are out of beta feel free to deride us for bugs :D

Highlights of 1.0 are:
- Completed integration of World of Ice and Fire material
- Integrated some Horse Lords DLC features
- Added many new government types
- Others/White Walkers improvements
- Started a chronicle overhaul
- Plus many other additions, tweaks and fixes

Patch 0.9.6 Notes
The Westerosi portion of the World and Ice and Fire is now complete, all new information should be present in the mod. There is, as usual, many other fixes and improvements, including:

- Blackfyre Rebellion adjustments
- Added an experimental change to the ACOK bookmark, it now starts from renly's death so that the tyrells and lannisters can support the Iron throne in all of its wars
- The flags of the Iron Throne and The Seven Kingdoms can now change dynamically if a traditional great house owns them

Patch 0.9.5 Notes
The mod is now compatible with version 2.3.4, which includes a save corruption CTD fix, which will hopefully help with stability. Many other additions and fixes are also present. Highlights include:

- Updated mod for patch 2.3.4, which includes a fix for a save corruption CTD
- Removed the "new diplomatic actions" added in 0.9.4
- Revamped The North map setup
- More World of Ice and Fire changes, including piracy/corsair updates
- Added a decision for the King of the Iron throne where they can build a Westerosi road network
- Seduce your wife and strangle your enemies!

Patch 0.9.4 Notes April Fools
- Yet more ongoing changes from World of Ice and Fire
- Updates to the North map setup
- Many new flags
- House Forrester has been tweaked adding in the Branfields and Glenmores

Patch 0.9.3 Notes
This update contains many fixes and many small additions, and with the progress being made on flags and the World of ice and Fire we are almost at version 1.0. Highlights of 0.9.3 include:

- Updated mod for patch 2.3.3
- Yet more ongoing changes from World of Ice and Fire
- Added events where young landless characters can go on a foreign tour, with the possiblity of finding a foreign marriage
- Added an 'Overthrow Monarchy' faction, where the factions aim is to establish a republic
- Many new flags
- House Forrester!

Patch 0.9.2 Notes
Way of Life and foci have been adapted for the mod in this version, any of the vanilla foci can now be selected and used by all rulers. Other additions include a new Great Council event chain, and a mega war rework which allows custom empries to be created. Some effort has also gone into fixing bugs, so hopefully stability should be improved.

- Updated mod for patch 2.3.2
- Way of Life and foci adapted for the mod
- Added a Great Council event chain/decision to decide a kingdom's heir when the succession is unclear
- More more changes from World of Ice and Fire, including Bone Mountains improvements

Patch 0.9.1 Notes
This update takes advantage of the new modding capabilities introduced by the vanilla beta patches, the highlight of which is the new moddable diplomatic actions. Many other fixes and additions, including from the World of Ice and Fire, are ongoing.

- Updated mod for 2.2.1.3 beta patch
- Added 'The Rogue Prince' bookmark, depicting Prince Daemon's adventure in The Stepstones
- All personal interaction and slave actions are now in the diplomatic menu. Many other decisions also moved to diplomatic menu.
- Dothraki improvements

Patch 0.9 Notes
This update is the first step in intregrating all the new information from The World of Ice Fire. Many database additions/updates have been added, plus lots of tweaks, balances and events. Also many changes have been adapted from the latest vanilla patch.

Highlights include:
- Vassal limit added, which varies with Crown Authority
- Characters can go into hiding, also adapted existing siege hiding events for the new trait
- Can form custom kingdoms (empires not available yet)
- Wildling reflavour
- Many World of Ice and Fire updates

Patch 0.8 Notes
In this update The Night's watch and the White Walkers have received some love, with many improvements, fixes and additions being added which hopefully make the area more playable. The details are listed below. As usual, many fixes, tweaks and new flavour have also been added.

- Many White Walkers improvements/fixes
- Night's watch revamp
- Titular kingdoms for Essos
- Essos flavour
- Dynamic Golden Company invasions
- A new 'Prison Break' event series

Patch 0.7.2 Notes
Whilst not as large as previous updates, there have been numerous tweaks, fixes and additions added, including a very cold winter...
Detailed changelog is below...

Patch 0.7.1 Notes
This brings the mod up to date with the latest 2.1.6 vanilla patch, and includes tweaks, fixes and numerous small additions.

