Stellaris

Stellaris

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Star Trek: New Civilisations
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File Size
Posted
Updated
427.618 MB
Oct 11, 2019 @ 10:34am
Oct 15 @ 11:28am
371 Change Notes ( view )

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Star Trek: New Civilisations

Description

Star Trek: New Civilisations
A Star Trek mod: STNC-2110g
Stellaris 3.1.2 compatible



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.

Note
A Steam Workshop bug incorrectly states the size of this mod. It is in fact 4gb+.

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



Major Features
Ships:
Over 600 unique ship sizes and 1,500 ship sections across nearly 70 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 Protectorate, Vaadwaur Supremacy and many others.

Species:
Over 150 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.
  • 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.
  • Tal Shiar / Obsidian Order - dispatch spies to your enemies.
  • 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.


Click on this banner to see more mods made by RMG members


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 (80)
2
16 hours ago
the not really mysterious case of mysteriously disappearing empires
transfemgodtamer
18
Sep 23 @ 9:38am
DLC compatibility
realMatcher
2
Oct 10 @ 10:06pm
Tiny Outliner V2 compatible or necessary?
TheMac
< >
2,529 Comments
walshicus  [author] 11 hours ago 
Might be easier to do it on the Discord?
Devoras 12 hours ago 
Where do you wish the screeny posted?
walshicus  [author] 13 hours ago 
Not sure I understand what you mean about the ship not showing in the fitting screen? Can you post a screenshot?
Devoras 16 hours ago 
@Walshicus

Thanks for the reply regarding font and size issues. Your sister game ST: NH solved this by putting the slots at the bottom of the fitting screen. Could this be a solution? Also, why doest the ship show in the fitting screen?
walshicus  [author] 16 hours ago 
Dat Fishe:
Not *really* an omission, as in I'm happy with a degree of randomness in terms of which minor empires spawn even on the max setting. That said, I can bump it up a tad since a fair number of empires have been added since I set it.
walshicus  [author] 16 hours ago 
Delta:
As scrambles says, it's a PDS bug with Custom Buttons. That said, I'm going to be testing a multiplayer-specific fix today. It'll mean a lot of the shortcuts won't work on MP anymore, but it's better that than desyncs. SP won't be affected.
walshicus  [author] 16 hours ago 
Rainbow:
1) I think so, yes. Not too sure how useful it'll be though since ships are handled differently in STNC, but I don't see any reason why players couldn't preview ships!
2) Yes, I'm keen to get some of these in. I mean there was a Trek episode dedicated to such an event!
3) Probably not right now.

Kirbcake:
If we ever get more control over game start options, I'll probably put a toggle in.

Devoras:
I'm hoping some of this will be resolved if/when Paradox get resolution scaling in. I've been a tad reluctant to widen the screen myself to avoid compatibility issues, but... well, I'll take another look soon.
RainbowSparkle91 Oct 15 @ 12:52am 
Queries based on recent dev diary-
1- when the ship design browser pops in, will you be able to integrate that in some manner?
2- Might you when Terraforming events get added in throw a few of your own in?
3- Any races gonna get the Pompous Purist civic thing :p?
Kirbcake Oct 14 @ 7:20pm 
It sucks there isn't a mod for this that just nukes all discovery content.
Devoras Oct 14 @ 1:17pm 
@walshicus

Many thanks for the feedback on ship variety. If I may add some feedback, the screen for ship design and outfit has font and size issues. At the mid to later stages of the game, ships will have so many weapon and console slots it hides behind other segments of the screen. This tends to overlap each other to an irritating degree and its impossible to fit weapons on the far left since the slots is covered by the weapon systems selection screen. You might know of this, and if so when is a solution coming?