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the_hdk

Grand Master
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Dec 6, 2003
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Discussion thread for the "Westeros" Mod for CK DV.

My goal is to continue where crovax ended and port his mod into CK DV.
Crovax' mod for CK 1.05 can be found here.
Thank you crovax for the mod. :)

Also
Great thanks to kadvael56 for the Westeros map. :)
without his map this mod wouldn't be possible as i'm not good with maps :)


Things to do: (this list will change when I can think of new things)
- CoA
- Characters
- Dukedoms/Kingdoms
- MiniMap/ GFX
- Events


Here we will discuss the scenario and the mod.

First thing I want to ask will come in my 2nd post.
 
Last edited:
The first scenario will be The Game of Thrones.


Let's start from Beyond the Wall.

Provinces:
All will be part of Kingdom of Beyond the wall and Duchy of Beyond the Wall.

The Haunted Forest - 114
Hardhome - 115
Frozen Coast - 116
Frostfangs - 117
Forever Winter - 118
The Frozen Shore - 119
Ruined Castle - 120

Characters:

King of Beyond the Wall, Lord of Beyond the Wall (Duchy), Lord of Frostfangs.
- Mance Rayder
m: Dalla


Lord of Forever Winter
- Mag Mar Tun Doh Weg


Lord of Hardhome
- Tormund Giantsbane
m: random...old chick
s: Toregg
s: Dormund
s: Dryn
d: Munda

Lord of Frozen Shore
- Rattleshirt

---------------------
Others:/Questions:

- Styr of Thenn
Make him Lord of Frozen Coast?

- Harma Dogshead
I could giver her the haunted forest or add her ro Mance's court?

- Ygritte
add her to Mance's court? or Rattleshirt's ?

- Jarl
m: Val sister of Dalla
add him to Mance's court or make him lord of Ruined Castle?

- Ryk, Orell
will probably be in Rattleshirt's court

- Weeper and Varamyr Sixskins
In Mance's court.


- Craster?
Should I give The Haunted Forest to Craster?

So what should I do with Ruined Castle? give it to Mance? or Jarl? Or someone else?

Is there anyone I forgot? :) Or done something wrong?
Please tell me :)


----
m: Married
s: Son
d: Daughter
 
Here are a few suggestions:

I think Craster should be the independent ruler of The Haunted Forest, Ruined Castle should be given to Mance. The wildlings should have elective law.

About other characters:
Gilly should be Craster's daughter and wife. Styr of Thenn has a son called Sigorn. Harma has a brother called Halleck. Tormund has a son called Torwyrd. In AGOT Alfyn Crowkiller was still alive I think.

The income for each province should be low and you should make a wildling culture for all these fine people :). EDIT: They should worship the old gods.
 
Last edited:
ok the characters....

Please check it so we can edit the stats... traits :)

also now Torden's children have Giantsbane as surname? should I change it to other? the no surname dynasty? or leave it?

I have the dutch version of ASoIaF so the names might be wrong...

also I could add the following as warriors at Mance's court:
Grik the Goat, Errok, Botzer, Dil, Fat Pimple, Hanepan Dan?
Heink the Helm, Len and Toe??

don't know what the english names are for them. :)

also I might have made some mistakes so please if you spot any say so so we can edit them now :p

edit: also I made two chars up . Valdal as father to Dalla and Val
and Hal to Harma and Halleck so they can be siblings ingame... what do you think?