Changes include:
- Many decisions added from the 'More Decisions' submod
- Added events and flavour for the Mountain Clans
- Adjustments to the map, including changes to the Crownlands, Vale and terrain types
- Many character database updates
- The AI in The North is allowed boats again!

Patch 0.7 Notes
There are lots of small changes in this update. Some recent 'World of Ice and Fire' extracts have allowed us to expand our history setup, detailed changes are found below. We've also tried to make the various Westerosi regions slightly more unique by varying the troop composition found in each region. Other highlights include:

- Overhauled tourneys. Characters now match up in duel-like jousts.
- Adjusted claimant adventures. Adventurers now usually require gold to accumalate an army, the size of which increases the wealthier they are. They can also ask nearby rulers for funding.
- Ironborn may now have to duel wielders of valyrian blades to steal them whilst raiding
- Rebalanced the Conquest of Dorne scenario. The lords of Dorne are now in revolt against the Tyrells only, giving them a chance of winning.
- Updated immediate Stark family tree
- More flags
- Added House Codd

Patch 0.6.2 Notes
This update addresses some bugs that arose from the update to the last vanilla patch, as well as being compatible with patch 2.1.4

- The Jogos Nhai now use Dothraki nomadism
- Many dragon fixes
- Mammoths

Patch 0.6.1 Notes
This update mainly brings the mod up to date with the latest patch and DLC, utilising some of the new features added.

- Mod updated for patch 2.1.3
- Many history and database updates based on new WoIaF app info
- Dothraki and Dragon improvements
- Unsullied and War Elephants
- Added EU4 converter support

Patch 0.6 Notes
Dragons and Dothraki are the highlights of this update. The Dothraki Sea is no longer inactive, Dothraki Khals now being fully playable. They work quite differently from other characters, so reading the manual entry on them is advised! Also the CTD problems should be mostyl fixed now.

Important Note:
- If you are wondering about the question mark flags everywhere, there are currently no flags for many areas.

- Dothraki now fully playable- please see manual for details
- Dragons are now characters rather than traits. Most events and decisions reworked to reflect this. othe Dragon chanegs include:
- Unlanded Dragon Riders can now can on duchy adventures
- Dragon riders can now choose sides in mega wars like small Lords
- Revamped dragon duels, there can now be multiple dragons on each side and they are also more deadly

Patch 0.5 Notes
Essos has finally arrived! This huge new continent contains hundreds of new provinces and characters, from the Free Cities to all the way upto Qarth in East, and from Ibben in the North to the Summer Islands in the south. With this new continent many existing mechanics and scenarios have been adjusted. The most noteworthy additions are:
- Slavery- an extensive system has been added to model the slave trade in the east
- Piracy- Take control of a pirate in the Stepstones or Baislisk Isles
- Ninepenny Kings Scenario- Try and conquer Westeros as Maelys Blackfyre
- Bleeding Years scenario

Other changes include:
- Added a Faith Militant Uprising bookmark based on information from the Worldbook preview
- The High Septon is now elected using DLC cardinal mechanics. Old system still used if DLC is not active
- Added a new set of crown laws for The Seven called Faith Authority to replace the Investiture laws

Patch 0.4.7.1 Notes
-This is a small pacth to fix some fairly major issues in 0.4.7

Patch 0.4.7 Notes
Main features:
- Updated mod for patch 1.111
- A new ruin/colonisation system, with ruins in Oldstones and Summerhall
- Mega wars are now universal to all empire level titles
- Canon diseases can now appear in provinces
- Feudal Elective Kingdoms held by a Drowned God follower will now have a Kingsmoot upon the King's death

Patch 0.4.6 Notes
Another patch from Paradox means another update from us, again this is a small one that deals with 1.102.

Patch 0.4.5 Notes
This release is a small update that mainly makes the mod compatible with CK2 patch 1.101, including some bug fixes.

Patch 0.4.4 Notes
This release mainly deals with the new goodies introduced by the latest patch and DLC. Additions include:

-Worshipers of the Drowned God can now use the Old Gods DLC raiding mechanics. Off map reaving is till possible
-Wildlings can go now go raiding and gain defensive bonuses.
-Drowned God followers can now take their prisoners as salt wives using the new concubine system, but only via decision so you can't ask someone to be a salt wife. Old system still in place for non DLC users
-The Blackwater, Mander and Trident are now navigable by Drowned God followers, with a portage bewteen The God's Eye and The Trident
-Added a dynamic dynasty rivalry system. Enemy dynasties can now use the vengeance CB against eachother, which now also enforces all claims .
-Added some canon rivalries, including Frey-Stark rivalry from AFFC.

