Long before the rise of Valyria, Westeros was divided into countless Petty Kingdoms. In the south, the Reach is consumed by fire as countless Andal Kingdoms are drawn into an ever growing civil war. In Dorne, the deserts run red with blood and in the north four kingdoms struggle for supremacy, even as they face invaders from all sides. As chaos descends upon the lands of Westeros it remains to be seen which Kingdoms shall forge dynasties to last a thousand years, and which will fade into history.

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5 comments by bertio5 on May 19th, 2015

For those of you who have seen the Battle of the Greenfork video, the Westerland and Northern rosters are all completed! Things are going quite swiftly, but there are still many tasks remaining. Here are all the ones I can think of right now:

  • Rosters/Houses for the Vale, Riverlands, Ironborn, and Dornish
  • Completely re-make Unit Cards for ALL FACTIONS
  • Family Trees for the North, Vale, Riverlands, and Ironborn
  • Strat Editing/Army Placement for ALL FACTIONS
  • Writing for MANY unit/house descriptions maybe
  • Unit Balancing for ALL FACTIONS
  • Bug Fixing in at least two weeks of closed beta.

I expect that the mod will be finished sometime early in the summer, but I won't make any promises as to that (they say that the first 90% of the coding takes the first 90% of the time, and the last 10% of the coding takes the other 90% of the time). As for what will follow 2.0's release:

Feedback Requested on Potential Summer Indie Projects

Whatever else happens, I plan to start out the summer finishing off AOPK 2.0. Unfortunately, my internship applications for this summer fell through leaving me out in the (fortunately metaphorical) cold. Before anyone wonders, I have absolutely no plans of monetizing this or any other mod. However, I will be in need of cash, so once 2.0 releases I'll probably be putting aside most future modding work to try my hand at indie-game development.

It is here where I would appreciate any input you guys have. If there is anyone out there with experience developing one-man projects for Steam Greenlight please shoot me a msg! I would love any advice you would care to impart. If there are any artists or programmers in the vicinity of San Diego or Santa Cruz California, I would definetly be down to team up on a project. It obviously goes without saying that anyone offering internships to aspiring game developers would find an eager applicant.For the rest of you, I would love any input you have on some ideas I've been floating around:

Half-baked idea #1: War On Terror - This would basically be a "decision making simulator". The player would have a map of the Middle East showing the current situation, and they would be presented with choices/options that a US President would be presented with (bomb Syria's chemical weapons, supply Shiite militias in Iraq against ISIS, etc). The situation would then change based on these choices and in the end the player can see how badly they did in comparison to real history. Maybe a bit too serious, but I'm a bit of a foreign policy nerd so I think I can do it pretty well.

Half-baked idea #2: Seven Citadels - This would be a top-down space shooter (Mouse points, W/S accelerate/decelerate, A/D strafe, etc). I can make half-way decent 2D graphics and my programming skills should be more than sufficient for this. The idea is that the player is tasked with destroying seven evil space-fortresses in an open world, and they can upgrade their ship along the way.

Half-baked idea #3: Citadel 6 - Lots of citadels eh? This would be a kinda-sorta tower defense game, where a wall runs down the center of the screen and the player has a mouse-controlled turret in the middle. Enemies would attack from both directions (aliens from outside the wall, rebels from inside) and the player can set up bunkers, etc between waves. I hope to include a dramatic story on the morality of violence and the conundrums faced by those on the wrong side of a war, but who knows what the final product will look like...

Half-baked idea #4: Lands and Keeps - This would be a turn-based strategy game, operating similar to a board game. The player would control a kingdom with various noble houses and they would raise armies and fight. This project is already in-progress, but I stopped work on it once it became clear that it would basically just be a slightly more complex version of Risk. However, if yall are into that sort of thing I may resume work. Here is some art I made for it awhile back (roughly the extend of my artistic potential):

Any feedback you happen to have on these projects is much appreciated! If one is a clear winner I'll probably start an indie-db page for it. Thanks,

-Admiral Thrawn

PS: For what its worth, a show of interest will help to convince my folks that my summer is best spent working on one of the above projects as opposed to, say, bagging groceries or something ;).

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Win Conditions Submod

Win Conditions Submod

Jun 22, 2015 Script 5 comments

This submod by BagaturKhan adds win conditions to 1.0. If anyone else wants to submod AOPK send me a PM! Otherwise, 2.0 comes out in about a month!

Age of Petty Kings Hotfixs 1 & 2

Age of Petty Kings Hotfixs 1 & 2

Sep 16, 2014 Patch 17 comments

If you are doing a clean install you only need this. Just drag it into your AOPK data folder and overwrite when prompted (same as the last one). This...

