u/Useful-Option8963

[AsoIaF/A Game of Thrones] What if Robert discovered that Cersei was aborting their own children early on in their marriage?

Cersei Lannister was certainly one of if not THE worst possible Queens in the entire series. It was ultimately her who is responsible for the majority of the strife that happened in the series/ Cirsei aborted every baby that was actually Robert's, and keeping the ones who were by her incestuous lover, Jaime, thereby ending the new royal line by ensuring that NONE of the heirs were legitimate.

If Robert sniffed this out early enough, like oh say, 2 years into their marriage, and he executed Cersei for being an asshole, then how would this change the story, from Robert's selection of a new Queen immediately after the execution afterward?

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u/Useful-Option8963 — 3 days ago

I think I might have found a way to fix Vassal swarms! What if you can control which Priority your subject's armies will follow?

I mean, this is certainly possible, right? We've been bemoaning the fact that AI armies are a pack of lobotomized yahoos since forever, and this problem becomes worse with subjects. While we don't control their armies, with this functionality, if you're an overlord or even just a war leader, then you should be able to alter the objectives of your subject's armies to give some modicum of control!

This would at least mitigate the worst aspects of subjects, which is them going Leeroy Jenkins and committing suicide because the AI cannot see allied armies, only their enemy's and their own.

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u/Useful-Option8963 — 4 days ago

Like, say, hypothetically, that you played as the Sennones and founded a great Celtic Kingdom in Italia, then I would like to think that some of the names of the early kings of the dynasty would be given to future heirs, like say Brennus III conquers Greece.

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u/Useful-Option8963 — 8 days ago

The way that territory is organized in the game, is that there are territories, with each one being part of a single province. And multiple provinces make up a region, Italia, Magna Graecia, Illyria, Aquitania, etc, and as we all know, armies are all raised by region, they all flow into the regional capital, and form a big singular army.

But what if, instead of Italia, Rome raised armies in Latium, Campania, and Aeternum? One army for every province, each with the 2,000 man lower limit and run by their own governor, how do you guys think campaigns running with such a mod would work?

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u/Useful-Option8963 — 8 days ago

Forgive me if I'm overstepping with this or being arrogant, but I mean, the Mamertines were on the closest tip of Sicily to the Italian Peninsula, Messana, while they were Oscan, I don't think that the Mamertines specifically would be this far North when they migrated south.

Location wise, it would make far more sense for the Umbrians to be recruitable there than the Mamertines, the Umbrians were North of Latin territory and directly East of the Etruscans, so it would make sense that they would be in the area? I think that attaching them to Ariminium and Arretium would be the way to go since they're in between those two settlements?

That aside, I think it's sad that there's no Umbrian AoR unit because while they are known for coming into conflict with both Romans and Etruscans, they have no representation at all in the grand campaign.

If the Akarnanians, Chaonians, Messapians, and native Italians being given representation in Epirus' own faction roster, then wouldn't it be fair for the Umbrians to be thrown a bone, here?

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u/Useful-Option8963 — 9 days ago

There are tribal events, but those are their own thing, the truth of that matter is that each government should have their own events that are able to occur, Republics, Monarchies, The Dictarorship, Empire, Imperial Cult, all of this could add so much more variety and life to the game!

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u/Useful-Option8963 — 12 days ago

Bigger than a village, smaller than a city, it's only logical that towns would be in the game, right? And yet there doesn't seem to be any sort of in between the two. Well, this is my proposition for a new mod that adds a 4th class of territory!

How do we improve the neighborhood? Unlike with cities and Metropolises, the formation of a town would be spontaneous. When a settlement has 15 pops for at least 2 years, that territory has a chance to receive an event where it becomes a town! The population threshold to become a town would be 15 pops, yet if it falls to 12 pops or lower for an extended amount of time, the town will collapse back into a village. This event that spawns a town cannot occur until a territory possesses 30 civilization value, and once a village is eligible to become a town, then what kind of terrain it's on affects the chances of the event firing also. Coastal territories are more likely to become a town than landlocked ones. And then from most to least likely for the event to fire naturally:

  • Farmland has the highest chance of this event happening

  • Followed by plains, flood plains, and oasis

  • Next down the list are forest, dry plains, and hills

  • Second to worst are desert, marsh, and jungle

  • And lastly, the least likely places for towns to crop up on their own would be mountains, taiga, desert hills, dry hills, and steppe

What are the benefits of living in a town VS a Village? Increased population capacity, increased maximum civilization value, increased migration attraction, increased output, and turning a town into a city would be cheaper than just simply turning any random territory into an urban center, and best of all, towns receive a +1 to their building slots.

