Crusader Kings III

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AGOT: Defend the Night's Watch
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2.278 MB
13 Jul @ 8:42pm
28 Jul @ 5:35pm
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AGOT: Defend the Night's Watch

Description
Abstract
Rework Night Watch and its mechanics based on the original one, including now functioning petition system. More special buildings, events and decisions, rangings are more rewarding. You could now also join their war as you will to defend the Night's Watch!
Also tweak First Rangers so that they will be of help to the NW. A lot is done, full list below.
Recommend to read Tips before playing, however, you could explore and learn them yourself!

New
- A unique hidden decision right personality traits to become the Night's King and more
- New Nightfort SBs
- A crossable Bridge of Skulls
- A minor decision for FR to request rangers from LC

Functions
- Reworked petition system, now with actual prisoner recruits (if petitioned ruler has prisoner of course and you ask for men). and much more. Your wandering crow would bring back some gold and man even if they failed, they also get traits and lifestyle xp during the journey
- Rebalanced First Ranger, including tweaked ranger buildings; tweaked contracts rewards; more activity types, now you can hunt and do camp revelry; more court positions (most of them are adventurer court positions), including now working physicians
- Special duchy buildings at Castle Black
- Special buildings upgrade for the Walls, and a unique decision to rebuild the entire wall, the reward is good, even a new type of MAA for NW
- A new minor decision to revoke all titles in the gift, as NW is more admin like. However, it's not free
- Increase reward for ranging and great ranging and defending wildling raid (based on attacker of defender tiers), so they are wars worth fighting
- Redesign NW court positions, so they are worth it
- Added a realm law for NW to allow female recruits and fight as knights, tho ahistorical, but it was intended by AGOT main team
- Renable some adventurer decisions for First Ranger including visiting holds
- Allow all to join Night's Watch War, In practice only player can do it, so now you can join them when they are losing. Or join them in their ranging
- Castles on the Walls had a modifier to reduce 500% tax, now changed to -50% and other buff, since AI has no idea about the modifier and stupidly building economic buildings there
- Relocate county capitals to castles in the Gift, so that NW government would be used after these lands are being granted
- Tweaked NW government, to allow them pay tax, and directly hold cities. Tweak their special contract, you could now have proficient builder stewarding the Gift. Tweak modifiers, increase knight limit, reduce recruitment cost of MAA, greatly reduce levies and garrison to show that they have few man but elites. Allow NW to hunt, as in lore many joined NW for hunt
- Maintainance modifiers now have effects, their calculations are based on laws or concentration level of the top liege and vassal. If vassal pay least tax to you, or if you have higher crown authority, you can better maintain the wall
- Allow Lord commander to accumulate NW lifestyle trait, as yearly event, before only courtiers and vassals can do, once you play as the lord commander, your trait is frozen

Compatibility
With other mods that don't edit NW behavour.
Fully with Everyone can Send to the NW

Load order
After AGOT main mod.

Description
NW in AGOT is half finished and some codes were abandoned. I reworked much of those systems, tweak the rest and add flavors on it. I'm not expert on lore, so if something is too lore broken, please let me know!
NW now has drastically less levies, but fear not, with your MAA and knights, and defensive position on the Wall, you can prevail. Lorewise, they only have top 1000 men in the late bookmarks date.

Tips
  • You have to right click on a ruler in Westeros to petition(in character interaction). And when war, you could summon First Ranger using character interaction.
  • The succession of Night's Watch involves calculate hidden scores, including skills, relationship with LC, dynasty, current rank and etc. So consider this if you want someone be next LC.
  • Wall maintainance level is based on many factors. However there's randomization in it, so don't panic seeing castle black is unmaintained wall.
  • Choose wisely who should you petition as your wandering crow has to prepare for sometime before the next journey. In general, the more honorable the ruler you petitioned is, the lower the ranks they have, the higher the chance they say yes. But higher tier ruler would generally give you much more if succeed. Even if you fail, you would still bring back meager supplies and men. You should also choose capable wandering crows mostly in diplomacy, as their skills are tied with you chance and reward.
  • As lord, you might be petitioned by AI NW now, and you would have neat modifier depending on you acceptance or not. The same goes to the AI lord.
  • NW has a lot of winter advantage and movement buff, so if you want them in AGOT use AGOT: Actual Winter . However this mod is not lore accurate, as it just make winter appear in Oct to Feb. Lore accurate one is AGOT: Seasons of Ice and Fire , however, they haven't make winter combat advantages useful yet, they will update it in the future.
  • There's an option whenever current LC die and you can by then revoke all NW vassals. You could also revoke commanders with cost of prestige by revoking their commander court positions.
  • When you are ranging, it is wise to leave some troops behind, since wildlings would take the chance to raid you.
  • If you are Faith of the Seven, the High Septon might give you much more gold than petitioning. Killing more vile infidels beyond the Wall would make it easier.

