A Song of Ice and Fire

Modders,

I suggest you don't use city states to make a lot of the houses. I would make them as normal civilizations and have (some) of them be at permanent peace or other diplomatic agreements with the larger house that they serve. This is not ideal, but city-states are really quite useless when you (as the god/modder) can add however much food/culture/military power to any civilization as you see fit.

This is not to say that city-states are useless, but rather that full-fledged civs are much more exciting.

I thought about that. So I looked it up in the code. The city states currently use BARBARIAN_LEADER for their countries. So I changed the city states so that they have new leaders. They are more effective this way, however I didn't have to go to the trouble of putting together everything needed for a new civ. Unfortunately I've found that permanent war and peace is buggy, it will let people who are supposed to be at war declare peace and then you can't declare war again. I originally started with the civs in permanent war and peace (this can be defined for minor civilizations too), however it sucked when you made peace because a lot of territory is predefined (which is why I gave the settlers culture bombs). It is still an experiment as to how to get the right balance, but taking the Major Houses which are currently city-states and turning them into full fledged civs (and introducing minor houses as city-states) is an objective of the first major update. There was just too much artwork and civilopedia content etc to do to get more than the 6 civs out in the first release.
 
I thought about that. So I looked it up in the code. The city states currently use BARBARIAN_LEADER for their countries. So I changed the city states so that they have new leaders. They are more effective this way, however I didn't have to go to the trouble of putting together everything needed for a new civ. Unfortunately I've found that permanent war and peace is buggy, it will let people who are supposed to be at war declare peace and then you can't declare war again. I originally started with the civs in permanent war and peace (this can be defined for minor civilizations too), however it sucked when you made peace because a lot of territory is predefined (which is why I gave the settlers culture bombs). It is still an experiment as to how to get the right balance, but taking the Major Houses which are currently city-states and turning them into full fledged civs (and introducing minor houses as city-states) is an objective of the first major update. There was just too much artwork and civilopedia content etc to do to get more than the 6 civs out in the first release.

Just as a general note, I think that ASOIAF politics shouldn't have any permanent relationships like permanent war/peace. If you have read the books you know that anything and everything is always subject to possible change ;)
 
The problem Shandorin is the lack of Vassal relationships in Civ V.

Vassal would be the ideal choice because the vassal Civ is likely to stay loyal, but it is not an absolute situation...
 
Vassals would be nice, but I agree with Shandorin. I tried permanent war and peace but it is lame it locks things in too much (especially when it bugs out). My real issue is getting civs to behavior how you want them to. I have found this to be especially hard with Baratheon. Civs always act in their own best interests so trying to get a Civ to act like a bullheaded blind man is difficult. I have amped up hostility settings and flavors to incredible levels but still when a civ doesn't see a civic advantage to war they just want to make peace.
 
Vassals would be nice, but I agree with Shandorin. I tried permanent war and peace but it is lame it locks things in too much (especially when it bugs out). My real issue is getting civs to behavior how you want them to. I have found this to be especially hard with Baratheon. Civs always act in their own best interests so trying to get a Civ to act like a bullheaded blind man is difficult. I have amped up hostility settings and flavors to incredible levels but still when a civ doesn't see a civic advantage to war they just want to make peace.

Aye, vassals instead would suit very well to mod with this theme :) Civ V seems to lack all the features in this area that Civ IV had, because religions, for example, would be also a great tool alongside vassals to encourage this kind of AI behaviour. Hopefully there will be some improvement in this area, either by Firaxis or the most enthusiastic modding community :)
 
i like the city state way beacouse, like in the books, one of the major houses can make an vassal house to betray his starting allied major house. For example, someone could pay gold to a vassal house of the starks to have them to fight in the north and in the south.

And i will also love to see a new type of agreement: a weeding agreement. It makes you ally that house but can only have one at a time...and breaking it can have big repercussions as everyone who has read the books nows :) It should cost a lot of gold or gifts beacuse its very powerfull to have 2 houses allied but you can only have one so you have to think good wich one to get.

keep up the good work!
 
Guys, you have no idea how excited I am about this project! I am 100% behind you guys and props to you both!
 
Nice Work, both of you. Though i have only been able to play the v1 version of the map, and every piece of text is "TEXT_FIELD LEADER_NAME BARATHON" for instance, which is kinda, anyoing, since i can see that your screenshot are clean, and functioning.

Anyone got an idea why this is coused, also im unable to make the version 2 loadup unless i bug out the program.

What i did:

Downloaded the mod, and unzipped it into the MODS folder in the documents, and then added the map to the map, in my civ 5 folder (also, running the steam version)
 
I think this are pre-patch issues. They probably won't be solved until the mods are adapted to the patches.

Edit: As for ezraingrams version see also his own thread:

Thanks for the help! For me all that was needed to fix the text issue was modifying the GameText.xml file in a text editor and removing the extra row element:

<Row Tag="TXT_KEY_CITY_NAME_WHITE_HARBOR">
<Text>White Harbor</Text>
</Row>

This looks like a quick fix to get people past that issue.

Maybe this works for you, too.
 
i like the city state way beacouse, like in the books, one of the major houses can make an vassal house to betray his starting allied major house. For example, someone could pay gold to a vassal house of the starks to have them to fight in the north and in the south.

And i will also love to see a new type of agreement: a weeding agreement. It makes you ally that house but can only have one at a time...and breaking it can have big repercussions as everyone who has read the books nows :) It should cost a lot of gold or gifts beacuse its very powerfull to have 2 houses allied but you can only have one so you have to think good wich one to get.

keep up the good work!

