Crusader Kings III

Crusader Kings III

AGOT - Armies of Westeros
Syrius  [developer] 25 Apr, 2023 @ 12:18pm
Armies of Westeros - suggestions
I started this topic for people to post their suggestions here. If you think your idea is interesting, and can be implemented into the mod, here is the place to have a discussion about it. I am willing to take other opinions into consideration as long as they're proposed in a civil manner.
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Showing 1-15 of 98 comments
Lord Dominion 25 Apr, 2023 @ 7:06pm 
Will any of the army sprites on the map be changed with this mod in the future? That would be a very good addition if it could be implemented.
Syrius  [developer] 25 Apr, 2023 @ 8:10pm 
There already is a mod that does that if I am not mistaken. I think it's called AGOT units GFX or something related to that. Check it out!

Edit: AGOT unit gfx submod is the name.
Last edited by Syrius; 25 Apr, 2023 @ 8:15pm
Syrius  [developer] 26 Apr, 2023 @ 7:03am 
As MarkKaluger suggested, I will change the name of the Knights of Winterfell regiment to something else than knights, because the North lacked those. I will also change the name or maybe even the unit called Wavebreakers for the Ironborn, because in the books they lacked cavalry. And restrict the camel recruiting in Westeros (if they can be recruited RN, not sure) because there were none there. The camels will probably come back in when Essos will be implemented into the AGOT mod.
MarkKaluger 26 Apr, 2023 @ 9:16am 
In general, what I can offer:
It would be nice to remove conventional units from cultures, following the example of those modifications that completely change the vanilla game. For example, among the Scandinavians we will not meet pikemen and armored riders, Kievan Rus generally has its own regiments: brave, junior and senior druzina, and so on. Yes, ordinary shelves are cheaper and this is their only plus. Let's admit that we hire, first of all, strong units.
So, for example, it would be nice to get rid of the armored riders that are available to everyone. What's the point of the Vale of Arryn with their Winged Knights having more Armored? Or the same Stormlands? It's the same as how the Riverlands have vanilla Archers and River Archers. If you can take out the trash, that would be nice.

Specifically for units.
Vale of Arryn:
Heavy infantry. "Guardians of the Bloody Gates". In the hills, cavalry is of little use, and in the mountains, where constant skirmishes with savages take place, there is no point in horsemen at all.
There are archers, I've seen Moonhunters.

Stormlands:
Identically.

River lands:
One name makes it clear that you won’t be able to roam especially here. Many hills, forests and innumerable rivers. That is why the Trident was called the Royal of the Rivers and Hills.
Their own unique light infantry would come in very handy here. With a bonus in the hills and forests.

Western:
This is a very rich region, in which, unlike the series, the gold mines have not dried up. A lot of money gives an emphasis on armored guys: Lion Rock knights, armored foot soldiers and crossbows. There are crossbows, as I saw. As for the rest, not sure.

Reach:
The most densely populated region, famous for its knights. The main competitor of the Valley.
The Markers could be given unique skirmishers and pikemen that would deal damage to the nimble Dornishmen.

Dorn:
Everything is.

Iron Islands:
Their path is the sea. They are considered the best in boarding fights, but are very bad on the ground. They once captured the Trident and ruled it, but according to the legends, this was due to cunning, not fighting qualities. The ironborn carried the galleys on their backs into the rivers of the Trident and rampaged through the Riverlands. In other cases, they are much inferior, and they do not know how to fight on horseback. Why? Because horses are useless in the Iron Islands. They raise goats and sheep, and, as they say, they do not sow.
Therefore, sea pirates would like to have light foot soldiers (against bows) and archers (against skirmishers), as well as their heavy guys (against other heavy guys). To compensate for the onslaught of the cavalry, it is better to use spearmen. They don't need cavalry. Neither in the books nor in the TV series did they fight on horseback. They are sailors.

