[C3C] Game of Thrones

Hatul_Gadol

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“Game of Thrones – v.1.0” (GOT v.1.0), released March 31, 2025
“Game of Thrones – v.1.1” (GOT v.1.1), released April 4, 2025

Sudden and cataclysmic Doom of Valyria destroys the ruling kingdom of two continents. Only the splinters of the Nobles houses of Old Valyria
survive on the smaller continent of Westeros, while at Essos once conquered kingdoms are now independent and rase to the power again.

Essos and Westeros race to the power, and soon only steel of their swords and fury of the mighty Dragons will decide the fate of the lands and crowns...



Download Link (426 MB): https://drive.google.com/file/d/1MBuwiI3uc4JibOsfUlQ0C35PnDejlLVA/view?usp=drive_link



Installation: Unzip the files to Conquests/Scenarios or Conquests/Conquests folder (usually C:/Program Files/Infogrames Interactive/Civilization III/Conquests/Scenarios).

There should be GOT folder and one Game_of_Thrones_v1_1.biq file inside.



Dear Community,

In the post below, I present a scenario and modpack entitled “Game of Thrones”, the expansion of my previous scenario entitled “House of the Dragon: Battle for Westeros” (see https://forums.civfanatics.com/threads/house-of-the-dragon-battle-for-westeros.691640/). You can play it first to familiarize yourself with key scenario mechanics.

If you have label error (shifted text entries) – please specifically read the post by Civinator at page 1 of https://forums.civfanatics.com/threads/house-of-the-dragon-battle-for-westeros.691640/ discussion, it provides the solution!


The pack and scenario presented below is based on the platform of the amazing modpack MEDIEVAL EUROPEAN MOD II (MEMII, dated year 2009) by members embryodead & Yoda Power. I unfortunately was not able to contact embryodead, since he has left the forum many years ago, but Yoda Power had kindly welcomed the previous mod and scenario. A great Civ3 map of Westeros was created in 2005 by the member black_rose, and was partially modified by me. A map of Essos was fully created by me. Numerous additional units and icons that fit the purpose were taken by me from various modpacks and scenarios, which I have enjoyed for decades: many of them by Tom2050. I have made an attempt to list all contributors in the Credits text file, also repeated below: I, however, apologize if I unwillingly missed anyone. Please kindly inform me so, and I will gladly update both entries for your or your friend’s credit. Special thanks and my deepest gratitude to Civinator, whose support helped me overcome critical graphic issues. His invaluable advice helped me integrate numerous colorful icons and screens, enhancing the game's flavor, and also fix critical crashing errors. And indeed, from the start, this project was inspired by the amazing G.R.R. Martin’s books and movies “Game of Thrones” and then “House of the Dragon”, - of which I am a big fan.

Numerous data entries and images (such as maps, coats of arms, names, etc.) were taken from Internet resources, including Forum of Thrones Wikia (forumofthrones.fandom.com), Wiki of Westeros (gameofthrones.fandom.com), A Wiki of Ice and Fire (awoiaf.westeros.org), and some less important sources. For illustrations, I have accumulated an assay of colorful images from the real medieval manuscripts, covering many aspects of life and death in the era: ranging from dragonslaying to “Amour courtois”.

Key concepts of the Scenario were described under “House of the Dragon: Battle for Westeros”: please see the webpage: https://forums.civfanatics.com/threads/house-of-the-dragon-battle-for-westeros.691640/

Below, are added descriptions: what is new in this updated Scenario.


New Concepts:

Continent of Essos
(and adjacent islands): Essos is spacious but relatively poorer in resources comparing to Westeros. In three isolated locations, Free Cities, Slavers and Dothraki now find themselves independent, - while the area of Valyria is now all ruined (and has some artifacts awaiting their discoverers). Finding a good balance between peaceful expansion and conquest – presents a challenging task! A player too fond of building new cities in the empty spaces might find himself invaded by the unstoppable horde of the neighbor who had selected a different approach. Don’t forget: Essos factions do not have minions to digest with a relative ease; and at the same time factions from Westeros might also come (with their Dragons!) to claim a fine location.

White Walkers and the Night King – this will be fun, I hope. About turn 200 (plus-minus some) a new faction appears, and starts conquering all lands within their reach. The Night King makes the White Walkers out of the defeated warriors, White Walkers make Undead Warriors, and Undead Warriors make Undead. I have tested a way to present a single Undead Warrior somewhere at the north of Westeros at the beginning of the Scenario, to imitate “we know about them from the start” way. But against initial weaker units, he was impregnable, and annihilated all North soon enough. By mid-game, players usually have some strong units (Knights, Lords, Elephants), wildfire and war machines, and some Adult and Mature Dragons to fight White Walkers on equal terms. But again, finding a good balance is a challenging task! After White Walkers invade, - if you give them enough time to defeat your enemies for you, - they will become so powerful, that you will find yourself in a deep trouble. I was really surprise how closely this imitates politics in the literature source! Enjoy!

