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luk3Z

Rebel
1 Badges
May 15, 2007
416
19
  • For The Glory
Welcome.
To play this mod you need the latest 1.3 beta patch:

GoT based on the History of Rome mod with beautiful map.
I try to balance the mod so in 1st scenario each country start with 50 provinces including: 1 capital, 5 cities, 5 castles, 5 windmills and rest are villages.
Since version 0.2 mod contains additional random map & each country start with 5 provinces (few with 6) including 1 city/castle/capital (random) and 1 windmill.

Download 0.2.7.2 (current):
Download 0.1.x (obsolete):
Download Music (optional):

Major (important) changes:
- religions changed to influence
- cultures changed to dominium
- new game shortcuts:
e = envoy button
f = forts mapmode
g = goods mapmode
o = manpower mapmode
q = revoltrisk mapmode
t = diplomat button
v = view (own) province
y = supply mapmode

Mod in version 0.2.x contain of 5 kinds of dominium (each have other attributes):
Code:
capital = income: 12; goods = high_taxes; manpower = 3; fort level = 3;
city = income: 9; goods = medium_taxes; manpower = 3; fort level = 3;
castle = income: 9; goods = medium_taxes; manpower = 3; fort level = 5;
windmill = income: 6; goods = grain; manpower = 1; fort level = 1; land support = yes
village = income: 3; goods = low_taxes; manpower = 1; fort level = 1;

In version 0.1.x of GoT there are also 5 types of dominium:
Code:
capital (income: 20, manpower: 3, fort lvl: 3)
city (income: 15, manpower: 3, fort lvl: 1)
fortress (castle) (income: 10, manpower: 3, fort lvl: 3)
mill  (income: 3, manpower: 0, fort lvl: 0, land_support = yes)
village (income: 3, manpower: 0, fort lvl: 0)

Currently in this version of mod building forts is forbidden & pop is not growing (due to changing city sprites on the map - I need proper exe file for that).

1. How to install mod:
Extract GoT.7z to .\FTG\Mods\ dir and in game Settings change Colorscales to "New" and shields to Enhanced. You have to restart your game after change colorscales to avoid errors with wrong colors on the map. Put Music to \FTG\Mods\Game_of_Thrones\Music.

2. Notice before you begin.
Before you start play random map go to:

Options -> Message settings -> Influence and turn off displaying:
"When another country converts its state influence" and

Options -> Message settings -> Missions and Monarchs
"When another country gets a new Monarch"

What does it means ? It prevents mod spamming with windows at startup scenario with random map.
My advise due to flag change position (after creation random map) - just save & load the game later.

Please don't save & load random map at the begining of your game in january (as long as all events for AI are not fired).

Tip: get tax collector as soon as possible (infrastructure lvl 1) to higher yearly tax.

I hope you enjoy it!

Land Support Limit:
To rise your "Land Support Limit" you can send merchants to some CoTs.
"An added benefit of trade is that every 100 units of grain traded improves army support by 2K men."
https://eu2.paradoxwikis.com/Trade
https://eu2.paradoxwikis.com/Land_maintenance

High level of fort (castles):
To capture castles in reasonable time you need min. 50 artillery.
You can besiege castles without any artillery, but it take more time to capture it.
You can also speed up siege by blocade castle with port.
https://eu2.paradoxwikis.com/Blockade
https://eu2.paradoxwikis.com/Siege

Tip: get tax collector as soon as possible (infrastructure lvl 1) to higher yearly tax.

Known issues:
?

Version 0.1 version (obsolete):



New from 0.2.x version:
The main 9 houses and their supporters accordingly (on the bottom) from the left (alphabetically):
Arryn, Baratheon, Greyjoy, Lannister, Martell, Stark, Targaryen, Tully, Tyrell.








Code:
__________________
0.2.7.2 changelog:
- added empty leaders_pir.txt & leaders_reb.txt files to avoid ID conflicts with the vanilla PIR & REB files
- updated Player_advisors.txt event
- changed manpower in villages to 1

________________
0.2.7.1 changelog:
- updated provinces.txt (removed unused provices id > 1569, thanks to Trmdrg for noticed this)
- updated land.txt, naval.txt and technologies.csv (restored vanilla files to avoid possible crashes)
- updated interface.csv

________________
0.2.6 changelog:
- envoy placement chance (base) = 0.13 (~30% chance to change influence in game when king's ADM skill = 5)
- slightly modified infrastructure technology
- bank loan for 10 years (instead of 5 - experimental)
- modified income from dominium:
    - capital = income: 12; goods = high_taxes; manpower = 3; fort level = 3;
    - castle = income: 9; goods = medium_taxes; manpower = 3; fort level = 5;
    - city = income: 9; goods = medium_taxes; manpower = 3; fort level = 3;

________________
0.2.5 changelog:

- artillery now available since the beginning (land tech. lvl 0)
  (you need min. 50 if you want to capture castles in reasonable time: 10 * fort lvl)
- default king skills after government collapse is now 5/5/5 (insted of 3/3/3)
- slightly modified land technology
- Bailiffs can now be promoted to Tax collectors at lvl 1 of infrastructure

