The Great Khan Expanded Mod


The Great Khan Expanded Mod

NOTE: THIS IS A BETA AND MY FIRST FAIRLY LARGE MOD , THERE WILL MOST CERTAINLY BE BUGS.
Ever felt like the Great Khan doesn’t really do anything? Then this mod is for you! This mod adds two new subject types to help you navigate the mid-game crisis. Machinesmiths grant the Great Khan addition technology in exchange for being left alone, while Fabricators suffer an alloy tax, and produce fleets for the Khan in exchange for being left alone. Furthermore, should the Great Khan manage to conquer the galaxy, they will eventually begin integrating their subject empires, 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 the midgame start year, or allow the Great Khan to spawn randomly. To use this just look in the edicts section, and find the Khan Spawn Edict.
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Compatibility/Files Edited: 00_country_types/.txt
marauder_ship_designs.txt
00_personalites.txt
08_marauder_ships.txt
00_horde_subjects.txt
02_event_war_goals.txt
marauder_events.txt
l_english.yml
marauder_l_english.yml
00_edicts.txt

Credits:
Kinneyj47
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What is Stellaris mods?

A mod (short for "modification") is an alteration where someone, usually a player, changes some aspect (e.g. the way it looks or behaves) of a video game. Mods may range from small changes and simple tweaks to completely new games made within a video game. Games running on a personal computer are often designed with change in mind, allowing modern PC games to be modified by gamers without much difficulty. Don't wait and try Stellaris mods right now.




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