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Thread: [Submod] Heir to the Freehold - concept announcement

  1. #1
    Iron Aquilifer's Avatar Protector Domesticus
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    Default [Submod] Heir to the Freehold - concept announcement

    It is with tepid confidence that I make this announcement to you, dear reader and fan of aSoIaF. For a while now I have intermittently laboured on the foundations for a mod of M2TW which will allow the fans to wage bloody war against the nations and realms of Essos. However the plague that is real life commitments and my vice of laziness have conspired to waylay my work for a long time. Now, in a fit of renewed passion, I do make the bold move to announce to this community that I will be beginning to work towards the completion of this ambitious project.

    This will be a long project, owing to its fresh start. As such, there will be little - read: nothing - for fans to get access to for a while. Taking after other projects like Ancient Conquest and Imperium Romanum, Heir to the Freehold will be created - at least initially - with a focus of campaign gameplay for the use in Hotseats. That is, while real-time battles will be supported, the troop models will have to be vanilla until such times as I am satisfied with how the campaigns run. That is not to say that I will not be interested in recreating the exotic array of military styles of aSoIaF's eastern warriors, but that I will not promise the existence of complete rosters of new models.

    The current modfolder (Era) being worked on is Post-Doom: from the eruption of the Fourteen Flames to Daenerys Targaryen's war of emancipation of Slaver's Bay.

    At this early stage, all information below is subject to change and will not resemble the final product.

    Doom
    Map
    Factions
    Freehold Successors
    To rebuilt the Freehold, a daughter must kinslay. These are the lasting symbols of the greatest empire Essos has laboured under, great cities in which millions struggle to make a living. For those who would harness their pitiful lives for a greater ambition, then the Free Cities and their cultural cousins are the factions for you.
    - Free City of Braavos
    - Free City of Norvos
    - Free City of Qohor
    - Free City of Lorath
    - Free City of Pentos
    - Free City of Myr
    - Free City of Tyrosh
    - Free City of Lys
    - Free City of Volantis
    - Free City of Essaria

    Successor of the Harpy
    Unable to give up on the glory days of the past, these factions rely on slaves in the same way that a man relies on air. For those whose vision of imperial conquest is the numberless horde of shackled chattel taken from distant homes to fight for men they cannot understand, then these are the factions for you. And yet their prowess is a fragile thing, and New Ghis boasts a legion of a different calibre altogether.
    - Slaver City of Meereen
    - Slaver City of Yunkai
    - Slaver City of Astapor
    - Slaver City of New Ghis

    Southern Realms
    Home of the strange and the exotic, the Southern Realms is where reality and fantasy merge to form a melting pot of impossible made probable. These factions, on the edge of wealth, near the precipice of relevance, will be where a willing general can access the greatest of the strange and wonderful in their conquering legions.
    - Lhazareen City-States
    - City of Qarth

    Northern Realms
    The last vestiges of an ancient time, these factions enjoy the promise of being able to expand, of finally attaining the title of hegemon over Essos. Fielding armies that are distinctly ancient and quaint in their makeup, and starting in precarious positions, these will be factions whose gameplay is distinct from their more appropriate western neighbours.
    - High Kingdom of Sarnath
    - Kingdom of Sallosh
    - Kingdom of Saarys
    - Kingdom of Ibben
    - Kingdom of Omber

    Pirates, Rogues, and Exiles
    Owing to their distinctively fleeting foundations, the Rogues are factions whose initial standing will be weak. They are not national movements, instead being the - sometimes literal - societal flotsam forced into cooperation for mutual survival. As such, these factions will need a strong leader in order to survive the initial wars with the established merchant powers who have an interest in reclaiming the resources and strategic positions currently under pirate control.
    - Pirate Kings
    - Corsair Kings
    - Warlords
    - House Targaryen

    Dothraki
    Unique among the realms of western Essos, the nomadic Dothraki grow strong not through the expansion of their urban dwellings but through warfare. To raise an army they must defeat their rivals in battle, be it in the grasslands named for them or in the dead farmlands of the Free Cities. As is true of any people who must rely solely on the ferocity of their warriors, Dothraki factions will have to maintain a string of consecutive victories if they are going to have a chance of making any sort of headway past the Rhoyne.
    - Khalasar
    - Khalasar
    - Khalasar
    Last edited by Iron Aquilifer; February 15, 2018 at 05:16 PM.