________________
0.2.4 changelog:

- fixed some X/Y coordinates for army/city sprites
- added missing shields for selected countries (random map scenario)
- nationalism reverted back to 30 years
- envoy placement chance (base) = 0.33 (33% chance to change influence; local = 50%)
- _INFANTRY_BASE_PRICE_ changed to 10 (+1)
- higher AI aggressiveness (min. war = 50)
- _COVER_FORCE_SIZE_ changed to 1000 (original)

________________
0.2.3 changelog:

- changed pirates appearance in defines.txt
- modified income/manpower from dominium:
    - windmill = income: 6; goods = grain; manpower = 1; fort level = 1; land support = yes
    - castle = income: 12; goods = medium_taxes; manpower = 3; fort level = 5;
- few improvements in message log (now colored some events)
- new gfx on map
- fixed some X/Y coordinates for army/city sprites
- changed years of technologies (need some testing here)

________________
0.2.2 changelog:

- modified income from dominium:
    - capital = income: 15; goods = high_taxes; manpower = 3; fort level = 3;
    - city = income: 12; goods = medium_taxes; manpower = 3; fort level = 3;
    - castle = income: 9; goods = medium_taxes; manpower = 3; fort level = 5;
    - windmill = income: 6; goods = grain; manpower = 0; fort level = 1; land support = yes
    - village = income: 3; goods = low_taxes; manpower = 0; fort level = 1;
- fixed some X/Y coordinates for city sprites

________________
0.2.1 changelog:

- fixed cot_assign_penalty in Europe (geography.txt)
- altered income from provinces (to vanilla style)
- 'advisors' event now happen after 'random skills' events

______________
0.2 changelog:

- basic implementation of 'advisors' (+0..+2 DIP/ADM/MIL)
- basic implementation of 'national strategy' setup (aka national ideas)
- added bonus at start in 'random map' scenario
- new terrain & gfx on map
- new scenario with random map (9 main Houses of Westeros & their supporters - 22 houses for each side)
- new (legacy) unit's sprites
- modified income from dominium:
    - capital = income: 50; goods = high_taxes; manpower = 3; fort level = 3;
    - city = income: 40; goods = medium_taxes; manpower = 3; fort level = 3;
    - castle = income: 30; goods = medium_taxes; manpower = 3; fort level = 6;
    - windmill = income: 10; goods = grain; manpower = 0; fort level = 0; land support = yes
    - village = income: 5; goods = low_taxes; manpower = 0; fort level = 0;
- envoy placement chance (base) = 0.50 (50% chance to change influence)
- dominium name with 'fortrees' changed to 'castle'
- cancel MA (military access) & revoke MA won't cause -1 stability anymore
- higher income from provinces - you can feel difference when you have valuable provinces (in EU2 we always suffer due to lack of money...)
    - my advice: get tax collector at the begining (bonus)
- 0% chance that the fortress level will be reduced by one when captured (instead of 20%)
- AI files at the begining and during later game are randomizing via hidden events (50 hard AI files from different mods)
- nationalism reduced from 30 to 15 years
- bankruptcy changed from 5 to 10 years
- RR (revolt risk) after bankruptcy changed from 1 to 3

New game shortcuts:
e = envoy button
f = forts mapmode
g = goods mapmode
o = manpower mapmode
q = revoltrisk mapmode
t = diplomat button
v = view (own) province
y = supply mapmode

Old game shortcuts (few don't work for me at all):
a = assault
c = create cover
d = create detachment
h = hunt rebels/pirates
k = kill natives
l = cultures/dominium mapmode
m = merge armies
n = normal mapmode
p = political mapmode
r = reorganise army
s = split army / detach siege
u = unload army (from ship)

F1 = victory points
F2 = missions
F3 = quick save
F4 = quick load
F6 = statistics
F9 = pause
F10 = game menu
+- = zoom
DEL = disband army
Pause = pause

________________
0.1.x changelog:

- 'domain' changed to 'influence'
- added/changed some graphics
- added starting armies/fleets
- new CRT (combat result table) (faster battles)
 
Last edited:

Trmdrg

Second Lieutenant
Feb 19, 2015
120
7
An interesting fantasy battle-mod with rather cute graphics.
Despite the name, it has almost nothing to do with "A Song of Ice and Fire" (only countrynames and countrydescriptions). Just an abstract battle-scenario trying to equalize the forces of all players as much as possible. But anyway it is nice to play.
The most interesting aspects of the mod are its scripts (events) and its fresh and unique take on religion.
The only thing I do not understand is why the mountains are blue in your mods. Unobvious choice of color, for me.
 

luk3Z

Rebel
1 Badges
May 15, 2007
416
19
  • For The Glory
An interesting fantasy battle-mod with rather cute graphics.
Despite the name, it has almost nothing to do with "A Song of Ice and Fire" (only countrynames and countrydescriptions). Just an abstract battle-scenario trying to equalize the forces of all players as much as possible. But anyway it is nice to play.
The most interesting aspects of the mod are its scripts (events) and its fresh and unique take on religion.
The only thing I do not understand is why the mountains are blue in your mods. Unobvious choice of color, for me.
They are not blue you need to restart the game after changing the mod or you have wrong colorscales selected. This mod is not fully optimized anyway. Countries should have different sizes, coz now they are too poor & too weak and there is problem with expansion. It is a fantasy mod with elements of "A Song of Ice and Fire" novel. Religion was replaced by Influence. I want to add more scripts which currently I have on my paper as "todo" but unfortunately I don't have much time currently to make some progress on it.