• We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.
A few of these items wouldn't exist during the time period that this mod takes place. The Lannister's wouldn't have purchased Brightroar for a good thousand years or so, and the Targaryens are still a house of minor freeholders in the Valyrian Freehold proper. As for Lightbringer, the first War for the Dawn had already taken place and no one was quite sure what happened to the actual Lightbringer afterwards, despite many making claims of wielding it. Dawn, Lamentation, and Vigilance, if I remember correctly, have already been put into the mod in the most recent version.

Lady Forlorn should also be in at this early date, as that is canonically part of the Corbray arsenals in the war against the Bronze King and the Griffon King of the Mountains.

Heartsbane of House Tarly and Orphan-Maker of House Roxton are similarly very old indeed.
 
Lady Forlorn should also be in at this early date, as that is canonically part of the Corbray arsenals in the war against the Bronze King and the Griffon King of the Mountains.

Heartsbane of House Tarly and Orphan-Maker of House Roxton are similarly very old indeed.
Lady Forlorn is currently in the game, I'll most like add Orphan Maker soon. Heartsbane is around 500 years old during the events of the Song of Ice and Fire, so you'll have to buy it in game.
 
I just remembered that the Starks sword "Ice" originally actually was a sword in the Age of Heroes which the Valyrian sword was named after. Not sure if it still existed during this period though. Unlikely probably.
 
400 years before Robert's Rebellion if I'm correct, so slightly before the doom of valyria
 
The name "Ice" is a legacy from the Age of Heroes, and predates the current sword. About four hundred years before Robert Baratheon's reign, the Valyrian steel greatsword was spell-forged in Valyria and acquired by the Starks, who named it after that legacy.[2] It became the sword of the Lord of Winterfell. Eddard Stark used the sword to personally execute condemned prisoners.

Basically the Starks did have a sword called Ice, it was just a normal sword as far as we know but it is where the Valyrian Steel one got its name from.
 
20170628181708_1.jpg
20170628181718_1.jpg

20170628181752_1.jpg

20170628181814_1.jpg

20170628181831_1.jpg

20170628181838_1.jpg

20170628181846_1.jpg

20170628181908_1.jpg

20170628181922_1.jpg

20170628181934_1.jpg
22617-S-A6b (Hotfix)

! As usual, please remove old versions before installing new versions.

! Rowan / N0body
~ Fixed Iron Island not being elective.


####################################################################################################

22617-S-A6

! As usual, please remove old versions before installing new versions.

! Feature Highlights
- New Realm consolidation, allowing you to unite a fully controlled Kingdom (ie Dorne) under a single de jure King.
- You may now swear an oath fealty to the AI (King to King), so long as their opinion is at least 30 of you and you are of the same religion and cultural group.
- New main menu title and loading bar.
- Many new houses, characters and tweaks to the world.
- Many bug fixes (thanks all for the reports!) and balance changes, notably levy sizes and unique building balance.

! tsf4
~ Fixed the Dun Tower building.
~ Fixed dueling ambition missing bracket. May have not been functioning correctly due to this issue.
~ Fixed missing bracket in the Charlemagne event chain relating to a meddling mother.
~ Cultural buildings added: Cornlander, Copperlander, & Goldman (all located in the Westerlands)
~ Hartenn wildlings added in the new Kingdom of the Hartshore, with the Men of the Frozen Shore as vassals.
~ Saliosi & Thenn wildlings added in the new Kingdom of Northern Highlands, with the Thenns holding the title.

! Vierwood
~ Iron Islands united under a single title.
~ Reynelands and the Rock colours switched around, making the rock the more crimson of the two.
~ Evenstar Kingdom renamed to Straights of Tarth.
~ House Mudd tweaked somewhat. Primary heir is now a viable ruler, even if not preferred over the hammer.
~ House Mormont is now a loyal house within the court of the Starks - Bear island now falls under the control of the ironborn.
~ Fixed the Crake Queen title.
~ Edited the Mountain of The Moon, and Gate of the Moon province layout to make it more strategic.
~ Corrected the title flag for the Empire of The Dusklands, with tweaks to a number of existing flags.
~ Gulltown is now under Mountains and Moon instead of Runestone, to reflect that house Grafton had invaded and taken the county.
~ Tweaks to selectable bookmark characters appearances.
~ Many character trait and appearance edits.
~ Edits to the Pick Era bookmark icon.
~ Added localisation for the new Consolidate Realm decision.
~ Tweaked the title flag for The Kingdom of The God's Eye.
~ Corrected Durran 'Half-Blood's nickname.
~ Changed house Shett's religion to the Seven.
~ Tweaked house Royce.
~ Changed house Tollett's religion to the Seven.
~ Changed the Kingdom of the Deep Hill's religion to the Seven.
~ Changed the name of the Kingdom of The Deep Hills to the Kingdom of The Golden Hills.
~ No one now holds the Kingdom of the Eastmarch.
~ Corrected the capitals for most of the Petty Kingdoms.
~ Expanded the Kingdom of The Marches into the Stormlands.
~ Ursula Upcliff is now the head of house Upcliff.
~ The High Lordship of Plancard/Upcliff is now underneath the Kingdom of Runestone.
~ A few province names have changed.

