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The Great Khan Expanded [3.14.☠]
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5 июн. 2021 г. в 15:41
20 апр в 1:43
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The Great Khan Expanded [3.14.☠]

В 2 коллекциях, созданных FirePrince
FirePrince's ADT Recommendations (3.14)
Предметов: 53
FirerPrince Stellaris 3.14
Предметов: 46
Описание
Ever felt like the Great Khan doesn’t really do anything great? Then this mod is for you!
Prologue
This is a continuation of The Great Khan Expanded (2.7) by Kinneyj47. It has been completely overhauled and extended, several fixes, compat, +built-in Crisis Manager s.b.


This mod adds three new subject types to help you navigate the mid-game crisis (of course, only if the respective conditions are met):
¹ Machinesmith grant the Great Khan addition technology in exchange for being left alone.
² Fabricator suffer an alloy tax, and produce fleets for the Khan in exchange for being left alone.
³ Dominion (beta) suffer a lesser mineral and energy tax, their fight along with the Great Khan in exchange for being "protected".
• The Khan can now conquer techs and relics so all of this can be passed on to successor or Satrapy empires in certain cases.
• Not just because of that is in result the Future of the Horde more decisive/forceful.
• If the Khan is defeated by an AI (NPC) his specific relict is not lost (since you may be able to get it later that way).
• Furthermore, should the Great Khan manage to dominate the galaxy, they will eventually begin integrating their Satrapies, sparking a galaxy wide uprising, or they will declare war on a Fallen Empire, which will then awaken, starting a War in Heaven.
• This mod also allows you to force the Great Khan to spawn (at any time as often or random). The settings can be accessed (via partly integrated Crisis Manager – "Manual Operations") through your choice of Mod Menu, Dynamic Mod Menu, or the Infinite Core Framework & Modmenu (or if there isn’t any, just look into the Edicts section)!
• After the Khan’s end: Empires gain claim to their former systems (and some kind of minor compensation for damage done - 3.2)
Latest Additions
These are new (AI can use) features, which are not fully tested, feedback welcome:
⠀• Special Satrapy casus belli (maybe only for Dominion Satrapy?)
⠀• Special Satrapy war goal (maybe only for Dominion Satrapy?)
⠀• Become the new Khan Crisis (if you defeat him - only human player ^^- beta 3.2 + NSC2 freebooter support)
⠀• The Great Khan can become the Galactic Emperor (when he reaches his final dominant state and no other exists)
⠀• Marauder Infighting: from time to time they fight on their borders – these were unfinished vanilla events


⠀✔️ Crisis Manager – Mid-Game Edition
⠀✔️ A Deadly Tempest [☠]
⠀✔️ Realistic Pirates [☠]
⠀✔️ Ariphaos Patch
⠀✔️ Marauders Remodeled (only new games)
⠀✔️ ZoFE 4.0
⠀✔️ ACE
⠀✔️ NSC3 must be below
⠀✔️ (NSC) Freebooters Origin [☠]
⠀✔️ BSW3 - Patch
⠀✔️ Real Space - Ships in Scaling Lite - Patch
⠀✔️ Real System Scale 6x - Patch
⠀✔️ ACOT override (should be above)
⠀✔️ Khorgis Khan (should be below)
⠀• probably mods modifying AI, ships of Horde or Gray Tempest.
⠀✖️ Probably NOT compat with mods: modifying Marauders before Great Khan reigns.

Load order: should be below all Crisis Managers and ADT and above NSC3

Included Vanilla Fixes
⠀• Great Khan hires hostile Mercenary[forum.paradoxplaza.com] (3.5)
⠀• Marauders attack occupied planet[forum.paradoxplaza.com]
⠀• Marauders stuck on planet[forum.paradoxplaza.com]
⠀• Great Khan not in fleet[forum.paradoxplaza.com]
⠀• Mercenary fleet does not disappear[forum.paradoxplaza.com]
⠀• Great Khan attacks after Submitting[forum.paradoxplaza.com] (semi fixed in 3.3)
⠀• Recruited Mercenary appear instantly at your capital system[forum.paradoxplaza.com] (minor)
⠀• Drifting Fleet does not have a Piracy Suppression[forum.paradoxplaza.com] (minor)
⠀• Marauder Raiders stuck on FTL Inhibitors[forum.paradoxplaza.com] (still not confirmed for 3.5)
⠀• and more…

