• Crusader Kings III Available Now!

    The realm rejoices as Paradox Interactive announces the launch of Crusader Kings III, the latest entry in the publisher’s grand strategy role-playing game franchise. Advisors may now jockey for positions of influence and adversaries should save their schemes for another day, because on this day Crusader Kings III can be purchased on Steam, the Paradox Store, and other major online retailers.


    Real Strategy Requires Cunning

knuckey

AGOT Mod
37 Badges
Oct 10, 2010
1.674
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  • Crusader Kings II
  • Heir to the Throne
  • Hearts of Iron III
  • Cities: Skylines - After Dark
  • Crusader Kings II: Conclave
  • Stellaris
  • Crusader Kings II: Reapers Due
  • Crusader Kings II: Monks and Mystics
  • Cities: Skylines - Mass Transit
  • Surviving Mars
  • Cities: Skylines - Green Cities
  • Cities: Skylines - Campus
  • Crusader Kings III
  • Cities: Skylines - Parklife Pre-Order
  • Cities: Skylines - Parklife
  • Cities: Skylines Industries
  • Crusader Kings II: Holy Fury
  • Imperator: Rome Deluxe Edition
  • Imperator: Rome
  • Crusader Kings II: Way of Life
  • Divine Wind
  • Europa Universalis III Complete
  • Europa Universalis III Complete
  • Rome: Vae Victis
  • 500k Club
  • Crusader Kings II: Holy Knight (pre-order)
  • Crusader Kings II: Horse Lords
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sunset Invasion
  • Europa Universalis III Complete
  • Cities: Skylines
  • Rome Gold
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.

How do I access the Century of Blood and Pre-Doom bookmarks?
The extra bookmarks are made as submods (this has made it easier for us to create). To access them you have to select both the main 'A Game of Thrones' AND 'AGOT relevent submod in the launcher. Only the extra bookmarks will be present when enabling the submod, disable the submod to bring back the other bookmarks.

The official submods can be downloaded here: https://forum.paradoxplaza.com/foru...-read-before-using-or-reporting-bugs.1025996/

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 Rogue Prince: The Rogue Prince Novella
  • The Dance of the Dragons: The Princess and the Queen Novella
  • 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
  • Jade Dragon: Adds unjust conquest casus belli, chinese portraits/buildings which are used in Yi Ti, and some artifact/chinese flavour adapted for the mod.
  • Holy Fury: Adds Shattered/Random World system, Warrior Lodge societies, Tiered-scar system, Kill List, Forge Bloodline ambition, Coronation decision, Sway and Antagonize decisions and other misc flavour. Roman portraits used in Asshai
Other DLC
  • Ruler Designer: Fully compatible with the mod
  • Customiser: Fully compatible with the mod. Needed to enable renaming of dragons and artifacts.
  • 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:

https://forum.paradoxplaza.com/foru...al-(Or-What-it-s-got-code-No-don-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 :
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/album/ost-mod-got-crusader-kings-2

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

MANUAL
A manual for the mod included in the download

You can also download it here if you wish : https://www.dropbox.com/s/ecogtjjb5xo01d4/AGOT- Manual.txt?dl=0

SCREENSHOTS








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://agotcitadel.boards.net/board/3/bug-reports
Paradox Plaza Forum: https://forum.paradoxplaza.com/forum/index.php?forums/game-of-thrones-mod.840/
ModDB Profile: http://www.moddb.com/mods/crusader-kings-2-a-game-of-thrones-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//index.php?/forum/115-mod-pour-crusader-kings-ii/
'Garde de Nuit' ASoIaF French Wiki page: http://www.lagardedenuit.com/wiki/index.php?title=Mod_AGOT_pour_Crusader_Kings_2

PATCH NOTES
Patch 2.0 Notes
After 7 years of development, the mod has finally got to a point where I'm happy to slap the label 2.0 on it. Pretty much all the content that has been planned to be added is present, and much more. Therefore this seems like a good point to take step back. This does not mean the mod will not continue to be supported and updated, it just means no more major additions (at least until Winds of Winter appears in the distant future :D). That all said, there are many cool additions in 2.0!:

Highlights:
- New features based on Fire and Blood, including Royal Progresses and other flavour events
- Revamped Valyrian Freehold mechanics. The Freehold is now a Noble Oligarchy with special election mechanics. Also added many events and tweaks.
- Improvements and tweaks to the map setup
- Many, many database updates/improvements
- Can no longer befriend grieving dragons in local taverns

Patch 1.9.1 Notes
This is relatively small update making the mod compatible with CK2 3.1. There are however several new additions, and many more history and map updates.

Highlights:
- Updated mod for CK2 version 3.1
- Many religions are now reofmrable, see dev diary for details: http://agotcitadel.boards.net/thread/2491/dev-diary-reformation
- New coats of arms for Riverlands and Reach houses
- Tweaks and improvements to the map
- Many more history updates
- Find your own 'Dawn'

Patch 1.9 Notes
Ever since Fire and Blood was released we have been working on getting the history database up to speed, and it is now ready for release! The quantity of history changes is quite large, including many other non-Fire and Blood related improvements, and there are many more to come in upcoming updates.

Highlights:
- Many, many history updates from Fire and Blood
- Many other history updates, including from Blood of the Dragon
- Improvements to the map setup
- Create your own House Words
- Maesters are less bloodthirsty!
- Many bug fixes and tweaks


Patch 1.8 Notes
Our Holy Fury update is finally here! This has been in the works for many months, and includes many new features which utilise the modding potential from Holy Fury. No Fire and Blood info is included in this update, this will be included in the next update.

