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AGOT : Seasons of Ice and Fire
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3 Dec, 2024 @ 7:58pm
17 Oct @ 4:09pm
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AGOT : Seasons of Ice and Fire

Description
AGOT : Seasons of Ice and Fire : Beta 0.5.3

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
- Custom GUI For Seasons
- Province Modifiers for Each Season
- Variations for each season, dry, hot, wet, cool, and hot. Currently weighted random season intensity.
- Snow during Winter Seasons
- Lore friendly variable season lengths, with an event notifying you of the season change
- Custom Mapmode for 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
- 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)
- 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.

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, applies the seasonal province modifier to the appropriate provinces in each region, along with adding modifiers applied to all characters impacting fertility and health 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 function higher, but you may be missing some features, such as the Seasonal Nicknames.

Compatibility :

Seasons of Ice and Fire should theoretically be compatible with most AGOT sub-mods (if not all mods.)
The mod currently modifies a few vanilla files, but none are strictly needed for full functionality. It modifies some AI Scripted Values for war (not necessary), some GFX Files for the Snow, and the Defines File for Aesthetic purposes with the snow. Aswell as the Seasonal Nicknames, which modifies the child_birth_on_actions fiile.

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 will run, but the expanded areas likely will not be in the situation by default. Which you will need to either manually add to an existing region (not too difficult), or make your own (much more difficult). There is a guide in the file common\situation\situations\agot_season_situations.txt

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
219 Comments
brendan1903  [author] 17 Oct @ 10:22am 
@El_Psy_Congroo, that's a bit worse than normal but not uncommon, it's prob not an incompatibility, I usually run a deficit of -5 to -25 in winter before cutting expenses. I usually see the AI running either a marginal surplus, or a slight deficit (unless they're at war), usually between +5 and -10 gold.
There's a light winter game rule for a significant reduction in winter penalties.

It helps to reduce expenses as much as possible, the AI is modified by seasons to be less aggressive and rational rulers are significantly less likely to go to war in winter, so reducing men at arms is safe, In Autumn I also recommend building as much of a gold stockpile as possible since Income is highest then. In Spring you should get a boost to men-at-arms recruitment to makeup for any austerity measures in winter. There's also a winter tax option that increases income by up to 40%, but it comes at the cost of either popular opinion, vassal opinion, or both. (And your vassals have less income)
EL_Psy_Congroo 17 Oct @ 9:28am 
I like the mod but penalties feels too harsh.
I own north and riverlands, in winter my income drops to 10 gold(so I lose 20-30 gold per month with expenses) is this normal or is it maybe result of submod incompabilities?
is there any game rules I can change to reduce the penalties?
brendan1903  [author] 15 Oct @ 7:04pm 
@El into Grande, that is really weird, I haven't been able to replicate the issue-- Do the stacked sets last more than one seasonal cycle? And also are you playing with any other submods? And are you on historical or non-historical seasons?
El Into Grande 15 Oct @ 1:03am 
@brendan1903 in every region across westeros and yes everything is fully up to date
brendan1903  [author] 14 Oct @ 4:09pm 
@El Into Grande, what region is it occurring in? And have you made sure it's fully up to date?
El Into Grande 14 Oct @ 2:25pm 
great mod but the seasons keep stacking on each other i have now two sets of spring summer autumm and winter
brendan1903  [author] 14 Oct @ 10:10am 
@ShutUpWoodsie, Thank you so much!
ShutUpWoodsie 7 Oct @ 4:16pm 
genius. should be in base mod
brendan1903  [author] 30 Sep @ 10:01pm 
@shrimp3rjr, I just tested it a few times, and I haven't been able to recreate that bug at all, it works perfectly fine with Baelor. Seasons doesn't modify any event files, so it's more likely that a different mod causing it.
shrimp3rjr 30 Sep @ 9:43am 
Just an fyi, but this mod causes a bug with Baelor. If you fast in penance, Baelor won't die to trigger the succession event.