Crusader Kings III

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AGOT : Seasons of Ice and Fire
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3 Dec, 2024 @ 7:58pm
22 Jul @ 12:09pm
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AGOT : Seasons of Ice and Fire

Description
AGOT : Seasons of Ice and Fire : Beta 0.4

A Lore-Friendly Submod for CK3 AGOT that implements the infamously variable seasons in ASOIAF. With the seasons ranging from months to years, with their lengths being weighted according to historical season lengths according to the Lore. Seasons of Ice and Fire aims to bring the important aspect of seasons to your CK3 AGOT experience, allowing for strategic planning around the variable seasons, experiencing lore-friendly events and providing deeper immersion into the world of Ice and Fire.

Additionally, the map now reflects the season and its weather, meaning during winter, appropriate regions will experience snow fall, and the map will be blanketed in snow during the winter years. During the summer, it can be a drought, or flourishing, and the map will reflect that.

Features :

- New Situation for the Seasons
- Each phase corresponds to a season
- Variations for each season, corresponding to temperature (hot, cool, temperate), and humidity, (dry, wet, etc), or region (Northern Winter, Southern Winters)
- Snow during Winter Seasons
- Lore friendly variable season lengths, with an event notifying you of the season change
- Variable attrition rates for each season
- A number of different modifiers for each season to reflect changes in season, increased income from harvest, etc.
- Penalties for War during Winter
- Non-Historical Season Setting
- Season lengths are randomly generated, with lengths being weighted based on historical season data
- Historical Seasons Setting
- Historical Seasons - Exact years for lore provided seasons, with the gaps filled in with a predetermined approximation for each season
- After 300 A.C. Seasons will be randomly assigned as normal
- Stricter penalties for winter wars
- Increased White Peace acceptance in winter
- Enforce Truce in Winter
- Potential for a year of "False Spring", in which the reason reverts back to winter unexpectedly after a few months. (Unlikely to happen though)
- New Game Rule for Winter Intensity
- Light Winter Game rule, for those who feel that the winter is too harsh.
- Regional Variation, winters in the South will be tame compared to the North, and each of the major regions will experience a slightly different season, however they often correlate with their neighboring regions for a more natural feel.
- With almost 50 Subregions currently in place, and each season having numerous variants, each season will be unique!
- Nicknames such as "the Winter Child" or "the Spring Prince" when appropriate
- Province Modifier effects for Winter


Planned Features :

- Strictly Historical Seasons - Following exactly the years according to lore, with the gaps being randomly assigned
- Strictly Historical Season Intensity - Following only given season intensity, and random for the rest.
- Holidays (?) (Later?)
- Flavor events for seasons / Slice of Life (Later)
- Unique Artwork for Seasons
- Historical Blizzards and Storms
- Non-randomized season lengths, influenced by factors such as dragon births or lack thereof.
- Full Province Modifiers for each season

How does this impact game play?

Seasons of Ice and Fire mimics the impacts of the seasons in ASOIAF, with summer being the time of growth and abundance, the game will provide boosts to fertility, health, taxes, various opinion modifiers, development growth, lower attrition in regions where appropriate (Such as Forests, snowy areas, etc) and higher attrition where appropriate (Deserts, Jungles, etc), men at arms and levy reinforcements. Construction and development are the cheapest and easiest in the Summer.

With Autumn being the harvest, and the final stretch before winter it's geared to encourage you to build up a stockpile and prepare for the incoming winter which could last for years, attrition is lower in Autumn, and supply lasts a bit longer, and as such it would be wise to end wars before winter arrives, and thus avoiding a long drawn out war of attrition.

During winter your income will be severely reduced, and often running a deficit if you don't cut back on expenses, armies will cost considerably more, and attrition will be significantly higher where appropriate, the AI will be more inclined to accept a white peace and significantly less likely to go to war during winter. If you find yourself stuck in a war during winter, you will find that it is to your advantage to stay on the defensive. Additionally there are penalties to fertility (may be adjusted) and health, as bringing a child into the world during winter would be a strain on resources, and health suffers during the cold. Construction and development will suffer, after all finding laborers in the winter may be more difficult. With everyone in closer quarters at home stuck inside from the cold, schemes and family relationships will be boosted, and in many cases crime (control increase) will be reduced (As a balance to all of the negatives, may be adjusted).

And once the Winds of Winter have passed, the Dream of Spring will be here, attrition is overall lowest in Spring, except for wet environments (Swamps, Floodplains, etc), and there are considerable boosts to fertility and health in Spring, balancing out the Winter. Spring is the season of recovery, when things are the most balanced as coast into the prosperous summer.

How does it work?