+ New Dragonstone sigil.
+ Created the Titular Kingdom of Gulltown for house Shett.
+ Created the Titular Kingdom of The Red Fork for house Bracken.
+ Created the Titular Kingdom of The Marches for house Peake.
+ Created the Titular Kingdom of Last Hearth for House Umber.
+ Created the Lordship (Kingdom title) of Karhold for House Karstark.
+ Added ancestors for house Shett.
+ Added ancestors and living dynasty members for house Umber.
+ Added ancestors and living dynasty members for house Peake.
+ Added custom localisation for temple baronies and their holders, varying based on religion.
+ Added a custom menu title.
+ Added title flags for the Kingdom and Empire of the Stepstones & the Kingdom of the North.
+ Added a custom loading bar.

! Rowan / N0body
- Fit trait removed. May return in another form at a later date.
- Removed Drowned God planned invasion.

~ AI will prioritise many titles over less prestigious titles now, due to dignity being set for just about every Kingdom and up.
~ Braavos as a nation will now be completely undeveloped at the game start, due to a development nerf.
~ Casus belli tweaks and edits.
! AI, under certain traits (ambitious, greedy, matrial and high intrigue) will now also use them.
! Kingdom subjugate will now subjugate an entire King-tier realm, instead of stripping away one Kingdom at a time.
! You can also now use the Kingdom subjugate if you have either Ambitious (as before), Socipath or Brilliant Strategist (war-minded).
~ Fixed the broke (minor) River in the White Knife region.
~ Hospital buildings offer tech related bonuses have been modified, giving either prestige or extra disease defence.
~ Iron Islands now has a heavily decentralised government, with a fully empowered council and elective succession.
~ Maimed, wounded and killed are more likely to fire in combat. Combat traits also generally decrease the chance of death, but do however increase the chance of injury.
~ Major rebalance of buildings, including minor edits to most uniques as well as some more significant edits to the following:
- Braavosi Titan nerfed heavily.
- Castles and temples produce high quality levies, whilst cities regain levy faster but produce worse men morale-wise and number wise.
- Castles and their core levels no longer grant light cavalry units, and give half the number of (base) levy, creating greater emphasis on other buildings, such as stables and recruitment posts.
- Eyrie now has the highest fort level of any holding when built, but takes a big hit to garrison size.
- Levy reinforcement reduced in castles, making levy reinforcement buildings more important.
- Many unique buildings reduce overall tax income by a percentage, rather than by a fixed value, to make their impact on economy more significant.
- Pirate and wildling buildings are now destroyed when conquered by a foreign culture.
- Pirate and wildling buildings nerfed (for castles and tribal) and higher levels are now also less common.
- Shipyard buildings, in general, have been modified somewhat to create a greater difference between the uniques.
- Static modifier values for castles/cities/temples edited.
- Temples provide a small number of knights.
- Viceroy's Palace nerfed, no longer needs to be so strong and avoids player-driven exploits for the holding.
~ Mountain and Hills terrain distributed to a number of areas where it would make sense.
- Hill Clansmen region in the North has been downgraded from Mountains terrain to Hills.
~ Mountains of the Moon, Bloody Gate and the Mountain Clans region are among them.
~ Night's Watch is no longer de jure North.
~ Restored Strong & Weak to their former vanilla function. Once again congenital traits, due to the presence of Zeus Brawny and frail. Effect is lower than vanilla, and offers no fertility bonus.
~ Strong / Weak Physique renamed to Strong/Weak Constitution, with a bigger impact on health and a boost to fertility.
~ The 'Pope' (High Septon) is no longer landed as a baron in oldtown, but landless.
~ Trait edits.
- Gregarious grants a single point into intrigue, as social characters may decieve others more easily or learn things they otherwise would not.
- Heartless now correctly conflicts with cruel.
- Slothful now grants a small learning boost, since lazy characters may be more inclined to read.
- Sociopath now conflicts with content, humble, shy and trusting to better reflect more common traits associated with it.
~ Valyria will now face independence revolts if ruled by a foreign house, be it Valyrian or not to prevent exploiting of mechanics.
~ You are no longer able to convert to spouse religion when you already share their religion (thanks for multiple community reports!).
~ You should now be able to swear fealty to the AI (King-to-King), so long as they like you (have at least 30 opinion).

