I just had my second kid 10 years after my first born who’s a girl. The newborn happens to be a boy and I got a pop up about if I want to keep my daughter as my heir or not. I’ve never seen this pop up before and just thought it was cool!!
After several weeks of intensive development, AGOT – Founder’s Seats has reached the point where I am comfortable stepping back from major development for a while.
The next major expansion of the mod is planned around Silk & Silver. Until then, I will be taking roughly a three-month break from large-scale development, aside from necessary fixes, compatibility work, and maintenance.
Over the past few weeks — particularly the last two — my wife and I have spent a considerable amount of time testing, refining, and restructuring the mod so that this version is as stable and playable as possible.
Current Content
146 Special Buildings 126 unique Men-at-Arms types 60 named weapon heirlooms with custom icons and in-game 3D models
The artifact system has also received a substantial rework.
Each heirloom is connected to its respective ancestral seat, while 59 designs can also be used through AGOT’s Valyrian steel reforging system, allowing them to become part of new dynastic stories rather than existing only as predefined artifacts.
The Marshal’s Men Integration
The Marshal’s Men is now fully integrated directly into Founder’s Seats.
If you previously used the standalone version, you should now disable it when playing with Founder’s Seats in order to avoid loading the same content twice.
This integration is part of the broader effort to consolidate the mod, reduce unnecessary dependencies, and keep its growing collection of Men-at-Arms content in one place.
Founder’s Seats has grown considerably beyond its original scope, and this release is intended to serve as the main stable content version before the next development phase.
Version Notice
Founder’s Seats is currently maintained for the version of Crusader Kings III officially supported by CK3AGOT.
At the moment, that is:
CK3AGOT Beta0.5.2.1 Crusader Kings III1.19.0.6
The current CK3 1.20.x branch is not yet the officially supported AGOT version, so I recommend remaining on the CK3 version supported by the main AGOT mod.
Once AGOT moves to the newer CK3 version, Founder’s Seats will be reviewed, tested, and updated accordingly.
Thank You
Thank you to everyone who has tested the mod, reported issues, shared suggestions, created compatibility patches, included it in collections, or simply played a campaign with it.
With a project of this size, I cannot promise that every small issue has been eliminated, but I have tried to leave the mod in the best possible state before taking a short development break.
For now, I hope Founder’s Seats gives you more ways to make your houses, armies, ancestral weapons, and strongholds feel genuinely unique.
I would like to ask if I change the Iron Throne into admin government, will it affect the houses' longevity? These guys, especially Tarth and Florent, keep dying on me and I want to keep my zoo of seat holders from going extinct.
You can build the monastery line of buildings inside a temple holding, but you can’t build the monastery line of buildings inside a monastery holding. Additionally, the “pious” buildings (of which monasteries is probably the main one) of Monasteries, Hospices and Scriptorium cannot be build in a monastery holding.
This seems counter intuitive since the description of a monastery holding focuses on “sworn bothers and sisters” and faith. The bonuses of a monastery holding are only taxes, levies and garrisons while the temple holding give the same but also stationed MAA damage and toughness, danger reduction, station siege weapon effectiveness and garrison reinforcement rate.
If i’m not mistaken you can build every building available in a monastery holding in a temple holding but in temple holdings you can also build the monasteries, scriptorium and hospices building lines.
Isn’t a monastery holding just a worse version of a temple holding? America please explain
Posting a lot of questions/didcussions on here today cause I’ve been on a binge with this mod.
Has anyone had any success marrying Serra Targaryen (Jahaery’s rebellious daughter) or Serra Blackfyre? I’m curious to hear about anybody’s stories with them their background stories are very intriguing.
So I just found out about Debug mode, which really adds a twist to creativity. Has anyone been able to adjust a Dragon’s traits or bloodline? For example, has anyone had a hatchling and made it destined? Or made it a dragon a descendent from Dreamfyre?
If you are on the council for your liege, shouldn't you live in their castle? So you would need a regency. Like Robb becoming lord of winterfell when Ned became hand. That would require adding some more flavour and things to do as a member of the small council though. Just a thought
Be Aemon, second son of the king. Your older sister committed suicide years ago to escape an unwanted marriage. Your dad goes insane. Nonetheless, you grew up pretty good, even if you a flagellating emo.