Hotfix 1.1 [OUTDATED]

Hotfix 1.1 [OUTDATED]

Aug 15, 2014 Patch 13 comments

Fixing a couple of recruitment bugs. To install just drag into your data folder and overwrite the files in question. Then restart the game.

Age of Petty Kings 1.0

Age of Petty Kings 1.0

Aug 14, 2014 Full Version 94 comments

The Grand Release of Age of Petty Kings. This mod takes place long before the War of Five Kings when Westeros was divided between countless Petty Kingdoms...

Post comment Comments  (0 - 10 of 357)
jcarsoniii Jul 5 2015, 11:28am says:

Hey, I'm really excited to play this mod, but everytime I try to run it, it tells me that kingdoms.exe can't be found. I'm playing through Steam and I know that was an issue last summer, but recently I haven't been able to run ANY mod, including this and Westeros. I tried following the instructions to copy and paste medievalii.exe and change the name of the copy to kingdoms.exe, but that still doesn't work and whenever I try to run AOPK.bat, the command prompt pops up and then tells me that kingdoms.exe cannot be found. So I don't know if I'm just doing something completely wrong, but my frustration has just about reached its maximum. If anyone can help me, it would be greatly appreciated! :D

+1 vote     reply to comment
bertio5 Creator
bertio5 Jul 5 2015, 3:49pm replied:

Try renaming the AOPK folder to "americas" (and remaming the americas folder to something else). Then try launching the Americas scenario through Steam and see if it works. Good luck!

+1 vote   reply to comment
jcarsoniii 14hours 20mins ago replied:

I tried that before and it wasn't working, but this time it did! I think my problem was that I was renaming the download folder that contains the Petty Kings folder to americas, rather than the PK folder itself. Regardless, thanks for reminding me of this trick! Looking forward to playing. :)

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Guest Jul 4 2015, 12:37am says:

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bertio5 Creator
bertio5 Jul 4 2015, 3:21pm replied:

Yeah, I'm still looking into that... It has nothing to do with the Scripts from what I can tell so I'm at a loss...

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Guest Jul 4 2015, 5:40pm replied:

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RixMilo Jun 30 2015, 2:43pm says:

Really nice work. I've tried out the Starks so far, and the unit variety is rather good. The only thing which dosappoints me is that (unless I did something wrong whilst creating the game) most units are available from the beginning. I used to love on all TW games to unlock new and more powerful units over the turns.

I could be wrong though, I yet have to check the complete roster. If the ones available at the very beginning are just starters then the complete selection must be really wide.

Lastly, I'd like to see all military comments regarding the faction armies at the game creation screen. As for the starks and another few it doesn't say whether their strong point are cavalry, infantry, and the likes.

+1 vote     reply to comment
RixMilo Jul 1 2015, 3:31am replied:

I rectify: The units available to most factions are less than 10, of which there are usually about 3 different levy types belonging to all the minor houses subject or allied with the major one.

So I change my first perplexity to an actual question: do you intend to alter the rosters you've already created, by allowing tier 2 and above units to be unlocked through military buildings and/or other upgrades?

Do you also plan to add more units in general? Perhaps diversifying the stats of some cavalry and levies that all have the same exact attack and defence? Some factions should boast a slightly better cavalry, and some others a slightly better levies - like in the original total war games. I've noticed the longbows have this feature, in your submod: the strongest are the Starks, compared to other bowmen from central and northern Westeros.

Perhaps you could decrease the northern levies attack to 8 (I believe it's 9 at the moment) and increase their defensive stat. Inherently, the factions popular for their cavalry could have either a higher defense or a higher attack depending on what you can get out of the novels.

If that counts to you as "Unit balancing" then I beg your pardon.

+1 vote     reply to comment
bertio5 Creator
bertio5 Jul 4 2015, 3:21pm replied:

Yeah, all the factions are getting new units etc, though they will all be available from the start (I hate having to wait to play with the fun units).

+1 vote   reply to comment
firesaw Jun 30 2015, 1:11pm says:

Bertio when i play a custom it goes out the game and given me a game error and same with battles in the campaign.
any help on fixing this?

+1 vote     reply to comment
bertio5 Creator
bertio5 Jul 4 2015, 3:19pm replied:

Try not having the era set to "All", apart from that I'm not sure sorry.

+1 vote   reply to comment
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Medieval II: Total War: Kingdoms Icon
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Released Aug 14, 2014
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Highest Rated (4 agree) 9/10

It's a Really good mod, even better than the original Westros: Total War. The only reason why I'm giving this mod a 9 and not a ten is because some elements feel unfinished to me, allot of the units are vanilla M2TW models, rendered different colors and the events and unit sounds are also from the vanilla game. I'm not saying that I want to see units that look like the do in the HBO series but custom unit models with different helmets, swords, shields, etc that we haven't already seen in the base…

Aug 21 2014, 5:41pm by Commissar_Delta

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