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Post by kappa on Dec 26, 2018 13:08:16 GMT
So in an attempt to make playing each playthrough feel just a bit different and more flavorful I've took upon myself to make a mod similar to this steamcommunity.com/sharedfiles/filedetails/?id=656356860 , I have currently got the framework set up for just about every culture but I am currently brainstorming for effects for a number of cultures (particularly minor ones that don't have much material), I am also trying to decide where I want the balance to be, as I think that overall I want the effects to be a little more focused than his (less bonuses). And here are a few examples of some of the ones I've already done, although nothing is locked in stone. dothraki = { modifier = Dothraki_culture_modifier character_modifier = { light_cavalry_offensive = 0.15 light_cavalry_defensive = 0.15 combat_rating = 5 reachman = { modifier = Reachman_modifier character_modifier = { levy_size = 0.05 levy_reinforce_rate = 0.1 heavy_infantry_defensive = 0.1 knights_defensive = 0.1 northman = { modifier = Northman_modifier character_modifier = { land_morale = 0.05 global_supply_limit = 0.1 heavy_infantry_offensive = 0.2 This is just to give a general idea of where I sort of want the balance to be, although it's not supposed to be pure equality as some cultures like Mantaryan sort of just suck and then High Valyrians on the other end will have a couple extra bonuses. If you have any ideas post below, try to have no more than 4 modifiers, modifiers can be positive or negative however a negative modifier should usually mean a positive to counter of some sort (except in the aforementioned Mantaryans case).
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Post by aebrad on Dec 26, 2018 18:10:09 GMT
I've thought for a while something like this would be very good, I've been thinking about doing a mod that adds a regional barracks building that adds some more troops for each regional speciality as a way of implementing regional warfare differences but this is a great way to have done it.
Here are the thoughts I had when it comes to the various cultures and how they fight:
Westeros: Wildlings - Light infantry and archers - some sort of bonus in winter provinces, maybe movement speed and morale? Standard Northmen - mostly heavy infantry, pikes, and light horse (winter wolves)- some sort of bonus in winter provinces, maybe movement speed and morale? Hill Clansmen - heavy infantry, light infantry, archers - some sort of bonus in winter provinces, maybe movement speed and morale? Former Southrons - more heavy cavalry, then the standard pike and heavy infantry of the north (knightly traditions)- some sort of bonus in winter provinces, maybe movement speed and morale? Skagosi - Light Infantry, archers (raider culture, so few cavalry not as developed as the rest of the north so less heavy) Crannogmen - light infantry, archers - some sort of bonus in winter provinces, maybe movement speed and morale? Iron Isles - Light infantry, heavy infantry, poor with heavy cavalry Riverlands - Archers, light cavalry, heavy cavalry Sistermen - Light infantry, archers Vale - Heavy Cavalry, heavy infantry, pikes (strong knightly traditions and mountain terrain) some sort of defensive bonus more generally ? (Vale sit and let them come to us mentality) Moon Clansmen - Light cavalry, light infantry, archers Clawmen - Light cavalry, light infantry, heavy infantry (not really an area for cavalry) Westerlands - Light cavalry, heavy cavalry, heavy infantry Crownlanders - Heavy cavalry, light infantry (crownland knights+KL levees) Reach - Heavy cavalry, heavy infantry, light cavalry (flower of chivalry - heavy infantry and mixed cavalry armies based on Tyrell host) Stormlands - Heavy infantry, heavy cavalry, pikemen (stormlands seem very heavy infantry focus hence the pikemen and heavy infantry, supported by strong knights) Stone Dornish - Light infantry, archers, pikemen (hit and run tactics, vulture king, mountainous so less horses, dornish pikemen at the Trident) - some sort of bonus in desert provinces, maybe movement speed and morale? Sand Dornish - Light infantry, light cavalry, archers (sand steeds) - some sort of bonus in desert provinces, maybe movement speed and morale? Salty Dornish - Light infantry, light cavalry, pikemen - some sort of bonus in desert provinces, maybe movement speed and morale?
Essos: Free cities - some sort of bonus that makes mercenaries cheaper - they don't really fight their own wars Volantis -Elephants Tall Men and Omberi - Heavy cavalry, light cavalry and chariots ("Sarnori riders wore steel and spider silk, and rode coal-black mares, whilst the greatest of their warriors went to battle in scythed chariots pulled by teams of bloodred horses") Ibben - Heavy infantry, light infantry (lots of axes, island seafarers suggests little cavalry) Jogos Nhai - Light Cavalry (zorses) Hyrkoon (Kayakayanaya, Shamyriana and Bayasabhad) - Archers, heavy infantry, light cavalry (mountainous terrain and "Their daughters learn to ride and climb before they learn to walk and are trained in the arts of bow, spear, knife, and sling from the earliest age. ") Dothraki - light cavalry as you suggested and I would also add archers Ghiscari - Pikemen, heavy infantry (unsullied, lockstep legions) Tolosi - Archers (finest slingers in Essos) Rhoynar - light infantry, pikemen, (emphasis on spears) Qaartheen - Heavy cavalry and some bonus to mercenary recruitment (Camelry and merchant culture) Summer Islanders - Archers, light infantry, pikemen (goldenwood bows and "The Summer Islanders traditionally utilized long thrusting spears, short stabbing spears, slings, wooden shields, and little armor.") Valyrians - nothing (with dragons who needs real tactics?) Leng, YiTi, Ashai - no real information on how they do war (besides fact that in Leng the Lengi consort commands the army and the YiTish one the fleets)
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Post by kappa on Dec 27, 2018 5:20:03 GMT
Unfortunately some of those are not possible, they have to be a pre existing modifier, meaning they have to be on this list ck2.paradoxwikis.com/Modifiers and certain modifiers won't work even from that.
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Post by kappa on Dec 27, 2018 5:46:36 GMT
And bonuses don't have to be purely militaristic, for example this is the bonuses I set for High Valyrians (who have some the best bonuses of the bunch)
valyrian = { high_valyrian = { modifier = Valyrian_culture_modifier character_modifier = { short_reign_length = -2 add_prestige_modifier = 0.1 sex_appeal_opinion = 10 culture_flex = -0.25 religion_flex = -0.25 land_morale = 0.025 } }
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Post by aebrad on Dec 27, 2018 11:31:07 GMT
Unfortunately some of those are not possible, they have to be a pre existing modifier, meaning they have to be on this list ck2.paradoxwikis.com/Modifiers and certain modifiers won't work even from that. Ah fair, I'm assuming thats the chariots, mercenary and the winter/desert bonuses? As I said I'd mostly come at this from a military perspective as I'd been thinking about some way to reflect the way different regions made wars, I'll think if I can come up with some more general effects each culture could have, but I still think the military bonuses are worth putting in - If youre a Stark and have a large contingent of heavy cavalry chances are you're putting a manderly in charge, Stormlanders seem to excel at heavy combat and the Iron Throne seems to have frequently put dornishmen in command of pikemen and spearmen (ie Prince Lewyn at the Trident)
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Post by jbrams on Dec 27, 2018 23:56:30 GMT
I'd add an ai_honor modifier to the Northman and potentially vale cultures - the North and the Starks in particular have a reputation for being honourable to the point of near idiocy at times, and the Vale does seem rather committed to the ideals of chivalry regarding fulfilling obligations and duties - Lords Declarant etc
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