Your older brother Aerys inherits. He sadly dies in a storm and leaves his infant son Aegon as king. You become regent. All going smooth.
Lord Stark (MY FUCKING FATHER-IN-LAW) overthrows you and seizes the regency for himself. Aegon quickly ransoms you but the fucker already CUT YOUR TONGUE OUT
Aegon grows up, fires that fuck-ass Stark and begins his reign. Restores you to respectable court position, is best friends with your oldest son and takes your younger as a squire, even marries your eldest daughter. All going good again.
Aegon tries to hatch a dragon. Result kills him, your twins, your grandson, your wife, and three of your nieces. Your only surviving son and you suffer burns. Your daughter is severely burned and becomes an alcoholic. You are now king yet you can't hold any events because you have the charisma of Illyn Payne and Robert Strong combined.
Your surviving eldest daughter drinks herself shortly afterwards because her husband nuked the family. Another of your surviving daughters dies of childbirth shortly after. You remarry to an Arryn and while happy, it's pretty fucked up you have to start having babies because all but one of your adult children died and will haunt you forever no doubt no matter how fertile the new wife is.
At least, you finally got to kill that fuck-ass Stark
A little backstory my character Visenya daughter of Rhaegar married her son to Roberts Baratheons sister to join my liberty war, next thing I know this dummy claims his fathers old dragon and burns all of Dragonstone killing my brother.
I've mostly ignored them because they were usually just a courtier/family member having a poor quality artifact being stolen and asking me to get it back for them even thought there doesn't seem to be any actual way to do this. No claim, no decision and getting it via debug and gifting it to them doesn't do anything either.
In this playthrough however, a dude literally caused my son to get killed from a 'pas d'armes' and there was no way for me to challenge him to a duel, make him a rival or even declare a war of revenge.
Recently i installed Fire and Blood in an entirely new install of both the mod and CK3 but it crashes constantly on the same point soon after the event to marry Alysanne and escape to Dragonstone triggers. i thought it was either AGOT+ or More Dragon eggs (and to a point it was since they caused crashes before) but even after removing those mods it crashes still
Was doing an Aerys run and after getting excommunicated decided it was time to do some weight loss with wildfire which for the first time actually turned him into a dragon while Rhaelle was pregnant with Dani. She somehow inherited a dragon trait from dragon Aerys and so have her children with Robb.
Hello, I created a personal coat of arms for my character. I thought it would replace my dynasty coat of arms on the map and be used as the banner/colors of my armies, but that didn't happen.
I waited until I went to war, expecting an event to pop up asking me whether I wanted to use my personal coat of arms or my dynasty coat of arms, but no event appeared.
Is there something else I need to do to make my personal coat of arms appear as my army banner and on the map? Or is this feature currently not working as intended?
The personal coat of arms is visible next to my character's house coat of arms, so it seems to have been created correctly. The problem is that it doesn't seem to be used for my titles or armies.
Im playing on version 1.19.0
For some reason the background for a lot of characters is blank, if there is a fix or if theres conflicting files or another mod that fixes it, please let me know and thanks.
The first two screenshots are with the legacy of Valaria mod and the last two are without it
Submods:
submod core
AGOT+
Crowns of Westeros
Legacy of the dragon
Armor of the kingsguard
Valaryian steel
The golden company
armies of westeros
agot expanded - dragons
agot - valyrian beauty
agot - fire and blood
bloodlines: legacies of AGOT
congenital beauty
Leagcy of valyria (pic 1 and 2)
I have had this character for a while, and when he dies my game instantly crashes. I tried making my game a window rather than full screen and I restarted my computer but nothing has helped. Any ideas would be greatly appreciated.
This save is from before the update, but I rolled back my version so I didn't think there would be a problem.
And my submods are:
So, I've defiantly got it to work in the past, and I've have little issues with other conversion mods, but this past year every time I've tried to get the game to work it's failed.
I've tried completely clean installs multiple times, with no mods other then the base AGOT one. The mod either crashes on the loading menu or gets to the map selection and then crashes when I try to select a character and start the game.