+ A number of new rivers and streams in the North and the Vale.
+ Consolidation of Realms decision. Can be repeated for each of the Seven Kingdoms, destroying all Kingdoms in favour of a single Kingdom. Also grants 2k prestige.
+ Mostly unqiue unit modifiers for most of the cultures.
+ Restored settlement decisions. You can now change the capital barony in provinces again.

! ZeroFighterR
~ Cancer is somewhat less common now
~ Higher chance of an event, in general, firing during combat.
~ Skagosi Shipyard fixed. Now they are properly tiered.

! Other
~ Thanks to blackninja9939 for a couple of fixes.


####################################################################################################

9617-S-A5b

! As usual, please remove old versions before installing new versions.

~ Version numbering changed to a more simplistic system, with version based on the release.
~ Fixed Greenblood Title.
~ Colour tweaks to just about every title, including the republics and beyond the wall.
~ Crown laws fix, removed reference to vanilla pagan religion.
~ Manderly Flag Tweaked
~ Kingdom of the Mander is now directly held by the King in Highgarden.
~ Stepstones pirates may now use the conquest CB freely.
~ Runestone nerfed.
~ New, requested houses; Button, Porter and Ninja.
~ Minor tweaks to Valyria, vassals and culture/religion distribution.
~ Many port locations tweaked, including reported ports in the Westerlands.
~ Many tweaks and changes to provinces across the world.
~ Edits to house Mudd.
~ Nicknames fixed / tweaked.
+ Free city flags.
+ New Nicknames
+ New Culture Buildings: Fairman, North Marcher, Manderish, Shield Islander, and Reachman
+ A number of new characters:
- Wildlings: Dumhic, Cavemen, and Frozen Shore
- Braavosi characters.

####################################################################################################

