Stellaris

Stellaris

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Star Trek: New Civilisations
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File Size
Posted
Updated
10.851 GB
Oct 11, 2019 @ 10:34am
Jul 13 @ 3:10pm
1121 Change Notes ( view )

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Star Trek: New Civilisations

Description

Star Trek: New Civilisations
A Star Trek mod: STNC-2607d
Stellaris 4.4.6 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.
  • For players with Nomads DLC, City Ships and Habitats will use the Ark Ship mechanics.
  • 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 (415)
5
May 18 @ 1:53am
AI Empires just not expanding?
Vyran
11
Jun 27 @ 4:55am
The Burn?
Omen064
1
Jun 27 @ 5:56am
Can't tear down mega structurs
Nighthawk
7,723 Comments
walshicus  [author]
Jul 12 @ 5:05am 
Furie1335 - if it's a reproducible crash on a specific date, then it should be possible to diagnose. Also, we had another player fix their CTD by turning off the More Tradition Slots mod they were using...
Jul 11 @ 2:56pm 
I figured out which mod was preventing wars in STNC:
https://steamcommunity.com/sharedfiles/filedetails/?id=1688887083

Dependency for a traits mod that I wasn't using. I removed both, and the problem is now solved. I think it was causing other issues such as AI not moving fleets (they would park them in their home system and leave them), AI not destroying pirates/hirogen/etc in unclaimed systems (I was sending my own fleets to destroy these so the AI could expand), and possibly others

Load order note: I had the "Universal Modifier Patch" mod just above STNC in the load order. I can't remember why. I didn't try changing the order to see if that worked around the issues.

Note that this compatibility issue didn't exist in older versions of the game. I have no idea what changed to cause compatibility issues, or even how it could have been incompatible. My understanding of Stellaris modding is pretty limited.

Now I can have my Bajoran playthrough.
Jul 10 @ 6:48pm 
nope. never mind. crashes after a few "years". every game. i've uninstalled. the mod. and stellaris. then reinstalled. not sure the problem.
Jul 10 @ 4:46pm 
so whatever that last update was, it fixed my crash problem. i didn't do anything.:steamthumbsup:
Jul 10 @ 1:23am 
Ahh, okay. Just thought it would be cool :), amazing job on the mod!
walshicus  [author]
Jul 9 @ 10:53am 
If I were to do something like that it'd need to make sense. Very little from the old project makes sense to me.
Jul 9 @ 7:20am 
Will there ever be Flagships like New Horizon?
Jul 8 @ 5:58pm 
Yeah I'm not down with the XC new approach. The naval capacity is already limited enough, thats my biggest grump. I also agree with Ludicrouse take on it.
walshicus  [author]
Jul 8 @ 7:33am 
Yeah, automation is buggy because I forgot to update the GUI file... Will be fixed tonight.

Is the RP really changed much with the new XC approach? They still need to be one ship per fleet to do anything sciencey, but now you can give Picard a small military fleet to fight a war before splitting him off to go do exploration again.
Jul 7 @ 3:27pm 
Getting the same as Vyran and Huntress since the latest update. Every time i select my Science Ships and click on Automate i get just the Close/Start buttons and no Checklist of automations. This happens on saves, on new starts, with and without any other mods.


Not feeling the XC change personally. I totally get the reasons why, the diffence in loading times is decent. Personally it makes the Outliner a little more crowded in the Military Fleet section, it was much better when listed in Utility as you would tend not to have vanilla Science ships taking up that same space, crucial if you minimise the sections based on Peace/Wartime. It also take some of the RP out of it as the XC are Hero ships IMHO. They were almost as much of a character as the leaders, it feels almost like the shows as leaders die/reassigned and are replaced by others to carry on their adventures.