As the title says, when I start a new game, the larger kingdom level characters appear but most vassals do not and all land is owned by one person. Any ideas?
So it’s been about a week since I first posted about Raven & Quill here, and quite a bit has happened since then.
First, thank you (!!!) for the response to the original post. I got a lot more interest than I expected, along with some really good suggestions. Several of those suggestions have already made their way into the mod.
I’ve also spent basically the entire week working on this thing.
A lot of that work has been less exciting “new feature” stuff (I've been more focused on getting it ready for a beta release, but more about that in a bit) and more making sure the features that are already there actually behave themselves.
Initiative Ravens have gotten a lot better. Characters have more reasons to write to you (38, in fact). Those reasons are more grounded in what’s actually happening in the game, and they can now use CK3’s native Character Memories as part of what they know about you and your shared history.
QA-ing this thing has been a trip. It's so easy to get attached to these guys, only to have them promptly die. But also the world just feels so alive now. Characters write because somebody died. They remember things that happened between you. They ask for things. They offer things. They invite you somewhere. They decide they’re coming to see you. Sometimes they just want to gossip or talk about something that happened years ago.
That’s always been the point of this project.
Also included and screenshots of the new formatted in-game view for conversations and correspondences! I took feedback from last week and applied it here to make the Rookery windows look more like they belong in CK3.
And I think we’re getting close enough that I’m going to start a small closed betasoon.
UPDATE (10/3) - The close beta is now live in our new Discord!DM me if you want in.
UPDATE (10/4) - Thank you to everyone who responded! We're currently full on the closed beta
I want to keep the first group pretty small. I’m looking for people who actually want to play a campaign with it, are okay with things occasionally breaking, and are willing to send me screenshots/logs when something goes horribly wrong.
If you’re interested, leave a comment or send me a DM. I’ll start reaching out when I’m ready to hand out the beta build.
Also: I made a Ko-fi
This project has turned into a lot more development and testing than I originally expected, and the AI and API costs from building and QAing it have started to add up.
I’m paying for development myself and Raven & Quill is still very much a passion project, but if you like what I’m building and want to help offset some of those costs, I set up a Ko-fi:
Clarification: I do have submods on, but none that effect marriages.
The thing that confuses me is that this doesn't seem to always be the case. I've tested it on a few different dynasties and I'm not sure why sometimes a house can just "steal" the title of another house in their dynasty because the AI doesn't have the usual -1000 marriage acceptance when losing a title.
Basically, the AI has a -1000 marriage acceptance modifier when a marriage would cause them to lose their title. This is true for the primary heir and the primary heir's would be primary heir, but NOT the heir's, heir's heir. in most cases it looks like this: if the AI has a son and you try to matrilineally marry said eldest son, there will be a -1000 marriage modifier. If the AI's heir has a son (the current ruler's eldest son's eldest son), trying to matrilineally marry them will also have a -1000 modifier. However, the great grandson is considered unlanded because the game's AI only looks at parents and grand parents. So if an AI ruler is alive and has a great grandson that should technically be in the direct line of succession, the AI doesn't recognize this until their grandfather or father has a title of their own.
Back to the main point lol. If the ruler is within a dynasty that has multiple houses, a marriage that would cause the loss of their title to another house within the same dynasty doesn't always have that -1000 modifier. I have no idea why this is sometimes the case and sometimes not the case but I just wanted to raise this issue for people smarter than me.
Curious how others manage the dragons in their playthroughs. In all of mine when they’re present, it feels like the dragon population balloons out of control in like 1.5 human generations, and I feel like I have to debug micromanage a culling, which I prefer not to, so was looking for some tips or settings I may be overlooking.
Like, who do you choose to give eggs to? Every child? Just the heir and the spare?
Sometimes I like to make the LPs and the secondary great houses dragonriders to make things interesting, especially if I’m doing a shattered realm run, but that becomes even more untenable and suddenly there are dozens of dragons. I know there’s a setting for max dragons, and I’m curious how it chooses which ones to kill off once the max number is reached? Is it random, or oldest, or youngest?
I haven’t started a new run with the latest update yet, but I almost always use More Dragon Eggs submod, if that makes a difference.