[4.2] XHK Ancient Cache of Knights

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Author: Xahkarias

Last revision: 20 Dec, 2025 at 07:49 UTC (4)

File size: 686.65 KB

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Description:
Added ACOT versions of knight jobs

Note: Image above is outdated

//FEATURES//
  • Added new knight and grandmaster jobs that scale with ACOT power levels.
  • These knights gain the same buffs that normal knights do from events, just scaled to ACOT levels.
  • NEW ZONE: Shadow Stronghold, which gives Delta tech knights.
  • Knight keep and castles give Delta jobs if the Shadow Stronghold zone exists.
  • Knight and Commander jobs UPGRADE to higher AOT tech levels based on the highest level of the habitat OR the stronghold building.
  • Does NOT modify vanilla habitat knight districts.
  • Note: Numbers in screenshots are outdated, the images are pre-ACOT 3.12.

//COMPATIBILITY AND LOAD ORDER//
  1. Requires ACOT
  2. Optional AOT
  3. Optional Decision Origins: Electric Boogaloo – Works with the Knight decision origin.
  4. (PLACE MY MOD HERE)

//FAQ
HOW DO I UPGRADE MY KNIGHTS

– Knight and Commander jobs UPGRADE to higher AOT tech levels based on the highest level of the habitat OR the stronghold building.

//TRANSLATIONS//

Spanish by fedtekk2014

//BALANCE//

I attempted to keep the ratios between ACOT vs Vanilla and Vanilla Researchers / Bureaucrats vs Vanilla Knights, but it is ACOT, so balance is just an attempt.

Please let me know about any weird job output values, I am not 100% sure if ACOT / AOT did a large number change on their end after update 4.0.

I realize that alpha jobs are technically AOT only, and that proper ACOT-only implementation would increase the number of knights instead of upgrading them at Alpha level, but thats too much work.

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Stellaris: Toxoids Species Pack
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Ancient Cache of TechnologiesSteam Workshop
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Old revisions of this mod are available below. Click the link to download.