  2. #2
    Iron Aquilifer's Avatar Protector Domesticus
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    Default Re: [Submod] Heir to the Freehold - concept announcement

    Original Concept
    Era One
    Time period: 0 - 900BC

    Thousands of years ago, when the memory of the Long Night was one still held in the minds of the living, there existed great realms whose glory was unequaled. Their names have been forever immortalised in the books and songs of the people who came after them: Freehold of Valyria, whose dragons blackened the earth with each conquest; Ghiscari Empire, which once dominated the continent with their legions; Principality of Chroyane, which grew so rich that its houses were made of gold; Kingdom of Sarnor, whose hegemony of the plains allowed a million children to grow up with happiness.

    These great empires did not come into being within a single year, nor in ten generations. It was only over the centuries that these great powers rose to their dominance, and only at the detriment of their rivals. For it was not honest trade that saw the city of Chroyane dominate the Rhoyne, but the spear tips of its freemen. It was not the toil of farmers that gave the city of Ghis its empire, but the irresistible advance of her warriors. And Valyria, city of magic, home of dragons, did come to command the loyalty of Essos not by asking politely, but seizing what was theirs by force.

    In this version of Heir to the Freehold the Valyrian Peninsula remains whole, and the Dothraki hordes have yet to reclaim the plains for their grass sea. It is up to you to carve out an empire for the simple farmers of Valyria. It is by your command that the Ghiscari legions will make themselves dragonlords. Under your guidance, the Rhoynar will finally strike from their riverside cities and bring the Andals to heel. For your favour, the Sarnor kings will wage a war against one another to name a new High King.
    Factions
    Pirates, Bandits, and Rebels
    - Independent States
    - Valyrian Empire
    - Corsair Kings
    - Pirate Kings

    North-Eastern Realms
    - Kingdom of Ibben
    - Kingdom of Omber

    High Kingdom of Sarnor
    - Kingdom of Sarnath
    - Kingdom of Sarys
    - Kingdom of Mardosh
    - Kingdom of Sathar
    - Kingdom of Sallosh

    Dothraki
    - Dothraki Khalasar

    Andals and First-Men
    - Kingdom of the Axe
    - Kingdom of the Shivering Sea
    - Kingdom of the West Plains
    - Kingdom of the South Plains
    - Kingdom of the East Hills

    The Rhoyne
    - Principality of Ny Sar
    - Principality of Ar Noy
    - Principality of Sar Mell
    - Principality of Chroyane
    - Principality of Ghoyan Drohe
    - Principality of Sarhoys

    South-Eastern Realms
    - Freehold of Valyria
    - Valyrian Colony
    - Valyrian Colony
    - Empire of Ghis
    - Lhazareen City-States
    - Qaarthi Empire
    Map
    WIP
    Era Two
    Time period: 114BC - 50AC

    The Doom spelled the end for the Valyrian Freehold and the peace she had maintained on the continent. In the place of a single authority to which all peoples submitted, a dozen rose to claim hegemony. For a hundred years and more these powers waged unrelenting war against each other, demanding the loyalty once owed to the Lords Freeholder and their dragons.

    This is the age of the Free Cities, of Volantis and her dreams of inheriting the Empire her mother Valyria, of the hidden city Braavos revealing her existence to a world devoted to her destruction, of Essaria on the fringe of civilisation. Armies will march to battle with ambitions too great for any single prince to attain, and cities once great will befall to the plagues of a world descending into anarchy.

