[2.2] Dragon of the East - Reborn 1.2
Jun 12, 2020 8:08:58 GMT
Solid Snake, ptolemy, and 5 more like this
Post by midnightvoyager on Jun 12, 2020 8:08:58 GMT
Original: www.tapatalk.com/groups/citadel/agot-dragon-of-the-east-the-valyrian-empire-v1-7-2-t10881.html
This is a small Sub-Mod that adds a little more flavor to the game if you decide you want to create an empire in Essos. Included are several decisions that will allow you to create a "Valyrian Empire" in Essos, complete with an exclusive government-type (Imperial Government) and set of laws, which will make your new domains feel a lot more like 'Roman Empire meets ASOIAF'. I've also added a special Valyrian Subjugation CB, as well as religious decisions to convert to R'hllor if you want, to move your capital, and to absorb de-jure kingdoms into the empire.
At first this sub-mod was going to be exclusively about improving Aegon's Conquest of the Free Cities, thus it was going to use the existing New Valyria title and related events, but in the end it proved easier to do it all over my way rather risk breaking something in the existing code (which is pretty dense, to be fair). Not only can you enact the decisions at your own pace and all that, but also, any character other than Aegon the Conqueror can form the Valyrian Empire, such as Daemon the Rogue Prince for example, if that character meets all the requirements.
Restore the Valyrian Empire.
When you create the Valyrian Empire, you get decisions to integrate all King-tier titles you have in the Free Cities region as your "crownlands", or to give them to vassals as you see fit.
If you had Feudal government before enacting the decision to Restore the Valyrian Empire, you will be switched to Imperial. The most obvious advantage you will notice is that you are now allowed to hold both Castle and City holdings without penalties, and you will not get any relations malus with vassals of any government type. Imperial government even comes with its custom localisation for councillors, titles, and characters!
Imperial government comes with its own set of laws, so it plays differently than either feudal or republican governments. The laws you start with alreay trend heavily towards a more centralized, bureaucratic administration. This means you get to hold much more territory directly and get much more money from your vassals, but on the other hand your vassal limit is considerably lower and the amount of levies you can raise from them is pathethic. You must adapt and learn to rely on demesne troops, mercenaries, and retinues... or try to revert to a more traditional feudal administration over time. Your choice!
As I said, retinues are available if you have the Legacy of Rome expansion. To start building retinues you need to have your capital in the Free Cities (to avoid breaking the base mod's balance in Westeros), and you have to build "Recruitment Offices" in your castles and cities to increase your cap.
Compatible with Colonize Valyria submod!
At first this sub-mod was going to be exclusively about improving Aegon's Conquest of the Free Cities, thus it was going to use the existing New Valyria title and related events, but in the end it proved easier to do it all over my way rather risk breaking something in the existing code (which is pretty dense, to be fair). Not only can you enact the decisions at your own pace and all that, but also, any character other than Aegon the Conqueror can form the Valyrian Empire, such as Daemon the Rogue Prince for example, if that character meets all the requirements.
Restore the Valyrian Empire.
When you create the Valyrian Empire, you get decisions to integrate all King-tier titles you have in the Free Cities region as your "crownlands", or to give them to vassals as you see fit.
If you had Feudal government before enacting the decision to Restore the Valyrian Empire, you will be switched to Imperial. The most obvious advantage you will notice is that you are now allowed to hold both Castle and City holdings without penalties, and you will not get any relations malus with vassals of any government type. Imperial government even comes with its custom localisation for councillors, titles, and characters!
Imperial government comes with its own set of laws, so it plays differently than either feudal or republican governments. The laws you start with alreay trend heavily towards a more centralized, bureaucratic administration. This means you get to hold much more territory directly and get much more money from your vassals, but on the other hand your vassal limit is considerably lower and the amount of levies you can raise from them is pathethic. You must adapt and learn to rely on demesne troops, mercenaries, and retinues... or try to revert to a more traditional feudal administration over time. Your choice!
As I said, retinues are available if you have the Legacy of Rome expansion. To start building retinues you need to have your capital in the Free Cities (to avoid breaking the base mod's balance in Westeros), and you have to build "Recruitment Offices" in your castles and cities to increase your cap.
Compatible with Colonize Valyria submod!
This mod has been abandoned for some time, but there has been a request to revive it, and I believe I've managed it! This person hasn't been around since 2017, I'm afraid.
CHANGES FROM THE ORIGINAL:
UPDATED EVERYTHING!
Fixed some minor code typos
There were several disabled files. I just removed them rather than update them and leave them disabled. Some of them were even empty.
I cleaned up the decision list. No longer do the decisions to create the empire or turn to the Lord of Light just always hang around in your list, and since building the Imperial Palace is disabled, I commented out that decision was well.
"Force succession/gender laws" no longer works on religious titles, because it caused at least one problem in my test gameplays. Makes sense anyway.
Fixed integrating things into Imperial Crownlands by adding a decision to create the title and changing the commands used to ones that work.
Changes the "Embrace Rhllor" decision icon into a Rhllor-related one.
Changed several effect icons for compatibility. The original changes broke all effect icons and updating them would be too much work for too little gain as it is. Suitable ones exist anyway.
Added bloodlines for dynasty claims.
Added event for the Rogue Prince to renounce his bloodline along with his claims to the West. (The way dynastic claims work now, I could not separate his claims from the Targs as a whole, so this was the neatest way to fix it.)
The unique retinue graphics are just going to have to stay blank for now. I can't figure out why, but they make weird boxes appear all over the map.
UPDATED EVERYTHING!
Fixed some minor code typos
There were several disabled files. I just removed them rather than update them and leave them disabled. Some of them were even empty.
I cleaned up the decision list. No longer do the decisions to create the empire or turn to the Lord of Light just always hang around in your list, and since building the Imperial Palace is disabled, I commented out that decision was well.
"Force succession/gender laws" no longer works on religious titles, because it caused at least one problem in my test gameplays. Makes sense anyway.
Fixed integrating things into Imperial Crownlands by adding a decision to create the title and changing the commands used to ones that work.
Changes the "Embrace Rhllor" decision icon into a Rhllor-related one.
Changed several effect icons for compatibility. The original changes broke all effect icons and updating them would be too much work for too little gain as it is. Suitable ones exist anyway.
Added bloodlines for dynasty claims.
Added event for the Rogue Prince to renounce his bloodline along with his claims to the West. (The way dynastic claims work now, I could not separate his claims from the Targs as a whole, so this was the neatest way to fix it.)
The unique retinue graphics are just going to have to stay blank for now. I can't figure out why, but they make weird boxes appear all over the map.
I might take a look at this next bit eventually, but current priority is making things work that used to work to some degree.
Things that don't work because they are unfinished or commented out, so they didn't work in the latest version of the original mod either:
The Dragonguard
The Palace
Things that don't work because they are unfinished or commented out, so they didn't work in the latest version of the original mod either:
The Dragonguard
The Palace
PATCH NOTES FOR 1.1:
Commented out some depreciated things I missed.Fixed a misplaced } that broke Daemon's choice event.
Fixed Viserys's event's same misplaced }.
Fixed Daemon Targaryen's choice event text from using the Daemon Blackfyre one.
PATCH NOTES FOR 1.2:
Now compatible with More Bloodlines out of the box.
Download: AGOT Dragon of the East for 2.2