Code:
character = {
	id = { type = 10 id = 143800 }
	name = "Mance"
	gender = male
	dynasty = { type = 12 id = 133851 }
	country = BURG
	religion = orthodox
	culture = Norwegian
	birthdate = { year = 1036 month = january day = 1 }
	dna = "63000208000175"
	attributes = {
		martial = 8
		diplomacy = 9
		intrigue = 6
		stewardship = 8
		health = 8
		fertility = 5
	}
	traits = {
	Wise = yes
	Generous = yes
	Charismatic_negotiator = yes
	}
}
character = {
	id = { type = 10 id = 143801 }
	name = "Dalla"
	gender = female
	dynasty = { type = 12 id = 133851 }
	father = { type = 10 id = 143803 }
	country = BURG
	religion = orthodox
	culture = Norwegian
	birthdate = { year = 1038 month = january day = 1 }
	dna = "43020217295938"
	attributes = {
		martial = 8
		diplomacy = 9
		intrigue = 6
		stewardship = 8
		health = 8
		fertility = 5
	}
	traits = {
	Charismatic_negotiator = yes
	}
}
character = {
	id = { type = 10 id = 143802 }
	name = "Val"
	gender = female
	dynasty = { type = 12 id = 133851 }
	father = { type = 10 id = 143803 }
	country = BURG
	religion = orthodox
	culture = Norwegian
	birthdate = { year = 1040 month = january day = 1 }
	dna = "73000229291938"
	attributes = {
		martial = 7
		diplomacy = 8
		intrigue = 6
		stewardship = 6
		health = 6
		fertility = 5
	}
	traits = {
	court_education = yes
	}
}
character = {
	id = { type = 10 id = 143803 }
	name = "Valdal"
	gender = male
	dynasty = { type = 12 id = 133851 }
	country = BURG
	religion = orthodox
	culture = Norwegian
	birthdate = { year = 1000 month = january day = 1 }
	deathdate = { year = 1055 month = january day = 1 }
	dna = "73000229291938"
	attributes = {
		martial = 5
		diplomacy = 5
		intrigue = 5
		stewardship = 5
		health = 5
		fertility = 5
	}
	traits = {
	Charismatic_negotiator = yes
	}
}
character = {
	id = { type = 10 id = 143804 }
	name = "Jarl"
	gender = male
	dynasty = { type = 12 id = 133841 }
	country = BURG
	religion = orthodox
	culture = Norwegian
	birthdate = { year = 1040 month = january day = 1 }
	dna = "14010113151098"
	attributes = {
		martial = 7
		diplomacy = 5
		intrigue = 5
		stewardship = 5
		health = 8
		fertility = 5
	}
	traits = {
	Tough_soldier = yes
	}
}
character = {
	id = { type = 10 id = 143805 }
	name = "Mag"
	gender = male
	dynasty = { type = 12 id = 133871 }
	country = C118
	religion = orthodox
	culture = Norwegian
	birthdate = { year = 1022 month = january day = 1 }
	dna = "19879875145648"
	attributes = {
		martial = 10
		diplomacy = 6
		intrigue = 6
		stewardship = 5
		health = 8
		fertility = 5
	}
	traits = {
	Tough_soldier = yes
	}
}
character = {
	id = { type = 10 id = 143806 }
	name = "Tormund"
	gender = male
	dynasty = { type = 12 id = 133881 }
	country = C115
	religion = orthodox
	culture = Norwegian
	birthdate = { year = 1028 month = january day = 1 }
	dna = "75010112044238"
	attributes = {
		martial = 10
		diplomacy = 6
		intrigue = 6
		stewardship = 6
		health = 8
		fertility = 5
	}
	traits = {
	Knowledged_tactician = yes
	}
}
character = {
	id = { type = 10 id = 143807 }
	name = "Toregg"
	gender = male
	dynasty = { type = 12 id = 133881 }
	father = { type = 10 id = 143806 }
	country = C115
	religion = orthodox
	culture = Norwegian
	birthdate = { year = 1040 month = january day = 1 }
	dna = "75010112044339"
	attributes = {
		martial = 7
		diplomacy = 5
		intrigue = 5
		stewardship = 5
		health = 5
		fertility = 5
	}
	traits = {
	Tough_soldier = yes
	}
}
character = {
	id = { type = 10 id = 143808 }
	name = "Dormund"
	gender = male
	dynasty = { type = 12 id = 133881 }
	father = { type = 10 id = 143806 }
	country = C115
	religion = orthodox
	culture = Norwegian
	birthdate = { year = 1042 month = january day = 1 }
	dna = "75010112047238"
	attributes = {
		martial = 8
		diplomacy = 5
		intrigue = 5
		stewardship = 5
		health = 5
		fertility = 5
	}
	traits = {
	Tough_soldier = yes
	}
}
character = {
	id = { type = 10 id = 143809 }
	name = "Torwyrd"
	gender = male
	dynasty = { type = 12 id = 133881 }
	father = { type = 10 id = 143806 }
	country = C115
	religion = orthodox
	culture = Norwegian
	birthdate = { year = 1043 month = january day = 1 }
	dna = "75010112037228"
	attributes = {
		martial = 6
		diplomacy = 5
		intrigue = 5
		stewardship = 5
		health = 5
		fertility = 5
	}
	traits = {
	Tough_soldier = yes
	}
}
character = {
	id = { type = 10 id = 143810 }
	name = "Dryn"
	gender = male
	dynasty = { type = 12 id = 133881 }
	father = { type = 10 id = 143806 }
	country = C115
	religion = orthodox
	culture = Norwegian
	birthdate = { year = 1044 month = january day = 1 }
	dna = "75010112027237"
	attributes = {
		martial = 7
		diplomacy = 5
		intrigue = 5
		stewardship = 5
		health = 5
		fertility = 5
	}
	traits = {
	Tough_soldier = yes
	}
}
character = {
	id = { type = 10 id = 143811 }
	name = "Munda"
	gender = male
	dynasty = { type = 12 id = 133881 }
	father = { type = 10 id = 143806 }
	country = C115
	religion = orthodox
	culture = Norwegian
	birthdate = { year = 1045 month = january day = 1 }
	dna = "75010112047248"
	attributes = {
		martial = 5
		diplomacy = 5
		intrigue = 5
		stewardship = 5
		health = 5
		fertility = 5
	}
	traits = {
	court_education = yes
	}
}
character = {
	id = { type = 10 id = 143812 }
	name = "Weeper"
	gender = male
	dynasty = { type = 12 id = 133851 }
	country = C115
	religion = orthodox
	culture = Norwegian
	birthdate = { year = 1035 month = january day = 1 }
	dna = "51994622262901"
	attributes = {
		martial = 8
		diplomacy = 5
		intrigue = 5
		stewardship = 5
		health = 5
		fertility = 5
	}
	traits = {
	Tough_soldier = yes
	}
}
character = {
	id = { type = 10 id = 143813 }
	name = "Alfyn"
	gender = male
	dynasty = { type = 12 id = 135955 }
	country = C115
	religion = orthodox
	culture = Norwegian
	birthdate = { year = 1032 month = january day = 1 }
	dna = "79098088193466"
	attributes = {
		martial = 9
		diplomacy = 5
		intrigue = 5
		stewardship = 5
		health = 5
		fertility = 5
	}
	traits = {
	Tough_soldier = yes
	}
}
character = {
	id = { type = 10 id = 143814 }
	name = "Harma"
	gender = female
	dynasty = { type = 12 id = 133901 }
	father = { type = 10 id = 143816 }
	country = BURG
	religion = orthodox
	culture = Norwegian
	birthdate = { year = 1032 month = january day = 1 }
	dna = "19879875145648"
	attributes = {
		martial = 9
		diplomacy = 8
		intrigue = 7
		stewardship = 7
		health = 7
		fertility = 5
	}
	traits = {
	Tough_soldier = yes
	}
}
character = {
	id = { type = 10 id = 143815 }
	name = "Halleck"
	gender = male
	dynasty = { type = 12 id = 133851 }