2617-S-1.4A

- Old cultural buildings removed - tsf4 is pending an overhaul of them.
- New culture buildings added for Ironborn group (Islander, Harlawn, & Pykem), Skagosi, & Fairman
~ Globally increased movement speed.
~ Title colour overhaul. Many Kingdom and Empire tier titles have had their colours adjusted due to popular request.
- More colour variation in areas where the colours were too similar. Dorne and the North are notable examples, with more variety now.
- Colours are now more colourful and vibrant, with more 'full' Empire tier titles.
~ Union Tweaks and New Unions
- Unions now vary in cost based on the religion of the one swearing the oath. You can also only swear to same religion and culture group now .
- The Seven and Rhllor pay 1500 prestige to swear the oath.
- Old Gods pay 2500 prestige to swear the oath.
- Other religions pay 3000 prestige to swear the oath.
- If offering an oath of fealty to the Rock, Title The Rock and Hills will be formed.
- If offering an oath of fealty to the Mountains and Moon, Title Moon and Stars will be formed.
- If offering an oath of fealty to the Dornish as Dornish, Dorne can be formed.
- If offering an oath of fealty to the Blackwood Vale (which rules over riverrun) or Rivers and Hills, Trident will be formed.
- If offering an oath of fealty to the Winter King (Wintefell), the Kingdom of Winter will be formed.
- If offering an oath of fealty to the Evenstar, the Kingdom of Evenstar will be formed.
- If offering an oath of fealty to the Runestone, Kingdom of Rune and Mountain will be formed.
- If offering an oath of fealty to the isle of Skagos, Stone and sea will be formed.
- If offering an oath of fealty to the greenblood, the Everflow will be formed.
~ You can now swear fealty to the AI, so long as the character has at least 25 opinion of you.
~ The realm you are swearing to must be stronger than yours by at least 3000 men.
~ A number of traits will prevent you from giving up your crown so long as you do not have less than 10k men than them.
~ Many new Ruler titles for the landed titles that can be held.
~ Fixed the conversion decisions giving all of the Buddhist and Jain traits on conversion.
~ Fixed conversion decision checking for sympathy_westerosi_pagan instead of westerosi_pagan_group
~ Life span should be a little longer.
~ Zealous and Glutton no longer reduce health, due to issue of people randomly dying due to being zealous at young age.
- Zealous as a result now reduces tax instead of improving it. Rather than attracting more tax from zealous peasants, it can be regarded as their zeal encouraging them to donate to their church or cause.
~ Zealous is now correctly set to be the opposite of the Westeros and Essos sympathy religion traits.
~ Modified AI effects caused by a few traits. Dishonourable, Honourable and Irrational should have a bigger impact on AI.
~ Irrational has less of an impact on liege opinion, but however a biggy impact on dynasty opinion.
~ CB rebalance, again. Since prestige generally piles up, costs have been increased to help slow down some of the more rapid conquest.
- County CB still requires 50 prestige per province.
- Duchy CB now requires 500 prestige per duchy.
- Kingdom CB now requires 1500 prestige per Kingdom.
~ Highgarden development nerfed a little. Two fewer castle holdings are now present and fewer administration improvements start built.
~ Oldtown is now a level seven holding instead of a level six.
~ Minor fix to spouse conversion decision.
~ Tweaks to graphical culture type used by the various Pagan religions.
+ GrandiSlayer - added unique descriptions for most of the religions.
+ Added some basic tribal core holdings. Groundwork for their building system.
+ Frostfang Kings added by tsf4 - beyond the wall, with the extra buildings, should start to get interesting for play.
+ Added anacestors, and/or expanded houses:
- Darklyn
- Corbray
- Tarly
- Manderly
- Osgrey
- Florent
+ Added house Sentinel of Rivergard

####################################################################################################

27517-S-1.3A
~ CB Tweaks and Fixes:
- Conquest CB should no longer fail when used against same faith.
- County Conquest CB cost reduced to 50 prestige a pop, due to negative effects sustained from owning a county outside of a duchy you own.
- Duchy Conquest CB cost reduced to 250 prestige a pop, to bring it in line with the county conquest.
- Kingdom Conquest CB cost reduced to 800 prestige a pop, to bring it in line with the county and duchy conquests.
- Kingdom and Duchy Conquest CB can be used against same religion now, until we have seperate Casus Belli for different religions.
~ Skagosi should no longer be forced to wildling tribal government due to movement of Skagosi culture into first men.
~ Modified all factions to use our scripted join requirement. Should prevent all from joining factions against Valyria and The Night's Watch.
~ A number of attrition tweaks.
- Reduced winter attrition across the board somewhat.
- Reduced rate of attrition across the board somewhat.
- Supply limit for all terrain (excl. barrens) types increased slightly.
~ Oldstones increased to a level eight settlement from level seven.
- Further tweaks to ownership of the sub baronies.
~ The Dreadlands have been modified somewhat.
- The Sheep Hills is now under House Bolton.
- The Karstarks of House Bolton are now independent.
? This change was made to better balance the dreadfort. The Karstarks were rather strong, often forming independence factions against the boltons.
? It also did not make a whole lot of sense for the (Kar)starks to be under house Bolton. Furthermore, the change should make Bolton expansion somewhat easier.
~ North Empire tier colour adjusted to be lighter and more white, but with a blue tint.
~ A number of new nicknames, many of them specific to certain houses.
~ An array of nerfs, reducing the effective strength of many characters.
~ Halved the levy size of the stepstone pirates and reduced both their tech and the frequency of higher level shipyards.
~ Combat education fixed, now correctly checking the educator instead of deprecated guardian.
~ Corrected the Wynelands title flag.
~ Changed the color of the De-Jure Stepstones.
~ Removed the celibate traits from many children.
+ Added House Trait.
? Very basic trait. Pulls the Dynasty of your character's grandfather and displays it.
? Will be improved in future versions, by giving it to daughters as well as sons.
? Basically a modified Muslim trait.
+ Added a number of new resources and province modifiers, which will distributed across the world.
- Many provinces have been set to either major/minor trade and population hubs. Unique effects will be added down the line.
- A number of natural harbours have been added - unique buildings will be added for these locations down the line.
+ Added Dragonstone and Dragonmont Buildings.
+ Added Sisterman Shipyards.
+ Added the twins as a buildable structure, split between the eastern and western provinces, capital restricted.
+ Added the Banefort and nerfed the Craggon Keeps somewhat.
+ Number of new flags for the Rivers and Hills have been added.
+ Some new custom music files have been added by ZeroFighterR. Authors have been listed in our readme.
+ Expanded and added ancestors and/or members to houses:
- Dayne
- Darklyn
- Rowan
- Vhassar (Valyrian Freehold)
+ Many additions and edits to the Wildlings, from new characters, traits to ancestors.
+ Added resources to a number of locations.
- Honeyholt now has honey.
- Some Crackclaw provinces got tin.
- Casterly Rock and Castamere got Gold instead of silver. A number of Westerland provinces were also tweaked resource wise.
- White Knife given precious fabrics (furs) instead of silver.
? Neither tin nor honey have buildings at the moment, however, only a minor province effects.