Patch 0.4.3 Notes
Nothing too major in this release, but there are plenty of additions to try before The Old Gods, as well as the usual numerous fixes.

- Added a Quest to Valyria event chain
- Finally added mechanics to improve base value buildings on your castle holdings.
- New R'hllor magic options
- Blackfyre Rebellion re-balanced

Patch 0.4.2 Notes

Since we noticed some of you didn't like the Eastern Continent as much as we hoped, we removed it and decided to focus on Westeros again for the moment. And so, here's the new version! The first thing you'll notice is that armies can move again, but the most perceptive amongst you will no doubt notice we have two new scenarios: the much requested Blackfyre Rebellion and the spoiler-heavy A Feast for Crows (seriously, don't even think about clicking on it if you haven't read all the books). There are a lot of tweaks and additions, as usual. You'll find, for instance, that you have new options to employ Hedge Knights. We have begun adding sensible buildings at last, so that late game should hopefully be improved, and there has been quite an overhaul in certain parts of the map.

Patch 0.4.1 Notes (April Fools Edition)

In honor of Game of Thrones' return to television yesterday, we're proud to bring you a new release, and with it a feature you've all long awaited and fiercely demanded. That's right, as of patch 0.4.1, the game of thrones is no longer confined to Westeros!

We've worked painstakingly to let you cross the Narrow Sea and experience the wonders of the East, a land of merchant cities, savage horselords, fanatical worshipers of the One True God, and the ruins of an empire long fallen.

Patch 0.4.0.1 Notes

A simple compatibility update for CK2 v1.091. We simply focused on fixing as many bugs as we could in the short time between this release and the last one.

Patch 0.4 Notes

This release comes pretty quickly on the heels of 1.09, but it's no mere compatibility update. And no, Essos isn't in either. What we do have for you is a ridiculous amount of new content. Seriously, our changelog for this thing is six pages long. Here's the highlights:
  • Airborne duels between dragon riders.
  • A new scenario to show them off - the Dance of the Dragons.
  • A second new scenario, the Conquest of Dorne.
  • New Loyalist factions that make civil wars far more balanced, and factions far less of a pain.
  • Several new features surrounding sexual politics, including stillbirths, abortions, and a brand new system for secret bastards.
  • Our very own original soundtrack, courtesy of the extremely talented [url="http://www.aurelien-b.fr/"]Aurelien Benharrats[/url].
Patch 0.3.3 Notes

Another compatibility/bugfixing update, this one for v1.08. Mostly balancing changes and bugfixes, but as always there's a lot of new details and flavor to be discovered. And the most observant among you might also notice we took some steps towards finally giving religion the importance it deserves...

Patch 0.3.2 Notes

This is primarily a compatibility update, allowing you to play the mod with CK2 1.07, but we've also added three new scenarios from Westeros's ancient history. The Seven Kingdoms allows you to experience an alternate history where Aegon the Conqueror never united Westeros, while War of Conquest allows you to either try to recreate his conquests, or defeat him. Finally, After the Spring is set in 211, in the aftermath of the devastating Blackfyre Rebellion. King Aerys I reigns and the notorious Lord Bloodraven serves as his Hand, while the son of Daemon Blackfyre plots to avenge his father and fulfill his claim to the Iron Throne.

Warning: Some scenarios are currently the victim of an extremely strange bug, which causes some lord to be independent if the scenario is loaded immediately after loading any of the new scenarios. The worst occurence of this happens to Dorne and the Reach in the Crowned Stag. If you experience this bug, you can fix it on the game setup screen by selecting Robert's Rebellion, then selecting The Crowned Stag again.

Patch 0.3.1 Notes

This release is focused on bugfixes and tweaks. There are no earth-shattering new features this time, but of course that doesn't mean there aren't plenty of interesting additions. For instance, you might find out people are now much more sneaky when trying to take another people's job. Or some new colorful insights on Ironborn culture (which involve chopping other people's heads off and taking their stuff). Rich characters might have some options to rebuild certain megalomaniac constructions from the past, and you might also notice it's now quite dangerous to lose your main castle in a siege. There's plenty more flavour, too, if you can bear with it!