	father = { type = 10 id = 143816 }
	country = BURG
	religion = orthodox
	culture = Norwegian
	birthdate = { year = 1035 month = january day = 1 }
	dna = "19889865245658"
	attributes = {
		martial = 7
		diplomacy = 5
		intrigue = 5
		stewardship = 5
		health = 7
		fertility = 5
	}
	traits = {
	Tough_soldier = yes
	}
}
character = {
	id = { type = 10 id = 143816 }
	name = "Hal"
	gender = male
	dynasty = { type = 12 id = 133851 }
	country = BURG
	religion = orthodox
	culture = Norwegian
	birthdate = { year = 1000 month = january day = 1 }
	deathdate = { year = 1055 month = january day = 1 }
	dna = "19889865245658"
	attributes = {
		martial = 7
		diplomacy = 5
		intrigue = 5
		stewardship = 5
		health = 7
		fertility = 5
	}
	traits = {
	Tough_soldier = yes
	}
}
character = {
	id = { type = 10 id = 143817 }
	name = "Rattleshirt"
	gender = male
	dynasty = { type = 12 id = 133841 }
	country = C119
	religion = orthodox
	culture = Norwegian
	birthdate = { year = 1032 month = january day = 1 }
	dna = "14010113151098"
	attributes = {
		martial = 10
		diplomacy = 6
		intrigue = 6
		stewardship = 4
		health = 8
		fertility = 5
	}
	traits = {
	Tough_soldier = yes
	}
}
character = {
	id = { type = 10 id = 143818 }
	name = "Ygritte"
	gender = female
	dynasty = { type = 12 id = 133851 }
	country = C119
	religion = orthodox
	culture = Norwegian
	birthdate = { year = 1048 month = january day = 1 }
	dna = "25964319725792"
	attributes = {
		martial = 7
		diplomacy = 5
		intrigue = 5
		stewardship = 5
		health = 8
		fertility = 7
	}
	traits = {
	Tough_soldier = yes
	}
}
character = {
	id = { type = 10 id = 143819 }
	name = "Ryk"
	gender = male
	dynasty = { type = 12 id = 133851 }
	country = C119
	religion = orthodox
	culture = Norwegian
	birthdate = { year = 1040 month = january day = 1 }
	dna = "18832102281199"
	attributes = {
		martial = 6
		diplomacy = 5
		intrigue = 5
		stewardship = 5
		health = 5
		fertility = 7
	}
	traits = {
	Tough_soldier = yes
	}
}
character = {
	id = { type = 10 id = 143820 }
	name = "Lenyl"
	gender = male
	dynasty = { type = 12 id = 133851 }
	country = C119
	religion = orthodox
	culture = Norwegian
	birthdate = { year = 1040 month = january day = 1 }
	dna = "18832102281199"
	attributes = {
		martial = 6
		diplomacy = 5
		intrigue = 5
		stewardship = 5
		health = 5
		fertility = 7
	}
	traits = {
	Tough_soldier = yes
	}
}
character = {
	id = { type = 10 id = 143821 }
	name = "Vodderik"
	gender = male
	dynasty = { type = 12 id = 133851 }
	country = C119
	religion = orthodox
	culture = Norwegian
	birthdate = { year = 1040 month = january day = 1 }
	dna = "93824250430891"
	attributes = {
		martial = 6
		diplomacy = 5
		intrigue = 5
		stewardship = 5
		health = 5
		fertility = 7
	}
	traits = {
	Tough_soldier = yes
	}
}
character = {
	id = { type = 10 id = 143822 }
	name = "Styr"
	gender = male
	dynasty = { type = 12 id = 133861 }
	country = C116
	religion = orthodox
	culture = Norwegian
	birthdate = { year = 1026 month = january day = 1 }
	dna = "19879875145648"
	attributes = {
		martial = 8
		diplomacy = 6
		intrigue = 5
		stewardship = 7
		health = 7
		fertility = 5
	}
	traits = {
	knowledged_tactician = yes
	}
}
character = {
	id = { type = 10 id = 143823 }
	name = "Sigorn"
	gender = male
	dynasty = { type = 12 id = 133861 }
	father = { type = 10 id = 143822 }
	country = C116
	religion = orthodox
	culture = Norwegian
	birthdate = { year = 1045 month = january day = 1 }
	dna = "19878876145658"
	attributes = {
		martial = 7
		diplomacy = 6
		intrigue = 5
		stewardship = 5
		health = 7
		fertility = 5
	}
	traits = {
	Tough_soldier = yes
	}
}
character = {
	id = { type = 10 id = 143824 }
	name = "Orell"
	gender = male
	dynasty = { type = 12 id = 133851 }
	country = C119
	religion = orthodox
	culture = Norwegian
	birthdate = { year = 1040 month = january day = 1 }
	dna = "46669712439743"
	attributes = {
		martial = 6
		diplomacy = 5
		intrigue = 5
		stewardship = 5
		health = 5
		fertility = 7
	}
	traits = {
	Tough_soldier = yes
	}
}
character = {
	id = { type = 10 id = 143825 }
	name = "Varamyr Sixskins"
	gender = male
	dynasty = { type = 12 id = 133841 }
	country = BURG
	religion = orthodox
	culture = Norwegian
	birthdate = { year = 1030 month = january day = 1 }
	dna = "08705288354243"
	attributes = {
		martial = 8
		diplomacy = 5
		intrigue = 5
		stewardship = 5
		health = 8
		fertility = 5
	}
	traits = {
	Tough_soldier = yes
	}
}
character = {
	id = { type = 10 id = 143826 }
	name = "Craster"
	gender = male
	dynasty = { type = 12 id = 133831 }
	country = C114
	religion = orthodox
	culture = Norwegian
	birthdate = { year = 1016 month = january day = 1 }
	dna = "19879875145648"
	attributes = {
		martial = 4
		diplomacy = 4
		intrigue = 5
		stewardship = 5
		health = 5
		fertility = 5
	}
	traits = {
	Flamboyant_schemer = yes
	cruel = yes
	lustful = yes
	indulgent = yes
	}
}
character = {
	id = { type = 10 id = 143827 }
	name = "Dyah"
	gender = female
	dynasty = { type = 12 id = 133831 }
	father = { type = 10 id = 143831 }
	country = C114
	religion = orthodox
	culture = Norwegian
	birthdate = { year = 1035 month = january day = 1 }
	dna = "19879875145648"
	attributes = {
		martial = 4
		diplomacy = 4
		intrigue = 5
		stewardship = 5
		health = 5
		fertility = 5
	}
	traits = {
	}
}
character = {
	id = { type = 10 id = 143828 }
	name = "Ferny"
	gender = female
	dynasty = { type = 12 id = 133831 }
	father = { type = 10 id = 143831 }
	country = C114
	religion = orthodox
	culture = Norwegian
	birthdate = { year = 1040 month = january day = 1 }
	dna = "23527868345634"
	attributes = {
		martial = 4
		diplomacy = 4
		intrigue = 5
		stewardship = 5
		health = 5
		fertility = 5
	}
	traits = {
	}
}
character = {
	id = { type = 10 id = 143829 }
	name = "Nella"
	gender = female
	dynasty = { type = 12 id = 133831 }
	father = { type = 10 id = 143831 }
	country = C114
	religion = orthodox
	culture = Norwegian
	birthdate = { year = 1045 month = january day = 1 }
	dna = "19879875145648"
	attributes = {
		martial = 4
		diplomacy = 4
		intrigue = 5
		stewardship = 5
		health = 5
		fertility = 5
	}
	traits = {
	}
}
character = {
	id = { type = 10 id = 143830 }
	name = "Gilly"
	gender = female
	dynasty = { type = 12 id = 133831 }
	father = { type = 10 id = 143831 }
	country = C114
	religion = orthodox
	culture = Norwegian
	birthdate = { year = 1050 month = january day = 1 }
	dna = "23564686244356"
	attributes = {
		martial = 4
		diplomacy = 4
		intrigue = 5
		stewardship = 5
		health = 5
		fertility = 5
	}
	traits = {
	}
}
 