    In this version of Heir to the Freehold, the Valyrian Peninsula is engulfed in the fires of the Fourteen Flames, and the empire which answered to her writ has broken up forever. And from their grassland home, the Dothraki horselords have come with sword and bow to reclaim the continent for mother nature. You will lead one of the Free Cities to hegemon of the old lands of the Freehold. You will command the Dothraki warlords in their quest to rid Essos of the stone men. You will aid the Ghiscari cities in their bid for a resurgent empire of the Harpy.
    Factions
    Pirates, Bandits, and Rebels
    - Independent States
    - Corsair Kings
    - Pirate Kings

    North-Eastern Realms
    - Kingdom of Ibben
    - Kingdom of Omber

    High Kingdom of Sarnor
    - Kingdom of Sarnath
    - Kingdom of Sarys
    - Kingdom of Saath
    - Kingdom of Mardosh
    - Kingdom of Sathar
    - Kingdom of Sallosh

    Dothraki Hordes
    - Dothraki Khalasar
    - Dothraki Khalasar

    Successors of the Dragon
    - Remnants of Valyria
    - Free City of Braavos
    - Free City of Lorath
    - Free City of Norvos
    - Free City of Qohor
    - Free City of Essaria
    - Free City of Pentos
    - Free City of Myr
    - Free City of Tyrosh
    - Free City of Lys
    - Free City of Volantis
    - Slaver City of Gogossos

    Successors of the Harpy
    - Slaver City of New Ghis
    - Slaver City of Meereen
    - Slaver City of Astapor
    - Slaver City of Yunkai

    Southern Realms
    - Lhazareen City-States
    - Qaarthi Empire
    Map
    WIP
    Era Three
    Time period: 90AC - 301AC

    Essos has seen the anarchy of the Doom finally recede, the powers of the land now forced to accept the new status quo. The Kingdom of Sarnor has disappeared beneath the Dothraki invasions, and in the place of their great cities a great sea of tall grass have grown from the soil. The Qaarthi people have seen their faltering nation reduced to a sole city, where once they boasted settlements across the once arable lands of the Red Waste. And to the west, the Free Cities now bicker over trade lanes and merchant enclaves, their ambitions of ruling their sister cities left as the unattainable dream of old men.

    And despite this new perspective of the world in which they live, peace is a fleeting thing. Wars continue to spring up as often as the rising of the sun, and thousands find themselves pressed into battles for ghost towns and land so devastated that no crop will grow. And from the backwater continent of Westeros, princes and pretenders arrive, their own ambitions of sovereignty urging warlords to raise yet more soldiers for newer and more desperate bids of power.

    In this version of Heir to the Freehold, it is up to you to lead one city or another in their bid for continued relevance. The Ghiscari, desperate for a return to the old days of the Harpy, require a leader with the cunning to lead their slave soldiers to victory over the disciplined sellsword companies of the Free Cities. The pirates of the Stepstones and Basilisk Isles are themselves in need for a unifying figure to command their fleets in search for slaves and bounty. And as centuries past, the magisters and Triarchs of the Free Cities are ever desiring of a warrior to lead their legions into victory for the illusive mantle of hegemon of the Freehold.
    Factions
    Pirates, Bandits, and Rebels
    - Independent States
    - Corsair Kings
    - Pirate Kings

    North-Eastern Realms
    - Kingdom of Ibben
    - Kingdom of Omber
    - Kingdom of Saath

    Dothraki Hordes
    - Dothraki Khalasar
    - Dothraki Khalasar
    - Dothraki Khalasar

    The Free Cities
    - Remnants of Valyria
    - Free City of Braavos
    - Free City of Lorath
    - Free City of Norvos
    - Free City of Qohor
    - Free City of Pentos
    - Free City of Myr
    - Free City of Tyrosh
    - Free City of Lys
    - Free City of Volantis

    The Slaver Cities
    - Slaver City of New Ghis
    - Slaver City of Meereen
    - Slaver City of Astapor
    - Slaver City of Yunkai

    Southern Realms
    - Lhazareen City-States
    - City-State of Qarth

    Westerosi Royals
    - House Blackfyre
    - House Targaryen
    Map
    WIP
    Last edited by Iron Aquilifer; February 11, 2018 at 10:42 AM.

  3. #3
    paleologos's Avatar You need burrito love!!
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    Default Re: [Submod] Heir to the Freehold - concept announcement

    Congratulations on starting this, the more the merrier I say and I wish to you that you find the strength, perseverance and support that you will need to see this through.
    And +rep!