####################################################################################################

23517-S-1.2A
= Quite a lot, but too much to put into the changelog. Changes are very extensive.
- Stripped music from the mod. Back to vanilla music until we find music we can use without possibly infringing on copyrights. Music included was uncertain, so removing so to be safe than sorry.
~ Every single Vanilla event and Decision has been edited heavily. Many events have been excluded from the mod, to avoid issues relating to them.
~ Fixed starting buildings for a number of holdings, including but not limited to Oldstones, Oldtown, Arbor, Highgarden, Casterly Rock and Storm's End.
~ Modified ambition events and stripped out all buddhist related events and a (vanilla issue) duplicated paragon objective.
~ Modified factions, removing references to muslim and catholic faiths and pagan related restrictions.
~ Modified positions of every single port and army location, as well as many city locations. A good few hundred provinces touched, so some may have been overlooked.
~ Modified plots, removing references to vanilla religions.
~ Modified focuses, removing references to vanilla religions.
~ Buffed the base value of cities, castles and temples for a number of reasons. Should also help make raiding more worthwhile, as there will be more to raid.
~ Extensive number of custom scripted triggers, used to enhance factions
- Dornish are now less likely to join factions against their liege so long as their liege is Dornish.
- Marcher cultures are now less likely to join factions against their liege so long as their liege is of the same group.
- Old Gods followers are more loyal to their own people.
- Drowned, Valyrian, Seven and Eastern Pagans are far less loyal when under a foreign religion.
- Valyrians (culture) are just more ambitious.
- Council members are more loyal, even with no empowered council. However, they are also more dangerous if they do not like you (and are not empowered).
- Eastern Religion group and cultures are generally less likely to form factions.
~ Dukes may now form or join the loyalist faction.
~ Moved reachman, manderish and shield islander into first man group.
~ Factions have been overhauled with a wide variety of conditions and scripted effects.
- Vassals who like you should be overall less likely to join factions against you.
- Distance, Culture and Religion have a big impact on joining loyalist or independence factions.
- Some groups are just more likely to split off, whilst others are more tolerant. The iron born, for example, will be far less tolerant of weaker rulers.
- Your heir, so long as they like you and share the same culture and religion, will be very loyal.
- Don't trust sociopaths - they don't care if you are a good person or not.
- Factions will not form against Valyria before the year 7000, due to the power behind the Valyrian Empire. However, the opinion bonus for the Valyrian Viceroy has been nerfed, so expect intrigue and assassination.
~ Many traits have been modified. Mod specific traits that were missing effects have been given actual effects.
~ A number of nicknames have been modified or fixed.
~ Many more characters have been giving fighting/dueling traits, which in turn have been named into "[Rank] Warrior" rather than "[Rank] Duelist" to better reflect their current role.
~ Localisation has been tweaked by SweetThose, so we are no longer using the silly generated adjectives, but some much more sensical hand-made ones by him. Thanks!
~ A number of defines tweaks have been integrated at the suggestiong of SweetThose, including but not limited to reduced loss of levy on disband, making it overall less punishing.
~ Wildling characters have been expanded upon by tsf4, and a wide array of traits have been added, making the region far more interesting to play in!
~ Many more flags have been added, although many are placeholders.
+ Added shipyard building for Tarth.
+ More family members, and ancestors for houses:
- Stark
- Karstark
- Redwyne
- Hightower
- Gardener
- Darry
- Bracken
- Greystark
- Reyne
+ Created the Kingdom of the Blackwood Vale, and gave it to house Blackwood.
+ Created the Kingdom of the Reynelands, and gave it to house Reyne.