Also another thing when editing other scenario files in scenario folder
(files counties and titles? )

does everything have to be in some sort of order?
like first kings titles than duchy than counties?

also what claims should I give Mance? the wall? and king of the North?
or duke of the North? Ned will be the duke. cause I want Robert to have the 7 King titles.
 
I apologise but my post may be quite long...

the_hdk said:
Please check it so we can edit the stats... traits :)
Not much to say about it, maybe make Gilly a coward.

the_hdk said:
also now Torden's children have Giantsbane as surname? should I change it to other? the no surname dynasty? or leave it?
In my opinion you can leave it.

the_hdk said:
also I could add the following as warriors at Mance's court:
Grik the Goat, Errok, Botzer, Dil, Fat Pimple, Hanepan Dan?
Heink the Helm, Len and Toe??
I think we may already have enough people.

the_hdk said:
also I might have made some mistakes so please if you spot any say so so we can edit them now :p
Munda should be female, Jarl and Rattleshirt have the same DNA, I think you should use another for Jarl who should look better. Halleck and Hal, Ryk and Lenyl, Styr and Mag have the same DNAs, choose any you like.

the_hdk said:
edit: also I made two chars up . Valdal as father to Dalla and Val and Hal to Harma and Halleck so they can be siblings ingame... what do you think?
That is good.

the_hdk said:
Also another thing when editing other scenario files in scenario folder (files counties and titles? )
The code you wrote is good for the scenario_characters.inc file.

In the world_names.csv file you should change CULTURE_NORWEGIAN to Wildling, and put the norwegian/wildlings names in character_names.csv. Still in world_names.csv change BURG to Beyond The Wall and if as I think you did not change the tags ABYD to Beyond The Wall.

In the text.csv file, change ORTHODOX to The Old Gods.

In the province.csv file, make all the counties from C114 to C120 part of ABYD duchy and BURG kingdom, edit the terrains and incomes.

In the scenario.eug file copy the following code:
Code:
BURG = { 
        gender = male 
        type = kingdom 
        dna = "63000208000175" 
        title = { BURG ABYD C117 C120 } 
}
C114 = { 
        gender = male 
        type = county 
        dna = "19879875145648" 
        title = { C114 } 
}
C115 = { 
        gender = male 
        type = county 
        dna = "75010112044238" 
        title = { C115 } 
}
C116 = { 
        gender = male 
        type = county 
        dna = "19879875145648" 
        title = { C116 } 
}
C118 = { 
        gender = male 
        type = county 
        dna = "19879875145648" 
        title = { C118 } 
}
C119 = { 
        gender = male 
        type = county 
        dna = "14010113151098" 
        title = { C119 } 
}

In the scenario_provinces.inc you have to edit the provinces cultures/religions and I do not know what techs/improvements should be, in my opinion, they should not be well developped.

In the scenario_titles.inc you can copy this code:
Code:
title = {
    	tag = BURG
    	tier = kingdom
    	liege = ----
    	holder = {
        		character = { type = 10 id = 143800 }
        		startdate = {
            		year = 1065
            		month = january
            		day = 0
        		}
    	}
}
title = {
    	tag = ABYD
    	tier = duchy
    	liege = BURG
    	holder = {
        		character = { type = 10 id = 143800 }
        		startdate = {
            		year = 1065
            		month = january
            		day = 0
        		}
    	}
}
title = {
    	tag = C117
    	tier = county
    	liege = BURG
    	holder = {
        		character = { type = 10 id = 143800 }
        		startdate = {
            		year = 1065
            		month = january
            		day = 0
        		}
    	}
}
title = {
    	tag = C120
    	tier = county
    	liege = BURG
    	holder = {
        		character = { type = 10 id = 143800 }
        		startdate = {
            		year = 1065
            		month = january
            		day = 0
        		}
    	}
}
title = {
    	tag = C114
    	tier = county
    	liege = ----
    	holder = {
        		character = { type = 10 id = 143826 }
        		startdate = {
            		year = 1065
            		month = january
            		day = 0
        		}
    	}
}
title = {
    	tag = C115
    	tier = county
    	liege = BURG
    	holder = {
        		character = { type = 10 id = 143806 }
        		startdate = {
            		year = 1065
            		month = january
            		day = 0
        		}
    	}
}
title = {
    	tag = C116
    	tier = county
    	liege = BURG
    	holder = {
        		character = { type = 10 id = 143822 }
        		startdate = {
            		year = 1065
            		month = january
            		day = 0
        		}
    	}
}
title = {
    	tag = C118
    	tier = county
    	liege = BURG
    	holder = {
        		character = { type = 10 id = 143805 }
        		startdate = {
            		year = 1065
            		month = january
            		day = 0
        		}
    	}
}
title = {
    	tag = C119
    	tier = county
    	liege = BURG
    	holder = {
        		character = { type = 10 id = 143817 }
        		startdate = {
            		year = 1065
            		month = january
            		day = 0
        		}
    	}
}

