Stellaris

Stellaris

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The Great Khan Expanded [3.14.☠]
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8.249 MB
5 Jun, 2021 @ 3:41pm
13 Nov @ 9:29am
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The Great Khan Expanded [3.14.☠]

In 2 collections by FirePrince
FirePrince's ADT Recommendations
49 items
FirerPrince Stellaris
39 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 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) 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 (5)
2
19 Dec @ 5:22am
Marauder FTL Inhibitor Fix Doesn't Work: Documentation
d.kall
14
1
24 May @ 3:03pm
Maruader Clan Origin
mason531
11
21 Dec @ 4:33pm
Bug report
Lupercal
659 Comments
d.kall 18 Dec @ 5:25am 
Is there a command for manually launching the FTL Inhibitor fix? If so, how do you launch it? I've tried launching the fix events manually but they simply didn't do anything
d.kall 17 Dec @ 5:43am 
@fireprince: It doesn't look like I can send save files over steam. For mods its not a huge list, apart from this one my mods are Smarter Hyper Relays, Dyson Swarm System Tooltip, Detox Tech, Ringworld Graphical Fix, and a private mod with bug fixes for a few scattered issues I wanted fixed. Those being AI trait modding, blocking certain awful portraits from spawning, and other bugs I'm too impatient to wait for Paradox to fix lol. Nothing that also touches marauders though

Let me know if there's any other info I can give
d.kall 15 Dec @ 4:44am 
I'll get them posted in a discussion later today
FirePrince  [author] 15 Dec @ 12:33am 
@d.kall: thx, actual savegame and modlist would be perfect.
@Rylasasin: hm ok, but one should have nothing to do with the other anyway.
Rylasasin 14 Dec @ 5:10pm 
Feature request: ability to set strength of marauders and marauder raiding fleets.

Reason being that I'm sick of setting the Khan to hard mode but then having dumb AIs trigger them too early.
d.kall 2 Dec @ 8:32pm 
Further information. It looks like the raider fleet just moved from main marauder system to one of the "border" systems and just stopped there for 7 years. I don't know exactly how to trigger the retargeting event since trying to execute it with console commands doesn't seem to work. I looked at the actual event and there doesn't appear to be any glaring holes, though I also can't really yell how its usually supposed to launch. Let me know if there's any other information I can give
d.kall 2 Dec @ 6:03pm 
Marauder Raiders appear to be getting stuck on FTL Inhibitors again. Not really sure what's causing that though since I don't have any mods apart from this one that modify marauders but the events that are supposed to fire and unstick them don't appear to be firing naturally
FirePrince  [author] 30 Oct @ 2:57pm 
For me its working with Realistic Pirates (it seems one component in 00_utilities_roles.txt is missing) if I add this file the mod is working standalone.
Siets 30 Oct @ 2:18pm 
NSC 3 is also causing the same crash. Already tested this mod and it works fine now. So if you are still having crashes it's something else.
Lord-Siver 30 Oct @ 1:32pm 
I love this mod I hope the start crash will be fixed soon