If the Great Khan is not killed in battle, then after 20 years have passed since the rise of the Horde, The Khan may also die by disease or assassination. If the fleet is destroyed again the Khan will make no attempt to escape and will die in that battle. When the Great Khan's fleet is destroyed for the first time, they will escape the battle and within a year the Khan will return with a second fleet. They start as a level 10 admiral and has the unique "The Great Khan" trait, which gives large bonuses to every possible fleet stat. The main Horde fleet, called "Chosen of the Great Khan", is led by the Great Khan personally. The Horde will also create a new fleet every few years, the size of the fleet depending on the Naval Capacity provided by Satrapies. When the Horde forms, all mercenary fleets and leaders hired from that Marauder empire will cancel their contracts and return home to join it. Once this happens, the Marauder empire becomes a Horde (labeled as a "Marauder Khanate") and will begin expanding in all directions, invading the systems of any empire that will not submit to the Khan, including other Marauder empires but excluding Fallen Empires.Īt any time, it is possible for an empire to submit to the Khan and become a Satrapy, a type of subject that has to pay a large part of its income and naval capacity in tribute to the Horde and house a Void Dwelling for both protection and submission, but is otherwise left to do as they please.ĪI empires that lose more than two planets to the Horde have a yearly chance to submit, with the chance increasing the more planets are lost. It can happen on its own at any point but there's also a 2% chance for the event to be triggered each time a Void Dwelling is destroyed. If the game manages to reach the end game year without the event triggering, it can no longer occur after that. The fleet does not count towards Naval Capacity, but will only serve for a period of 5 years, after which the empire will have to renew their contract by paying the full cost again.Īfter the Mid-Game year starts, one of the Marauder empires might unify under a Great Khan, an expansionist but ultimately benevolent leader. Mercenary fleets cost a large Energy up-front payment, and consist of a fixed-size fleet that cannot be split, merged or disbanded, with a leader that cannot be reassigned. The chance for one Marauder empire to have mercenaries is rolled yearly and 30 for each Empire/80 for nothing. All players will be informed of this change. Once the mid-game year has been reached, the option to hire mercenary fleets of varying sizes will be unlocked. Hired leaders are replaced if they die, start at level 3 and have the Mercenary Warrior trait, granting the following: Fleet strength depends on the number of years passed and thus facing them can result in a considerable challenge.Įmpires can also permanently hire a Marauder Admiral or General for 2000 energy credits. They will still be hostile on their way back. A fleet on Marauding will go into the orbit of the target planet and either steal some resources depending of the amount of tribute demanded or killing up to 4 biological Pops. It can and will travel through wormholes if the route is faster. The Fleet will attack the nearest colonised Planet, destroying all outposts and mining stations along their path. Marauders will never raid Fallen Empires and will always refuse to do so if asked.īoth forms of raiding involve the Marauders sending a fleet to that empire's territory. Marauders can only raid one empire at a time but multiple Marauder empires can raid the same target. This form of raid cannot be bought off and while they will always reveal they were paid to raid, they will never tell by which empire. While raiding on behalf of an empire, Marauders are treated as allied and their systems can be traveled through. Settled empires can also pay the Marauders to conduct a raid on one of their Rivals for 3000 energy credits, both diverting their attention and potentially weakening that rival's military and economy. Once Marauder raiders reach an undefended planet they will bombard it until it reaches 15 Devastation, at which point the Marauders will steal either resources or up to 4 biological Pops. While in the process of raiding, they can still be bought off with tribute, but the price is doubled. If they are not paid, the pillaging will begin. Before raiding, they will offer said empire a chance to pay them off with a hefty tribute (the targeted empires can choose to tribute Minerals, Energy or Food). Marauders will occasionally set out to raid settled empires they have established contact with.
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