In the scenario_countries.inc add the following code:
Code:
country = {
	tag = C114
	form_of_goverment = feudal
	capital = 114

	ruler = {
		startdate = { year = 1066 month = january day = 1 }
		character = { type = 10 id = 143826 }
	}

	controlledprovinces = {
		114
	}
laws = {
elective_law = yes
popular_law = yes
}}
country = {
	tag = C115
	form_of_goverment = feudal
	capital = 115

	ruler = {
		startdate = { year = 1066 month = january day = 1 }
		character = { type = 10 id = 143806 }
	}

	controlledprovinces = {
		115
	}
laws = {
elective_law = yes
popular_law = yes
}}
country = {
	tag = C116
	form_of_goverment = feudal
	capital = 116

	ruler = {
		startdate = { year = 1066 month = january day = 1 }
		character = { type = 10 id = 143822 }
	}

	controlledprovinces = {
		116
	}
laws = {
elective_law = yes
popular_law = yes
}}
country = {
	tag = BURG
	form_of_goverment = feudal
	capital = 117

	ruler = {
		startdate = { year = 1066 month = january day = 1 }
		character = { type = 10 id = 143800 }
	}

	controlledprovinces = {
		117
		120
	}
laws = {
elective_law = yes
popular_law = yes
}}
country = {
	tag = C118
	form_of_goverment = feudal
	capital = 118

	ruler = {
		startdate = { year = 1066 month = january day = 1 }
		character = { type = 10 id = 143805 }
	}

	controlledprovinces = {
		118
	}
laws = {
elective_law = yes
popular_law = yes
}}
country = {
	tag = C119
	form_of_goverment = feudal
	capital = 119

	ruler = {
		startdate = { year = 1066 month = january day = 1 }
		character = { type = 10 id = 143817 }
	}

	controlledprovinces = {
		119
	}
laws = {
elective_law = yes
popular_law = yes
}}

You know your dynasties better than me, so I will not have to tell you what to do.

In the scenario_relations.inc you can put the following code:
Code:
marrige = {
		primary = { type = 10 id = 143800 }
		secondary = { type = 10 id = 143801 }
		startdate = { year = 1066 month = january day = 1 }
	}
friend = {
		primary = { type = 10 id = 143802 }
		secondary = { type = 10 id = 143804 }
		startdate = { year = 1066 month = january day = 1 }
	}

I think Mance and Dalla are married but Mance said to Jon: "This beauty is her sister Val. Young Jarl beside her is her latest pet." So I think friendship would be better (we all know what friendship between man and woman means in CK ;):D).

the_hdk said:
does everything have to be in some sort of order?
like first kings titles than duchy than counties?
I do not think it really matters, sorting out the titles can be useful for researchs however.

the_hdk said:
also what claims should I give Mance? the wall? and king of the North? or duke of the North? Ned will be the duke. cause I want Robert to have the 7 King titles.
The wildlings only want lands where there are no Others so maybe claims on mountain clans lands or Umber lands would be enough to start a war with the North and The Wall and the North would be allied.
 
Last edited:
kadvael56 great thanks for your help...:cool:

but I already did all those changes .csv files....
I'm sorry I should have mentioned it.

I'll look into them once more I probably forgot something :p

I'll change the dna (I probably forgot at the time) and the relationship from marriage to "friendship" :D and other things you mentioned..

Next thing is the wall. :) I'll post the characters from it soon. If it will take little time I'll probably go for the north too :)
 
Today's update...

I didn't do much... :p
I ported Wall's characters and made the edits suggested by kadvael56.

Everyone feel free to post and comment. More help I get in checking for my mistakes the less we have to do later. :)

You'll see that the fathers of four characters have the "..." thats becuase I still have to add them :)


