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Thread: [SUBMOD] - The Meereenese Knot - Final Map Preview, Page 7

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    AdmiralThrawn's Avatar Vicarius
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    Default [SUBMOD] - The Meereenese Knot - Final Map Preview, Page 7



    Hey, so I just had an idea for a submod to tide us over until 1.0 comes out (and not be made irrelevant by said release). It would focus of Dany's campaign in Slaver's Bay, and would be mostly balanced for single-player with lots of scripting (though maybe some hotseat balancing could come in later). Plus, I would use the AOPK 29 faction framework, so we could easily expand it to all of Essos in later releases. Outside of the faction slots, there would be no carryover from AOPK as I would probably just make all the units from scratch.

    If anyone has any feedback/ideas about how to build/balance this I'm all ears. For now I'd like to keep it to just these 6 factions, but I would be down to expand it in later releases (the Dothraki, Lhazar, and Qarth would all be cool additions)

    Map Preview:


    Factions:







    House Targeryen:

    They would start with a big stack of Unsullied and freemen outside Astapor (plus 1 unit of Dothraki), with Dany, Jorah, and Artan as generals. Basically they start out great, but slowly become weaker as time goes on. Their only ally is Cleon and every other faction's objectives include killing her.

    Danerys Marriage Script:
    At various points in the game Danny will be asked to marry certain suitors. Accepting/refusing will grand bonuses and penalties, but she can only accept one of the following:

    Marry Cleon: Accept) This will trigger a give_everything script and combine the two factions. To prevent it from being too OP it might also spawn some new Yunkish units.
    Refuse) Meereen and Astapor are no longer allied.

    Marry the Shavepate: Accept) Brazen Beasts get much more experience, plus some nice public order bonuses.
    Refuse) Possibly queue up negative events

    Marry Hizdar: Accept) Activates the (huge) Fighting Pit public order bonus, and unlocks recruitment of Pit Fighters. Maybe it also changes Dany's religion to help deal with unrest?
    Refuse) Maybe adds a negative public order buf to the pits? Is that even possible? Alternatively, it could load some nasty Sons of the Harpy events which could trigger later.

    Marry Xaro: Accept) Gives Dany a one-time cash infusion and some free Qartheen galleys and camel riders.
    Refuse) Qarth joins the Slaver Coalition, spawning troops and ships near Meereen

    Marry Daario: Accept) Allows Dany to recruit (loyal) sellswords directly in Meereen
    Refuse) Meh, she still gets laid.

    Marry Quentyn: Accept) Maybe a +2 authority anc?
    Refuse) Nothing

    Marry Victarion: Accept) The Iron Fleet will stick around and help Dany
    Refuse) What do you think Victarion would do? I won't be including Dragon Horn mechanics, so maybe he just starts fighting against her? How about she gets him for 3 turns, but if after that she doesn't marry him he switches sides?


    Roster:
    Unsullied: They are trained in the way of the "three spears". I'm not sure what this means, but basically I would make them heavy pikemen with big shields (said shields blocked the Dothraki horse archers). Moral would be basically infinite, but they would lack heavy armor. Maybe 2 hit points each to represent the whole feel-no-pain thing? Also, these guys can't be retrained anywhere (it would take too long, and Dany wouldn't put kids through that), so they should be used with caution.

    Dothraki: Hybrid horse archer/arakh unit. Dany only gets 1 at the start of the game. Maybe make it a bodyguard unit so it replenishes? Alternatively, I could give her the option of marrying some Khal and make them recruitable. Thoughts?

    Freemen: They will carry big shields and spears, but mediocre discipline, and poor armor. They start as only a small part of Dany's army, but will gradually supplant the unsullied as her primary forces once the former start dying out.

    Mounted Freemen: These would be light lancers that (combined with Sellswords) will make up the bulk of Dany's cavalry.

    Squires: Barristan can start training squires after constructing a barracks. While not as good as Westerosi knights, they will still be decent medium cavalry.

    Dragon Knights
    : Barristan can start training knights after constructing the next barracks level. They will be excellent cavalry (the strongest in the region). However, it will take them 4 turns to train and they will be pretty pricy.