  4. #4
    Korpskog's Avatar Praepositus
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    Default Re: [Submod] Heir to the Freehold - concept announcement

    What scale is the map? I notice your islands are much more detailed then my old map project
    "Får jag kalla dig Bajen? Det är lättare att komma ihåg..."

  5. #5
    Iron Aquilifer's Avatar Protector Domesticus
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    Default Re: [Submod] Heir to the Freehold - concept announcement

    Quote Originally Posted by Korpskog View Post
    What scale is the map? I notice your islands are much more detailed then my old map project
    Very roughly speaking, considering the nature of both m2tw and the asoiaf map I used (as well as my limited maths skills), 1 pixel length = ~8.22 miles. So one campaign map pixel (movement squares) is equal to a "real world" area of ~67.568 squared miles.

    Total size of the campaign map (at least at this stage) is 510*492, so: (510*8.22)*(492*8.22): ~16,954,262.928 miles squared total, in "real world" distances, including the water.

  6. #6

    Default Re: [Submod] Heir to the Freehold - concept announcement

    Looks very interesting, good luck

  7. #7
    Iron Aquilifer's Avatar Protector Domesticus
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    Default Re: [Submod] Heir to the Freehold - concept announcement

    Update - 7.03.18


    Work has taken a step back given university exams, however to continue communication with this community I have a little morsel to offer in order to sate any hunger you have.


    Essos, unlike the backwards Westeros, is a land of unparalleled wealth. Essosi see the great cities of Westeros as mere towns, and small ones at that. As such, for much of Essos - especially on the coast and along the banks of the great rivers of the continent - urbanisation has allowed the economy to shift from subsistence farming to the great industries that in our world led to the renaissance and early modern period.


    In order to better translate this for gameplay, the access and control of resources - and thus the settlements that govern their ownership - is now far more important. Yes your enemy may come to control an empire twice the size of yours, but if their provinces are poor in resources (or perhaps more seriously, controlling the wrong set) then you will come to find that your own economy - and thus means of pushing military action - far outstrips theirs.


    Strategic Resources
    For the eagle-eyed among you, certain resources in this list are so widespread that it would be silly to restrict their exploitation to a small number of regions. In this case, the lack of these resources in a region does not imply that it isn't there. Instead, if a region does not have "Wood" then it means that the region does not possess it in such quantity, or quality, to warrant a sizeable portion of its workforce to its use. Another example would be grain. Yes all - bar two or three obvious examples (Red Wastes, Dothraki Sea, and in later campaigns, the Disputed Lands) - regions should be able to develop farms and crops. However regions with the Grain resource would represent arable land, particularly high yielding variants or simply that a higher portion of the workforce have historically worked the fields.

    Resource worth, for merchant collection, has not been finalised.

    - Metals:
    Copper
    Tin
    Iron
    Rare Metals
    Precious Metals
    - Construction:
    Wood
    Stone
    Marble
    - Fruit:
    Sour Fruits
    Sweet Fruits
    - Grown
    Grain
    Textiles
    Silk
    Dyes
    - Edible Gold
    Glass
    Spice
    Salt
    - Meats
    Fish
    Whales
    Sheep
    Cattle
    Wild Boars
    Camels
    Horses
    Elephants
    Slaves
    Building Trees
    For ease, I have divided up the building trees into sub categories based on the resources which grant their building. It should be stated that this system will see great fluctuation between even neighbouring cities. The best bonuses of resource rich regions will be when the markets (and relevant guilds) are upgraded, as the bonuses will snowball until a single city will be generating enough wealth to cover the costs of an entire stack by themselves.