Code:
character = {
	id = { type = 10 id = 143900 }
	name = "Jeor"
	gender = male
	dynasty = { type = 12 id = 132911 }
	country = TEMP
	religion = orthodox
	culture = Danish
	birthdate = { year = 1000 month = january day = 1 }
	dna = "47040212520188"
	attributes = {
		martial = 8
		diplomacy = 7
		intrigue = 5
		stewardship = 8
		health = 8
		fertility = 5
	}
	traits = {
	temperate = yes
	wise = yes
	merciful = yes
	Brilliant_strategist = yes
	}
}
character = {
	id = { type = 10 id = 143901 }
	name = "Denys"
	gender = male
	dynasty = { type = 12 id = 134251 }
	country = TEMP
	religion = orthodox
	culture = English
	birthdate = { year = 1000 month = january day = 1 }
	dna = "19879875145648"
	attributes = {
		martial = 6
		diplomacy = 8
		intrigue = 8
		stewardship = 7
		health = 5
		fertility = 5
	}
	traits = {
	Tough_soldier = yes
	}
}
character = {
	id = { type = 10 id = 143902 }
	name = "Cotter"
	gender = male
	dynasty = { type = 12 id = 138963 }
	country = TEMP
	religion = orthodox
	culture = Swedish
	birthdate = { year = 1000 month = january day = 1 }
	dna = "45645845457568"
	attributes = {
		martial = 6
		diplomacy = 8
		intrigue = 8
		stewardship = 7
		health = 5
		fertility = 5
	}
	traits = {
	Bastard = yes
	deceitful = yes
	Knowledged_tactician = yes
	selfish = yes
	}
}
character = {
	id = { type = 10 id = 143903 }
	name = "Thoren"
	gender = male
	dynasty = { type = 12 id = 135331 }
	country = TEMP
	religion = orthodox
	culture = english
	birthdate = { year = 1000 month = january day = 1 }
	dna = "42645724565647"
	attributes = {
		martial = 8
		diplomacy = 6
		intrigue = 5
		stewardship = 6
		health = 7
		fertility = 5
	}
	traits = {
	Knowledged_tactician = yes
	}
}
character = {
	id = { type = 10 id = 143904 }
	name = "Jaremy"
	gender = male
	dynasty = { type = 12 id = 135467 }
	country = TEMP
	religion = orthodox
	culture = english
	birthdate = { year = 1000 month = january day = 1 }
	dna = "42645724565647"
	attributes = {
		martial = 7
		diplomacy = 6
		intrigue = 5
		stewardship = 5
		health = 7
		fertility = 5
	}
	traits = {
	Tough_soldier = yes
	}
}
character = {
	id = { type = 10 id = 143905 }
	name = "Aemon"
	gender = male
	dynasty = { type = 12 id = 13546 }
	father = { type = 10 id = ... }
	country = TEMP
	religion = catholic
	culture = greek
	birthdate = { year = 995 month = january day = 1 }
	dna = "45462456477777"
	attributes = {
		martial = 3
		diplomacy = 8
		intrigue = 6
		stewardship = 8
		health = 7
		fertility = 5
	}
	traits = {
	Merciful = yes
	wise = yes
	mastermind_theologian = yes
	}
}
character = {
	id = { type = 10 id = 143906 }
	name = "Benjen"
	gender = male
	dynasty = { type = 12 id = 133771 }
	father = { type = 10 id = ... }
	country = TEMP
	religion = orthodox
	culture = danish
	birthdate = { year = 1018 month = january day = 1 }
	deathdate = { year = 1067 month = january day = 1 }
	dna = "34654526536666"
	attributes = {
		martial = 6
		diplomacy = 7
		intrigue = 5
		stewardship = 7
		health = 7
		fertility = 5
	}
	traits = {
	honest = yes
	modest = yes
	valorous = yes
	Brilliant_strategist = yes
	}
}
character = {
	id = { type = 10 id = 143907 }
	name = "Gared"
	gender = male
	dynasty = { type = 12 id = 14392 }
	country = TEMP
	religion = orthodox
	culture = danish
	birthdate = { year = 1045 month = january day = 1 }
	dna = "34234252345345"
	attributes = {
		martial = 6
		diplomacy = 7
		intrigue = 5
		stewardship = 7
		health = 7
		fertility = 5
	}
	traits = {
	tough_soldier = yes
	}
}
character = {
	id = { type = 10 id = 143908 }
	name = "Yoren"
	gender = male
	dynasty = { type = 12 id = 14392 }
	country = TEMP
	religion = orthodox
	culture = danish
	birthdate = { year = 1021 month = january day = 1 }
	dna = "89734585894575"
	attributes = {
		martial = 6
		diplomacy = 7
		intrigue = 5
		stewardship = 7
		health = 7
		fertility = 5
	}
	traits = {
	Proven_dealbreaker = yes
	}
}
character = {
	id = { type = 10 id = 143909 }
	name = "Samwell"
	gender = male
	dynasty = { type = 12 id = 135051 }
	father = { type = 10 id = ... }
	country = TEMP
	religion = catholic
	culture = english
	birthdate = { year = 1046 month = january day = 1 }
	dna = "72826102157372"
	attributes = {
		martial = 2
		diplomacy = 7
		intrigue = 5
		stewardship = 9
		health = 5
		fertility = 5
	}
	traits = {
	Coward = yes
	Merciful = yes
	Forgiving = yes
	Proven_accountant = yes
	}
}
character = {
	id = { type = 10 id = 143910 }
	name = "Jon"
	gender = male
	dynasty = { type = 12 id = 133771 }
	father = { type = 10 id = ... }
	country = TEMP
	religion = Orthodox
	culture = Danish
	birthdate = { year = 1051 month = july day = 1 }
	dna = "48060216710008"
	attributes = {
		martial = 9
		diplomacy = 8
		intrigue = 7
		stewardship = 6
		health = 8
		fertility = 5
	}
	traits = {
	modest = yes
	just = yes
	knowledged_tactician = yes
	merciful = yes
	bastard = yes
	}
}
character = {
	id = { type = 10 id = 143911 }
	name = "Alliser"
	gender = male
	dynasty = { type = 12 id = 1354613 }
	country = TEMP
	religion = Orthodox
	culture = Danish
	birthdate = { year = 1051 month = july day = 1 }
	dna = "24672456245646"
	attributes = {
		martial = 6
		diplomacy = 3
		intrigue = 7
		stewardship = 5
		health = 8
		fertility = 5
	}
	traits = {
	cruel = yes
	tough_soldier = yes
	}
}


the provinces so far....