Are there any other benefits? Yes, and it involves the "Rural Planning" technology! With the Rural Planning technology, the +1 building slot in fact stacks with the bonus granted by the Rural Planning Technology, resulting in your settlements being able to have 3 buildings in each of them! But wait, there's more! It would slightly increase the chances for towns to appear spontaneously, and it would unlock the ability to actively build towns the way you can build cities, and decreases the threshold for towns to appear at 10 pops rather than 15, and the threshold for a town to turn back into a village becomes 8 pops.

So... does anybody want to take this up as a mod concept? I mean, you'd need to stick a new button on the UI for building a town, maybe make it so that only cities will have the "build Metropolis" option available? And obviously the Rural Planning Technology would be required to ensure that the other planned parts of this overhaul to work.

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u/Useful-Option8963 — 14 days ago

In order to recruit them, you would need to own the territory that the Ardhan have set up shop in, Gabala. The Legians lived directly north of the region, in Dagestan, and were on the very periphery of the Caucasian people's range, surrounded by the typical horse nomads, whom they presumably fought.

Since I heard that the AoR and mercenary lineup around this area was being redone, I figured I would try to look into the peoples around the Caucasus area to see if there was anything special that could be taken from them. And aside from Caucasian Shephards, this is another such unit that I think belongs in that province.

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u/Useful-Option8963 — 15 days ago

I have spent a good chunk of time considering this already, so I will get this out of the way.

1: Because the Sith are an evil sounding name, they will be referred to as something else. While there is (or was) a Sith species, the real name of the order are Sagus. You won't find Naga Sadow when typing the name into a computer on the Sith homeworld, but Naga Sadao will be a completely different figure by nature.

2: In line with the other such changes, I have transported a lot of numerous other wrongdoings of the Sith Empires onto the Republic and the Jedi, and the aesthetics are altered, also. Affiliations and origin stories will also be shifted, the Death Star is the most obvious example of them all, that won't be the Empire's doing, but a lot of the "Ancient Dark Lords of the Sith" that are in the tombs will be present during the 1st conflict against the Sith.

3: I fundamentally altered how the Force works and how the Sith treat it, but not the initial approach for how the Jedi treat it. This is how the morality switch was implemented.

4: The Father of Shadows, the Devil-like figure that the EU writers were on the brink of showing up in the stories, is in full play throughout the entirety of this AU, and is manipulating the events of the whole setting up until the Last Battle of Ruusan 1,000 B.B.Y. The FoS is believed by the Jedi to be the Whills, while the actual Whills are explicitly on the side of the Sagus.

5: Not all characters will be subjected to a morality switch, for example, while the Brother and Sister Celestials are switched in morality. The Father and Abeloth remain the same, and the Rakata are still a race of assholes, these guys are too fundamental to subject to a morality flip otherwise it would break the story and worldbuilding too far.

6: My actual fic will be a remake of the following stories using this premise once I have rewritten the lore properly. In terms of the lore writing, I am going in this order:

Old Republic Lore> KOTOR 1> KOTOR 2> Star Wars the Old Republic> between the KOTOR Era & the Battle of Ruusan where the Sith/Sagus were destroyed "once and for all"> the Rule of Two/Five Era> The Prequel Trilogy> OG Trilogy> Sequel Trilogy.

7: I am remaking the entire lore for Star Wars from the ground up, I have started from the beginning, and as for how far I have gotten, I have reached the point right before Exar Kun begins his war against the Jedi.

I have all of these fundamental considerations down, but I can't help but get the sense that I'm also missing something fundamental that will break the lore of this AU if I don't include it. I've wrapped my head around this for months, but what is it? Am I really missing something fundamental with my changes or am I just going in circles for no reason?

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u/Useful-Option8963 — 18 days ago