Barring surprises, our next release should happen after 1.07 comes out and will hopefully take advantage of its new features.

Patch 0.3 Notes

Everything is finally ready for the Clash of Kings! You can now relive the War of the Five Kings in all its glory and recreate the events from the books, or steer them in a different direction if you prefer.

Of course, we have also added many more things for your enjoyment. We keep improving the Megawar system (it should now be able to cope with multi-sided wars a la War of the Five Kings), and if you aren't careful you might end on the wrong end of a certain not-so-extinct scaly creature...

We're pretty confident that this build is one hundred percent not balanced, but we still think it's in a state worthy of release. We'll be especially looking forward to feedback on balancing the Clash of Kings scenario. Our next release will obviously focus at least somewhat on fixing issues reported in this one, but we also have a smorgasbord of planned new features that didn't quite make it into this release. You all still have plenty to look forward to.

Patch 0.2.1 Notes

This is mostly a bugfixing update. There were a few nasty bugs in 0.2, so we decided to fix them instead of waiting for the Clash of Kings to be ready. Apart from that, there have been some interesting new features, some of which you guys had been asking for a long time.

Patch 0.2 Notes

Now the mod is compatible with 1.06, but this is far from being the only change in this version. First and foremost, you might notice some new faces north of the Wall... These guys are there to stay, but they aren't completely fixed for now, and you might notice some strange behaviour. This is because we wanted to release the new version as soon as possible to let you guys play after 1.06. For this same reason, please be on the lookout for any bugs that might show up!

There have been some attempts to make things more interesting after Robert's Rebellion ends. The realm should be more unstable now, and characters have more options to raise hell. We will keep expanding on this in future versions.

In addition to this there have been an immense amount of tweaks, changes and additions, too many to mention here. We have taken some features from other popular mods, expanded on what we already had and added plenty of flavour.

Patch 0.1.1 Notes

After a week of work, we've finished work on the first patch! Here's a small sample of what you can expect:

A new scenario, the Crowned Stag, allowing you to skip that messy "War of the Usurper" business.
Many, many bugs fixed
Much tweaking of balance to make wars depend more on battles than on sieges
An improved map, adding Westeros's major roads
Two new CBs - rescue your imprisoned relatives, or pay the iron price
New events and event chains
The first prototype and implementation of our new Duel Engine
An extension to the Megawar system, allowing minor houses to declare for their lord or remain loyal to the Crown
Making - and using - wildfire
Much and more


This patch is essentially an "upgrade pack" for the existing Robert's Rebellion scenario, but we're aware of the stability problems that crop up afterward (specifically, there being too much of it) and we definitely plan to address those in future releases. For now, though, we think you'll find these new features to provide plenty of entertainment.

Balance should have changed a lot. You should now see much faster wars, with do-or-die battles which can actually change the course of the entire war. Attrition should be more manageable too, as long as you try to stick to the roads whenever possible.

You'll notice there's far less money around. The overabundance of it in our first release was actually a bug, which should be fixed now. Feel free to tell us whether you think we went too far or if we should decrease income even more.

Have fun!
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Re: AGOT Manual- plus other information

PostPosted by Daemon Blackfyre » Wed Aug 15, 2012 13:57

Are there any recommendations for difficulty settings ?
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Re: AGOT Manual- plus other information

PostPosted by HuskyWolf » Wed Aug 15, 2012 15:31

i play on normal so i dont think so
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Re: AGOT Manual- plus other information

PostPosted by jabes » Thu Aug 16, 2012 15:09

Speaking as someone that writes technical documentation, this is a great primer. I was wondering if you had any good recommendations for reading up on how to predict/manage your primogeniture and alliances? It gets a bit overwhelming trying to predict which inheritances you really need to 'fix'. The alert works out nice, but I have found myself inheriting or losing territory due to an unforeseen primogeniture that, for example, goes to Dorne.
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Re: AGOT Manual- plus other information

PostPosted by HobbesMkii » Thu Aug 16, 2012 15:14

jabes wrote:Speaking as someone that writes technical documentation, this is a great primer. I was wondering if you had any good recommendations for reading up on how to predict/manage your primogeniture and alliances? It gets a bit overwhelming trying to predict which inheritances you really need to 'fix'. The alert works out nice, but I have found myself inheriting or losing territory due to an unforeseen primogeniture that, for example, goes to Dorne.


