• 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

luk3Z

Rebel
1 Badges
May 15, 2007
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  • For The Glory
Welcome.
Mod using latest 1.3 beta patch from 29 December 2013.

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.

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 0.1.x contain of 5 kinds of provinces (each have other attributes):
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)
In version 0.2.x of GoT there are also 5 types of dominium:
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 = 0; fort level = 1;
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).

Download 0.2.6 (actual):
http://www.mediafire.com/file/j3e95b3bcj9b84k/GoT_0.2.6.7z
Download 0.1.x (obsolete):
http://www.mediafire.com/file/vdq6eu77o49yo1d/GoT+0.1+(final).7z
Download Music (optional):
http://www.mediafire.com/file/3l5039b8i39e762/Music.7z.001
http://www.mediafire.com/file/2zz5ewkja25f260/Music.7z.002
http://www.mediafire.com/file/15k2uyhl6dehvbb/Music.7z.003

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 and wrong colors. Put Music to \FTG\Mods\Game_of_Thrones\Music.

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 (day 2 jan) try to save & load the game.

Please don't save & load random map before 10 jan 20 (as long as all events for AI are not fired).

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:
When your save game in later game "hang up" during loading you should try to open your save file (save_name.eeg) and find line with "eyr = {"
Remove all values inside brackets {} below until you reach "history = {"
You can also send me your save.

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:
________________
0.2.6 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:

gates007

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Oct 25, 2009
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The download seems to be corrupted on the main file. Can you please reupload? Thanks.