Stellaris

Stellaris

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Star Trek: New Civilisations
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File Size
Posted
Updated
9.796 GB
11 Oct, 2019 @ 10:34am
16 Jun @ 3:23pm
976 Change Notes ( view )

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Star Trek: New Civilisations

Description

Star Trek: New Civilisations
A Star Trek mod: STNC-2506d
Stellaris 4.0.20 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 (373)
13
1 hour ago
District specialisation not working anymore
robert.soyka
13
16 hours ago
Strange Window
gregory.knapp
3
23 hours ago
Are Borg buged?
Kaan
6,953 Comments
thank you its back i am back in trek:steamhappy::steamhappy:
walshicus  [author] 6 hours ago 
Actually, STNC_exploration_events.2102 might get you started early so long as you have seen either the Delta Volanis Cluster or the Khazan Cluster.
angryangelone 15 Jun @ 11:06am 
Wow, thanks walshicus for going through that trouble. I really appreciate it. I can't tell you how much I've loved this mod. Seriously, they should've just paid you and the others to just make Star Trek Stellaris.
walshicus  [author] 15 Jun @ 9:20am 
Kristoffer - we're aware of that. Will be fixed when I'm home from holiday.

Angryangelone - there's not really a command to do that, but from memory there is a flag to make it very likely to trigger. I'll have a look when home.

Derp - yes, broken at the moment hoping for PDS to fix something to make it work again.
Kristoffer@Norge/Terminator 15 Jun @ 4:19am 
i found a bug in the building specializations. the buildings vill not show
angryangelone 14 Jun @ 5:10pm 
Quick question if someone would be kind to tell me the proper format to trigger an exploration event in the command console? Specifically, I'm trying to go for the Kelvin event. Thanks.
Derp pup 14 Jun @ 11:19am 
Is the auto retire for ship designs broken? I'm on year 2268 of the normal United Earth and no ship design has ever auto retired when it is set to do so i've had to manualy retire designs i wasn't using just to clear up my ship list.
yes, it would be nice if there was a progress bar for that
tilarium 13 Jun @ 11:24am 
@Osmaj My guess is that you either didn't create a playlist with the mod in it, or forgot to switch the active playlist to the one with the mod in it.
Icelord 13 Jun @ 10:53am 
@Walshicus Just wanted to say rolling back to 4.0.16 works i was having the same problem with zones/districts not working right glad you guys were already talking about this