Crusader Kings III

Crusader Kings III

[WIP] AGOT: Age of the Petty Kings
41 Comments
Mightus  [author] Jul 8 @ 3:44pm 
Thanks! I have been trying to update the mod, but I have no idea why it crashes on start-up, and well, without going into the game it is hard to find the source of this issue; so if anyone have any idea how to fix that, it would be cool to know
C0untZer0 Jul 8 @ 12:52pm 
dude, seeing this makes me so happy, i remember playing Age of Petty Kings mod for Medieval 2 Total War, take your time with this beauty
Mightus  [author] Jun 8 @ 10:05am 
I see, I will look into it when I can
Bipedleek Jun 7 @ 10:12pm 
mod doesnt work anymore, crashes on start up
Mightus  [author] Jun 5 @ 11:49am 
Is something wrong? I think the mod should work fine at the moment. I am kinda busy with other stuff, but let me know if there is somthing broken in particular.
zerkalerk Jun 5 @ 4:59am 
Update on mod?
Mightus  [author] May 25 @ 3:56am 
it is located in common/decisions
Cailias May 24 @ 6:14pm 
Im not sure that the decision to make harrenhal is in here? i tried poking around event files and could not find it.
Mightus  [author] May 24 @ 4:31am 
So it appears that you can't overwrite special buildings that have already been built through decision effects; I'm going to band-aid it for now by making it so that only the last tier of Red Keep is added. I will think about better solution later.
Oh, and keep in mind that full construction of King's Landing takes around 30 years, and is handled by events.
Mightus  [author] May 24 @ 4:17am 
Hmm, I think I know what's up; AI had to take the decision, but meagors holdfast might not have been built, I will try figuring out how to fix it.
Mightus  [author] May 24 @ 4:10am 
The blank special building is intended, because I wanted to remove this building slot but it would make it hard to maintain compatibility with base AGOT, so I diasbled it that way.
On the Kings Landing, I can't realy replicate the issue, since it does work for me, are you sure you are checking for correct decisions?
Their names are "New Capital for New Westeros", and "Fortress on the God's Eye".
I understand though that not being able to upgrade the special building directly might be confusing, so maybe I could add a custom tooltip while hovering on it, explaining that you are supposed to upgrade it through decisions.
Gambo May 24 @ 12:50am 
Hey! Thanks remove_global_variable effect worked! Targs reinvaded :)

As others have pointed out below also not had the decisions to rebuild harrenhal and kings landing. One character has empire of riverlands with no decision for harrenhal, also the special building option on gods place county is blank.

For kings landing, the special building exists to upgrade to Margot’s holdfast but as mentioned below - “no localisation”. That character has the iron throne but no decisions about building harrenhal (they did have decisions to land kings landing and make kingsguard fwiw)
Mightus  [author] May 23 @ 12:19pm 
It should be done through a decision, does it not appear?
yeahurweird May 23 @ 12:01pm 
well ive proclaimed the iron throne and now focused on building KL but i cant as when trying to upgrade to maegors holdfasts its just grey and i enter debug to just bypass and says no localization
Mightus  [author] May 23 @ 11:52am 
No worries about questions, but could you explain it in more detail what's the issue, and in-game circumstances; cause I am not sure what you mean
yeahurweird May 23 @ 11:19am 
sorry last question is kingslanding glitched for evb im stuck on first level due to no localization or is it my other mods
Mightus  [author] May 23 @ 1:37am 
oh and the Riverlands have to be your primary title
Mightus  [author] May 23 @ 1:36am 
You have to have empire-tier Riverlands to see the decision, and than the conditions should be listed there. Keep in mind that the decision is called "Fortress on the God's Eye", because in lore Harrenhal was named after the ruler.
yeahurweird May 22 @ 9:04pm 
how to get the decision to build harrenhall?
Mightus  [author] May 22 @ 1:10am 
Ok, I've fixed the dragon conquest, now ai should target other realms more aggressively
Mightus  [author] May 22 @ 12:59am 
btw, I have noticed there is an issue with Dragon Conquest system for ai, I will fix it in a moment
Mightus  [author] May 22 @ 12:05am 
Thanks guys!
@Gambo
I have seen Targaryens dying while sieging Duskendale in my test runs, but dying before landing is something else, lol
At the moment the decision to invade Westeros is one-time only, and it is something I should improve one, thanks for reminding me about that.
If you want re-unlock it though, I think the command to do so should look like this:
"effect = { remove_global_variable = draconic_conquest_has_begun }"
(obviously without the quotation marks)
Than either wait for someone to take it organically, or switch to the desired dragon rider and take the decision for them (you can use "bypass_requirements" command if they don't fulfill the requirements, just remember to turn it of after that)
Gambo May 21 @ 10:42pm 
Great mod! Having lots of fun with petty kings in the North.

