Stellaris

Stellaris

4,299 ratings
Star Trek: New Civilisations
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File Size
Posted
Updated
9.988 GB
Oct 11, 2019 @ 10:34am
Oct 10 @ 7:40am
1022 Change Notes ( view )

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Star Trek: New Civilisations

Description

Star Trek: New Civilisations
A Star Trek mod: STNC-2510c
Stellaris 4.1.5 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 (392)
8
Sep 14 @ 11:44am
Question about gene modding
Rohen
9
Oct 1 @ 11:14am
Starship Retirement
gregory.knapp
1
Sep 22 @ 10:33am
Unbalanced or intentional?
Omen064
7,232 Comments
walshicus  [author] 11 hours ago 
Only if you're playing on the Alpha/Beta Quadrant or Gamma Quadrant maps. The Borg spawn in the Delta Quadrant; so you'll either need that map or the galaxy maps.

You can always try the Borg Temporal Incursion if you want to play in the Alpha and Beta Quadrants.
Gerrit der Goldfisch 13 hours ago 
is it normal to always get a "unsupporterd map" warning when you start as the borg ?
walshicus  [author] 23 hours ago 
No, it'll be something I need to fix.
tophill Oct 9 @ 11:33pm 
maybe last patch (4.1.5) broke something, did you revert to 4.1.3?
Zardae Oct 9 @ 12:53pm 
I tired starting as the Chodak Empire and my home planet was completely empty (No infrastructure built). Is that intended?
walshicus  [author] Oct 9 @ 4:52am 
Is there anything in your error log, DangerMouse? Are you definitely running the latest version of the mod on its own?
DangerMouse0012 Oct 8 @ 5:34pm 
i keep getting to 62% loading then crashes, help please
scorpion891 Oct 8 @ 1:10pm 
any one no if the is a Technology ID List for console commands for this star trek mod
T.Kirk Oct 8 @ 12:39pm 
Oki oki
walshicus  [author] Oct 8 @ 12:37pm 
No prob. It's one of those things that we'd include if it didn't break other stuff.