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(-New Ship Classes & More v6.0-)
File Size
281.267 MB
May 12, 2016 @ 7:05pm
Aug 10 @ 6:21pm
141 Change Notes ( view )

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(-New Ship Classes & More v6.0-)

In 1 collection by CaptainX3
CaptainX3's Personal Stellaris Mods
26 items

This mod adds new ship classes and many new features to the game. These changes affect all vanilla playable races in the game, and the AI will use all the new ship classes in the same way that the player can.

  • New Ship Classes: Frigate, Strike Cruiser, Battlecruiser, Light Carrier, Carrier, Dreadnought, Superdreadnought, Flagship, Construction Cruiser, Science Cruiser.
  • New Station Classes: Headquarters Station, Sensor Station, Battle Fortress, Power Station, Mining Base, Drydock.
  • 18 New Playable Races: AI, Ancients, Pirates, Swarm, 7 Unbidden Colors, 6 Fallen Empire Types, and a new made-from-scratch race called Creatures of the Void.
  • Playable Guardians: Allows the player to summon their own Guardian/Leviathan (if they have purchased the Leviathans DLC).
  • And Much More: Hundreds of other tweaks and changes to improve the gameplay experience.

Before using this mod, it is HIGHLY recommended that you read the Official Mod Guide website. This site has everything that you need to know about the mod and how the new features work.

New Ship Classes & More Official Mod Guide:

Having trouble with the mod? Click on the link below to join our online Tech Support channel and chat with the mod developers live on Discord.

NSC Tech Support:

You can join our server and chat with us live in our Lounge, or post ideas and suggestions for us to read! Simply head to the link below to join.

Join the Modding Community:

July 21, 2017 - Version 6.0.0 - Organization, Choice, & Compatibility Overhaul
  • NOTE: The full list of changes is too long to fit on this page. See the full Change Log for details.
  • Added NSC Features Menu. (Be sure to read the new pop-up message at game start.)
  • Added NSC Ship Parts Feature
  • Added the NSC System Spawn Control Center (inside NSC Feature Menu)
  • NSC is now much more save game friendly. (See full Change Log for details)
  • Tweaked AI Ship Budgets
  • Fixed Tomahawk Cruise Missiles and updated their stats.
  • Fixed the Playable Guardian Technosphere being "too easy".
  • Fixed the vanilla Ether Drake coding so that the chase events should now work properly. Don't engage it unless you're sure.
  • Upgraded vanilla Guardians with new NSC Component techs for an extra challenge.
  • Changed Superdreadnought to have 4 XL weapons.
  • Added "XL Weaponry Upgrades" for Capital Ships.
  • Returned vanilla Mining/Research Stations to their weaponless state due to targeting issues.
  • Increased the base Corvette price from 30 to 60 to bring it in line with other classes and hopefully reduce Corvette spam.
  • Increased the starting corvettes from 3 to 8 to compensate for their highter cost.
  • Reduced the speed of the NSC Flagship slightly.
  • Numerous other bugfixes and improvement tweaks.
NOTE: The localisation files have been changed in this update. Language translations will need to be updated to include the changes.

Here you'll find a list of compatibility patches written for other popular mods.

Here you'll find a list of addon mods designed specifically for NSC.

Here you'll find a list of shipsets that allow players to use new ship models with this mod.

Here you'll find a list of language translations for this mod written by other users.

Looking for a "lite" version of NSC without all of the extra features? Try NSC: Streamlined here:

Looking for a standalone version of the Playable Guardians? Look here:

  • IMPORTANT: This mod requires the UI Overhaul 1080p mod in order for the 5-section Flagship to display properly in the ship designer. If you don't care about how the UI looks in the ship designer, you can use this mod alone with no issues.

  • HOW TO RESET NSC: If your copy of the mod is not working properly, delete this entire folder from your PC: Steam\SteamApps\workshop\content\281990\683230077 and then unsubscribe and resubscribe to the mod. Verify that Steam is downloading the mod, and then try to run again. You may have to repeat this step a few times to get it working. This is becoming a common problem with Steam and we cannot fix it from our end.

