What is this mod about?
“A Game of Thrones” (AGOT) is a full-conversion mod for Paradox Interactive’s Crusder Kings II (CK2). Set in the world of George R. R. Martin’s A Song of Ice and Fire (ASoIaF) fantasy saga where lords great and small vie for control over the lands of Ice and Fire, from Westeros and the Seven Kingdoms in the west, to Qarth in the east. The mod takes its name from the first book in the series, as well as the “game” of plots and politics the ambitious and hopeful are said to be playing in their struggles for supremacy. Currently players are able to choose to play from any start date in the 300 years from before the Aegon's Conquest to the beginning of the fourth book (A Feast for Crows).
What makes this mod different from Crusader Kings II?
Besides the obvious, which is a new interactive rendition of the fictional low-fantasy medieval setting of ASoIaF, you’ll notice a host of changes that build off the framework of the original (vanilla) CK2 game. In CK2, players battle against other rulers for control of various independent realms and kingdoms. In AGOT, while the potential exists for the realm to fragment into multiple kingdoms, in practice it very rarely happens. Players instead fight to control just one throne – the Iron Throne, forged by Aegon I Targaryen “the Conqueror” almost three centuries prior to the events of this saga. Additionally, events from CK2 have been adapted to fit within the lore and flavour of A Song of Ice and Fire. Some notable new features to mention; A new dueling engine so that lords may fight each other in personal combat on (or off) the battlefield; An all-new method for personal interaction between characters; Pets that (sometimes greatly) aid characters in battle; And a host of less significant (but no less important) features that together help create a solid and serious effort at bringing Westeros to life for gamers. The mod also utilizes features from various other mods, listed in detail in the credits section.
While CK2 and AGOT contain Role-Playing (RP) elements, this mod is not a full narrative recreation of the books. Just like CK2 and other grand strategies, the mod is dynamic in allowing players the freedom of exploring “What If?” scenarios. What if Robb captured King’s Landing? What if Stannis and Renly joined forces against Joffrey? What if Rhaegar Targaryen had killed Robert on the Trident instead of the other way around? All these things can, and may, happen in the mod, with or without the player’s choice. No game will ever be the same, whether you win or you die.
I hope everyone has been enjoying 1.0, and thanks to everyone who has given feedback and bug reports, it is really helpful.
Ever since the Horse Lords DLC was released, some have been wondering what we are doing with the nomad mechanics, and why they weren't utilised in the 1.0 release. We do intend to use them for the Dothraki, as they are pretty much made for them! However, currently the nomads are only active if the DLC is turned on, leaving them to be normal tribal rulers if not. This is not good for us as it means we would have to maintain both the old system for those without the DLC and the nomad system for those with it.
For the next vanilla patch however, Paradox will be kindly adding a modding option allowing us to make the nomads active even if the DLC is not present (of course making them still unplayable). So we have been busy integrating the nomad mechanics ready for the next patch:
The mechanics are pretty much the same as they are in vanilla. Each Khalasar is divided into clans which compete for power within the Khalasar. Each has a population and manpower which allows it to expands its armies, which function much like vanilla 'retinues'. Here is an example of a Khalasar which has taken over the whole Dothraki Sea:
Here you can see the many internal feuds and blood oaths that have formed
One major change we have made is the fact clans, as well a significant chunk of their own clan, will not hesitate to abandon a weak Khal when they inherit:
The casus belli system is also similar to what we had before. Dothraki can raid their neighbours and defeat rival Khals, but only those who unite the Dothraki Sea can invade beyond:
The Jogos Nhai have also been integrated with the nomad mechanics. Their main unique feature is the fact they are forbidden to make war on eachother, as their gods forbid them to shed the blood of their own people. Instead they can either claim grazing lands in minor raids, or diplomatically expand:
This will all be in the next update once the next vanilla patch is with us. In the meantime if you want to learn more of the nomad mechanics you can read the vanilla dev diaries here: Forum.paradoxplaza.com
Here are some bonus screenshots, showing a couple of other small things that we have been working on:
And merry christmas to all!:
Here is announced the release date of ESSOS into the mod.
We are making some progress toward ESSOS (the famous eastern continent). We are aiming for a release this month.
A game of Thrones, the most popular mod for crusader kings II depicting GRRM 's universe has been updated! New scenarios, new features... read more.
CK2:AGOT 0.4.0.1 has been released. Grab it on the download page and please don't forget to rate us.
CK2:AGOT 2.2 Checksum: FYIO Compatible with: CK2 3.3.3
CK2:AGOT 2.2 Checksum: FYIO Compatible with: CK2 3.3.3
Go to agotcitadel.boards.net/thread/2167/release-game-thrones-v1-9 for download links.
Go to agotcitadel.boards.net/thread/1735/release-game-thrones-v1-8 for download links.
Go to agotcitadel.boards.net/thread/1313/release-game-thrones-v1-7 for download links
CK2:AGOT 1.6.1 Checksum: YSLL Compatible with: CK2 2.8.1.1
im not sure where to ask this but im playing the CK2 version and i noticed a pretty serious issue, not sure if its a bug or intentional (if its intentional id love to know how to edit it): whenever im in a 'revolt against liege tyranny' war, the ticking warscore for the defender (the vassal rebelling against the liege) for holding all their territory is insanely fast, like 50%+ within a year. this makes rebellions extremely easy, especially when playing in a defensible region like the iron islands or the north. considering that winning this specific type of war means overthrowing your liege, i dont think you should get ticking warscore just for holding your own territory.
Thanks for the detailed review
why is there no mode version for ck2 3.0
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when i installed the mod it worked just fine, but now every time i go to the menu and click single player it crashes. Does anyone know how to fix this?
The mod requires CK2 3.3.3. If you have newer version, that's probably the issue. You can downgrade the game to older patch if you go into properties of the game on Steam and change the version in Beta tab.
tommy kay is his video commented that this mod now don´t bug saves, is it the new 2.2 patch or some submod that fixes that?
I don't know what the bug you're talking about is but I've run two campaigns without submods and never had any issues with my saves.
As seeing people posting for help please read this and stop spam posting here . whoever was incharge of this page stopped checking . im active on the CK2GameOfthrones on reddit.
as this page is not updated please make sure to search reddit or search google for agotcitadelboards (not sure if second is updated but many mods and old threads for help for topics) reddit you should get someone to help within 24 hours . hope this helps
Anyone else playing this after the release of the new show?
yes at 195 years of targaryarns from denarys. recomend adding a few mods check agotcitadelboardsfor mods that work with 2.2 . recomed retunes and more events.
Yeah, of course, what else is there to do until AGOT release to CK3 xD
I will probably, continue to play even after the CK3 release ^^
CK3 AGOT will never get released lmaoo
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