####################################################################################################

21517-US-1.1A
- Removed vanilla societies.
- Removed achievement events (unused).
- Removed Jewish Physician and indian/muslim variants.
= Additionally made it so the 'the_seven_group' characters will be properly assigned monk if applicable.
- Stripped Vanilla charlemange events that were inactive.
- Stripped Vanilla charlemagne culture conversion events that were inactive.
- Stripped Vanilla muslim order events, and some byzantine events.
- Removed decadence events.
- Removed a number of decadence lowering ambition events.
- Removed event file mnm_secret_religious_societies_events.txt
- Removed event file soa_holy_order_events.txt
- Removed event file soa_jewish_events.txt
- Removed event file soa_muslim_schools.txt
~ Fixed the Gulltown building, so it is now correctly assigned to Gull Keep.
~ Faith Tweaks. Seven Gods heresy and Mother heresy effects fixed.
~ Home modifiers for a number of 'pagan' religions. Reduced overall modifiers in favour of moving some to home restricted.
= Old Gods are much better at defending in their own realm, but have no defensive buffs outside of home territory.
= Drowned / Storm Gods have stronger offensive attacks, but no defensive bonuses outside of home territory.
= Moonsingers and faceless men no longer have military buffs outside of home territory. They are somewhat stronger now too.
~ The Seven no longer have improved light cavalry, but instead have a major buff to levy infantry offensive.
~ The Viceroy of Valyria will have his/her modifiers correctly assigned so long as they are AI OR a player playing as one of the default ruling dynasties.
= If AI and they somehow become anything other than Valyrian, the event will convert them.
~ Fixed employment decision assigning brahmin.
~ Set Northman culture to Celticgfx
~ Modified birth events to correctly take into account modded religions, rather than the non-existant vanilla religions.
~ War Elephants restricted to Rhllor and Valyrian religion now. Will probably introduced imported Elephants from Volantis later.
~ Title localisation fixes (hopefully).
~ Tweaked Eunuch event somewhat. Should give our cultures now rather than noculture.
~ Removed tzykanion events.
~ Tweaked Bastard events to use rhllor instead of Muslim group.
~ Vanilla Male remove homosexual (muslim) event removed.
~ Vanilla Male remove homosexual no longer fires for Dornish (tolerant).
~ Vanilla Female remove homosexual no longer fires for Dornish (tolerant).
~ Vanilla Female homosexual event takes into consideration the trusting trait.
~ Cynical and Zealous childhood events that were previously restricted to muslim faith are now rhllor restricted.
~ Doubled diplomatic range (over vanilla values).
~ Switched Adept and Skilled trait icons around.
~ Fixed councillor events.
~ Modified Court Events to reference world religions rather than muslim/christian.
~ Modified crusader events to reference world religions rather than muslim/christian. Most won't function at all, given the lack of crusaders and religious CB.
~ Modified female councillor events.
~ Modified Feudal Life Events to take into account world religions. Rhllor may have pig and wolf related events.
~ Modified Mercenary captain event to take world religions into account rather than vanilla.
~ Potentially Fixed the Artefact event giving all artefacts.
~ Huge number of files edited...
~ Reduced effects of bleak/desolate/ravaged.
~ Vierwood - Dun Fort and Duskendale Switched.
~ Increased defensive and offensive bonuses / maluses.
+ Added a number of age-related modifiers. The old will be less healthy, but wiser, whilst the young will be adored by their own, but less suited for ruling.
+ Assigned allow_looting = yes & seafarer = yes to the Pirate culture.
+ Assigned allow_looting = yes & seafarer = yes to the Fairman culture.
+ Assigned allow_looting = yes & seafarer = yes to the Sisterman culture.
+ Added Skagosi shipyards. Three levels, providing a small number of ships. Level one is assured, level two has a good chance but level three will never be generated.
+ Added placeholder culture modifiers to the static_modifiers.txt -- although they currently have no effect, it is the groundwork for actual effects.
+ Godman - Added dueling traits to more characters.
+ Tanner - Added traits to a number of wildlings and removed redundant characters/dynasties

####################################################################################################

20517-S-1.0A
- First public alpha release.
- Bugs are to be expected, but it should be stable for play.

