Stellaris

Stellaris

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Star Trek: New Civilisations
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10.082 GB
2019 年 10 月 11 日 上午 10:34
11 月 13 日 下午 1:36
1035 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-2511d
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(396)
1
11 月 13 日 上午 3:15
How to Build Fusion Array?
AlexKule
8
9 月 14 日 上午 11:44
Question about gene modding
Rohen
2
10 月 26 日 上午 8:03
Delta/Gamma races showing up on map screen for Alpha/Beta etc.
Praxis
7,311 条留言
walshicus  [作者] 6 分钟以前 
Yes, it's possible, but Paradox has asked that modders not use Infinite assets in Stellaris.
Zarathustra 3 小时以前 
I dont know sht about modding so this may be a stupid question. Is it possible to mod the game from the Infinite assets to make the UI like Infinite's? I also liked the loading screen artwork. I really like this mod btw, thanks for your hard work!
walshicus  [作者] 11 小时以前 
Ooh, okay yeah I really like that design! I'll add it to the list to model.
FFN 18 小时以前 
Polite request for consideration to include the new Daetra warbird some day. It's a new, remarkably restrained in design lost era/Ent C era Romulan warbird.
walshicus  [作者] 11 月 14 日 上午 12:12 
Attn.bajoran_workers - I'm really keen to understand if that can happen in vanilla. A few people have reported it, but looking at their save games it *seems* like it should be a vanilla bug too.
Kylandor 11 月 13 日 下午 5:46 
@KayinDreemurr That's my current method. Though it lacks things like the TOS style Blue Phasers, Crew Type and the like.

Photon Torpedos also look and operate underwhelming in that mod. Though a TOS Standalone Shipset would be the highest of my hopes. The TMP Era Shipset is presently my fave to use. TOS Era one would be very good, especially with an NSC Compatability patch to go with it.

Normally I use Cheek's for TOS hulls in non-total conversion games but it don't work 100% anymore.

I want to project power across the stars with the original connie, no bloody A, B, C, or D.
attn.bajoran_workers. 11 月 13 日 上午 9:31 
Good tidings. I might be crazy, but i just spawned into my game and a bunch of my buildings and districts disappeared. This happened not too long ago with my branch offices. Could this be a stellaris issue?
walshicus  [作者] 11 月 13 日 上午 3:13 
Sorry, no Singularity Drives are not gated by an AP any more. If you get a leader with the Singularity Manipulation insight trait, you can unlock a Breakthrough in the Science Directorate which will let you start a project to get them.

A few other techs are gated this way now. There's also a specimen you can unlock through anomalies or exploration cluster events that has a chance of getting it as well.
Tobus 11 月 13 日 上午 3:00 
Majo, thx for the answer, but I can't see the AP. Is it a bug, or do I have to meet certain conditions to see it?
KayinDreemurr 11 月 13 日 上午 12:31 
probably infeasible, but a close version you can get involves using the Star Trek Weapons mod with the standalone shipsets.