    Brazen Beasts:
    They would be recruitable in any city Danerys conquers, though maybe after she accepts a script of some sort. They would be a sword-wielding militia unit with poor moral, and light armor. Apart from their masks I'm not sure how to portray these guys, so if anyone can find/make cool looking fan art I'd appreciate it .

    Pit Fighters
    (Requires Marrying Hizdar): Their recruitment would be allowed via script, once Danerys has taken Meereen (she'd first need to accept the "Open the Pits" script). They would fight in small hoard formations, and would have high attack and moral, but very poor defense and no shields.

    Stormcrows (Requires Marrying Daario): These would be heavy cavalry sellswords who are totally loyal to Dany (their loyalty/direct recruitment is only possible if she first marries Daario)

    Ironborn (Requires Marrying Victarion): For them to stick around Dany will have to marry Victarion. Not sure on the mechanics of their arrival though (perhaps she gets them for ~3 turns before she must choose). They will be some of the best heavy infantry in the game (barring Unsullied).


    King Cleon the Great:

    He starts out with Astapor, and is also at war with everyone else. I might ally him with Dany, but I'm not sure. Maybe just make them friendly and give him a diplomat? Astapor's economy will be rather week, so expansion is a must. He will have great territorial ambitions, but his forces can't stand alone against his enemies, so he'd best go looking for some dragons. BTW, anyone recall what his sigil was? I'm giving him a cleaver for now, but if there is a lore-official sigil then I'd prefer to use that.

    Roster:
    New Unsullied: These green boys are most certainly not unsullied, but they are still good fighters, with good attack, mediocre armor, and good moral. More importantly, they can be trained (in 2 turns), unlike Dany's. They will form up the bulk of Cleon's army, and their phalanx will be his primairy weapon in facing his many enemies.

    Free Spearmen: These freed slaves make up the city watch of Astapor. Not as good as Dany's freemen, they have OK spears, OK shields, light armor, and poor moral.

    Free Archers: Same as above, except with bows.

    Any other ideas for Cleon? He should probably have access to a bigger roster than this (especially because he can't afford sellswords), but the textual evidence is scarce. Maybe he can also train light cavalry if he builds some building?



    The Wise Masters:

    Yunkai starts the game with two sellsword companies, and a bunch of slave soldiers. They will have a strong economy and dirt-cheap troops, but keeping Dany at bay will be nearly impossible. Expect them to fall quickly unless they retreat into their city and are super lucky.

    Roster:
    Mounted Masters: Medium-heavy cavalry, composed mostly of Yunkai's nobility. Very expensive to maintain, but still an effective battlefield tool when used correctly.

    Slave Soldiers: These would be the worst troops in the game by far. They would fight in big 250-man formations, but would have a light sword, no armor, and terrible moral. The consolation here is they cost almost nothing to train or maintain, and they have a high replenishment rate. I'm not so sure about doing all the wacky variations described outside Meereen (the bird men and what not), but I might try my hand at it...

    Crossbowmen: These are free commoners armed with crossbows who serve in the city watch. Not terribly cost effective, but they get free upkeep, and are better than slave soldiers at least.

    Spearmen: See above, but spears and shields.

    Slingers: See above, but slingers.



    The Great Masters:

    Meereen starts out as the greatest city on the map. They have a terrific economy, and many allances. However, they are not prepared for war, and must rely on their huge walls to defend themselves from an early game Dany blitz.

    Roster:
    Mounted Masters: Medium-heavy cavalry, composed mostly of Meereen's nobility. Very expensive to maintain, but still an effective battlefield tool when used correctly. They would be better than Yunkai's version.

    Slave Soldiers: These would be the worst troops in the game by far. They would fight in big 250-man formations, but would have a light sword, no armor, and terrible moral. The consolation here is they cost almost nothing to train or maintain, and they have a high replenishment rate. I'm not so sure about doing all the wacky variations described outside Meereen (the bird men and what not), but I might try my hand at it...

    Pit Fighters: They would fight in small hoard formations, and would have high attack, but very poor defense and no shields. Unlike Dany's, they also have poor moral.

