I've just finished season 5 on DVD - I'll be very careful with possible spoilersI am watching Game of Thrones season 2 right now on my new laptop!
Thank you, DroneLooks nice! Did you flesh out the religions?and yes - if you see the diplomacy parchment above, it shows two of the sigils I've used, the tree on the Stark shield being for the Old Gods (using Orthodox as its base), and the seven-pointed star for the Septics (Catholic underneath the covers...)
The Baratheons of Dragonstone follow R'hllor (Jewish religion/Catholic culture), with a flaming sword sigil, and the Ironborn (well, House Greyjoy as they're called in the mod) still have the trad Pagan pentagram, but all references are to 'following the Drowned God' etc. For Stannis in particular, getting on top of the religion thing is important to the campaign, as R'hllor isn't very popular in Westeros....
Playable factions are:
- Baratheons of Storm's End (ie Renly)
- House Arryn
- House Tyrell
- House Martell
- House Lannister
- House Tully
- House Greyjoy (FN_07, with all that entails
)
- House Stark
- Baratheons of Dragonstone (ie Stannis)
I've even made provision for the rare occasion when the Greyjoys do that annoying conversion thing. There isn't any Muslim faction, as I wanted to keep a spare culture/religion in case I ever venture to Essos. There really are not enough religions/cultures for this world in MTW so I've had to be sparing. House Martell has a very 'muslim' feel about it, but they are Seveners, so have the same religion/culture attributes as the other Southron houses.
Appropriate agents are available: Maesters (emissary), Greenseers in the North, Red Priests for Stannis, Septons for the Seveners (which reminds me I should also do Drowned Men for the Greyjoys....)
Other details:
- 105 provinces
- King's Landing starts as a rebel province (because Robert has just died)
- Lots of titles and offices relevant to the story - eg Iron Throne in King's Landing gives 'Hand of the King'
- Alchemists' Guild in KL allows building Spitfires and Fire Galleys (plus a nice office)
- High Sept of Baelor in KL (+ office)
- Citadel of the Maesters in Oldtown (+ office)
- The three relevant cities have the City Watch unit (with valour bonus for Lannisport...)
- Various classes of knights spread around the factions: Southron Knights, Vale Knights, Reach Knights, Dornish Knights, Westerland Knights and Northern Heavy Cavalry (as most Northmen are not Seveners, of course....)
Textures used are mostly existing MTW ones, plus a few nice ones of Duke John's WOTR and mediaeval collection (had to do a lot of work on coordinates, though). This means that faction-shield units get proper faction shields. Inns are included for mercenaries, including some 'trainable' ones (in addition to 'hirable' ones), ie Sellsword Company, Free Riders and Mercenary Crossbows. I've renamed a lot of the units from MTW originals, and though they have the same icons (for now, may do some tweaks later...) do not confuse them with the MTW originals, for the stats/abilities are different.
For Leith's benefit, I won't say where crossbowmen get their ironic valour bonus
Faction names are drawn from the books, with surnames in each faction representing the appropriate banner houses.
The tech tree is pretty simple, and doesn't stray much from the VI route. I've also used my invisible, indestructible building system to control building possibilities in various provinces. Top level castle is Citadel, but this is only buildable in the faction capitals. I've added a few of my favourite battle maps from the Ancient mod...
Some notes on unit rosters:
- Northmen prefer mail
- Southrons prefer plate
- 'A Dornishman's two favourite weapons are the spear and the sun'
- Elite troops are only found in the capitals
- Availability of better ships is geographically limited
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