Crusader Kings III

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AGOT: Actual Winter
   
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9 Jul @ 8:48am
26 Jul @ 5:54am
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AGOT: Actual Winter

Description
A simple mod to add winter modifiers back in AGOT. In case you don't know, they were removed in AGOT, probably due to concerns of performance (like snow graphics and calculations of winter based on time and place) lore reasons that winter does not cycle like in real life or in vanilla, so they for now disable all winter. However making winter related buffs or traits like winter soldier useless. A lot of NW and Wildling or the North traits and cultures as well.

Descriptions
There are three types of winters in game, here's my take:

  • Mild Winter
    - The Iron Island; The Westerland; The Crownlands; Dragonstone
    - Pentos
  • Normal Winter
    - The North; The Riverlands; The Vale
    - Andalos; Braavos
  • Harsh Winter
    - The Wall and Beyond the Wall

However, those in climate.txt doesn't seem to do the trick, instead winter_severity_bias in 01_province_properties.txt do. In general, I adjusted these values according to the map as well. So, far north like beyond the wall will have harsh winter when it hits the hardest and Dorne or Lys will have no winter at all. Other places has chances to have mild or normal winter based on the same map below.

Compatibility
Only edit climate.txt and 01_province_properties.txt , so probably with most other mods.
AGOT: Seasons of Ice and Fire has correct seasons according to lore, and this mod just make winter appear like in vanilla, which is not lore correct. If both mods are used, during these time, modifiers of similar effects would both apply, so according to their dev brendan1903 , it is better to not using both mods. However, you can choose to use both and it probably won't break anything.

Load order
After AGOT.

My other AGOT mods
AGOT: Free Cities Dynasty Legacy A new dynasty track for free cities cultures and their sub-cultures.
AGOT: Free Cities Fix Tweak free cities cultures.
AGOT: Buildings and Holdings Fix Build monastery and more bugs fix for buildings and holdings.
AGOT: Monastery Government Make Monastery working with a custom government type.
AGOT: Regional Dynasty Legacies Tweak and fix regional dynasty legacies.
AGOT: Better Pirates Substantially buff pirates.
AGOT: Actual Winter Add winter modifiers back into AGOT, thus winter advantage and other buffs are useful now.
AGOT: Defend the Night's Watch Redesign Night's Watch, and allow player to defend NW (join their war) whenever you want.

Credits
A Climate Map of Planetos 2.0
I'm not an expert on climate nor lore of climate in ASOIAF, referenced above map and roughly use kingdoms as sections. Credits to this map and its author!
AGOT: Seasons of Ice and Fire Also thanks this mod's author brendan1903 for his share of insights on mod and lores! Besides, this mod is very good.
20 Comments
brendan1903 15 Jul @ 2:11pm 
I think I figured it out, I've come up with a work-around for it, that atleast adds in the winter modifiers as intended, I haven't fully implemented it, but the base mechanic of it works. But regardless I figured out a method for adding in the vanilla winter modifiers when vanilla winter is disabled. I don't know if it'll mess with other stuff or not, but I'll keep you posted.
brendan1903 15 Jul @ 1:05pm 
Thank you for testing that for me, I'll look into fixing that a bit more. The modifiers almost certainly aren't hard coded, since the conditions to determine them are in a scripted triggers file, and it just checks if the province has those modifiers. It'll just be a bit tricky to get the right syntax to apply winter combat effects with Seasons Winter, but it'll be doable. I already had a thing in there to account for it, but I think I haven't adjusted the syntax. I currently don't have winter as existing beyond the wall, since I had assumed that winter conditions fully applied there already from what the main mod devs did. I'll see if I can get the winter advantage stuff up and running correctly for my next major update (soon)
Kregon  [author] 15 Jul @ 4:38am 
Hi @Shazzer, thanks for your answers, I indeed was ignorant about that. Before your reply, @brendan1903 let me know of that as well. Since it's technically hard to make lore correct winter working with the winter advantage of traits and cultures, it's up to you to use this mod or not. If you like more about lore accuracy, recommend his mod AGOT: Seasons of Ice and Fire. Thanks for enlightening me again.
Shazzer 15 Jul @ 4:05am 
@Keron Ok, I will enlighten you. In the world of Ice and Fire, the seasons last for years, even decades and every single one of the bookmarks starts during a long summer.
Kregon  [author] 14 Jul @ 2:33pm 
Thx! I did a very basic test on bookmark 82 where you have the winter, playing as a random wildling and war, the battle roll only has +4 for taiga as the cultural tradition tribes of the north has but not its +4 in winter. I played as nw in the same book mark and defend at nightfort, your modifiers of winter defender advantage works perfectly, but the wildling doesn't have the +4 as well, and the commander has ranger lifestyle trait which should has +10 winter advantage, but as well is not working. I think those winter advantage are hard coded with the winter modifiers? And as my test of the wildling indicate, your winter is not present btw? Sorry I leave a comment here, some problem happened at my end and I can't leave a comment at your mod page
brendan1903 14 Jul @ 2:16pm 
Of course! Awesome thank you so much! If it doesn't work, I'll do my best to fix it.
I do, I played around with it a bit, with the way other files are modified, it doesn't really do much of note in AGOT. As far as I know, it just overrides what the default winter intensity bias is, if it isn't specified or set elsewhere. I don't know for certain, but that's just my best guess with it.
Kregon  [author] 14 Jul @ 2:10pm 
Thanks! I have't got time to try your impressive mod, I will test winter advantage and such with it and give you some feedback at your mod page! Btw do you have any expirience experimenting the climate.txt? It seems it does actually nothing and as you said, everything works on the winter bias thing. Which is not that hard as most of the baronies are sequential, just massive code generations of repetitions, thx for your kind words tho!
brendan1903 14 Jul @ 2:06pm 
Also the work you did for setting up all the provinces to have a different winter bias is really impressive! I looked at doing that myself when I first made my mod, but it was always so daunting I just never bothered to set up regional variances with that, and then I figured out the alternate mechanic
brendan1903 14 Jul @ 2:05pm 
I think the winter advantage works? I don't usually play cultures with winter advantage, and in the lore war during winter can be a bad idea, and in my mod you get a lot of penalties for going to war in winter, and the AI should be less likely to. That being said, I would assume that the winter advantage for the Night's Watch and the Free Folk are still functional, as those areas are considered by the game to be always winter, and winter combat applies there. I have it scripted so that when it's winter with my mod, winter combat rules should apply as well. I haven't personally tested it specifically, but unless I forgot to change something it should be enabled during canon-style winters.
brendan1903 14 Jul @ 2:01pm 
Hi, yeah of course! I'm always happy to help :)) It has a cycle of summer -> autumn -> winter -> spring, but the lengths are widely variable. So for example in the main books, it's been summer for 10 years, which is a really long summer, usually they're 1 to 4 years or so, but they range from 6 months to 10 years, and the same for winter. Spring and Autumn, are usually 1 to 2 years or so, but they can last from like 4 months to 5 years give or take a bit. How long the season will last, isn't known (in world), they can try to predict it, but usually only a little bit before the seasonal change. I have a table of the season lengths on my mod, based on what is known in lore, so as a player unless you play on non-historical lengths, you can see how long each season in game will be, if it's before 302 A.C. or so. --