Those are vanilla game mechanics, so they're discussed here:
http://forum.paradoxplaza.com/forum/sho ... -II-Manual
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Re: AGOT Manual- plus other information

PostPosted by AllenFromMars » Thu Aug 16, 2012 19:12

This has always confused me:

"It is also possible to fabricate claims on any dejure Night's watch province, so don't try!"

shouldn't it be: "It is also impossible to fabricate claims on any dejure Night's watch province, so don't try!

EDIT: well now that v0.3 is out this doesn't matter much anymore ^_^
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Re: AGOT Manual- plus other information

PostPosted by Zireael » Sat Sep 01, 2012 18:33

Updated the ckiiwiki mod page, so that it's true for 0.3.
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Re: AGOT Manual- plus other information

PostPosted by Zireael » Mon Oct 29, 2012 20:12

Updated the ckiiwiki mod page - it's true for 0.3.2.

It's missing the memo about messed up flags, I'll add it tomorrow.
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Re: AGOT Manual- plus other information

PostPosted by godblessyou » Sat Nov 24, 2012 07:21

Very helpiing information ... ;)
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Re: AGOT Manual- plus other information

PostPosted by SerArthurDayne » Sat Nov 24, 2012 09:41

"A Game of Thrones" is a mod for CKII. It is based off of the award-winning "A Song of Fire and Ice" series by George R.R. Martin.
The mod currently offers five scenarios.
The Seven Kingdoms: -1 AL (7999 using the mod's dating)
War of Conquest: 0 AL (8000)
After the Spring: 211 AL (8211)
War of the Usurper aka Robert's Rebellion: 282 AL (8282)
The Crowned Stag: 284 AL (8284)
The Greyjoy Rebellion: 289 AL (8289)
A Clash of Kings: 299 AL (8299). This scenario is based on book 2 of the series.

Should be 7 scenarios.
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Re: AGOT Manual- plus other information

PostPosted by Zireael » Thu Jan 24, 2013 14:59

You probably posted just right as I was fixing it. It's correct now.
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Re: AGOT Manual- plus other information

PostPosted by magaZIN3D » Sat May 11, 2013 15:18

- Cyvasse!
You can play cyvasse...


how ? or is the mod the cyvosse game :P ?

beside that , great mod!
The Lord of Light wants his enemies burnt. The Drowned God wants his enemies drowned. Why are all the gods such vicious c-nts? Where is the god of tits and wine?
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Re: AGOT Manual- plus other information

PostPosted by Fashbinder » Sat May 11, 2013 15:59

Theres one instance in which it's localized as "You play cyvasse" and in the next version a scissors paper rock version of cyvasse is in an event chain. :)
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Re: AGOT Manual- plus other information

PostPosted by VxXxV » Wed May 15, 2013 15:06

AllenFromMars wrote:This has always confused me:

"It is also possible to fabricate claims on any dejure Night's watch province, so don't try!"

shouldn't it be: "It is also impossible to fabricate claims on any dejure Night's watch province, so don't try!

EDIT: well now that v0.3 is out this doesn't matter much anymore ^_^


*Just for clearance
before 0.3 You will be able to fabricate claims , but the claims will be deleted after a while
after 0.3 Night watch lands is blacklisted
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Re: FAQ - Screenshots - Manual & other information

PostPosted by joseo » Wed Aug 14, 2013 00:38

what version of the mod i must download if i have v1.00 YRRE of the game?
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Re: FAQ - Screenshots - Manual & other information

PostPosted by EDAP » Wed Aug 14, 2013 10:24

I'd recommend updating to a more recent version of the game, as I doubt the mod had a version you'd want to play working anywhere near that close to the game's release. In fact why haven't you updated; are you a pirate? Pirated versions are not supported.
Here is a link to my personal list of FAQs. Please check there to see if it answers you question. The specific details aren't up to date, and I probably won't update it for a while, but the general ideas are unchanged.
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Re: FAQ - Screenshots - Manual & other information

PostPosted by knuckey » Sun Mar 13, 2016 12:04

Just updated the FAQ with the following entries:

Who can I play?
You can play as any landed feudal noble in Westeros or Essos, any Wildling/Pirate warlord, the Night's Watch, the merchant republics of the Free Cities, Slaver's Bay and the East (Republic DLC required) or Dothraki/Jogos Nhai nomads (Horse Lords DLC required)

How do I colonise a ruin?
Ruined provinces are now colonised via a province decison, which is accessed by right clicking on the shield/coat of arms of the province.