####################################################################################################
doesnt get credited :(
 
Basically the Starks did have a sword called Ice, it was just a normal sword as far as we know but it is where the Valyrian Steel one got its name from.
KbYnWlZ.png

Yea made it and the valyrian one is this:
R9cj2Fz.png


I am thinking of making the swords more like this since they wouldn't need to cover the blade mostly the pommel:
HoNGpCY.png


tell me what yall think.

edit also thinking of changing the background color for historical swords so like Ice would have a bluish background and red rain would have a redish background
 
Last edited:
Alright after a bunch of hours I finally completed an overhaul of all the swords that might make an appearance in the upcoming update:
Non valyrian steel Ice:
lnhfoNV.png

Dawn:
vckpujG.png

Vigilance:
JxRe4PX.png

Lamentation:
fvIzDM6.png

Red Rain:
DImaRrS.png

Orphan-Maker:
o4q1RPe.png

Lady Forlorn:
DdgpdDo.png



Also something I am hoping to introduce as well are crowns and the only one I have completed currently is:

Crown of Winter:
j5Ip5Xi.png



I would like some feedback on what you guys think and what I should add in the future!
 
doesnt get credited :(

You were credited in the A7 log, not the A6 log, as your changes were included in that release (after all, you were the one who noted down your changes!). ;)

Code:
! Amr
    ~ Artifacts such as Red Rain, Lady Forlorn, and Vigilance are now in the game. Aswell as Dawn, and The Hammer of Justice.

We're not including the non-valyrian steel sword 'Ice' because it was used during the age of heroes (thousands of years before), not in our current date. It could have full well been a quasi-magical sword or a blade of copper for all we know.

As for your swords, I think the background colours should be toned down a little. They're a bit bright and colourful, and take away from the weapons themselves (Dawn and Red Rain, for example). Just my opinion though.

Oh, and the hilt & pommel-only version you did looks better than whole-blade I think. Also means you get to show off more detail, and the hilt and pommel tends to be the where all the detail is anyway.

What are your plans with lore diseases and also the white walkers surely they were active during this period

We'll eventually get to adding some world diseases eventually. We've just been focusing on other stuff. As for White Walkers, I'm pretty certain they 'weren't around' at this time, or at least I've not had their presence mentioned to me by any of our resident lore nuts, so probably not.
 
Last edited:
I'm interested on your plans for the societies I know you plan to add an old gods secret society but I would like to see the Alchemists' Guild implemented somehow even though who knows if they existed during this time period
i'm not sure how old the technology of wildfire is either but on the wiki it says they are based in Kings landing but it does not state that they were founded in kings landing it never states how old the guild is

The Maester system in AGOT mod works good but I think they should have a society based off the hermetic society also so in my opinion it would be best to combine the two systems.

The Faceless men society should only be able to join with a high intrigue and maybe the arbitrary trait it should be allowed to let any religion on the map join but when you join events convert you into the many faced god
and carry out assassinations like the Assassins Society in vanilla

Also I believe the Faith of the Seven needs to have the two holy orders(faith militant / knights of the seven) im sure your planning on adding them, the Cardinal System (if its already in the game im not sure ive only played old
gods) and add two societies (Silent Sisters(they seem to be more like the inquisitors of our timeline in some ways) and another maybe make it up or look further into the lore.


This one I think is a really good idea add a "satanist society" to Rhhllor because in the lore it seems most red priest have absolutly no power whatsoever and if they do they are often shocked take Thoros of Myr and even the Red
Woman so the basis of this society would be a The Lords Chosen because its obvious the lord of light is real and he does act on occasions
which proves that he can bestow powers like the ones in vanilla instead for this society you would be able to birth shadow assassins and raise certain people from the dead things a regular red priest is not able to do.

Also there is a mod on the workshop called the Great Trade League and it has a system where you can trade different goods through a marketplace I see your already adding something like that in his mod your able to use some of
the things to improve your county for a limited amount of time i would suggest contacting the author and working with him because it is a great mod and trade is a major part of AGOT
 
No I believe the White Walkers were active during this point (they certainly were weakened and just building up forces as the first men had defeated them as were the children of the forest if i were the mod maker i wouldn't have an overbearing amount of white walkers conqouring everything in its path but I think they should at least have a presence as well as the Children they should be in little enclaves surrounded by impassible terrain like how the three eyed raven was hiding out with those children but no magical being could pass just like wall magic and of course the giants wouldve had more powerful indpendant kingdoms at this time some id imagine completely separate from the wildlings.
 
