Stellaris

Stellaris

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The Great Khan Expanded [3.13.☠]
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8.220 MB
5 Jun, 2021 @ 3:41pm
9 Oct @ 7:54am
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The Great Khan Expanded [3.13.☠]

In 2 collections by FirePrince
FirePrince's ADT Recommendations 3.0+
53 items
FirerPrince Stellaris
40 items
Description
Ever felt like the Great Khan doesn't really do anything great? Then this mod is for you!
Prolog
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 midgame 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 get claim on they former systems. (and some kind of minor compensation for damage done - 3.2)
Latest Additions
This 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 – this 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) Freebooter 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)
⠀• All other only with fallback, if you would like to help and share translations into your language, please let me know.

Minor 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)

Possible To-Do / Planned
⠀• Marauder can conquer/board humanoid ships⁉
⠀• Marauder origin
⠀• Dyn. power: Khan can update his ships with conquered techs (including mod overpowered techs).


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].
Popular Discussions View All (4)
14
1
24 May @ 3:03pm
Maruader Clan Origin
mason531
8
8 Jun @ 10:02am
Bug report
Lupercal
3
25 Sep, 2023 @ 3:08pm
[bug] Game crash when Khan fleets killed some pirates
T145
642 Comments
Sergeant Lamp 11 Oct @ 4:49pm 
No chance this is save game compatiable right?
FirePrince  [author] 6 Oct @ 8:55am 
@Mental Motel: ty for your words, I appreciate it.
@Three Otters In a Trenchcoat: strange indeed, maybe another mod has set a flag, will check it later.
I seem to be getting a bug that when I start the game without unpausing, I go through the entire mods that require modifying (Acot, gigas, guilli) then when I get to Khan's, I try to go to the other screen for resurgence, fleet power and how long he lives, it says the configurations cannot be changed because events related to them have already happened.
Mental Motel 5 Oct @ 12:40pm 
Just wanted to quickly drop a big thank you @FirePrince, the amount of work you put in to fix old and amazing mods is crazy! You are one of the best examples when it comes to the modding community, simply caring for other abandoned mods and bringing them back to life.

I appreciate your work a lot!
FirePrince  [author] 5 Oct @ 8:57am 
@awfoulkrod: if you find the mod, I could do something.
awfoulkrod 5 Oct @ 7:10am 
well it is probably a compatibility issue 4 me
FirePrince  [author] 4 Oct @ 12:30pm 
@awfoulkrod: then you should normally get an event window with the option to do so.
awfoulkrod 4 Oct @ 10:10am 
how do i become the Khan Crisis i beat them but i do not know how
FirePrince  [author] 3 Oct @ 10:16am 
@Tquilarius: ;-) Schön zu hören, danke der Worte.
Tquilarius 2 Oct @ 7:16pm 
@FirePrince works like a charm even in my ongoing mp game with friend thx buddy.

Aber was ist das eigentlich für ne Uhrzeit 3 Uhr in der frühe am Mod fixen haha