The Great Khan Expanded [3.10.☠]
Events, Fixes, Gameplay, Crisis, Marauders
Ever felt like the Great Khan doesn't really do anything great? Then this mod is for you!
PrologThis is a continuation of The Great Khan Expanded (2.7) by Kinneyj47. It has been completely overhauled and extended, several fixes, compatibility, +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...
Author: MrFunEGUY
Created: 5 Jun, 2021 @ 3:41pm
Updated: 29 Dec, 2023 @ 11:17am
Subscribers: 20819
Size (unpacked) : 7.833 MB
Ever felt like the Great Khan doesn't really do anything great? Then this mod is for you!
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)
⠀• 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 (+support freebooter origin will be included soon for 3.9)
⠀✔️ 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 compatible with mods:⠀modifying Marauders before Great Khan reigns.
Load order: should be below all Crisis Managers and ADT and above NSC3
⠀• 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…
⠀• 🇩🇪
⠀• 🇨🇳 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.
⠀• Spaceborne Civs Expanded (inbuilt compat.)
⠀• Marauders & Menacing Remodeled (inbuilt compat.)
⠀• Powerful & Realistic Orbital Bombardments [☠]
⠀• Marauder origin
⠀• Dyn. power: Khan can update his ships with conquered techs (including mod overpowered techs).
⠀• NaK1119 – the Crisis Manager
⠀• Jon Dunham – Khan room
⠀• MrFunEGUY – Alternate Diadochi creation
Note: If you find any bug, you are welcome to report.
[discord.gg]
● GitHub repository[github.com]
Donations are always welcomed: If you wanna support me.[paypal.me]
Prolog
This is a continuation of The Great Khan Expanded (2.7) by Kinneyj47. It has been completely overhauled and extended, several fixes, compatibility, +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 (+support freebooter origin will be included soon for 3.9)
⠀✔️ 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 compatible 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
⠀• 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 compatibility 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]
Donations are always welcomed: If you wanna support me.[paypal.me]
How do I download and install mods?
Simply click the blue button above. It will open the file hosting page with the mod repacked by us from the official source.How do I install this mod?
See the 'How to install' tab.Is this mod safe to use?
The mods are repacked as is, without any additional software, malware, or bloatware added. To check for viruses, use a reliable antivirus or upload the archive to a website like virustotal.com. Anyway, It's always a good practice to keep backups of your saves in case of mod incompatibility .This instruction is not written yet..