Good afternoon.
Looking through the code and playing out a game where I started as a Tudbury count under New Ghis (the backstory being he was a brother of the canonical Tudbury who was enslaved but earned his freedom and the County of Ghaen in war), I realized a few instances where things or features that should have been present were not.
Below, I'll try and list some small, minor changes that could be implemented quickly and easily to make the Mod even better.
What do you think? I believe these additions would make the Mod even better and, in some cases, more accurate to the canonical events of the books.
Deus Vult,
-TURTLESHROOM
Looking through the code and playing out a game where I started as a Tudbury count under New Ghis (the backstory being he was a brother of the canonical Tudbury who was enslaved but earned his freedom and the County of Ghaen in war), I realized a few instances where things or features that should have been present were not.
Below, I'll try and list some small, minor changes that could be implemented quickly and easily to make the Mod even better.
- The Brindleman Dark Gods religion is not set with the "CAN_USUALLY_EAT_PEOPLE" Scripted Trigger. This is in spite of the fact that the Brindleman Culture can do so. Why is this a big deal? It is because the religion, and canon, specifically state that worshippers of the Dark Gods can and do commit ritual, and practical, cannibalism of both each other and of men.
- The Brindleman Dark Gods cannot commit human sacrifice like the Fish Gods, Black Goats, Aztecs, and Wildlings can. This is in spite of the fact that they can, and do, commit human sacrifice in both canon and the religion's description.
- The Thousand Islands and their Fish Gods continue to be spectacularly absent from the Mod. That was, and is, one of my least favorite "improvements" to the Mod.
- The Learning Focus (Scholarship) gives youthe Astronomer Trait pretty much regardless of what you do. What's the point of taking the Necrinomicon tree if it doesn't do anything different? I suggest that the Necronomicon tree give you something besides Astronomer. Guaranteeing the Mystic Trait might be too OP, but something needs to take its place.
- The Warlocks continue to lack the House of the Undying as their religious head. It is is an explicitly canonical note that the Undying Ones are the spiritual leaders of Qaarth and the Warlocks religion. In spite of this, the Warlocks continue to lack a religious head!
- The Sunset Empire continues to experience the bug where its Emperor does not marry or have kids. I've seen this in every game I play, and it's annoying to watch the Sunset Empire go to a normal Stark. It is my opinion that the Sunset Emperor should start with a wife and four kids.
- Aztec Pagan Holy Sites should be rearranged to make more sense. I found one in Yi fasting Ti, for crying out loud! I would suggest tying three of them to Westoros and the other two to places where the largest human sacrifices are performed, such as Qohor's Black Goat zone.
- Harrenhal doesn't have its flavor or Buildings if you start at the Aegon's Conquest date, where he tries to unite Westoros. Both pre-Aegon Harrenal and a rebuilt Harrenhal should have the highest tier castle available to them and more representations of the sheer size and scope of the castle. For some reason, in my game, the "Harrenhal" Building is enabled on the castle, but it is still there.
- There should be some way or mechanic to become Fire-Obsessed and a Mystic besides the Citadel.
- Any ruler residing on Westoros should count as "historically using Maesters", because the game is already coded to require Maesters if you live in Westoros. Why wouldn't this logically be extended? The Maesters don't care about religion or custom to the degree of other groups.
What do you think? I believe these additions would make the Mod even better and, in some cases, more accurate to the canonical events of the books.
Deus Vult,
-TURTLESHROOM