Song of Ice and Fire Mod | Introduction

I had another wacky idea! It works with the Character units.

Somehow treating the major houses as religions (or maybe corporations). In the Three Kingdoms mod the religions represented what you believed in relation to the future of China, so more like a political philosophy. There isn't much difference from that to having religions being supported by and/or having support for a major house. The Houses would all have their benefits and penalties; buildings and units. Having too many different houses in a city would cause problems, as they'd either be vying for power or otherwise stepping on each others toes. The inquisition concept would serve a function in this whole thing.
 
sounds interesting ... I already wanted to ask for ideas how to implement corporations ... I thought about using guilds as corporations (by now most guilds are national wonders or projects) ....

Your idea would entail massive changes because right now the Houses are Civilizations and I wanted to add more House after alpha release and reintegrate the vassal implementation.

New Civs to come after alpha: Hightower, Florent, Karstark, Mormont, The Others (will be VERY interesting because they got absolutely different units and buildings), Dothraki, 9 Free Cities (perhaps separated), Qarth and Slaver's Bay

I wrote your idea down and will see how to use it :)
 
Please note I don't know this world at all. Read first book ages ago and don't remember much, but I think some factions (houses ?) was more important then others. Maybe those major houses should be civilizations as well as religions/corporations. This way other (minor) factions can choose to support one of main houses (getting diplomacy bonus with them and penalty with others as well as some benefits specific to chosen house.
Major factions will always start holy city of it's own 'house religion' (easy to do via python, I think) and you can try some creative ways of spreading it - emissaries who spread it with gold and moderate rate of success, arranged marriages (you have limited amount of 'children' units and they spread it for free), some heroes (or spies, if it will be in like in Orbis) might even be able to remove other houses from city.
 
Please note I don't know this world at all. Read first book ages ago and don't remember much, but I think some factions (houses ?) was more important then others. Maybe those major houses should be civilizations as well as religions/corporations. This way other (minor) factions can choose to support one of main houses (getting diplomacy bonus with them and penalty with others as well as some benefits specific to chosen house.
Major factions will always start holy city of it's own 'house religion' (easy to do via python, I think) and you can try some creative ways of spreading it - emissaries who spread it with gold and moderate rate of success, arranged marriages (you have limited amount of 'children' units and they spread it for free), some heroes (or spies, if it will be in like in Orbis) might even be able to remove other houses from city.

nice ideas IMHO :goodjob:
 
Your idea would entail massive changes because right now the Houses are Civilizations and I wanted to add more House after alpha release and reintegrate the vassal implementation.

New Civs to come after alpha: Hightower, Florent, Karstark, Mormont, The Others (will be VERY interesting because they got absolutely different units and buildings), Dothraki, 9 Free Cities (perhaps separated), Qarth and Slaver's Bay

I wrote your idea down and will see how to use it :)

The houses would still be civs, but they've just be able to extend influence in different ways. I was kind of thinking of religions as the Game of Thrones. :D

Edit: Kalina has the right idea of what I'm trying to explain.
 
I like your idea and just want to clear up doubt and problems ;)

For example: It would be possible that there are civs "Lannister" and "Stark" and Lannister chooses corporation "House Stark" and at the same time Stark chooses House Lannister?

Of course an implementation of feudalism is obviously predestined for a ASoIaF Civilization mod :)
Still not sure how to implement this subtly.

Second thing I like is arrangig marriages to spread and change relationships between Houses. But I'm still not sure how to manage and determine who is the feudal lord and which houses are sworn to him ...
 
For example: It would be possible that there are civs "Lannister" and "Stark" and Lannister chooses corporation "House Stark" and at the same time Stark chooses House Lannister?

For AI, you can block it by setting preference of other houses to 0 - they will never choose house other then their own. For human, it's more complicated but AFAIK there are ways - hopefully other then wiping other houses out of their cities every turn.

Second thing I like is arrangig marriages to spread and change relationships between Houses. But I'm still not sure how to manage and determine who is the feudal lord and which houses are sworn to him ...

Well, generic vassalage is good enough for me. Maybe it's possible to connect it to state religion ? For example, every time you adopt ''house stark'' religion event triggers to make you their vassal ? Good place to ask about vassalage modifications would be RoM:New Dawn forum... from what I know, Afforess played a little bit with modifying vassalage.
 
not sure if I could handle this all alone, perhaps I will find some interested modders here when the alpha is released.

The idea is great, but it's much time and effort for 1 person :)
 
Sure? It has been there and the feedback was much less ...

.. I need your creativity .. what can be a good replacement for the Altar of the Luonnotar? I mean a building/project that can be raised in several levels?

My first idea was to use this system to make dragons available to other Houses than Targaryen ...

I'm quite sure you guys can test the first version in August, I won't change any major things right now. Just do some polishing, adding civilopedia texts and deleting some inappropriate content from FfH2 ;)

As I already wrote, the Altar is still there and I hate to delete it :D
 
no ideas?

at the moment I wrecked my whole mod and just get the "program doesn't work" window when I want to load the mod ... checked nearly every xml file and still don't find the error. I hate errors without any description of the file causing it -.-

I just edited some units in the excel file ... and suddenly this error occured :(

my last backup is way too old ...

Anybody got an idea which xml files don't cause an error message? Perhaps I messed up the global defines sheet in the excel file?
 
Look through the log files (and make sure you have logging enabled in the civ.ini file) and see if you can't find which specific file is causing the problem.
 
when I start my mod where should be the log file? In Beyond the Sword or in the mod folder?

PS: As soon as it works again I'll go for subversion ...
 
At the moment I can't think of a way to use the Altar.

How are GPs going to be used? Is there anyway we can make use of them as some kind of an alternate production system? Should that be how other characters come to exist?
 
I'm stuck ... what are GP again? :D

Good news: I'm back on track, found the error after hours and hours of searching ... notice: If you add a unit/building and forget to include the art_def_xx_xx tag the mod will crash without any information about the error :P

Right now I'm looking for children, old man and fat man unit models ... any idea where I can find some? Need them for Bran, Varys, Illyrio, Myrcella etc. pp.
 
Great people! Great persons?

What if GPPs grew the characters (major and/or minor). In a free play game it would anchor them as a part of the game and give someway to produce them without really introducing a new system. I think this makes more sense than a 'Great Person' because the universe doesn't really have them. Just people; good and bad (simultaneously).

The GPPs could be broken down into things like: children (to train to become a lord or just a knight, to marry off, have them become a maester) , bastards!, sworn knights (to help occupy your towns and cities), maybe hedge knights?, perhaps some kind of advisor from outside the family (like Littlefinger, or a Maester?)
 
I like the idea ... lots of work but I will acquaint myself with the GP system und try to change it that way ... at the moment it seems pretty hard to implement it properly alone ..
 
a little quiz for all of you who knows the books of ASoIaF

20 hero units, all known by name (it's nothing like sand snake or kingsguard) .. the flags should help ;)

20units.jpg
 
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