Stellaris

Stellaris

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Star Trek: New Civilisations
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10.172 GB
11.10.2019 klo 10.34
2.12. klo 14.48
1042 muutosilmoitusta ( näytä )

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Star Trek: New Civilisations

Kuvaus

Star Trek: New Civilisations
A Star Trek mod: STNC-2512
Stellaris 4.2.2 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.
Suositut keskustelut Näytä kaikki (398)
6
23.11. klo 2.04
No Xindi or Enterprise
CM76
3
17.11. klo 6.37
kaylar mysteriously disappear in the milky way large map
hello_world
12
15.10. klo 8.48
Starship Retirement
gregory.knapp
7 344 kommenttia
walshicus  [tekijä] 7 tuntia sitten 
Woosh - not sure I understand the tech question. As Tholians you'll only, by default, have access to Tholian ships.
walshicus  [tekijä] 8 tuntia sitten 
Galaxy class has it, and so do some others like the Elachi, but it's triggered on death.

It's a bit of a fudge because there's no way to handle splitting ships, but you can recombine them after.
whoosh 13 tuntia sitten 
@danbrad87 i dont think so
danbrad87 14 tuntia sitten 
I haven't played in a while and do any of the ships have saucer separation like the constitution class or galaxy class
whoosh 17 tuntia sitten 
is there any way to research a specific species tech? for example, if i was playing tholians and wanted to acess tholian spacecraft and technologies, how would i be able to do that without having to research every spacecraft of every species
halfangelprime 20 tuntia sitten 
Walshicus--- are you able to increase the limit of AI empires beyond 65 to a number where we can get all existing AI empires in your game? I play on that huge alpha-beta quadrant maps and would love to have every existing AI empire on there :)
walshicus  [tekijä] 2.12. klo 5.14 
At some point I've been meaning to try and get the terraforming grid in as something players can see in-game.
ah thanks for clearing this up. was driving me nuts lol
walshicus  [tekijä] 2.12. klo 0.45 
You can only terraform one step at a time. We intentionally slowed down the process from vanilla to reflect how it's portrayed on the show.

As for Planet Killers, they're in if you have the Apocalypse DLC. Some empires don't have PK ships yet, and those that do will only get heavy bombardment weapons until you select an appropriate Ascension Perk.
🍔 Mentally Tribbled 🍔 1.12. klo 14.24 
hi, sorry for being a pain here but i wanted to ask 2 quick questions if i could case i'm a bit confused here?

Q1) currently playing as the confederation of man and get quite far with into it, but bit stumped on the terraforming of mars, i've built like all the stations and mirrors and stuff in the decisions section and i'm full maxed out on the tech tree but when i select the terraform button there is the just the three beginning terraforming options. does mars not have the ability to be terraformed into something like earth or am i missing something here?

Q2) in the vanilla stellaris you have the ability to build the colossus ships that nukes planets out of existance, does this mod have something like that as well cause i've got seem real annoying neighbours that i defo want to get out of the way thank you very much but not seeing anything, again am i missing something here?