Crusader Kings III

Crusader Kings III

243 ratings
AGOT : Seasons of Ice and Fire
10
6
2
3
2
3
2
   
Award
Favorite
Favorited
Unfavorite
File Size
Posted
Updated
29.543 MB
3 Dec, 2024 @ 7:58pm
28 Jul @ 1:02pm
55 Change Notes ( view )

Subscribe to download
AGOT : Seasons of Ice and Fire

Description
AGOT : Seasons of Ice and Fire : Beta 0.4.0.1

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, dry, hot, wet, cool, and hot. Currently random season intensity.
- 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.
- Nicknames such as "the Winter Child" or "the Spring Prince" when appropriate


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.
- Expanded Regional Variation and Climate

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 struggle 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 will still function regardless of where you load it almost normally, but the time for seasons shifting will take 90 days instead of 10 days, which may cause a small issue for the Historical Seasons Setting during the Year of the False Spring.

Compatibility :

Seasons of Ice and Fire should theoretically be compatible with most AGOT sub-mods (if not all mods.)
The mod currently modifies no vanilla files.

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 struggle, 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.

Other Mods
For map expansion mods, it should be compatible, but the seasons may not take effect in expanded regions (Such as Colonisable Valyria). If there is not a compatch available for your specific mod, and you wish to fix it yourself, go to the mod file --> common --> struggle --> struggles --> agot_seasons_struggles, go to about line 100 or so, and then add in the regions added (for example for Valyria, it would be world_valyria.) Or alternatively just let me know and I can just whip up a compatch whenever I'm free.

Multiplayer?

Yes! Seasons of Ice and Fire Will work with Multiplayer


New Logo by ADRIAN1988
Popular Discussions View All (8)
2
25 Jul @ 6:02pm
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
184 Comments
Solutos Lupus 8 Aug @ 8:02pm 
@brendan1903 - really like the idea of this mod but currently getting 50fps drop when opening the struggle window - is there a workaround for this? thats with full settings on also :steamthumbsup:
brendan1903  [author] 27 Jul @ 3:26pm 
DogNamedDog, there is a setting for light winter in the game rules, it reduces the effects of winter by about half. You have a good point though about the AI not being good at managing warfare economically, I'll see if I can work on that a bit. Right now, I have it set that in winter the AI should avoid going to war as frequently as during winter, but I'll see if I can improve it a bit.
brendan1903  [author] 27 Jul @ 3:19pm 
Gurablashta, Of course! Are you playing on the latest version of the mod, and on simple winter or normal winter, and what game rule settings do you have it set to? (Just since it'll make it easier for me to find where the error in my code is, since otherwise I'd have to sift through like 8700 lines to figure out where I'm missing a few keys)
brendan1903  [author] 27 Jul @ 3:17pm 
mtgozalez222 I think so, I set it to work for one of the bookmark mods, I can't remember which one in specific.
DogNamedDog 27 Jul @ 7:03am 
The Ai simply cannot handle winter, i need a version without the penalties of winter or atleast halved. Everyone goes into VAST debt. Thousands in debt. They seem to not hold back when disembarking during winter which is one of the main causes for their loses they dont know how to manage warfare economically and raise all their total strength for every little thing.
Gurablashta 26 Jul @ 5:08am 
Thanks for getting back to me so quickly! To answer your question, Winter has covered the Entirety of the Westerlands the Reach and the Vale. The Vale is set to Winter, the West gets Light Winter while the Reach gets Deep Winter, except for the Honeywine area (I assume this is the South) which is set to Wet Spring. They've been stuck in this season for 2 years after Bobby B got the all clear, as regions like the Neck, t'he Gullet and the Riverlands are all in Cool/Wet Spring
War Effects and Season Effects are in full swing (personal effects are not).
Hope this helps!
mtgonzalez222 25 Jul @ 7:30pm 
Does this mod work with Agot Bookmarked?
brendan1903  [author] 24 Jul @ 7:49pm 
Also thank you so much! I'm very glad you're enjoying the mod :))
brendan1903  [author] 24 Jul @ 7:46pm 
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 24 Jul @ 3:39pm 
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.