Stellaris

Stellaris

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Star Trek: New Civilisations
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File Size
Posted
Updated
10.067 GB
Oct 11, 2019 @ 10:34am
Nov 10 @ 1:03pm
1033 Change Notes ( view )

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Star Trek: New Civilisations

Description

Star Trek: New Civilisations
A Star Trek mod: STNC-2511c
Stellaris 4.1.7 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 (395)
8
Sep 14 @ 11:44am
Question about gene modding
Rohen
2
Oct 26 @ 8:03am
Delta/Gamma races showing up on map screen for Alpha/Beta etc.
Praxis
12
Oct 15 @ 8:48am
Starship Retirement
gregory.knapp
7,301 Comments
Kylandor 1 hour ago 
Question: How feasible would it be to hope for a mod which is just to replace the vanilla tech tree with the STNC Tech Tree. I love this mod, but sometimes I want to shove the Federation, Imperium of Man and Galactic Empire into a galactic war.

Also another question: TOS Era Federation Shipset standalone when?
Majo 3 hours ago 
Tobus, they are now an AP.
Tobus 12 hours ago 
I cant find singularity-drives anymore. Have they been removed, or did they even exist? I have not played in a long time.
walshicus  [author] Nov 11 @ 11:18pm 
The Elachi act like pirates for a lot of the game if you're not playing as them, but can take a bigger role depending on events.

I'm not keen do that with the full galaxy map. Tbh I see the quadrant maps as the main ones to build around; the galaxy maps are inherently going to result in odd situations due to the scale of the Star Trek setting not matching the scale of Stellaris.
Godzilla1984 Nov 11 @ 8:09am 
Walshicus are the Elachi Synarchy a crisis or do they appear at some point thru an event like the xindi.

Also a thought for the HUGE map. Have you considered [or even possible] to separate the Alpha/Beta, Gamma and Delta quadrants from each other via some how eliminating the hyperlanes so that only the bajoran wormhole and transwarp can get you from one to another?

Thank you for all the hard work, I play almost daily.
walshicus  [author] Nov 9 @ 1:48am 
Atomrakete - is it when you click on a specific system?

There seemed to be a bug when we first brought it in connected to systems being too close together.


Monke - went for that colour as it's better delineated and canonical for the period.
monke Nov 8 @ 3:40pm 
its just the earth logo is too white for me you should change it to look blue or something
monke Nov 8 @ 3:38pm 
OH THIS ♥♥♥♥ ACTUALLY NICE THO
monke Nov 8 @ 3:26pm 
is this better?
=AK= Atomrakete. Nov 8 @ 2:41pm 
Hello everyone. My Game on the 2000 star system Map crashes after playing a while. Ist there any bug, which causes this problem? What else could it be?