Stellaris

Stellaris

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Star Trek: New Civilisations
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File Size
Posted
Updated
9.898 GB
Oct 11, 2019 @ 10:34am
Aug 10 @ 3:40pm
997 Change Notes ( view )

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Star Trek: New Civilisations

Description

Star Trek: New Civilisations
A Star Trek mod: STNC-2508b
Stellaris 4.0.21 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 (381)
18
Jun 23 @ 7:37am
District specialisation not working anymore
robert.soyka
6
Jul 6 @ 12:33pm
I cannot build a dilithium mine to save my life
Jcass
3
Jul 14 @ 5:29am
Most species traits do not work - need to change to job efficiency modifiers
robert.soyka
7,085 Comments
Roland 12 minutes ago 
Hi Walshicus, is the SFB inspired map ONLY for Multi-Player or can it function with AI players as well, any recomendations on mods to disable as well? Thanks. I love this but was not in a Trek frame of mind until I started watching SNW and now I must finally play this. Thanks as usual for your stellar work and as usual you still have my favorite shipsets. I wish you would do a BSG shipset? :steamthumbsup:
DarkCrimson21 10 hours ago 
Yeah, i have seen that. That why the NPC Empire are acting more aggressively. Because they can't developed without conquering other Empires for their planets and people. In Birth of the Federation you did not need these extra steps for Terraforming. Maybe you could add a decision at the beginning of a run, so the players can decide how they want the Terraforming mechanic to work in their run.
walshicus  [author] Aug 10 @ 12:32am 
We could probably look to bump up Dilithium distribution though.
walshicus  [author] Aug 10 @ 12:13am 
Thanks for the feedback!

Tbh terraforming is intentionally complicated, as while it does happen in the show, it's far less common than vanilla would have it. Rather than remove it completely I just added steps.

The cluster exploration is one of those things where you don't really need to finish them. You get more benefit from getting events from them, including unique events and rewards for each cluster.
DarkCrimson21 Aug 9 @ 11:26pm 
Hey, i wanted to give a little feedback to the mod. It's pretty good and feels Star Trek like. But some things feels like, they are overcomplicated, like the Terraforming decision, It would be enough, if you add these cost to the terraforming it self, instead of the extra steps you need here. The Expanse mechanic are pretty good, but the cost to grab one are also a bit extensive, it forces the player to completely ignore them, because it takes far too long to get anything out of them.
So that what i have notice by playing it. The other bottleneck if have notice are the Dilithium resource deposites, which it's kind of frustrating, if you can't get an equal size fleet like the other empires.
But thanks for the good mod.
walshicus  [author] Aug 8 @ 2:52pm 
Weird - did you perhaps have another mod running previously that added precursor empires? There's a bug that can happen if you disable a modded precursor from appearing in game settings, but then play without that mod or a conflicting one.
Sniffer Aug 8 @ 1:40pm 
Disregard, if anyone else is suffering this, run your game vanilla, exit out, load mod and enjoy.
Sniffer Aug 8 @ 1:33pm 
Hey Walshicus, launching the game currently bricks my PC. Is the new hotfix incompatibility causing this or do I have an issue my end?
walshicus  [author] Aug 6 @ 1:41am 
Hmm, yeah I'm not sure what's causing that beyond the exception referring to navigation arrows.

I may have to reduce the count to about 1900.
NATIK Aug 5 @ 12:18pm 
Getting the crashes on clicking systems on Huge (experimental). Sadly not consistent which systems, but starting a game and going observer and clicking around randomly it doesn't take many systems clicked until it crashes.