    Crossbowmen: These are free commoners armed with crossbows who serve in the city watch. Not terribly cost effective, but they get free upkeep, and are better than slave soldiers at least.

    Spearmen: See above, but spears and shields.


    New Ghis:

    Probably the largest faction overall, New Ghis would control their city, as well as some smaller colonies in Old Ghis. They have an alliance with Yunkai and Meereen, and are sworn enemies of Dany and Cleon. Once they can start deploying them, their legions will be the main power of the anti-Dany coalition's armies.

    Roster:
    Legionaries: Armed the same as the Unsullied, they would basically just have lower stats, and mediocre moral. Still better than Cleon's rabble though.

    Elephants: Towered elephants topped with crossbowmen. They would be highly effective at routing many of the poorly-armed militia being used here.

    Lancers: Medium cavalry, armored in the same manner as the unsullied and legionaries. Not very numerous or cost effective, but an effective battlefield tool nonetheless

    Crossbowmen: These are free commoners armed with crossbows who serve in the city watch. Not terribly cost effective, but they get free upkeep, and are better than slave soldiers at least.

    Spearmen: See above, but spears and shields.



    The Valyrian League
    :

    While the strength of Valyria is long past, the cities of Tolos, Mantarys, and Elyria still cling to the edges of their ancient homeland. They will have an OK economy with strong ranged units. I still haven't come up with any cool ideas to make them unique and interesting, so if anyone has input I'm all ears. Also, any thoughts on the sigil? I'm really not sure what their sigil would be, so I'm going with the standard harpy considering their proximity to Slaver's Bay.

    Roster:
    Tolosi Slingers: The best ranged unit in the game, these slingers have an excellent ranged attack, but not much else (AOR).

    Mantaryn Skirmishers: Medium Javelin Throwers, with OK shields and spears (AOR).

    Dragonroad Patrol: Light spear cavalry, mostly just good for chasing down archers.

    Valyrian Legionaries: Hardly as fearsom as their title, they are basically a weaker, slightly different looking, militia version of the New Ghiscari Legions.

    Crossbowmen: These are free commoners armed with crossbows who serve in the city watch. Not terribly cost effective, but they get free upkeep, and are better than slave soldiers at least.

    Spearmen: See above, but spears and shields.


    Sellswords (not a faction):

    These first few units are "auxilaries". They will be recruited like mercenaries and won't randomly betray their benefactors. Still, their upkeep will be somewhat pricy (though not as bad as AOPK), so don't rely on them too much. Also, they can only be recruited in very specific areas.

    Basalisk Corsairs: Medium swordsmen with no armor and small shields. Decent as assault infantry, but no match for Unsullied or Iron Cohorts. They can only be recruited on the Basalisk Isles.

    Basalisk Archers
    : Medium archers with a decent melee attack. They can only be recruited on the Basalisk Isles.

    Hillmen: These are medium/light spearmen from the hills east of Slaver's Bay. They can only be recruited in these smaller hinterland provinces.

    Kemik Ei: Strong Dothraki cavalry. Their name translates to "Ally to All", as they serve in countless armies. They can only be recruited near the Khyzai Pass.

    Volantene Exiles: Decent medium/light sword infantry. Can only be recruited near the Demon Road.

    Brindled Men: Strong, but lightly armored shock troops from Sothoryos.


    Credits:
    AdmiralThrawn: Team Leader, Mapping, Writing, Scripting
    HannibalExMachina: Unit models/skins
    Korpskog: Names/misc
    Europa Barbarorum II: Slinger Model/animation
    JC_CESAR: Research
    Arkay: Custom Settlements
    Last edited by AdmiralThrawn; March 01, 2015 at 07:37 PM.

  2. #2
    Etruscan's Avatar Civis
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    Default Re: [SUBMOD] - The Meereenese Knot - (IDEA)

    'Tolos, Mantarys, and Elyria' aren't these guys basically Valyrians? could be cool to see them take over...