Code:
province = {
	id = 113
	culture = Danish
	religion = Orthodox
	privileges = {
		peasants = 0
		burghers = 0
		clergy = 0
		nobles = 0
	}
	loyalty = {
		peasants = 1
		burghers = 1
		clergy = 1
		nobles = 1
	}
	improvements = {
		hill_fort = yes
		small_castle = yes
		medium_castle = yes
		large_castle = yes
		huge_castle = yes
		traininggrounds = yes
		library = yes
		forestry = yes
		sawmill = yes
		smithy = yes
		roadnet = yes
		tilefactory = yes
	}
	advances = {
		shortbow = yes
		longbow = yes
		slinged_javelin = yes
		light_crossbow = yes
		medium_crossbow = yes
		soft_leather = yes
		reinforced_leather = yes
		boiled_leather = yes
		rigid_leather = yes
		light_chainmail = yes
		chainmail = yes
		quilted_coat = yes
		scalemail = yes
		handaxe = yes
		warhammer = yes
		mace = yes
		morningstar = yes
		battleaxe = yes
		shortsword = yes
		broadsword = yes
		longsword = yes
		bastardsword = yes
		longspear = yes
		pike = yes
		lance = yes
		polearm = yes
		battering_ram = yes
		siege_ladders = yes
		siege_towers = yes
		trebuchet = yes
		hill_fort = yes
		small_castle = yes
		defensive_terrain = yes
		positional_combat = yes
		missile_barrage = yes
		offensive_terrain = yes
		frontal_charge = yes
		reserves = yes
		two_field_system = yes
		three_field_system = yes
		wood_plows = yes
		ironedged_wood_plows = yes
		ironplows = yes
		pitchforks_and_harrows = yes
		chickens = yes
		goats = yes
		pigs = yes
		sheep = yes
		cows = yes
		saltrefinery = yes
		clothmaking = yes
		stonepit = yes
		coalpit = yes
		ironworks = yes
		basilican_structures = yes
		brickwork_structures = yes
		road_building = yes
		large_ship_building = yes
		windwheel = yes
		waterwheel = yes
		minor_merchant_houses = yes
		annual_sailing = yes
		local_fairs = yes
		divine_rights = yes
		chronicle_writing = yes
		romantic_poetry = yes
		heraldry = yes
		oblige_noblesse = yes
		divine_duty = yes
		jongleurs = yes
		troubadours = yes
		the_seven_liberal_arts = yes
		sculptures = yes
		musical_instruments = yes
		ballads = yes
		clerical_celibacy = yes	}
}
province = {
	id = 114
	culture = Norwegian
	religion = Orthodox
	privileges = {
		peasants = 0
		burghers = 0
		clergy = 0
		nobles = 0
	}
	loyalty = {
		peasants = 1
		burghers = 1
		clergy = 1
		nobles = 1
	}
	improvements = {
		hill_fort = yes
	}
	advances = {
		shortbow = yes
		longbow = yes
		slinged_javelin = yes
		soft_leather = yes
		reinforced_leather = yes
		boiled_leather = yes
		light_chainmail = yes
		quilted_coat = yes
		handaxe = yes
		warhammer = yes
		mace = yes
		morningstar = yes
		battleaxe = yes
		shortsword = yes
		broadsword = yes
		longspear = yes
		battering_ram = yes
		siege_ladders = yes
		hill_fort = yes
		defensive_terrain = yes
		offensive_terrain = yes
		frontal_charge = yes
		two_field_system = yes
		wood_plows = yes
		chickens = yes
		goats = yes
		pigs = yes
		sheep = yes
		stonepit = yes
		coalpit = yes	}
}
province = {
	id = 115
	culture = Norwegian
	religion = Orthodox
	privileges = {
		peasants = 0
		burghers = 0
		clergy = 0
		nobles = 0
	}
	loyalty = {
		peasants = 1
		burghers = 1
		clergy = 1
		nobles = 1
	}
	improvements = {
		hill_fort = yes
		traininggrounds = yes
	}
	advances = {
		shortbow = yes
		longbow = yes
		slinged_javelin = yes
		soft_leather = yes
		reinforced_leather = yes
		boiled_leather = yes
		light_chainmail = yes
		quilted_coat = yes
		handaxe = yes
		warhammer = yes
		mace = yes
		morningstar = yes
		battleaxe = yes
		shortsword = yes
		broadsword = yes
		longspear = yes
		battering_ram = yes
		siege_ladders = yes
		hill_fort = yes
		defensive_terrain = yes
		offensive_terrain = yes
		frontal_charge = yes
		two_field_system = yes
		wood_plows = yes
		chickens = yes
		goats = yes
		pigs = yes
		sheep = yes
		stonepit = yes
		coalpit = yes	}
}
province = {
	id = 116
	culture = Norwegian
	religion = Orthodox
	privileges = {
		peasants = 0
		burghers = 0
		clergy = 0
		nobles = 0
	}
	loyalty = {
		peasants = 1
		burghers = 1
		clergy = 1
		nobles = 1
	}
	improvements = {
		hill_fort = yes
	}
	advances = {
		shortbow = yes
		longbow = yes
		slinged_javelin = yes
		soft_leather = yes
		reinforced_leather = yes
		boiled_leather = yes
		light_chainmail = yes
		quilted_coat = yes
		handaxe = yes
		warhammer = yes
		mace = yes
		morningstar = yes
		battleaxe = yes
		shortsword = yes
		broadsword = yes
		longspear = yes
		battering_ram = yes
		siege_ladders = yes
		hill_fort = yes
		defensive_terrain = yes
		offensive_terrain = yes
		frontal_charge = yes
		two_field_system = yes
		wood_plows = yes
		chickens = yes
		goats = yes
		pigs = yes
		sheep = yes
		stonepit = yes
		coalpit = yes	}
}
province = {
	id = 117
	culture = Norwegian
	religion = Orthodox
	privileges = {
		peasants = 0
		burghers = 0
		clergy = 0
		nobles = 0
	}
	loyalty = {
		peasants = 1
		burghers = 1
		clergy = 1
		nobles = 1
	}
	improvements = {
		hill_fort = yes
		mine = yes
		traininggrounds = yes
	}
	advances = {
		shortbow = yes
		longbow = yes
		slinged_javelin = yes
		soft_leather = yes
		reinforced_leather = yes
		boiled_leather = yes
		light_chainmail = yes
		quilted_coat = yes
		handaxe = yes
		warhammer = yes
		mace = yes
		morningstar = yes
		battleaxe = yes
		shortsword = yes
		broadsword = yes
		longspear = yes
		battering_ram = yes
		siege_ladders = yes
		hill_fort = yes
		defensive_terrain = yes
		offensive_terrain = yes
		frontal_charge = yes
		two_field_system = yes
		wood_plows = yes
		chickens = yes
		goats = yes
		pigs = yes
		sheep = yes
		stonepit = yes
		coalpit = yes	}
}
province = {
	id = 118
	culture = Norwegian
	religion = Orthodox
	privileges = {
		peasants = 0
		burghers = 0
		clergy = 0
		nobles = 0
	}
	loyalty = {
		peasants = 1
		burghers = 1
		clergy = 1
		nobles = 1
	}
	improvements = {
		hill_fort = yes
	}
	advances = {
		shortbow = yes
		longbow = yes
		slinged_javelin = yes
		soft_leather = yes
		reinforced_leather = yes
		boiled_leather = yes
		light_chainmail = yes
		quilted_coat = yes
		handaxe = yes
		warhammer = yes
		mace = yes
		morningstar = yes
		battleaxe = yes
		shortsword = yes
		broadsword = yes
		longspear = yes
		battering_ram = yes
		siege_ladders = yes
		hill_fort = yes
		defensive_terrain = yes
		offensive_terrain = yes
		frontal_charge = yes
		two_field_system = yes
		wood_plows = yes
		chickens = yes
		goats = yes
		pigs = yes
		sheep = yes
		stonepit = yes
		coalpit = yes	}
}
province = {
	id = 119
	culture = Norwegian
	religion = Orthodox
	privileges = {
		peasants = 0
		burghers = 0
		clergy = 0
		nobles = 0
	}
	loyalty = {
		peasants = 1
		burghers = 1
		clergy = 1
		nobles = 1
	}
	improvements = {
		hill_fort = yes
	}
	advances = {
		shortbow = yes
		longbow = yes
		slinged_javelin = yes
		soft_leather = yes
		reinforced_leather = yes
		boiled_leather = yes
		light_chainmail = yes
		quilted_coat = yes
		handaxe = yes
		warhammer = yes
		mace = yes
		morningstar = yes
		battleaxe = yes
		shortsword = yes
		broadsword = yes
		longspear = yes
		battering_ram = yes
		siege_ladders = yes
		hill_fort = yes
		defensive_terrain = yes
		offensive_terrain = yes
		frontal_charge = yes
		two_field_system = yes
		wood_plows = yes
		chickens = yes
		goats = yes
		pigs = yes
		sheep = yes
		stonepit = yes
		coalpit = yes	}
}
province = {
	id = 120
	culture = Norwegian
	religion = Orthodox
	privileges = {
		peasants = 0
		burghers = 0
		clergy = 0
		nobles = 0
	}
	loyalty = {
		peasants = 1
		burghers = 1
		clergy = 1
		nobles = 1
	}
	improvements = {
		hill_fort = yes
		small_castle = yes
	}
	advances = {
		shortbow = yes
		longbow = yes
		slinged_javelin = yes
		soft_leather = yes
		reinforced_leather = yes
		boiled_leather = yes
		light_chainmail = yes
		quilted_coat = yes
		handaxe = yes
		warhammer = yes
		mace = yes
		morningstar = yes
		battleaxe = yes
		shortsword = yes
		broadsword = yes
		longspear = yes
		battering_ram = yes
		siege_ladders = yes
		hill_fort = yes
		small_castle = yes
		defensive_terrain = yes
		offensive_terrain = yes
		frontal_charge = yes
		two_field_system = yes
		wood_plows = yes
		chickens = yes
		goats = yes
		pigs = yes
		sheep = yes
		stonepit = yes
		coalpit = yes	}
}


