Stellaris

Stellaris

43 ratings
(4.1 Update) 40k Nomadic Eldar and Drukhari Raider Origins
   
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3.295 MB
30 Oct, 2024 @ 5:19pm
29 Sep @ 6:12am
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(4.1 Update) 40k Nomadic Eldar and Drukhari Raider Origins

Description
4.1 Update
Preliminary update. Changed city backgrounds to be in line with 4.1 larger pictures. Everything else seems to be working but I'll need to do playthroughts of both to be sure.

Adds 2 new heavily Warhammer 40k inspired Origins:

Both start with 2000 pops instead of the usual 5000 on a unique planet, have jump drives unlocked, along with a weak form of cloaking from the start of the game, and an extra small buff on their ruler if you still have the same one when the midgame arrives.

Raiders from Beyond
Start on a small planet that grows by 1 every 5 years. You can't build food, mineral, or energy districts on this planet so you'll need to get them by raiding, mercenary enclaves, livestock, or mining stations. In addition, you'll have a head start on L-Gate technology and a choice to partially or fully cut yourself off from the rest of the galaxy 1 month into the game (for that Commorragh flavour). Synergizes very well with barbarian despoilers.

Eternal Wanderers
Start with a massive unique ship (Craftworld) and an isolated system in the galactic core representing its interior. Whenever your craftworld moves between systems or enters orbit around a planet it will create an invisible portal from your home system to itself. It WON'T do this if the Craftworld is cloaked. Whenever the Craftworld enters a system with a previously unexploited energy, mineral, or food orbital deposit (cloaked or not), it will permanently increase it's own production of that resource by 1, so you're encouraged to wander the galaxy with it. You need the deposit to be either surveyed or under someone else's control. Also, remaining in orbit around any orbital deposit (except science, unity, astral threads, or minor relics) will produce 10 of that resource per month. Strategic resource deposits also give you 0.1 on your homeworld, but don't count toward making your districts bigger. However, if your Craftworld is ever disbanded or destroyed, your home planet is also destroyed.

Webway Gates
Available as a tech to Eldar after anyone opens the L-Gates, and to everyone else after the gates are open AND the endgame crisis year has been reached, these are Gateways with a twist. Unlike normal Gateways there's a delay to use them, but they can be built anywhere you can get your construction ships to, including enemy territory, and are active right from the start.

Technical Details and Compatibility
There are very few vanilla edits, and it's fine if another mod overwrites them so placing this mod near the top of your mod list is fine. The only vanilla things overwritten are 2 game rules: can_jump_drive and can_enter_system_by_jump to prevent people from jump driving in or out of the interior of craftworlds. If anything else overwrites them, craftworld travel gets a little more exploitable.

Also, the new dlc added the ability to do archeologies outside of your territory and I've allowed both origins to do that with the same rules, neutral space only, no nabbing archeological sites that belong to someone else. (for users with the archivism dlc only)

Finally, the craftworld starts with a webway gate inside the craftworld and one outside to prevent softlocks that might occur from the craftworld vessel getting stuck in the craftworld system due to closed borders or emergency warp. I also connected the homeworld to the starting system for the first month to keep compatibility with mods and events that care about distance to starting planet.
21 Comments
Kylestyle147 23 Sep @ 7:45am 
Awesome mod! Hope to see it be continued and worked on
Husky 6 Sep @ 11:49am 
@Kirad It says in the description of the craftworld that it's the last of it's kind, it wouldn't be if it could be rebuilt now.
@Kamen Rider Nexus The titan looks more alike to craftworld ship, although it's smaller, the wide and not long juggernaut wouldn't really fit.
Kamen Rider Nexus 29 Jul @ 5:53pm 
What's the justification for using the Titan model, instead of the Juggernaut model, for Craftworlds? For 95% of Shipsets (at least those I know), the Juggernaut makes a more 'fitting' Craftworld Model than the Titan, and the remaining 5%'s Juggernauts also fit well.
Kirad 18 Jun @ 1:29pm 
You can add the ability to restore the ship when it dies.
喵小夕 · F_thx 10 Jun @ 10:48am 
Please set a scripted_variable to mark that your mod has been loaded
to ensure compatibility with BPV - More Building Slots - Compatibility.

common/scripted_variables/any_name.txt
```
@your_mod_name_mod = 1
#
```
AlexNidhogg  [author] 6 Jun @ 11:15am 
@Inerael, both origins can always use Webway gates. Everyone else can do it after getting the tech for it.
AlexNidhogg  [author] 6 Jun @ 9:40am 
Updated for 4.0
AlexNidhogg  [author] 24 May @ 10:02am 
Still wrapping my head around the planet changes. 4.0 update in the works but it might take a bit before it's something I'm happy with.
Charles Gamer 10 May @ 6:41am 
does updates comin up for 4.0
Inerael 13 Apr @ 4:27am 
Amazing thanks you verry much ! Can ai use my webay ? Or just the builder ?