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    AdmiralThrawn's Avatar Vicarius
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    Default Re: [SUBMOD] - The Meereenese Knot - (IDEA)

    Quote Originally Posted by XXXX View Post
    'Tolos, Mantarys, and Elyria' aren't these guys basically Valyrians? could be cool to see them take over...
    Well kinda sorta... Apparently Mantarys is known for its mutations, and they all sound like pretty miserable places being that close to the ruins of Valyria. Still, I might do some sort of Valyria reborn thins with them...

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    Default Re: [SUBMOD] - The Meereenese Knot - (IDEA)

    I've been waiting for a Slaver's Bay scenario for a long time. Count me in.


    Also, instead of the Lhazareen or Qarthi, why not Volantis? Or a script where Volantis intervenes if a Free faction gets too much of an upper hand over the Slaver factions?

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    AdmiralThrawn's Avatar Vicarius
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    Default Re: [SUBMOD] - The Meereenese Knot - (IDEA)

    Quote Originally Posted by HolyBob View Post
    I've been waiting for a Slaver's Bay scenario for a long time. Count me in.


    Also, instead of the Lhazareen or Qarthi, why not Volantis? Or a script where Volantis intervenes if a Free faction gets too much of an upper hand over the Slaver factions?
    Perhaps. Right now I'm considering having the Volantenes get spawned as part of a slaver faction, but I haven't done much research on them yet...

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    Etruscan's Avatar Civis
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    Default Re: [SUBMOD] - The Meereenese Knot - (IDEA)

    What do you mean Thrawn? I hear Valyria lovely this tome of year.

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    Mhaedros's Avatar Brave Heart Tegan
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    Default Re: [SUBMOD] - The Meereenese Knot - WIP Sigils

    How are you going to represent the Qarthian presence with Dany's enemies? Mercs/spawning units? Or you could have event chains with financial support from the city of cities, I don't remember if they actually sent men, but I'm sure I remember reading about Qarthian ships..
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    AdmiralThrawn's Avatar Vicarius
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    Default Re: [SUBMOD] - The Meereenese Knot - WIP Sigils

    Quote Originally Posted by Mhaedros View Post
    How are you going to represent the Qarthian presence with Dany's enemies? Mercs/spawning units? Or you could have event chains with financial support from the city of cities, I don't remember if they actually sent men, but I'm sure I remember reading about Qarthian ships..
    Yeah, I'm almost certain they didn't send men, though they sent a huge fleet. Spawning Quartheen galleys under the command of the main surviving slaver power should be a good way to handle things.

    Maybe I can even create a marriage script where marrying Xaro will give Dany Quartheen galleys, marrying Daario will give her more loyal sellswords, and marrying Hizdar will give her a PR boost and maybe some Meereenese units. Maybe Quentyn could give money, though I'm not sure how much he would really have to offer...

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    Etruscan's Avatar Civis
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    Default Re: [SUBMOD] - The Meereenese Knot - WIP Sigils

    Maybe for quentyn can offer those 20,000 spears eh...

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    Elbadruhel's Avatar Centenarius
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    Default Re: [SUBMOD] - The Meereenese Knot - WIP Sigils

    Tolos, Mantarys and Elyria are Valyrian cities, not ghiscari.

    About Brazen Beasts:


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    Default Re: [SUBMOD] - The Meereenese Knot - WIP Sigils

    Quote Originally Posted by Elbadruhel View Post
    Tolos, Mantarys and Elyria are Valyrian cities, not ghiscari.
    True, but they are heavily invested in the Slaver cause, and it is never confirmed what their religion is. Still, I might make them worship Rhollor or something...

    BTW, those Brazen Beasts look sweet! Not I just need to figure out how to make them... Brazen Beasts are just Shavepates right? I don't think Shavepates served in any other capacity so it should be OK to combine the two.

  12. #12

    Default Re: [SUBMOD] - The Meereenese Knot - WIP Sigils

    Slight change to one of the sigils needed - The harpy of Yunkai - her talons grasp a whip and an iron collar and has chains dangling in its claws.

