Stellaris

Stellaris

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40k Nomadic Eldar and Drukhari Raider Origins + Webway Gates
   
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1.137 MB
Oct 30, 2024 @ 5:19pm
Mar 11 @ 5:22pm
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40k Nomadic Eldar and Drukhari Raider Origins + Webway Gates

Description
Adds 2 new heavily Warhammer 40k inspired Origins:

Both start with 10 pops instead of the usual 28 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. n paths, to help them keep to the 1 planet playstyle. Their pops also get additional benefits from ascension viewable under their trait.

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.

Also, 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.

I also haven't added any restrictions on what kind of empire can pick these origins. I don't think it makes sense to have a hivemind or machine empire with these origins but if that's what you want to do, go for it.

Possible Issues
I noticed that sometimes the starting starbase inside the craftworld doesn't let you use the shipyards, saving and reloading the game fixes that. It's likely this bug is from the new patch.
12 Comments
Inerael Apr 13 @ 4:27am 
Amazing thanks you verry much ! Can ai use my webay ? Or just the builder ?
AlexNidhogg  [author] Mar 11 @ 4:00pm 
Might be a problem with job priority. I'll double check how high it's set.
SkySteak Feb 6 @ 12:09am 
Is it intended for the 'Scavenger' job to Override all over jobs in the Warped World, for the Raider origin? In addition is it intentional that you cannot change how many work as a 'Scavenger'? It seems to override slavery work (livestock etc) too.

Forgive me if it's a mod issue on my end of course, it just felt strange.
Igsterino Jan 12 @ 3:54pm 
mmmmm craftworld universe fracking (nerf virtual ascension)
ewancarey Jan 12 @ 3:32pm 
So my mate ran this with Virtual, Crashed the game. Cause each month these +1 job per 100 pops on a planet with more than 100 districts (craftworld), meant that each month its making 100 new pops, so 100 new jobs, so 100 new pops, so 100 new jobs, untill the game crashes
paulo Dec 9, 2024 @ 12:25pm 
Huh... it would not make more sense to use the Avian Juggernaut model as a craftworld instead of the Avian battleship/Avian titan model?
[PIT] Savage Dec 3, 2024 @ 12:36pm 
Love the idea but it's unbalanced like crazy, with that craftworld ship I can get it equipped up so quickly and cheaply it's practically a mobile starhold I can use to bully way too early, maybe look at having to research better ship sections to gate it?
AlexNidhogg  [author] Nov 14, 2024 @ 9:12am 
Yup that's a bug posted a fixed version.
Umber Neno Nov 10, 2024 @ 6:24pm 
A question: The void-ship preference state that it changes housing usage by -50% when using genetic ascension, but it's instead increasing housing usage by 50%. Is this intended?
AlexNidhogg  [author] Nov 7, 2024 @ 2:00pm 
It's supposed to start empty. It's really strong when you put components on it. You have to go to the ship designer, put whatever you want on, then upgrade the ship. It takes about 2-3k alloys. Also, you might have to save and reload to get the starting shipyard to work. Not sure how to fix it but downgrading and upgrading starbases at the start of the game (internal craftworld generation) doesn't seem to work right until a reload.