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AegonTheEgg
AegonTheEgg - - 2 comments @ Age of Petty Kings: Ice and Fire V1.3(OUTDATED)

One final suggestion:

It might be nice to add some extra merc units, maybe including some Valyrian/Free
Cities units (which weren't particularly 'Free' at this point yet, but did exist) such as Myrish crossbowmen or some (to be devised) advanced but relatively cheap Valyrian units for the Targaryen faction. At Dragonstone a unique recruitment building, similar to those used by Byzantium in the Stainless Steel Mod, could for instance be placed. This would make the 'early' Targaryens a bit more different from their Andal neighbours and confer an advantage to compensate for the lack of dragons.

Good karma+2 votes
AegonTheEgg
AegonTheEgg - - 2 comments @ Age of Petty Kings: Ice and Fire V1.3(OUTDATED)

I really liked what you’ve been doing with the submod, both the previous instalments and this one - great work! I just had a few suggestions/questions that may be helpful in the longer run/for future installments:

-Removing the Paps, Pebble and the two settlements on Skagos makes sense when the number of sites runs out – would it possible though to put the rebel forces in a permanent fort (like those in the vanilla Britannia expansion?).

-To further power down the Others a bit you could consider downgrading their economy and technology – for instance through reducing their building options and giving them some other penalties (e.g. no smithy upgrades, no guilds, no ability to build new roads and ports).With them being undead not so much production, consumption, trade or population growth going on after all – a bit of a double edged sword I understand, with recruitment being money based.

-You could also consider reducing the (potential) number of Others settlements. If possible, Joramun’s fist could for instance be replaced by a permanent fort (there in canon not being a real settlement on the Fist), or for instance by merging Helman’s Harbour and the Ice River Clans into one territory (also opening up new slots for settlements elsewhere, and not too much action going on there anyways).

-You could consider turning the Wolf’s Den into the large city of White Harbour and a single recruitment region – ruled over by House Manderly after they were exiled from the reach (in canon this happened 700 before Aegon’s landing). Andal troops and a large city may change the dynamics of playing the Starks. Of course, this would require a solution for Dunstonbury/the Northmarch recruitment region in the Reach and may be a lot of work (I wouldn’t know – I’m a historian who loves to play mods but doesn’t build them ;) ).

-I personally like the Rhoynar troops in Dorne a lot, but they suffer from attrition as since the first mod it has not been possible to retrain them to restore their numbers. While the Rhoynar eventually assimilated into Dorne, at first in the small Martell kingdom, because of their significant population (Nymeria’s fleet consisted of 10,000 ships with refugees), they must have been a distinctive enough group to warrant at least small scale recruitment of new units and the retraining of existing units.

-Something funny seems to be going on with the roads around the Eyrie now. Also, the walls of Maidenpool and Duskendale partially sink into the underground a bit (not sure if something could be done about this).

Whether this (as I now see quite long comment) was helpful or not, I look forward to the next update. Keep up the good work!

Good karma+1 vote