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    Korpskog's Avatar Praepositus
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    Default Re: [SUBMOD] - The Meereenese Knot - WIP Sigils

    Would you have use for my Essos Total War map? It can easily be scaled down to only Slavers Bay

    Also Lhazzar would be a cool faction as Daenerys tryes to forge and alliance with them, could be a rebel faction aswell, same with Dothraki khalasars.

    Any idea what to make of Greyjoy?
    Last edited by Korpskog; January 28, 2015 at 09:08 AM.

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    Default Re: [SUBMOD] - The Meereenese Knot - WIP Sigils

    As others have said Tolos etc. are Valyrian cities.

    The Volantene army is made up of slave-soldiers. They'd be pretty cool to make. They have tiger claws on their hands and green tiger stripes on their cheeks iirc.

    Dany's Freedmen companies (there's 3 I think) are actually quite decent soldiery, they've been training together for quite some time. You could also include a script for Barristan's knights

    Concerning Dothraki, I may have a half-finished version...

    Good luck, looks cool.

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    Drazule's Avatar Campidoctor
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    Default Re: [SUBMOD] - The Meereenese Knot - WIP Sigils

    Add an event which has the option for Danny to accept the Qartheen fleet and gtfo of Essos, and I'll play.

    But in all seriousness, good luck!

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    HannibalExMachina's Avatar Just a sausage
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    Default Re: [SUBMOD] - The Meereenese Knot - WIP Sigils

    as for slingers, afaik Peninsula Italica has them, IB II too i guess.

    some variation on the sigils would be nice, you could add chains to astapors harpy, whip and iron collar to yunkais, and a pyramid to meereens. a sphinx for the valyrian cities, instead of a harpy.

    as for your traitor script, this could work: make units for each company, and disband them if the company defects. you can dismiss (only) all units of a type (at once), so give each unit its own edu entry, they dont even need to have different models.
    Last edited by HannibalExMachina; January 28, 2015 at 11:09 AM.




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    AdmiralThrawn's Avatar Vicarius
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    Default Re: [SUBMOD] - The Meereenese Knot - WIP Sigils

    Sweet! I've got school right now, but once I get home I'll probably update the sigils (a sphinx sounds good for those Valyrians).

    I'll probably make my own map, seeing as with only 6 factions I'll probably create a few extra villages scattered around the hinterlands.

    I throughly considered including Lhazar, but I feel that would be unbalanced without the Dothraki. Still, I'll probably include both of them and Quarth in v2.

    Right now Greyjoy, Quarth, and Volantis will basically be scripts that spawn units on behalf of one faction of the other. In time, I may expand them into fully fledged factions. Still, what do we say to the god of work? Not today.

    BTW, turns out Quarth had a camel company outside Meereen, so I can churn out one of those as well.

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    Korpskog's Avatar Praepositus
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    Default Re: [SUBMOD] - The Meereenese Knot - WIP Sigils

    please stop writing Qarth as Daenerys pronounces it in the HBO show...

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    AdmiralThrawn's Avatar Vicarius
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    Default Re: [SUBMOD] - The Meereenese Knot - WIP Sigils

    Quote Originally Posted by Korpskog View Post
    please stop writing Qarth as Daenerys pronounces it in the HBO show...
    Wear are they? Wear are my Dragons!?!


    BTW, I had another thought. This area is full of ruined cities. Some, like Valyria, are no-go zones, but others like the Isle of Ceders and Borash could potentially be resettled. I was thinking, maybe I could include them as "ruined" cities with almost no population, and then if the player builds certain buildings in them I will remove population from Meereen and add it to Borash or what not. Any thoughts? Otherwise I'll probably just leave them out of it (I never liked having "ruined" cities just sitting around on the map acting like normal ones).
    Last edited by AdmiralThrawn; January 28, 2015 at 03:28 PM.

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    Mhaedros's Avatar Brave Heart Tegan
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    Default Re: [SUBMOD] - The Meereenese Knot - WIP Sigils

    You could use the village level of cities for ruined ones and make the campaign model of them into a ruin. Then when the player captures one of them you trigger an event asking if he wants to relocate people and rebuild the city, in which case a certain number are removed from the capital, as well as some costs, otherwise it will remain uninhabitable and impossible to upgrade.
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