Great Khans

From Old World Blues Wiki
Jump to navigation Jump to search


The Great Khans are a raider tribe in the Mojave Wasteland.

Historical background

Made ravenous by the numerous defeats laid at their feet, the Great Khans are desperate to prove their worth to the wasteland at large—and to themselves. With their backs against the wall as the Mojave sizes them up, they must bare their teeth, lest the Khan legacy die out with them.

The pressure is mounting as old foes rear their heads once more, and the Longhouse splinters as options lessen by the day. In the midst of the uncertainty, Papa Khan, and Regis—his right hand man—lock horns over the future of the gang. Whoever comes out on-top will change the identity of the Great Khans—forever.
- Deprecated Scenarios country selection screen quote

Events

Lua error in package.lua at line 80: module 'Dev:Fallbacklist' not found.


Politics

National spirits

The Great Khans starts with two national spirits:

Khan Culture icon
Khan Culture
  • Construction Speed: -20.00%
  • Production Efficiency Cap: -20.00%
  • Research Speed: -15.00%
  • Research time: +15.00%
  • Reinforce Rate: +15.0%
The Great Khans have a long and storied history, filled with envy and pride, that has carried them across the Wasteland. Now a shadow of their former selves, the myriad of strange customs that bind them together are a detriment in many ways, but they serve to keep the Khans alive.
Khan Warbands icon
Khan Warbands
  • Division Organization: -3.0%
  • Reconnaissance: +5.0%
  • Division Attack: +5.0%
  • Reinforce Rate: -1.0%
Khan Warbands are a unique form of organisation, derived from their namesake and often likendIn-game spelling to raider tactics. Influential Khans lead individual warbands, engaging enemies on their own terms, as opposed to attacking on command. This reduces organisation on a grand scale, but enables the Khans to gather intelligence and adapt faster than most conventional armies.


Behind the scenes

  • The Great Khan focus tree was originally a submod,[1] however, it required editing by the Old World Blues team in order to properly balance and implement it into the base mod.[2]
  • In the upcoming 4.0 update to Old World Blues, it was announced that both the Fiends and Great Khans would be removed from the Mojave Wasteland, having their territories absorbed into the Mojave Territories and New Vegas, due to the Great Khans being "a reasonably small raider gang". However, it was stated that the Khans would return in the 5.0 update in the form of Khan Warbands.[3]
    • The reasoning for this was that the Fiend and Khan territories were too cluttered to allow for design space, with the main issue being the lack of meaning and entertainment value in both nations without either requiring both nations receive incredibly complex interlocking focus trees, or expanded the amount of territory they encapsulated.[4]

References

  1. MrBlazzar: "The Great Khans focus tree was a submod"
    - Obtained from Discord, 11/14/2021
  2. MrBlazzar: "One thing to note is when we add a submod it always goes through a design/balance pass by the team
    the Khan focus tree went through a lot of editing to add it in
    not sure how much the Two Suns went through"

    - Obtained from Discord, 11/14/2021
  3. Development Diary #31 (4.0 Dev Diary #1 - Old World Blues (wait... again?)): "While the decision to remove the Khans and Fiends from the region may disappoint some, ultimately, I believe it's the right call. There's plenty more space to explore the interactions between these prominent raider gangs and the NCR/Vegas forces in focus trees & events. In comparison, the map has relatively little space to explore these dynamics. As a result, the Fiends were entirely boxed in, while the Khans were a reasonably small raider gang in 2275 that posed more of a regional threat than a state-wide one. Never fear, however: we've already promised to reallocate Khan Warbands to 5.0's map areas."
  4. HappyTNH: "The Fiends & Khans were removed because the design space in the area was far too cluttered: we couldn't meaningfully make them fun without either an absolute heap of complexity in interlocking trees, or external space for expansion (I didn't like this one because I like keeping to NV's lore constraints)"
    - Obtained from Discord, 8/26/2021