One q: if the ai fails their first conquest invasion will it retrigger at some point? If not what’s the event to console it?

Sadly Aegon “the hawk” died at sea before he even invaded duskendale lmao
Azumi May 21 @ 8:17am 
great mod! excited to build harrenhal, dont stop working on this mod!
Mightus  [author] May 19 @ 10:19pm 
Thanks for pointing this out, I will fix it in a moment
yeahurweird May 19 @ 7:17pm 
didnt see it mentioned but the wall is its own petty kingdom and not its usual title which makes the manderlys end up owning it and the wall
Mightus  [author] May 18 @ 7:05am 
Looking at the files, there isn't any severe overlap, but in practice there are some errors, like Kings Landing having max castle before being built; so to be safe, I would assume it isn't compatible.
Sol Invictus May 17 @ 8:20pm 
is this mod compatible with cow3 agot?
Shandrys May 16 @ 6:15am 
I see, thank you
Mightus  [author] May 16 @ 5:57am 
I will mostly repeat myself from the description, but:
- modified history file, utilising tributary system
- petty kingdom system
- various decisions to unify Westeros, and establish stuff from later startdates (Kingslanding, Kingsguard, etc.)
- modified and new CBs, for unficatication of Petty Kingdoms, and than Westeros
- system guiding ai to simulate Aegon's Conquest
And my mod is more focused on this particular stardate, which allows for more tailored experience.
Shandrys May 16 @ 1:43am 
whats the difference between your mod and 2 A.D. bookmark in Legacy of Valyria ? Because it looks like you're trying to do what already exists
Mightus  [author] May 14 @ 6:15pm 
I've added a system to simulate Aegon's Conquest; it is rather simply, but it will suffice for now, and I might add some flavour events later. Though my personal preference is to lean less on railroading, and more on creating interesting systems that replicate history, or in this case, lore.
There is also a game rule to control when the conquest can happen.
And as always, let me know guys if you find any bugs!
Mightus  [author] May 14 @ 8:14am 
Yeah, that was the initial plan, but it would be really hard to do (I wrote about it in detail in one of the previous comments), so I opted for a later start date; not ruling out earlier bookmarks in the future though.
󠁳⁧⁧ svampen May 14 @ 8:06am 
thought you wouldve put it waaaay further back like before Riverlands, Stormlands etc etc were united.
Mightus  [author] May 14 @ 4:37am 
If anyone is having the issue with appointing councilors, it is also an issue with base AGOT, due to the most recent vanilla update; so to play you either have to wait for a bit until the AGOT updates, or rollback the game version.
Mightus  [author] May 13 @ 7:35am 
That is rather true, and it was my initial intent, however adjusting the game so far back would be a real challenge, especially considering that sooner or later the map will be expanded further east by the main mod, and it would demand from the submod redrawing the Valyria to be whole.
So it isn't very likely to soon be added, but I am not ruling out earlier start dates in the distant future.
Liberater May 13 @ 7:24am 
tbh the date should probably be set further back maybe a few centuries to a thousand years if not during the andal invasion so closer to the actual age of the petty kings in the lore
Mightus  [author] May 13 @ 1:12am 
You got me here because Kingsguard system was probably the most convoluted thing I had to deal with when making this mod (I were figuratively smashing my head against the wall until it broke, lol), and I am afraid it wouldn't be so simple to port for more than one kingdom, probably even beyond my capabilities at the moment.
But thanks for enjoying the mod, and maybe I will do something on the Kingsguard front in the future, although unless I indeed somehow make Kingsguard not bound to the Iron Throne, I don't really see the point, since it is already formed in all available start dates in the main AGOT.
Poof 2.0 May 13 @ 1:01am 
This looks great may! I ask how hard it would be to have just a form kingsguard mod and can each kingdom have one?
Mightus  [author] May 12 @ 10:21pm 
Thanks for the kind words!
Playing in big realms can be cool, but sometimes one may long for more classical CK3 experience, while keeping it fresh with the world of Ice and Fire.
[XIIIth]_Albert_Obrein May 12 @ 10:12pm 
Thank you very much, my friend! This is literally something I've often thought about while playing AGOT!