What would make this really cool is if a random event type system were implemented, so that weddings (and other important world events) could impact the way these things developed. *Spoiler alert* So for instance, when Rob engaged that girl from a minor house, he wouldn't have been making the best alliance strategically, but he fell for her and slept with her and decided based on honor to marry her. A player, thinking strategically, may not do that. But if a random event provides a marriage opportunity to a minor house, with benefits (ie, Stark lands gain 5 happiness for 30 turns, etc...) it would encourage that type of playing.

Likewise, a marriage event to a minor house could have a sub-event slaved to trigger randomly after that event, say randomly 1-20 turns later, in which another more affluent house offers a marriage (ie, after Rob engaged... what was it, Janine? I can't remember the darn girl's name.) which would be more advantageous economically and strategically, and you have to decide whether to then betray the minor house or give up the potential economic yields.

But I really like this idea, with wedding alliances. Just make the drawbacks for breaking a wedding with a house fairly significant.


The only other input I have is: City States really do effectively take the place of vassals. It's not that Civ V lacks the system Civ IV had, its a different game, and it utilizes a different system to achieve a similar effect. I really think in terms of this mod, that having minor houses as city states and thus able to change allegiance for gold makes a whole lot more sense than having a slaved vassal which can't turn until inflexible requirements are met. Gold is a huge motivator in the series, as is diplomacy, as is the opportunity to backstab for revenge or some advantage.

Regardless, lamenting the lack of vassal opportunities isn't going to create an option to use vassals. Personally, I'm really looking forward to what comes of V2 of this mod, with the tools available. I see a ton of potential here, good luck and good work, guys.
 
Wheee! Do I smell a trace of Fall from Heaven here?
I'd love to see a big new fantasy mod in CivV!

I am not 100% certain, but I believe FFH was originally based on ASOIAF, at least loosely. I seem to remember reading it in the mod description(s). At the very least, the pre-cursor to FFH was based on ASOIAF, it was called Ice Age or Ice World or something in the Civ IV default modpack.
 
Rob engaged... what was it, Janine? I can't remember the darn girl's name.
Jayne Westerling.

I am not 100% certain, but I believe FFH was originally based on ASOIAF, at least loosely. I seem to remember reading it in the mod description(s). At the very least, the pre-cursor to FFH was based on ASOIAF, it was called Ice Age or Ice World or something in the Civ IV default modpack.
Age of Ice. Its story has certain superficial similarities with the War for the Dawn in the Song of Ice and Fire backstory, but I'm not aware that it was actually based on it. In fact, my understanding is that everything set in Erebus (the world of FFH) is based on years of roleplaying and writing by Kael and friends.
 
Any news on the newer version of this mod?! I would love to play it!!
 
Jayne Westerling.


Age of Ice. Its story has certain superficial similarities with the War for the Dawn in the Song of Ice and Fire backstory, but I'm not aware that it was actually based on it. In fact, my understanding is that everything set in Erebus (the world of FFH) is based on years of roleplaying and writing by Kael and friends.

My mistake then. Similarities definitely, though.
 
Hey i downloaded this today and i can get it to install on my game? what folder do i put this stuff in?????? pls help me. thankyou
 
Hi i downloaded this and played it for some time, but the only thing i don't like is that u havent removed all the advanced TECH.

U need to only have the Tech going to Medieval Era ;)

Hope this mod is going to be worked on some more i love the Universe =)
 
Hello Guys

I begin with modding a few weeks ago and I am currently working on it.

I begin with the excellent work done by ezraingram and try to go further. If some of you want to help, I have plenty of work to give you. Many is always better than one.

Now :
- Advanced tech are disable.
- Because of the now very short tech tree, It's now necessary to add more stuff (technologies, buildings and units).

So, I think about it, take some good ideas from Civ4 and begin with the following tech :

Architecture (Add some new wonders)
Canal Systems (Add Wonder like Pont du Gard ;) )
Code of Laws (Building Courthouse instead of Mathematics)
Feudalism (Add longbowman unit)
Fundamentalism (Add Brotherhood soldier / lightbearer)
Guilds (Add Building Brothel / Units : War dogs)
Heraldry (Building Jousting Arena)
Map Making (Wonder Moai Statues)
Medicine (Unit mestre ?)
Monarchy (Buildings : Kennel and Thrones room. Unit : Guard dogs)
Old Gods Blessing (Buildings Barral)
Paper
Siege Weapon (Catapult instead of mathematics)
Slavery (Building slave market)
Stirrups (Units : Mounted Raiders)
Summer tax ( Building : Tax holder)

To implement later :
Building : Inn, Council chamber, Raven Loft ?, Dungeon, Moat
Units : Axeman, Maceman, champion, Dragon, Direwolf, Shapeshifter, The Others

In green is what is already done, juste to check if I was able to mod correctly and it work and look good.

Next step for me : Finish to add the stuff right above. If someone redirect me to the topic explaining how to do a screenshot in game I will show you.

Next step for you :
- Give Ideas for new tech / new buildings / new units.
- Give Ideas of the effect for the new stuff (plan nothing funky)
- Correct the spelling alreading crushing yours eyes. ;)

Disable the technologies seems not enought since I need more place for new tech, I will probably have to withdrawn the Renaissance, industrial, modern and futur Era.
Is there a way to do it easily without breaking everything ?

For now I am only using xml.

See you soon.
Kwadjh
 
kwadjh, I'm happy that someone is going to retake on this mod. :goodjob:

Martin's world is always worth the effort.

Firs tip: is the shapeshifter unit supposed to be better named as "warg" instead? Or do you plan to have yet else slightly different?
 
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