    Layout is such: Tree name - required resources/previous build tree - affects


    The Metals
    Especially powerful for Qohor, as they are able to access higher levels of Iron and Steel Forges, and thus able to field well-upgraded units.
    Copper Works - Copper - trade income
    Bronze Works - Bronze - trade income
    Iron Forges - Iron - trade income, troop cost reduction
    Steel Works - Iron - trade income, unlocks blacksmiths
    Mines - Rare Metals/Precious Metals - mine income
    Coin Mint - rare metals - trade income, unlocks banks
    Jewelers - precious metals - trade income, happiness bonus


    Construction
    A universally useful group of buildings for any faction/city, whether it be a small village or a huge city.
    Lumber Mill - wood - wood building cost reduction
    Stone Quarry - stone - stone building cost reduction
    Marble Quarry - marble - unlocks statues
    City Works - wood, stone, marble - wood and stone building cost reduction, unlocks wall defenses


    The Textiles
    Braavos and Tyrosh will find the most benefits from these, given their access to the higher tiers of textile factories due to the special snails that live in their respective waters.
    Textile Farms - textiles - trade income
    Silk Farms - silk - trade income
    Wool Factory - sheep pastures - trade income
    Textile Factories - textile farms/silk farms/wool factory, dyes - trade income, happiness bonus


    Winemaking
    Ghiscari factions, who initially access sour fruits, will find this less relevant. However others will be able to make a good buck from the making (and consumption) of their grapes.
    Vineyards - sweet fruits - trade income, unlocks wine press
    Orchards - sour fruits - trade income, unlocks wine press
    Wine Press - sweet/sour fruits - trade income, happiness


    Edible Gold
    Spices by themselves should be a priority for any perspective conqueror, especially should they get a good merchant to trade it. And salt retains its position as invaluable for the growth of other revenue streams.
    Salt Evaporation - salt - trade income
    Spice Farms - spices - trade income
    Glass Blower - glass - trade income


    Hunting
    While it might not seem a particularly pressing avenue to go down, the benefits that hunting will bring with its unlocking of the archer bonus chain will help factions who rely on native/rural troops like Ib - or Dothraki who decide to adopt the settlement edict - or have powerful missile troops, like Myr, Dothraki, or Essaria.
    Wild Hunting - wild boars - trade income, happiness bonus, unlocks archery range
    Pelt Hunting - wild boars - trade income, unlocks pelt curing, unlocks archery range
    Meat Curing - wild hunting/sheep pastures/cattle pastures, salt - trade income, happiness bonus
    Pelt Curing - pelt hunting, salt - trade income


    Grain
    A simple income bonus from these human innovations with simple grain, these chains also see their bonuses grow with the level of the standard farm, which allows an ever growing income from these humble chains.
    Bakery - grain - tax income
    Brewery - grain - tax income, happiness bonus


    The Meat
    Keeping and breeding herds of animals have not just been part of most cultures, but in certain situations have developed them. Especially useful for horse-based armies or those looking to get themselves some exotic troops
    Sheep Pastures - sheep - tax income, unlocks Wool Factory, unlocks meat curing
    Cattle Pastures - cattle - tax income, unlocks pelt curing, unlocks meat curing
    Horse Pastures - horse - trade income, unlocks stables
    Camel Pastures - camel - trade income, unlocks eastern trade lanes, unlocks camel training
    Elephant Pastures - elephants - trade income, unlocks elephant training


    Water
    Closely linked with seafaring or island cultures, the hunting of the beings of the oceans has been the staple of many a people. And since the bonuses increase with the ports, this revenue stream will only increase.
    Fisheries - fish - tax income
    Whaling - whales - tax income, happiness bonus


    Slaves
    The lifeblood of most of the great cities, slavery played a part in the growth of the great empires of our own histories, from Sparta to Britain. Serving in a closed circuit, the exploitation of slavery may end up playing the core reason for a faction's victory, especially if said faction enjoys a harpy for a sigil.
    Slave Breeding - slaves - tax income, unlocks slave domestic training, unlocks slave military training
    Slave domestic training - slave breeding - tax income, happiness bonus
    Slave trading - slaves - trade income


    Industry
    Your staple chains for the growth of a city - and thus the economy - which now are only as developed as the resource chains that have been built.
    Trade Market - strategic resources, industry buildings - trade income based on all resources and industrial buildings constructed
    Farms - none - population bonus, additional bonuses require grain

  8. #8
    paleologos's Avatar You need burrito love!!
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    Default Re: [Submod] Heir to the Freehold - concept announcement

    Hey mate!
    I hope exams are over and you have done well.
    Nice to see you are pushing forward with the project, keep it up.

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