Stellaris

Stellaris

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Star Trek: New Civilisations
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10.038 GB
2019 年 10 月 11 日 上午 10:34
10 月 23 日 下午 3:19
1027 项改动说明 ( 查看 )

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Star Trek: New Civilisations

描述

Star Trek: New Civilisations
A Star Trek mod: STNC-2510h
Stellaris 4.1.6 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.
  • Various other small additions with other DLCs.



Click on this banner to see more mods made by RMG members


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.
热门讨论 查看全部(393)
8
9 月 14 日 上午 11:44
Question about gene modding
Rohen
12
10 月 15 日 上午 8:48
Starship Retirement
gregory.knapp
2
10 月 15 日 上午 12:05
Unbalanced or intentional?
Omen064
7,259 条留言
wmb001 44 分钟以前 
Seems very unstable - constantly crashing after half a dozen turns. Does this happen for anyone else?
Durandal 4 小时以前 
To be clear; the Borg are not present in the multiplayer race selection list. Every other race is.
Durandal 4 小时以前 
2 days ago we played our latest session of a coop game as Borg. Now we're trying to continue the game but cannot select the Borg race from the multiplayer set up menu.
help?
walshicus  [作者] 10 小时以前 
It'd make them DLC locked to it. And yeah, has some other issues with overlaps etc.

Definitely want to do something more intuitive here, but I think we need some more tools from PDS to do it justice.
Anti-Personic Bullet 12 小时以前 
I don't know how hard this would be to implement but have you considered using the cosmic storms to represent the malon's theta dumping instead of or perhaps in addition to the nearby systems modifier?
walshicus  [作者] 15 小时以前 
You're welcome, and we do try!
kNightingel 10 月 23 日 上午 11:35 
@walshicus thank you! btw this is the best star trek mod i've ever played.
walshicus  [作者] 10 月 23 日 上午 2:12 
Hmm, if you see anything referring to "Human Navy" it'd be good to know what events they are. Stellaris 4.x changed how some localisation stuff worked, and we're addressing the issues as we see them...

Not sure why Archer didn't die then if the listed death odds were so high. We do sometimes make characters immortal, while they're "off-map", but you'd see that in the tooltip.



kNightingel - there's not really one trigger to do to that, but I guess you could try this console command to set it as possible:

effect set_global_flag = "end_game_crisis_dominion_invasion"
Anti-Personic Bullet 10 月 22 日 下午 5:46 
I forgot to mention he happened to get picked for the secretly genetically modified by his parents event and I kept him on, might have interacted with it.
Anti-Personic Bullet 10 月 22 日 下午 5:45 
Starting the game as the UFP I noticed events always say "Human Navy" instead of Starfleet, and somehow Prime Minister (later President) Archer lived to 250 despite having a death chance per month greater than 100% in the end. Eternal President Archer.