Stellaris

Stellaris

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Star Trek: New Civilisations
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File Size
Posted
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9.710 GB
Oct 11, 2019 @ 10:34am
Apr 19 @ 2:54pm
946 Change Notes ( view )

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Star Trek: New Civilisations

Description

Star Trek: New Civilisations
A Star Trek mod: STNC-2504d
Stellaris 3.14.15926 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 (347)
4
Apr 18 @ 2:11pm
Questions
marc_to
8
Apr 1 @ 4:57am
Temporal Benefactor Tractor Assignment not progressing
NathanMilestone
4
Mar 6 @ 12:03pm
Shields - Difference Between different types
mudgemusic
6,690 Comments
walshicus  [author] 22 hours ago 
GrandAdmiralM: We've got 33 Starfleet ships that are in the Tier 11 / 12 bracket that includes the Odyssey. Including the Lamarr, Inquiry, Sagan, Protostar and a bunch of others. TBH it's more a matter of prioritisation now to fill out other empire shipsets given just how overstacked Starfleet is.


Elim: I suspect something has gone awry with the changes to factions and leaders. I do have it on my todo to revisit that operation.
GrandAdmiralM Apr 21 @ 9:58am 
6th generation is a moniker for ships built in the early 25th century, ex, Odyssey, Sutherland, Reliant, Andromeda, Pathfinder etc. Not sure if if those are harder to model for stellaris or a rights issue, but it would be cool to have some of those nice looking STO models. Perhaps they will eventually add more slot types or have another weapons overhaul update for the base game, because a multi torpedo launcher or more powerful singular torpedo variants would be great.
Elim Garak Apr 21 @ 7:23am 
what are the conditions for spionage operation "assasinate faction leader"? Even if I have enough infiltration level and 100 intel, so I should know about everything in their governement, every time I try all options are greyed out and non selectable. Since it is added from the mod and not in the base game i wondered about this feature.
Scrambles  [author] Apr 18 @ 11:03am 
417Shriv - Check to see if research of obsolete designs is turned off in the science institution.
wrestlerguyscott18 Apr 18 @ 10:45am 
having an issue where the game crashes if I run this Mod. is this a known issue at times and is there a proper work around? thanks
walshicus  [author] Apr 18 @ 12:09am 
Not sure what you mean by 6th generation, but we have lots of other designs in the same tech tier for Starfleet.

Torpedoes are balanced to be worth about 2.5x the value of a small weapon on average, trying to account for having more damage against hull and less against shields.

I do wish we had more slot types though, to let us have better differentiation there.
GrandAdmiralM Apr 17 @ 5:43pm 
Loving the mod, I am wondering why the odyssey is the only 6th generation vessel ship in the UFP roster. Also, it might just be a balancing thing, but torpedoes seem incredibly underwhelming, with the only powerful ones (Plasma, tricobalt, positronic) having prohibitively long fire cooldowns. It might be a good idea to either buff them or add a unique subset of torpedo technology you could unlock, like the point defense you get from researching phaser bolt tech, which has superior fire like swarmer missiles in the base game, but only for certain ships, like the galaxy's absurd 10 torpedo volley launcher. Otherwise, the mod is perfect!
GrandAdmiralM Apr 17 @ 5:38pm 
sometimes you get a tech ahead in ship design, which can create some unusual situations, I would just keep rolling techs until you get them @417Shriv.
417Shriv Apr 17 @ 5:01pm 
So in my latest game I ran into something really disappointing. the Defiant and the Akira never spawned. For example the game skipped over the Defiant and went straight to the Valiant class. Is this an unfortunate bug and do i need to start a new game to fix this?
LordBane Apr 17 @ 10:29am 
ahh herlich die Buchreihe "typhon pact" im Spiel