By using the Situation Mechanic the mod is able to simulate the variable season lengths and significance of the World of Ice and Fire. An event with a timer is set to fire for a variable amount of time, and when it triggers it switches the phase of the situation to the appropriate season, along with adding a modifier for all characters for small impacts on health and fertility depending on the season.

**This mod is in Beta, and I originally created it purely for my own enjoyment, but figured others may as well. Please let me know if there are any errors or if anything is not functioning properly.

Load Order

I recommend loading Seasons of Ice and Fire either at the bottom of your load order, or as close to it as you can. It can still work higher up, but some features may not be fully functional.

Compatibility :

Seasons of Ice and Fire should theoretically be compatible with most AGOT sub-mods (if not all mods.)
The mod currently modifies only a few vanilla files, however they are not strictly needed, but are still important. See details of files changed below.

Is it Save File Compatible? :
Yes and No. You can load it into your save, but you need to activate it manually. You'll need to trigger the situation , and the spring season events using console commands. ( effect = {
start_situation = {
type = agot_seasons
start_phase = seasons_spring_phase
}
and then event season_events.002 . And that should work. It is possible to activate historical seasons on a save file, but it would be tedious, you'd need to find the closest date for a season switch in the events file, and trigger that event instead of season_events.002, see Non Supported Start Dates instructions for a better explanation.

Non Supported Start Dates
If you are playing with a non supported start date, but want to use historical seasons, you'll need to trigger it manually, or change the files to support start date. See pinned guide below for detailed instructions.

Other Mods
For map expansion mods, see the pinned guide on adding new regions below.

Multiplayer?

Yes! Seasons of Ice and Fire Will work with Multiplayer


New Logo by ADRIAN1988
French Translation by : Lovojka, The Crack, and Flo
Popular Discussions View All (8)
1
23 Jul @ 11:43am
Can anyone make a french translation for this mod? Like the russians did
Gearzix
1
16 Jun @ 1:50pm
Dev Diary 4 : Nicknames
brendan1903
1
30 Dec, 2024 @ 5:32pm
New Thumbnail
ADRlAN1988
177 Comments
brendan1903  [author] 4 hours ago 
Also thank you so much! I'm very glad you're enjoying the mod :))
brendan1903  [author] 4 hours ago 
Hi Gurablashta, for the Westerlands and Vale, which subregion is stuck in winter? The Western Highlands or Lowlands, and for the Vale is it the Fingers, Upper Vale / Mountains of the Moon, or the Lower Vale? And which specific season variant does it say for the regions stuck in winter, and is there still a province modifier for winter on them? How long have they been stuck in winter for?
Gurablashta 8 hours ago 
Hi there, love the mod but for some reason the Reach, Westerlands and the Vale are stuck in a permanent winter while Kings Landing relaxes. Any idea what causes this? I got the notification about winter ending but it just doesnt seem to have triggered for other regions.

Dunno if it's relevant but when clicking on the icon it tells me the winter will last until 1 D, whereas I'm currently in 302 on a Bobby B run, dunno if that helps.
Liberater 22 Jul @ 4:41pm 
yeah having played for around 100 years with the mod now the seasons have gotten to be more reasonable so i must have just gotten unlucky at the beginning
brendan1903  [author] 22 Jul @ 9:35am 
Liberater, there is also a chance for false seasons, where they only last like a month or two, before reverting back to the previous season. Technically only false spring is canon, but for gameplay purposes I added in the possibility for the other seasons too. They should be fairly rare though
brendan1903  [author] 22 Jul @ 9:25am 
[23rd] Ozan & Liberater, the seasons are based on what is given in the lore, the lengths of the seasons vary from a few months to 10 years. But most seasons are generally between a year and like 4 or 5 years, they're meant to be hard to predict. For historical seasons, they are based directly on canon seasons, and the gaps are based on what is implied in the books, or what would fit in terms of timing.

Non-Historical Seasons (Sandbox), the season lengths are based on weighted averages of known season lengths from canon, they are semi-random in that the lengths are weighted based on how common a certain length range is for each season. It is possible to get a bunch of short seasons in a row but it's very unlikely.

In canon autumn and spring are usually shorter, usually about a year, give or take 6 months.
Liberater 21 Jul @ 3:11pm 
opposite issue for me I get seasons that last 6+ years, also sometimes I get a spring or summer event only for like a month later winter or spring to get announced
[23rd] Ozan 21 Jul @ 10:41am 
Are they supposed to go by this fast? A season doesn't even take a year to change whereas they may take years in the lore. Is this intended?
Lovojka Targaryen 12 Jul @ 2:16pm 
I can help for the translation if you want ! (:
brendan1903  [author] 12 Jul @ 2:10pm 
Lovojka Targaryen, Merci Beacoup! I can try to work on adding french localization, but I'm not fluent in French so I'd need to find someone to translate accurately (or atleast check my translation) which may take a little bit