What DLC does the mod need/use?
The mod should run fine no matter which DLC is enabled/disabled.

However some of the DLC does add content to the mod, here is an overview:

  • The Sword of Islam: Adds only the ability for the player to have multiple wives as a character of the Valyrian religion.
  • Legacy of Rome: Adds castration and blinding capability as well as a couple of flavour events. It does NOT add retinues.
  • The Republic: Allows the Merchant Republic realms to be played, namely the Free Cities, Meereen, Yunkai, Astapor, Ibben, Asshai and the Guilds of Qarth. These realms will still be active even without the DLC.
  • The Old Gods: Enables the concubine system for Drowned God, Dornish, Pirate, Eastern characters and others (Pre-DLC system will be used if not enabled). Also adds much flavour, including beserkers, adventurers, new rebels and runestones. Raiding is available for drowned god, wildlings, pirates and others even without this DLC.
  • Sons of Abraham: Enables the council of the Most Devout and their election of the High Septon. Also adds many religious flavour events, including various Holy Order events/decisions.
  • Rajas of India: Adds flavour to various far eastern cultures, including tiger hunts, gurus, reincarnation events and other flavour events.
  • Charlemagne: Adds the chronicle, custom kingdoms (exisiting titular kingdoms are still available without DLC) and a 'hero knight' flavour event
  • Way of life: Enables the focus system, allowing a ruler to pick any of the foci available with all associated events decisions. Seduction focus replaces 'visit chambers' interaction when DLC is enabled
  • Horse Lords: Adds the nomad mechanics for Dothraki/Jogos Nhai (DLC now required to play these), landless adventurer mechanics for Ironborn, the wolf flavour events and land trade routes.
  • Conclave: Adds the enhanced council/favour mechanics, new education focus system, dynamic mercenaries plus other misc flavour
  • Ruler Designer: Fully compatible with the mod
  • Customiser: Fully compatible with the mod
  • EU4 Converter: Not compatible
  • Music Packs: The mod's soundtrack currently overrides them, however deleting "A Game of Thrones/music/songs.txt" will re-enable vanilla music
  • African Unit Pack/Portraits: Used for the Summer Islanders, Basilisk Islanders and Sothoryos
  • Mongol Portraits: Used for the Nefer and Yi Ti
  • Turkish Portraits/units: Used for Lengi
  • Spanish Portraits/units: Used for Moraqi
  • Celtic Portraits/units: Used for Ibbenese
  • All other Face/Unit Packs: Not used
  • Dynasty Coat of Arms Packs: Not used
  • Sunset Invasion: Some things may happen if enabled...

What is the 'Old Frames' option in the installer?
Paradox changed the style of the character frames in patch 2.4, selecting this option retains the old style of frames from before this.

BOOK/SEASON 2 SPOILERS: Why can't I play as Renly in A Clash of Kings?
We decided that moving the start of the scenario to after Renly's death provided better balance. The old setup with Renly alive and the original events is still possible to play by manually moving the start date to 11th Feb 8299.
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Re: FAQ - Screenshots - Manual & other information

PostPosted by djt0nez » Wed Sep 14, 2016 22:33

Just to specify, are the Horse Lords and Conclave DLC content packs used by the mod or do I just need the base HL and CC DLC's? ty
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Re: FAQ - Screenshots - Manual & other information

PostPosted by EDAP » Wed Sep 14, 2016 23:44

The content packs are not used.
Here is a link to my personal list of FAQs. Please check there to see if it answers you question. The specific details aren't up to date, and I probably won't update it for a while, but the general ideas are unchanged.
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Re: FAQ - Screenshots - Manual & other information

PostPosted by seoquangngai » Thu Jan 05, 2017 10:59

Just to specify, are the Horse Lords and Conclave DLC content packs used by the mod or do I just need the base HL and CC DLC's? ty
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