(4.0 Update) 40k Nomadic Eldar and Drukhari Raider Origins
Made a big balance change. Stuff that used to be relatively fine was completely overpowered due to interactions with 4.0 systems. Both should be more in line with a strong vanilla origin now.
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.
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.
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.
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.
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.
Revisions:
Old revisions of this mod are available below. Click the link to download.