Last edited:
Also I believe the Faith of the Seven needs to have the two holy orders(faith militant / knights of the seven) im sure your planning on adding them, the Cardinal System (if its already in the game im not sure ive only played old
gods) and add two societies (Silent Sisters(they seem to be more like the inquisitors of our timeline in some ways) and another maybe make it up or look further into the lore.

The Faith Militant is the in Universe name for the Military Orders of the Faith of the Seven.

Warrior's Sons and Poor Fellows.

Technically speaking the closest thing the Old Gods have to one of those is the Green Men based on the Isle of Faces, but they only hang out on the isle of Faces.

The Nights Watch however matches up to all the criteria for a Holy Order for the Old Gods. with the caveat of course that they only care about the Wall, and it doesn't care at all about faith.

But it can be supported with men and material, and it is focused on the gravest threat to mankind.
 
Last edited:
I'm interested on your plans for the societies I know you plan to add an old gods secret society but I would like to see the Alchemists' Guild implemented somehow even though who knows if they existed during this time period
i'm not sure how old the technology of wildfire is either but on the wiki it says they are based in Kings landing but it does not state that they were founded in kings landing it never states how old the guild is

The Alchemists' Guild[1], also referred to as the Guild of Alchemists[2][3] is an old order of pyromancers. The guild was once powerful, though in the recent centuries, the maesters rose in prominence and pyromancers saw their influence dwindle.[4] The pyromancers still claim to posses vast secret stores of knowledge.[4]

A full member of the Alchemists' Guild is called a wisdom. There are also apprentices and acolytes to assist them.[4] The order is led by a wisdom that bears the title of Grand Master.

{...} The alchemists claimed to be able to transmute metals and create living creatures of flame, at the height of their power. In more recent times, they are still likely to hint at possessing vast secret stores of knowledge, though they only demonstrate the skill to create wildfire, which they call the substance. {...}

"Wildfire is but one of the dread secrets of our ancient order. Many and wondrous are the things we might show you."

Quoted from from the wiki. They seem to have been quite powerful once. Before the Maesters replaced them. So they defiantly existed in this time period as they likely predate the Maesters. If they peformed similar tasks and how long exactly they existed is not noted though. Wildfire itself might again be an ancient invention or quite recent. They also claim to posses secret knowledge and .. other unspeakable things. Which makes sense if they once competed with the Maesters.
 
Last edited:
The Nights Watch should not be a holy order for the old gods because any faith can be a member of it nothing about it really has anything to do with religion only keeping out what is past the wall. Nothing in the lore to my knowledge says the Old Gods had any holy orders but yes thanks for correcting me they were called the Warriors sons and Poor Fellows. I just started up a AGOT mod game after a long time to see whats changed they have already implemented the Alchiest guild as a society. Not to compare the two too much but im pretty sure ive seen the dev of the AGOT mod posting ideas in this thread so they dont seem to mind.
 
The Nights Watch should not be a holy order for the old gods because any faith can be a member of it nothing about it really has anything to do with religion only keeping out what is past the wall. Nothing in the lore to my knowledge says the Old Gods had any holy orders but yes thanks for correcting me they were called the Warriors sons and Poor Fellows. I just started up a AGOT mod game after a long time to see whats changed they have already implemented the Alchiest guild as a society. Not to compare the two too much but im pretty sure ive seen the dev of the AGOT mod posting ideas in this thread so they dont seem to mind.
Me posting here personally is not a reflection of the views of the AGOT mod :p
 
Are the Graphics for unit models going to be re-thought or redone at all?

Some of them REALLY dont fit what you'd expect from certain areas and completely kill my immersion.
 
Are the Graphics for unit models going to be re-thought or redone at all?

Some of them REALLY dont fit what you'd expect from certain areas and completely kill my immersion.

I've got virtually none of the cosmetic dlc (and don't have all of the gameplay DLCs) so I don't actually know what any of the stuff looks like. I'll mention it to Vierwood and see if he can get the cultures to use better unit packs as he has all/most of the DLC afaik.

As for custom unit graphics, will probably look into it down the line (if the game supports a format I can work with through Blender) but not a priority at the moment.