New Factions:
  • Free Cities: The Free Cities share the majority of game mechanics (including the Small Council wonders) with Westeros kingdoms. Their commercial success is associated with sea, while the central part of Andalos peninsula is covered mostly by mountains, restricting fast expansion. Its speed is also reduced by the fact their Settler is more costly than standard, and uses 5 citizens rather than 3. Taken together, the Free Cities have good chance of success, but constant threat of invasion from mighty neighbors make them invest deeply into military strength.
  • Slavers: The Slavers can't enjoy many wonders available to Westeros kingdom and Free Cities, but enjoy loyalty of their citizens due to rich land and effective city improvements. Their commercial success is associated with resourceful spaces around, though the speed of expansion is reduced by the fact their Settler is more costly than standard, and uses 5 citizens rather than 3. Slavers do not use Serfs, and instead rely on less effective Slaves, enslaved in combat and produced by Slave Markets. Taken together, the Slavers have good chance of success, but constant threat of invasion from mighty neighbors (especially close Dothraki) make them invest deeply into military strength.
  • Dothraki: The Dothraki faction has many special mechanics. Initially, they lack diversity in resources, but still enjoy loyalty of their citizens due to usefulness of military police and effective city improvements. The speed of their expansion is much reduced by the fact their Settler is more costly than standard, and uses as much as 6 citizens rather than 3. Similar to Slavers, Dothraki do not use Serfs, and instead rely on less effective Slaves, enslaved in combat and produced by Slave Markets. However, they have a unique advantage of support-free army, filled with numerous units autoproduced by improvements. Though mostly weak, when amassed, they can crush nearly any defense. So, it is most important for the player to find a good balance between peaceful expansion and military conquest of other faction settlements. Though Dothraki have relatively weak scientific research, they can purchase missing technology with free currency. Mighty Khal produced yearly have a unique ability to generate Ransom, which is most useful for that. In war, they do not use War Machines and naval units, and to cross the water rely on mercenary naval units only.
  • White Walkers (unplayable): They arrive on the scene at about turn 200 of the Scenario or so, - and if you are not powerful enough by this time, - you are doomed. Weak units and even whole armies will be slaughtered by terrifying White Walkers and mighty Night King himself, joining their army of the Undead. They do not build anything, they just advance and kill everything in their path. Make sure you bring enough heavy armor, war machines, wildfire and Dragons to the field to stop them, before it will be too late. The White Walkers start the Scenario in a hidden location, and wait for their time.

New Religions:
  • R'hllor – for Free Cities
  • Ghiscari – for Slavers
  • Great Stallion – for Dothraki
  • Kingdom of the Night – for White Walkers
As usual, each religion has special bonuses and features.

New Great and Small Wonders and City Improvements:

There are many new Great and Small Wonders and City Improvements – some of which are restricted to 1 or more new factions (for example, Slave Markets for Slavers and Dothraki; Pyramid and Great Pit – for Slavers; Lighthouse and Titan – for Free Cities; Taboon and Horse Gate – for Dothraki, etc., etc.), and some are more universal and can be built by any faction (for example, Concept of Transmutation, etc.).


New Resources:

Essos is relatively poorer in resources comparing to Westeros, however there are some sweet spots. There are a couple of new bonus resources: such as Steppe Game and Olive Oil.


New Civilization Advances:

Some new civilization advances are present, for example Cosmology, Better Maps and Trading with Summer Islands, - however, there are still 3 eras, not 4. Some wonders and units were rearranged a bit, comparing to Battle for Westeros Scenario.


New Units:

There are many new units for the new factions. For example, Bravo for Free Cities, Son of Harpy, Lancer and Champion for Slavers, Khal, Bloodrider, Screamer and Steppe Heavy Archer for Dothraki, etc., etc. Additionally, there are some new units available for all factions, such as fast mercenary Swanship and amphibious Hired Sailor, etc. Also, there is some minor rebalance in the older unit stats.


Hope you will enjoy!

Sincerely,

Hatul_Gadol


Some spoilers:

New Factions:
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New Techs, Buildings and Units:
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Coasts of the Narrow Sea become the arena of invasions and heated naval and land battles between factions of both continents: here, even the rare Kraken joins:
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Mighty Dothraki have accumulated enough warpower to crush the Slavers in all-out attack:
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Lannisters bring their Dragon to Essos continent, - so far just to recon:
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Oops, here we go:
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Credits:

Mod and Scenario design: Hatul_Gaadol, over MEMII platform by embryodead & Yoda Power

Units: Aki Neuvonen (aaglo), Aluminium, BeBro, Bjornlo, Jake Hower CamJH, CivArmy s.1994, Dom Pedro II, embryodead, Gaias, Kindred72, Kryten, Lab Monkey, Marc Angstadt Kinboat, Micaleus, NavyDawg, Orthanc, Plotinus, R8XFT, Sandris, Sword of Geddon, Tom2050, utahjazz7, Virote_Considon, Vuldacon, Wyrmshadow, Yoda Power, zulu9812