Highlights:
- Updated mod for patch 3.0.1 and Holy Fury, including the addition of certain new vanilla mechanics
- Added a 'Ghiscari Wars' submod
- Many new mod specific bloodlines
- Added banking societies, with a large rework of how loans and their recovery work
- Added a Citadel society for Maesters. Uses many features from the vanilla Hermetics society when MnM DLC is enabled
- Added new mechanics for Norvos. The Monastic government now uses a system of Monastic Order dynasties, where you play as an order rather than a familial bloodline. Plus other flavour events.
- It is now possible to name Dragons, ships, artifacts and other things directly, without using the old convoluted title system
- Integrated elements of 'the Seed is Strong' submod. Great houses and their bloodlines now have special genetics
- Less murderous concubines
- Take a salt husband!

Patch 1.7.1 Notes
A small update that mainly provides 2.8.3.2 compatiblity and small bug fixes

Highlights:
- Updated mod for patch 2.8.3.2

Patch 1.7 Notes
Yet more Pre-Doom improvements accompany this update, as well as many new addiitons and bug fixes. Also check out the many map changes, including a revamped beyond the Wall.

Highlights:
- Updated mod for patch 2.8.2.1
- Many Pre-Doom scenario improvements
- A wildling revamp
- New artifacts
- 'Sons of the Dragon' updates
- No more blackmail scandals involving infants
- Burn them all!

Patch 1.6 Notes
This patch mainly concerns patch 2.8 and The Jade Dragon DLC, with many new additions and fixes

Highlights:
- Updated mod for 2.8
- Major portrait updates
- Valyrian steel swords and dragon eggs now use the artifact system.
- Rename dragons, swords and other artifacts
- AI is less likely to kidnap random young women
- Reinstated ursine shenanigans
- Improved dragon-feline interaction

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/post/116816249708/the-book-snob-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:
[ul]
[li] Airborne duels between dragon riders.[/li]
[li]A new scenario to show them off - the Dance of the Dragons.[/li]
[li]A second new scenario, the Conquest of Dorne.[/li]
[li]New Loyalist factions that make civil wars far more balanced, and factions far less of a pain.[/li]
[li]Several new features surrounding sexual politics, including stillbirths, abortions, and a brand new system for secret bastards.[/li]
[li]Our very own original soundtrack, courtesy of the extremely talented Aurelien Benharrats.[/li]
[/ul]
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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Slavicist

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Who can I play?
You can play as any landed feudal noble in Westeros or Essos, any Wildling/Pirate warlord, the Night's Watch or the merchant republics of the Free Cities, Slaver's Bay and Qarth (DLC required)
The Kingsguard is playable too, as well as a few unlanded characters (pretenders).

Rajas of India: Adds flavour to various far eastern cultures, including tiger hunts, gurus and the reincarnation events
And, what is to an extent important, the ability to convert to the local religion and/or culture.
 
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JosunUrashima

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What might some of those special things be for the Sunset Invasion one, besides the obvious Aztec invading bit :p
 

greatolaf3

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How does the First Night law actually work? I have it enabled but I haven't seen any results.
 

knuckey

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How does the First Night law actually work? I have it enabled but I haven't seen any results.
It enables a few events, including one event where you or your relatives can have random bastards with the peasantry, and one where the king can claim first night at weddings if they have the right traits.
 
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Sonmi

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Didn't know where to ask the question, so I guess I'll do it here.

I was wondering if you guys had any plans to integrate the other face packs into the mod in the future. One of the great things about the ASoIaF universe is the diversity of the peoples and locations, and I think having several new types of faces would add more spice to that diversity.

Anyways, I really enjoy the mod, thank you all for the good work.
 
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knuckey

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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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greatolaf3

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How can I revert to the base game music. The music you have provided is interesting at first but can get repetitive more easily than the base game, that and Andreas Waldetoft is awesome.
 
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RelVleDy

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Does anyone else still get random crash CTD's about every 50 years in? It was like this in the last version, too. I was hoping CKII 2.6.1's performance patch would alleviate the crashing, but I guess not.

How can I revert to the base game music. The music you have provided is interesting at first but can get repetitive more easily than the base game, that and Andreas Waldetoft is awesome.
Try deleting the music folder in the mod's directory folder. It should then default to the standard CKII music.
 

blackninja9939

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Hi, I've been translating AGOT Mod into Korean, and now intend to upload it at steam workshop, before that, I'd like to get your permission first. May I?
Instead of uploading it onto the workshop we can include it in our installer which would probably be easier all around. Send me a PM with the details of the mod and we will see what we can work out! :)
 

vukica

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Hi, I've been translating AGOT Mod into Korean, and now intend to upload it at steam workshop, before that, I'd like to get your permission first. May I?
I'm really curious... how long did that take?
 

knuckey

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DLC information added to FAQ:
  • Monks and Mystics: Adds the devil worshiper societies, 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
 

knuckey

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New entry to the FAQ:

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.
 

J.P.Cliffer

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The link to the manual in dropbox is dead just here to say that.
 

Xyathu

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So Targaryan can inbreed freely.
Is that made with the religion? If so, will people who convert also start inbreed freely? Or is that restricted to targaryan / valyrian dynasty?
 

theshadow603

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the religion and the targaryen/blackfyre dynasties both can. two seperate mechanics.
 

Xyathu

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Thanks. Didnt know about divine blood^^.
Another question. There is no penalty for "wants a seat on council". How does this work? I really like this and wants this for my "vanilla" ck, but cant find out how to do that.
 

Pryderi

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HI, just started with the mod and tried to set a focus, got a message that I had to plot against someone to make it work. But I was trying to set a learning focus, and have terrible intrigue, so that's just not going to work at all (think I can get a max of 35% plot power, with some bribes).

Do I need to be using ruler designer to make a master assassin to accesss the focus system? And if so why?

edit - used char designer to make a char with good intrigue to check it out and no plot needed, no idea what's going on :D
 
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