Copyright 2017 T. Graham. This item is not authorized for posting on Steam, except under the Steam account named CaptainX3. All Rights Reserved.
Popular Discussions View All (5)
23 hours ago
Bug Reports - NSC v6.0
Apr 29 @ 2:30pm
PINNED: Custom Namelist Template (NSC 6.0 Compatible)
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lordnamid 42 minutes ago 
Dont fix anything i have find the 3 ships in a remote system
Your mod is awesome
nbirkelbach 2 hours ago 
Thanky guys for all your hard work!
i have a question: it is possible to start as a pre-ftl race? I know there were a mod for this sometime. Would it be possible to make something like this for NSC? Just asking
[SNT]Cosian 2 hours ago 
I am just getting a feel for how the ships have been changed and note a couple things. The cruiser has the arty section, but does not use a computer with the added tracking one would want for an artillery ship. In short, while the configurations of the ships have changed, the combat computers do not appear to have been changed such that they would best support the roles the new ship configurations are designed for.

So I thought to use ASBM with this thinking together, this would be my holy grail. But it appears ASBM is not being updated. It does not support 1.62. If this is the case, it would be great to incoporate this kind of functionality in NSC where you could choose the right combat computer for the way you configure your ship sections. Now as you know, ASBM decouples the computer stats from the behavior. This is ideal but perhaps just having more combat computer options is enough.

Jugganaut 11 hours ago 
do you have to create a new save to use this?
Crusader Vanguard  [author] 18 hours ago 
@lordnamid - What you are describing sounds like the Pirate Home System that I created for the NSC System Spawn Control Center. That one will not spawn the Hidden Paradise system, and the fire only once... oi, that might be a glitch.

Don't spawn a Pirate Home System from the Spawn Control Center without first having the "Pirate Message". I'll have to fix that. The Carrack Pirate Galleon is the massive black/gold ship in the Hidden Paradise system. You have to defeat that one for you to disable it and continue with that chain.
lordnamid 18 hours ago 
As you answered me i think i must search for 3 star systems
a.Pirate Home (3 fleets)
b.Hidden paradise (3 ships)
c.carack galleon new system (1 carack galleon)
(unlocked after defeat the pirate galleon)
Here is my problem
So far
I have found 1 system with 3 fleets and not 3 ships
a.young blood
b.scarred veterans
c.old guard
In old guard fleet there is a pirate galleon
When i enter to the system to fight them a pop up message says:
The pirate haven
(so this is the pirate home system and not the hidden paradise? )

I defeat them all 3 fleets and destroy the pirate galleon
Now what will happen?
Im searching for a system with 3 ships? and after this i must search for a 3rd new system near to this to find the carack galleon?
Thank you for your time
Crusader Vanguard  [author] 19 hours ago 
@Lordnamid - Are you talking about the Pirate Galleon or the Carrack Galleon? There are "3 fleets" in the original Pirate Home System. You have 3 "ships" in the Hidden Paradise system which spawns near the Pirate Home System after that "message" spawns. The Carrack Pirate Galleon is in it's own system separate from this, which a sun that has a ring around it so it's easily recognized.

@John McCreedy - I don't know what else to tell you other than to follow the Reset NSC instructions above. If there is no other mod causing this, it's corrupted files.
John McCreedy 21 hours ago 
@Crusader Vanguard yes I know but that's just it, there isn't. I systematically went through every mod's files and there is no other mod I have that alters the vales of reactors other than this. To double check, I disabled this mod and the values immediately returned to normal.
lordnamid 22 hours ago 
Hi awesome mod grats:) About carack galleon event.
I have received the message (no event in log though),i have found the 3 fleets and i have killed them (including galleon).
I was expected to board in the new ship after the end of battle (you have mentioned something for general and 2-3 transports if i remembered well)
But no new event triggered or the rewarded carack appearead in my disposal.
Im expecting anything more in the future? (Such new carack appears out of the blue?)
New event maybe will happen?
Or all ended and i must use the console commands?
ScorchedEarth Aug 15 @ 4:18am 
Got my issue figured out, was issue with the way steam pushed the update. Had to delete the folder and re-subscribe essentially. Good to know in the future, when in doubt, re-install.