This is all.
Last edited by MarkKaluger; 26 Apr, 2023 @ 9:19am
Syrius  [developer] 26 Apr, 2023 @ 12:06pm 
I agree with this line of thinking. Same almost with what I said on the discord about every faction - cultural specifics: The Vale are knights and Heavy Infantrimen, but not as populated as the reach and with more expertise in hills and mountains. The Hillmen of the Vale are "barbarians" or "tribsmen" better suited in hilly terrain - some sort of hilly germanic tribes. Stormlands I see them simiar to the reach, but kind of the aggressive version. That's a bit subjective, but this is how I see them. The Reach are... well... the Reach. Knights with fertile lands suited for big populations. The Westerlands are English. That's it :)). The Rivermen are what you said exactly. Less of a knightly culture, but probably with better archers and suited for an ambush kind of warfare. The Crognomen *spelling are their upgraded version but with smaller numbers and more stealthy tactics. The Ironborn are Vikings that didn't embrace Christianity but upgraded their own religion - like the alternate vanilla path. But in the future I would give them the ability to "upgrade" and get some sort of an option to change their style of warfare, because anthropologically all civilziations that faced strong cavalry formation embraced horse warfare in one form or another. So from that point, IMO, it would make sense to have some sort of alternative path. Not just get the units, but make some sort of a costly reform. And yeah, that's pretty much it about the cultural aspects of warfare and what my plans are for the regiments in the future.

About the vanilla units, it would be a big step to remove them. Not impossible. Maybe change them to some sort of a mercenary type of unit, not household troops. ATM that's impossible as there aren't enough cultural/regional regiments to replace those vanilla regiments. Maybe I will restructure them into the future, but that depends on where AGOT goes with warfare. And what direction or approach the main mod takes along those lines. I also am afraid of doing too many changes or too radical ones and completely change the game mechanics work. There are more problems with that. One is that it might go in one direction, while AGOT will go into another, and that might complicate things and make some of the work useless into the future, another might be that some subscribers will find them unsuited. And, TBH, that can be done in a separate mod for only those who are into that kind of stuff - let's say more realistic in a general sense. I think a second mod is better suited for that. And this will be left as it is probably. With the exception of some troop names and purpose I already changed and will come in the next update. Like the Knight of Winterfell are no longer knights.

In the near future, as some RL stuff has emerged, I will do some more units. I go from the N to the S. So Riverlands, the Vale and the Westerlands are the first targets for "upgrades".

Thanks for the input, Mark. I found it quite useful.
Syrius  [developer] 26 Apr, 2023 @ 12:40pm 
Ok. Already changed some spelling errors and the names of some regiments. Will probably make 2-3 more regiments tonight and then the update will come. Probably towards the morning (EU time).
MarkKaluger 26 Apr, 2023 @ 1:55pm 
Do what you think is right, I'm just glad that my suggestions find answers :)
I will have only one request: insert localizations into your modification so as not to create them separately. I understand that the updates will now be permanent (There are already 5 of them, lol). So, when the main work is done, I would send you an archive of translations for my guys.
Syrius  [developer] 26 Apr, 2023 @ 1:59pm 
They will be implemented, sure. No problem with that, on the contrary. ;)
Доброгєй 27 Apr, 2023 @ 4:05am 
I would like to translate this mod into Russian
Syrius  [developer] 27 Apr, 2023 @ 8:30am 
Sure. All/any translations will be implemented if they're done well into the main mod.
{Orions_Hope} 27 Apr, 2023 @ 9:35am 
I have to ask is it possible to add any units for religion such as R`hollor
Syrius  [developer] 27 Apr, 2023 @ 9:44am 
Right out the top of my head I think it is. I might be wrong though. Hmm... This would be an interesting idea. Like giving them what? Some heavy infantry?
Syrius  [developer] 27 Apr, 2023 @ 9:45am 
In the worst case you can make a cultural tradition that works only for those of that faith. Like the militant arm of that religion and then upgrate it through culture in the worst case. But there are other ways too.
{Orions_Hope} 27 Apr, 2023 @ 9:54am 
Yes I suppose they would be something like R'hllor Faithful or R`hllor Templars which only those of that religion can get. I suppose it would be something of Heavy infantry and light

Would it be possible to add men at arms to an already existing rlegion and attach them to one of the religions tenets like the burning people one

Saying that I dont know if the dev team of AGOT plan to do anything with faiths
Last edited by {Orions_Hope}; 27 Apr, 2023 @ 10:02am
Доброгєй 28 Apr, 2023 @ 5:19am 
@Syrius I translated and published the translation of the mod, if you want you can integrate it
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