Leaderheads: CivArmy s.1994, embryodead, jorde, Piernik, R8XFT, ShiroKobbure, sween32

Interface: embryodead, mrtn, Olorin0222, PCHighway, Weasel Op, Hatul_Gadol

Map: black_rose, Hatul_Gadol

Terrain: Ares de Borg, embryodead, Midnight Piper, Sn00py, Pounder, Rifleman, Yoda Power

Cities: Aion, embryodead, mrtn, RedAlert, Yoda Power

Improvements, Wonders and Wonder Splashes: aaglo, AK47, Ares de Borg, Bjornlo, crolador, embryodead, Hrafnkell, Kenta'arka, Lusikka755, mrtn, Ogedei the Mad, Plotinus, R8XFT, Red Alert, Rufus T. Firefly, SWalker, Traianus, Ukas, Unexisted, varwnos, Yoda Power, Hatul_Gadol

Tech Icons: BeBro, embryodead, Kal-el, Keroro, mrtn, Partizanac, ronning, Rufus T. Firefly, Storm Grunt, utahjazz7, Yoda Power, Hatul_Gadol

Other: Civilopedia entries, such as maps, coats of arms, names of Houses and heroes, Free Folk tribes, etc. were taken from Internet resources, including Forum of Thrones Wikia (forumofthrones.fandom.com), Wiki of Westeros (gameofthrones.fandom.com), A Wiki of Ice and Fire (awoiaf.westeros.org), and others.

Music: please try it!
Lute Music of the XVI-XVII Centuries. Vladimir Vavilov, Alexander Danilevskiy. Melodia, 1969. https://melody.su/en/catalog/classic/64137/
Alessandro Skarlatti, Antonio Vivaldi, Johann Sebastian Bach, Georg Philipp Telemann.

Again, I apologize if I unwillingly missed anyone. Please kindly inform me so, and I will gladly update the list for your or your friend’s credit.

Similarly, if you see your artwork in the Scenario and do not want me to use it, please contact me about it and I will delete the former immediately.


Sincerely,

Hatul_Gadol
 
Last edited:
Dear All,
GoT Version 1.1 is now available for downloading: https://drive.google.com/file/d/19vfxgsHehLoeRK19Vq8LpygecN1a1ktI/view?usp=sharing

Changes from 1.0 to 1.1:
- Fixed Wonder Splash errors for some newer wonders.
- Fixed descriptions in the Civipedia for a number of entries.
- Fixed icons for some new resourses, which were previously corrupted.
- Added a few more useful wonders to compete for.

Sincerely,
Hatul_Gadol
 
Had a great game as the Targaryen, though lost around turn 292 - let the Starks become too big and couldn't pull them back in time. Couple of issues - slaves; these are just left lying around. Human player can use them but not the AI (you need to tick all the worker actions, in this case 'join city' and then click terraform). White Walkers - kept hoping they'd appear but a no show. Had a peek in the editor and wonder if something needs to be unclicked for a key unit (sorry - don't want to add spoilers). This aside fantastic scenario.
 
Had a great game as the Targaryen, though lost around turn 292 - let the Starks become too big and couldn't pull them back in time. Couple of issues - slaves; these are just left lying around. Human player can use them but not the AI (you need to tick all the worker actions, in this case 'join city' and then click terraform). White Walkers - kept hoping they'd appear but a no show. Had a peek in the editor and wonder if something needs to be unclicked for a key unit (sorry - don't want to add spoilers). This aside fantastic scenario.

Dear Rathvilly,
Thank you very much for a feedback, - I will check about Slaves! Yes, I have turned off their ability to join the cities on purpose. Did not expect it would affect their ability for labor.

Regarding White Walkers missing, - that is unusual. May I ask: by the moment you lost, - what was your and neighbors technological level?
 
Sure, I was finishing research on the second tier of techs in the 3rd age, AI had all the third tier and probably finishing up the age (playing King level).
 
Sure, I was finishing research on the second tier of techs in the 3rd age, AI had all the third tier and probably finishing up the age (playing King level).
Oh, it explains it. The White Walkers appear when you-or-AI enter the last 1/3 of the 3rd Era. At King level, it is about turn 200-215 or so, - it depends on how often do you exchange techs to progress.
 
Dear All,
The Slave error is now fixed (thanks to Rathvilly for pointing it out), and Slaves now both terraform and can join the cities. Second, I have deleted the second set of music (Bach and others), which had caused crash after Album 1 (Lute music) at about 50 minutes of play.
The version number is still 1.1 and it can be downloaded at: https://drive.google.com/file/d/1MBuwiI3uc4JibOsfUlQ0C35PnDejlLVA/view?usp=drive_link

Hatul_Gadol
 
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