Stellaris

Stellaris

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Star Trek: New Civilisations
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File Size
Posted
Updated
8.374 GB
Oct 11, 2019 @ 10:34am
Apr 11 @ 1:48pm
791 Change Notes ( view )

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Star Trek: New Civilisations

Description

Star Trek: New Civilisations
A Star Trek mod: STNC-2404d
Stellaris 3.11.2 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.

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 (278)
1
Apr 12 @ 10:54pm
How to properly get rid of trading stations
Nuramor
1
Apr 12 @ 10:55pm
borg assimilated ships question
greyrebel
5
Apr 3 @ 4:35pm
How to keep Member States as UFP
akodoakira
5,835 Comments
Cash 16 hours ago 
I keep losing cause they just wont grow, but i have very much enjoyed playing the robots. The silver ones seem to do better than the gold.

It does sort of work tho, somewhat under gunned in space but hard as nails on the ground.
walshicus  [author] Apr 11 @ 8:09am 
TBH Cravic and Pralor just haven't had the focus they probably need. Augmentation doesn't do anything for them, unless they have biological pops.

We'll make some tweaks to the AI to prevent it from taking that tree, and a notification perhaps, that the tree only affects biological pops.
Cash Apr 11 @ 7:52am 
Consider it a bug report then. :)

Cravic and pralor can both spend unity on a tree that gives no benefit. I was interested to know if it would have an effect on modified robots is all. Im not very good at the game, never actually played stellaris and only playing on comodore but i get the impression that the robots are unbeatable in ground combat once you can modify them. I was getting defensive garrisons of over 3500 with no troubles at all.
Harabec Apr 11 @ 7:20am 
Augmentation has no effect on robots. Its about genetic augmentation isnt it?
Cash Apr 11 @ 6:43am 
I couldnt even begin to guess. It feels like cheating to use leaders from another race but whatever no biggie :)

So what effect does augmentation tree have on robots? I know there is a wiki but is there a manual anywhere? Or a wiki with all the info?
Harabec Apr 11 @ 5:53am 
Tried removing and re-installing and they're still missing. Is it possible the mod update 2 days ago did something that removed them?
Harabec Apr 11 @ 5:48am 
M'kay, so i went to try to test this and found that neither Cravic or Pralor are available for me to select. Dunno if my mod files have been corrupted, but they're just gone from my options. So I can't test this sorry.
Cash Apr 10 @ 6:35pm 
Harabec I tryed researching +1 leader techs it doesnt help. I guess it makes sense from a certain point of view.

I have so many questions... Like how does the augment tree affect robot races?
Harabec Apr 10 @ 5:30pm 
hmm, nope. Never played as cravic or pralor before so cant say if a bug or if theyre different. If they are different it will probably be tied to a tradition, a tech or an agenda. Will have a test tomorrow if i remember.
Cash Apr 10 @ 4:13pm 
Harabec I get either 3 or 4 immortal leaders and the pool remains empty. If i bring other races in they get leaders but the cravic and pralor appear to only get one of each and occasionally +1 city governer type.

When you say cravic imperium you dont mean krenim do you?