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Post by mastah on May 1, 2018 22:58:50 GMT
Hi folks! I been playing CKII AGOT, for a while now. I absolutely love it. Thank you for making it folks! I actually stopped playing CKII like 3 years ago, AGOT is what brought me back to it, and sole reason for getting all the DLCs for CKII, lol. Your mod is almost better then the base game!
We all, or most of us, at first played main factions. But what I'm enjoying now, is creating my own realm, in the shadow of main events, sort of like an observer nation. My favorite faction, in that regard, is the Kingdom of North Valyria. Well, initially, its the Lordship of Tolos.
Can someone please, edit the number of possible holdings in Tolos to 7 ? (Preferably, also in Mantarys (7) and Elyria (7) Velos (Ruins; 5), Draconys (Ruins; 4). Initial holdings, should remain the same; just having the option to expand them, is very desirable) This would make The Kingdom of North Valyria, more stable, and viable.
Additionally, if its possible to script some colonization events for the Kingdom, to make colonial process a bit less brutal; perhaps generally, a few flavor events.
Thank you very much! Cheers
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Post by mastah on May 1, 2018 23:10:07 GMT
PS; I know main mod it self, will take a while (assuming, not know), if ever. I tried to edit the province it self, but that is not enough. More step are needed. I have no idea which ones. If someone does, maybe you can please write the files, and link them, so I could just replace the original ones in mod folder, with updated ones. Thank you!
PSS: If you like me, and want to have fun with none major factions, letting the story play out; but also enjoy a challenge, dont want to interfere much and want to play a Valyrian, this faction is for you! Lordship of Tolos, and eventually Kingdom of North Valyria, is probably one of the most fun factions on the map. Its challenging, its isolated, it does not interfere much if at all with main story, and you can role play your surviving Valyrian if you like, or something of that nature. Try it! I hope this faction gets some mod developer love, it truly deserves it!
Ideally, I would like for there to be something like Dragonstone kind of Dragon pit in recolonized province of Draconys (no Dragon growth penalties). A bunch of events, about restoring the small, isolated Valyrian realm. Something fun. Valyrian holdings, for the temple, improved (allowed to upgrade). Events should be about colonization, but also archeology, perhaps, finding long lost relics, things like that. Just do not make the realm it self, too easy, it being a brutally difficult realm to put back together, is part of the fun! (On that note, maybe, as you try to recolonize it, some of the events, may involve outbreak of Demons, plagues, and powerful magic lingering from the Doom. An ancient Dragon, guarding something, and a few eggs... Things like that.)
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Post by Naathi Adventurer on May 2, 2018 20:46:07 GMT
Can someone please, edit the number of possible holdings in Tolos to 7 ? (Preferably, also in Mantarys (7) and Elyria (7) Velos (Ruins; 5), Draconys (Ruins; 4). Initial holdings, should remain the same; just having the option to expand them, is very desirable) This would make The Kingdom of North Valyria, more stable, and viable. JadenNooby posted a submod which adds 7 holding slots to every province on reddit. As to your latter request (flavor events for colonization), do you have any specifics in mind?
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Post by mastah on May 3, 2018 0:16:06 GMT
Hi Naathi Adventurer!
Unless I understood the submod description incorrectly, it gives 7 holdings to every province on the map. That is insane. I do not want to loose balance. If every province has 7 holdings, whats the point, or value to any of them? I only want to increase the value of few very specific provinces, and nothing else.
