Stellaris

Stellaris

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Star Trek: New Civilisations
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File Size
Posted
Updated
9.840 GB
11 Oct, 2019 @ 10:34am
11 Jul @ 2:20pm
985 Change Notes ( view )

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Star Trek: New Civilisations

Description

Star Trek: New Civilisations
A Star Trek mod: STNC-2507d
Stellaris 4.0.21 compatible


IMPORTANT
The last Stellaris 3.14 compatible version of this mod is available here.




Description
New Civilisations is a Star Trek mod for Stellaris, presenting players with a large number of empires to choose to lead to dominance in a number of Star Trek settings. Formerly known as "Strange New Worlds", the project name was changed to avoid confusion with the new TV series in development.

Languages:
Translation ongoing - see discussions for information on how to contribute



Major Features
Ships:
Over 860 unique ship sizes and 2,000 ship sections across nearly 100 graphical cultures. Classic designs from Starfleet, the Klingons, Dominion and others sit alongside full shipsets for races such as the Zahl, Ba'ul, Husnock, Karemma, Nyberrite Alliance, Interstellar Concordium, Kreetassan, Nygean, Na'kuhl Protectorate, Vaadwaur Supremacy and many others.

Species:
Over 160 unique species with unique clothing options. From all the classic races such as the Romulans, Klingons, Cardassians and Borg, through to even the more obscure members of the Star Trek Galaxy, such as the Troyans, Paradans, Kzinti, Grazerites, Amaralans, Kessok and more.

Events:
Many hundreds of events, anomalies, dig sites and crisis chains. Including:
  • Borg Invasion crisis.
  • Dominion Invasion crisis.
  • Mirror Universe Invasion crisis.
  • Prime Universe infiltration crisis.
  • Unity Device crisis.
  • Fluidic Space crisis.
  • Andromedan Invasion crisis.
  • Sphere Builder crisis.
  • Rightful Heir, Gambit, Altamid, Romulan Drone Ship, Skorr and many other mid-game event chains.
  • Anomalies from every Trek series, such as Lower Deck's Sentient Cave, The Original Series' Space Seed, Next Generation's Power Play, Deep Space Nine's Meridian, and many, many more.

Mechanics and Features:
Institutions and Agencies allowing for players to set policies and interact with parts of their empire. Including:
  • Science Directorate - make choices about the kinds of technology that are made available to research.
  • Iconography and Design Bureau - set the uniforms your empire's leaders wear.
  • Naval Museum - retire and re-activate older ship designs.
  • Temporal Benefactor - engage in the Temporal Cold War to acquire unique rewards.
  • Federation Council - oversee the application of new members to the Federation, and promote peace in the quadrant.
  • Klingon Council - interact with the various Great Houses that make up the Klingon Empire.
  • Trill Symbiosis Commission - assign symbionts to aspiring candidates.
  • And many more!

Exploration Clusters allow for exploration to continue into the late-game and beyond.

Improvements to the terraforming system, allowing players multiple methods of increasing or reducing heat, atmosphere etc. in order to make a planet more suitable for their needs.

Multiple maps available, including three sizes of full galaxy map, quadrant-specific maps, and a Starfleet Battles inspired multiplayer-friendly map.

Many new Megastructures added, including Subspace Relays, Fleet Yards and Trading Stations which allow for the purchase of ships, trade goods, relics and rumours and intelligence.

Technology, Economy and Empire Setup:
Revamped and optimised technology tree. Improvements in behind-the-scenes categorisation and structure enable a number of mechanics and systems that would otherwise be impossible.

Streamlined economic system eliminates much late-game slowdown without compromising on key systems.

Improved empire and government setup, allowing players to better customise their empires during gameplay, and removing many hyper-specific restrictions on civics, traits etc.


DLC support:
  • For players with the First Contact DLC, cloaking will take advantage of the new active states and mechanics, but still provide the old in-combat advantages. For players without the DLC, cloaking will use the old STNC system with evasion and damage bonuses in-combat.
  • For players with Astral Planes DLC, exploration edicts will be accessible through the renamed Astral Actions interface.
  • For players with Apocalypse DLC, "Heavy Weapons Platform" planet killer ships will be accessible.
  • For players with Megacorp DLC, corporate authorities will be available and certain empires replaced with corporate variants.
  • Various other small additions with other DLCs.



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Join the community Discord here: https://discord.gg/a5AyB29gp7


Looking to support Star Trek: New Civilisations?
New Civilisations is a passion project, and no payment is or ever will be required. That said, if you would like to donate a cup of coffee's worth[www.paypal.com], your support would be very much appreciated.
Popular Discussions View All (381)
18
23 Jun @ 7:37am
District specialisation not working anymore
robert.soyka
2
10 hours ago
Most species traits do not work - need to change to job efficiency modifiers
robert.soyka
6
6 Jul @ 12:33pm
I cannot build a dilithium mine to save my life
Jcass
7,035 Comments
kinngrimm 18 hours ago 
Oh my bad i just came back to playing andi guess i first need to play vanilla to get to know all the new stuff i may have missed. Thanks for the info i will keep a look out for that,
walshicus  [author] 12 Jul @ 12:20pm 
Kinngrimm - I think that's also in vanilla if you take the tradition that came with the Grand Archive.

Danbrad - There are ways to speed it up - have more envoys attached, certain leader traits etc.
danbrad87 12 Jul @ 9:28am 
When playing the federation it takes too long for someone to become a member and makes the game somewhat boring while you wait. Could it be shortened
kinngrimm 11 Jul @ 1:11pm 
One thing i noticed that i liked a lot, that is that you can excavate archelogical sites even when they are not in your territory, which is on a long time wish list of mine.
Any chance you would make a stand alone mod just for that functionality?
walshicus  [author] 10 Jul @ 10:58pm 
No, it'd be a consequence of the Tellarites not spawning, which shouldn't happen now.
davidrthompson5368 10 Jul @ 3:52am 
Good. Also, on the same start, you only have access to the Human and Vulcan species. Is that something that needs to be fixed?
walshicus  [author] 9 Jul @ 11:25pm 
Yeah it's weird. Might have a fix soon though.
davidrthompson5368 9 Jul @ 6:38pm 
If you play with the Federation start, the Tellarites sometimes don't spawn in. What's up with that?
kinngrimm 9 Jul @ 5:14pm 
understood, thx
walshicus  [author] 9 Jul @ 1:16pm 
Kinngrimm - they're designed to make it so you can traverse systems with them faster by providing a speed boost. They work a little bit different to vanilla's highways, but use the same underlying ID so that they can be built from the galaxy map.


ChipopHQ - it's not as simple as that really. I wish it was, and in a way that was easy to understand for all players and not cause issues, because we'd be doing all kinds of fun things with empire spawns if it were...