Stellaris

Stellaris

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Star Trek: New Civilisations
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File Size
Posted
Updated
9.963 GB
Oct 11, 2019 @ 10:34am
Sep 24 @ 2:43pm
1017 Change Notes ( view )

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Star Trek: New Civilisations

Description

Star Trek: New Civilisations
A Star Trek mod: STNC-2509i
Stellaris 4.1.1 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.
  • 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 (392)
8
Sep 14 @ 11:44am
Question about gene modding
Rohen
1
Sep 22 @ 10:33am
Unbalanced or intentional?
Omen064
1
Sep 16 @ 12:04pm
A question regarding the possibility of enabling vanilla portraits in the mod
Invader Chimm
7,205 Comments
tilarium 19 hours ago 
That's an epic story right there!
Omen064 20 hours ago 
I got the Borg Cube invasion during the late TOS era. Phillipa Georgiou was assimilated and killed Captain Pike at the battle of Andoria. Then Earth was assimilated.
10/10 would get stomped again.
walshicus  [author] Sep 26 @ 12:36am 
Hmm... Yes I think so! I'll need to make some conditions for how to handle joined leaders going into clusters.
Godzilla1984 Sep 25 @ 11:40pm 
@walshicus
Question: So I had a science vessel go missing with a joined trill scientist, and the when I went in to get another symbiont it showed the missing symbiont as active and did not change when it went missing. Is this in error?
walshicus  [author] Sep 25 @ 9:37am 
Kayin - yes at some point. But not just yet.

Dominus - I'll try and replicate tomorrow.
Dominus Pe Fiende Sep 25 @ 7:55am 
is anyone else not being able to build planetary star bases? my ships will build it, but when they finish nothing appears
KayinDreemurr Sep 24 @ 4:01pm 
might the Andorians be getting their own stand-alone shipset soon, or a TOS classic Starfleet one?
tilarium Sep 21 @ 5:37am 
No, the ships are small. It was an artistic choice by Walshicus
Crellin Sep 21 @ 5:32am 
Quick question, the ships seem super tiny and can barely see them on main view unless i zoon right in. I am running amazing space battles with it so not sure if thats causing it or if you have any other ship resize mods. Thanks for the help. Love the mod though too its awesome
EasyMode Sep 20 @ 7:48pm 
Started another United Earth playthrough of this recently and I really enjoy the attention to detail with all the ships and everything but I did wanna bring up some issues I noticed.

1) You can get events involving nations you haven't established contact with. For example, I got an event involving the Tellarites while I was still attempting First Contact with them.

2) Certain events are over-tuned. Terra Prime spawned with a fleet more powerful than my strongest fleet and took 60% of my planets, while the Khannate spawned in with an 8k power fleet and immediately shot to the top of the victory list.

3) Certain events have too-short timers and strange spawn conditions. Special projects consistently have lower timers than their vanilla counterparts despite travel taking longer. In particular, the khannate event spawned at the edge of my nation after I had just formed the Federation, putting it out of range of my fleets.