Possible Update
I was thinking to make Wandering Crows as landless adventurers, but it would require a lot more work and abandon completly the petition system. So in the end I decided to use the half done system, as I think maybe the main team is making the landless wandering crow possible right now. However, I might try to make that happen.

Credits
AGOT Team.

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.
24 Comments
Alav.n 28 Jul @ 2:59pm 
@kregon Extremely cool! Thank you!
Kregon  [author] 28 Jul @ 8:29am 
Hi @Alav.n that's also what I was thinking. I made them but make a conditional crossing with the black gate is probably a mechanic hard to implement (if make a normal crossing, wildling would also cross in game). For now, I updated new Nightfort SBs and an ahistorical decision to becomde the Night's King, if you want to be the bad guy!
Alav.n 28 Jul @ 3:44am 
You should add a special building for the Nightfort! I think in lore Nightfort is the first Night's Watch castle ever built, and the biggest. Bigger than Castle Black. Below the Nightfort is the Black Gate, it allows members of the Night's Watch to across the Wall.

However all these were not implemented by the dev team. Would be nice to see it in this mod!
KG 27 Jul @ 10:36am 
Thank you!
Kregon  [author] 27 Jul @ 10:25am 
HI @KG, mod's new update should allow crossing from shadow tower to westwatch-by-the-bridge. It turns out it's pretty easy to add crossings, but the models of soldiers crossing look bit weird tho. probably due to the height map.
Kregon  [author] 26 Jul @ 2:36pm 
Hi @KG thanks for your reply! Yeah it bugs me a bit even before this update that the bridge can't be crossed, and now with the map update it bugs me more like what you feel. However, I have no experience in map modding, I have to experiment a bit. I'll see what I can do, a best case it's a crossing which could be opened and closed by the nights watch (probably unrealistic as game might have no such mechanic), or a crossing that add a lot of defensive advantage for NW.
KG 26 Jul @ 11:21am 
@Kregon I know it's an main AGOT thing, but would be possible for you to add third crossing for the armies in the Bridgh of Skulls? Since new Wall Model updated, the Westwatch has been moved over the north of the Bridge. Currently, there are 2 ways to cross the Wall. Right now in order to protect the Westwatch, army from the Shadow Tower will have to cross the Wall in the Castle Black... which doesn't make sense. Thanks in advance. Love this submod.
InfiniteLove 22 Jul @ 11:45am 
@Arash
I did exactly that with debug but with Mance (he's a Eastwatch captain I think). It was glorious.
I might actually try that with good ole' Rivers
Kregon  [author] 22 Jul @ 2:24am 
Hi @Tureno, I failed to reproduce your said problem. As for Cotter Pyke, he would always get a generated house despite with this mod or not called East by the Watch, I'm not sure if it's AGOT main mod intention. As for your problem, it might be that AI LC are granting randomly so that it might look like they all have randomly generated houses (mostly obscure tho). But in my tests, if a lowborn were granted a minor commander, he remains a lowborn, the same goes if he inherits LC.
But you inspired me that maybe it would be more immersive if AI grant lands based on dynasty's renown level or merit (as for LC that definitely is already a criteria written by main team)? However I might need sometime to figure that out. I'm not sure vanilla AI grant lands based on anything, I assume it's totally random.
Tureno 21 Jul @ 7:20pm 
Noticed all character who gave been given charge of lands in the Gift are now in randomly generated houses, including Cotter Pyke. Is this on purpose?