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The Great Khan Expanded [3.14.☠] - LEGACY

Положительные голоса96%695 голосов игроков
Подписчики15,7 тыс.15 654 в Steam Workshop
Размер файла7,14 МБЗагрузка через Steam
Обновление автора30 сент. 2025 г.Дата обновления материала

Фото и видео: 1 из 9. Материалы автора из Steam Workshop.

Фото и видео: 1 из 9
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О материале

«The Great Khan Expanded [3.14.☠] - LEGACY» — материал мастерской Stellaris. Моды Stellaris: события, корабли, виды и интерфейс. Совместимость с патчем проверяйте у автора. Для установки откройте оригинал в Steam Workshop, проверьте требования автора и подпишитесь. Совместимость с версией игры редакцией не проверена.

Описание автора

⚠️~~ NEW 4.3 VERSION -> HERE! ~~ ⚠️

⚠️ This mod is LEGACY, and just works stable for v3.14 ('Circinus') ⚠️


Ever felt like the Great Khan doesn’t really do anything great? Then this mod is for you!

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 (3.5) ⠀• Marauders attack occupied planet ⠀• Marauders stuck on planet ⠀• Great Khan not in fleet ⠀• Mercenary fleet does not disappear ⠀• Great Khan attacks after Submitting (semi fixed in 3.3) ⠀• Recruited Mercenary appear instantly at your capital system (minor) ⠀• Drifting Fleet does not have a Piracy Suppression (minor) ⠀• Marauder Raiders stuck on FTL Inhibitors (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)


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.

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

● GitHub repository

Видео автораОткрыть в YouTube ↗
Оригинал в Steam Workshop

Как установить и запустить

Откройте оригинальную страницу в Steam Workshop, проверьте версию игры, зависимости и порядок загрузки в описании автора. Нажмите «Подписаться» и дождитесь загрузки Steam. Включите материал в меню модификаций или контента игры, если это требуется. Совместимость и запуск редакцией не проверены.

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