As for events, I should clarify the premise of the game, for it to make sense. The initial start, is at Lordship of Tolos. However, the Dynasty is custom; it has to be, for the story to make sense. A high Valyrian. (Backstory, in my imagination, is yet another High Valyrian, surviving the Doom, but choosing to remain in the shadows, at Tolos, rather then interact in global affairs. At some point, for what ever reason, this changes. Well, Return of Dragons, and magic...) So, the game starts, with High Valyrian Lord at Tolos, deciding to rebuild the Valyrian realm, but on a very small scale. Kingdom of North Valyria. If anyone wants, or could, script this custom dynasty, the family name is Ilirigys. <Has a Byzantine ring to it, which is what Valyrians are to me, a decadent and advanced civilization from antiquity>. The Dynasty should stretch back all the way to Valyrian Freehold, like Tygarians. In fact, they should be the original archons of North Valyria during the Freehold, which would explain why they still are at Talos, all this time later. Preferably young, unmarried, with a young sibling of opposite sex <a child, so player cant have high valyrian children right away>, with no traits other then commander, mystic, and genetic trait, say fair or strong/genius. Also, should have their own family Valyrian blade (better yet, Dragon bone bow; they are dragonriders after all, what they need a sword for?), also a glass candle. This would fit in perfectly with their backstory, more below. Now what we got backstory covered, lets look at events. Colonization events, should brake down into 3 categories. Difficulty and risk multiplier, Flavor and story, and finally Reward or failure. We are rebuilding a realm on the edge of Doom. All kinds of nasty things and challenges should arise then we try to colonize any of the ruined provinces. Madness caused by some lingering magic; strange magical creatures attacking the colonists, and things of that nature. That covers difficulty and risk. Now flavor and story; we not just settling any ruins, we settling former Valyrian holds. We should discover lost artifacts <not too many> from before the Doom, Valyrian artifacts. They should tell us a little about Valyria <artifacts should be more about flavor and story, then powerful modifiers>. Draconys and Velos, however, are very special provinces, Velos should provide an event chain for discovering a book, Fires of freehold and a Dragon binder <later very important for Draconys province event. Unless the player knows to colonize Velos first, he will have quite a struggle with Draconys event>. Draconys, should have an event chain, focusing on Dragon eggs. Specifically, a rogue Dragon, discovered during colonization process. A powerful beast (martial at least 55, but maimed, so if the player binds it, they still have to hatch an egg for a useful dragon), guarding some temple. The only way to progress that event chain, is to kill the Dragon, somehow <alternatively, if the player colonized Velos first, and got the Dragonbinder, they should be able to bind a dragon but with a large failure risk for this particular dragon, say 70% failure>. Should be difficult. As a reward, if you are successful, a dragon egg, and a unique structure. A Dragon pit, like the one in Dragonstone (no negative modifiers for size or age of a Dragon). Finally, Reward or failure. Flavor driven events, what ether result in faster colony growth, or dramatic failure, depending on the choice. The idea is, to make rebuilding of the North Valyrian Kingdom, almost a self contained sandbox, of rewarding activity. As a result, a rather unique realm on the map, where the player struggles with self contained challenges, while observing the events of the Larger world, without interference in them, unless player chooses to. A lore friendly way, if you will, for another surviving Valyrian family, to exist in the world of Game of Thrones, hidden from main plot events.
Also, Valyrian temple holdings, in De Jure North Valyria, player should be able to improve as normal.
Original Idea, is sourced from thinking about, where Daenerys got those 3 eggs from. What if the merchant at Pentos, got those eggs from a hidden Valyrian family, who sent it to him, precisely so what he can gift those to her. Maybe, they feel approaching winter, and return of magic, and took initiative. But why stop there? As Daenerys doing her thing, they now rebuilding this one particular realm.... Reason being, I always thought, it was just too convenient for a merchant to have the dragon eggs, know who to give it to, and at what time. He didn't give it to her Brother, and he did give them at precisely the right time, then her brother would not be able to take those away from her, then she got married. Perfect timing. Not to mention, the fact, what the merchant also payed for all their expenses. A knight, would have, but not a merchant. Merchants do not become merchants, by supporting lavish life styles of other people, no matter how much they like them. Everything was just too convenient. Now, if another Valyrian Lord, where to set all of this up, provide the funding, and precise instructions, all of this would make perfect sense. (Glass candle, is to imply communications with said merchant, and others...)
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