Localisations
⠀• 🇺🇸 mainly Kinneyj47
⠀• 🇩🇪
⠀• 🇨🇳 彭定康说的 (– 12.Aug.)
⠀• 🇯🇵 Rio_Mizuhoshi (– 3.Oct.)
⠀• 🇪🇸 DARH (– 2.Dec.)
⠀• 🇷🇺 Hann (– 21.Sep.2023)
⠀• 🇰🇷 AOS (– 11.Apr.2025)
⠀• All other with fallback, if you would like to help and share translations into your language, please let me know.

Recommendations
⠀• Freebooters Origin [☠] (reborn)
⠀• Realistic Pirates [☠] (inbuilt compat)
⠀• Spaceborne Civs Expanded (inbuilt compat)
⠀• Marauders & Menacing Remodeled (inbuilt compat)
⠀• Powerful & Realistic Orbital Bombardments [☠]

Changes (technically)
Mainly touched:
⠀• marauder_events.txt ⠀• 08_marauder_ships.txt ⠀• awakened_marauders country_type
Files directly affected by load order (not that important – but all with some compat support):
⠀• 00_utilities_roles.txt ⠀• 00_utilities_thrusters.txt ⠀• 08_marauder_ships.txt (mainly for stronger ships) ⠀• marauder_initializers.txt (mainly for new species traits and Voidborn origin)

To-Do/Planned
• Marauder can conquer/board humanoid ships
• Marauder origin
Everything for now in Freebooters Origin.


Credit
⠀• Kinneyj47 – initiating this mod
⠀• NaK1119 – the Crisis Manager
⠀• Jon Dunham – Khan room
⠀• MrFunEGUY – Alternate Diadochi creation

Install/Uninstall
Shouldn’t be a problem if the Khan has no subjects.
Note: If you find any bug, you are welcome to report.


[discord.gg]
If you enjoy this mod, please rate it positively and favorite it, so others can find it more easily.

● GitHub repository[github.com]
If you wanna support my work[paypal.me].
Популярные обсуждения Просмотреть все (5)
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Комментариев: 699
Misterwheatley #Maintaintf2 24 мая в 11:55 
Fireprince had modding fatigue. He MAY return for 4.1
PileofSnow 24 мая в 0:55 
I feel it's more likely he's either A) busy with real life, or B) working to update the mods he works on to 4.0
Misterwheatley #Maintaintf2 10 мая в 22:38 
Dude may be done with modding. Its joever.
Patrick Schlesier 10 мая в 11:36 
update for stellaris 4.0 please!
AzoorFox 7 мая в 16:51 
UPDATE WHEN????????????
RECKLE$$ 20 апр в 10:50 
also could there be an indicator as to, in numbered terms how powerful the khan or gray tempest will be like approx fleet power. I ask because i want a good challenge for myself and for the AI empires but not too easy or hard, dont want the Khan getting stomped first time he meets strong resistance. When MTTH is approaching i can assess my fleet strength and that of the strongest AI empire and adjust the mid game crisis strength and fleet numbers accordingly. hope that made sense
RECKLE$$ 20 апр в 10:43 
fair enough i can understand that, fake government thing. its only cause i know there is entries in the files for civics and government so thought id ask the question. e.g marauder khanate and great khans vision. The traits though if their all inactive why give him traits at all. is it it like that vanilla too lol
FirePrince  [создатель] 20 апр в 1:55 
@RECKLE$$ made a minor update. I could only reproduce the naming, the trait issue is just an appearance and is normal (otherwise you need to create new traits only for the Khan which work as leader and gov. This whole gov for the Khan is just fake anyway, so it makes no sense to fix here something just to make it not grayed out).
RECKLE$$ 18 апр в 15:19 
oh and all the great khans traits are crossed as they cant be used on a leader who is also a ruler, the khan is an admiral so they are all inactive
RECKLE$$ 18 апр в 14:36 
the great khan emerged, when i hovered over them they were still called marauders not ....... Horde. i used the console to play as them to check the faction as i thought something was wrong. and in the empire screen they had no civics, no origin no goverment type or authority, just ? icon in their place. its like the game couldnt form a government type when it tried to create them