Question..... Do I need to add the Night's watch to the scenario files because I see crovax didn't. .....:confused:


Also I made jon friends with Jeor, Samwell, Thoren and Aemon.
And Aemon with Jeor and Samwell.

Also I made Jon rivals with Allister.

and the last piece of data....

Code:
PROV113	The Wall	Plains	0	danish	5	NONE	TEMP
PROV114	The Haunted Forest	Forest	0	norwegian	2	ABYD	BURG
PROV115	Hardhome	Hills	0	norwegian	3	ABYD	BURG
PROV116	Frozen Coast	Plains	0	norwegian	1	ABYD	BURG
PROV117	Frostfangs	Hills	0	norwegian	3	ABYD	BURG
PROV118	Forever Winter	Plains	0	norwegian	1	ABYD	BURG
PROV119	The Frozen Shore	Plains	0	norwegian	1	ABYD	BURG
PROV120	Ruined Castle	Hills	0	norwegian	1	ABYD	BURG

I made the wall a bit rich 5 so they can resist the wildlings...

but that will need testing.
I probably should add truce in relations between the night's watch and the 7 kingdoms.




Please comment :)

next up is the north!
 
It would be good to add Qhorin Halfhand and Dolorous Edd :).

the_hdk said:
Question..... Do I need to add the Night's watch to the scenario files because I see crovax didn't. .....:confused:
I think the problem is that the Night's watch will be a knight order, you could put it but then the player should have to edit the save game every time before reloading.

I do not know if you have put this code in the scenario_countries.inc:
Code:
country = {
	tag = TEMP
	form_of_goverment = knight_order
	capital = 113

	ruler = {
		startdate = { year = 1066 month = january day = 1 }
		character = { type = 10 id = 143900 }
	}

	controlledprovinces = {
		113
	}
laws = {
elective_law = yes
royal_preorgatory_law = yes
}}

the_hdk said:
Also I made Jon rivals with Allister.
I think Ser Thorne should also be rival with Sam Tarly too and maybe even with Jeor who seems to despise him. I think Cotter Pyke and Denys Mallister should be rivals.

Thoren Smallwood and Jaremy Rykker seem to have the same DNA :).
 
@ the_hdk: Maybe you should increase your characters stats in order to match with Deus Veult education system. This problem will not be solve for a long time IMO :(
 
@ the_hdk: Maybe you should increase your characters stats in order to match with Deus Veult education system. This problem will not be solve for a long time IMO :(

well there are events made by jordakef... that lower the stats :)

btw tomorrow I'll start working on the north
 
Just stumbled across this, and I'm definitely look forward to it!

I might even have to install a 1.05 copy of CK so I can download the original mod and have a better idea what y'all are talking about, province-wise.

@ the_hdk: Maybe you should increase your characters stats in order to match with Deus Veult education system. This problem will not be solve for a long time IMO :(

What's wrong with the DV "education system"?

Cheers.
 
What's wrong with the DV "education system"?

AFAIK kids in DV are getting way too clever. The game wasn't designed for ultra-high stats which are often seen in DV. I am not entirely sure about this, but in old CK stats around 10 in adults were considered pretty good. In DV, people with such stats are considered retarded.

In DVIP, there is an event which makes your kids dumber to correct this bug, but it's just a workaround.
 
AFAIK kids in DV are getting way too clever. The game wasn't designed for ultra-high stats which are often seen in DV. I am not entirely sure about this, but in old CK stats around 10 in adults were considered pretty good. In DV, people with such stats are considered retarded.

In DVIP, there is an event which makes your kids dumber to correct this bug, but it's just a workaround.

Yes this event doesn't work properly, it gives you too much mixed stats :(

Does anyone know if DV Dev-team works on a new patch ?
 
winter is coming and the mod isn't finished. :D :D