Stellaris

Stellaris

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Star Trek: New Civilisations
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File Size
Posted
Updated
9.926 GB
11 Oct, 2019 @ 10:34am
2 Sep @ 5:03am
1007 Change Notes ( view )

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Star Trek: New Civilisations

Description

Star Trek: New Civilisations
A Star Trek mod: STNC-2509
Stellaris 4.0.22 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 (388)
2
18 Aug @ 1:54pm
Dilithium Mines not showing up as a buildable in mining district
ValidGodSLayER
2
15 Aug @ 11:19pm
DLC
Aldross
6
6 Jul @ 12:33pm
I cannot build a dilithium mine to save my life
Jcass
7,152 Comments
tilarium 2 hours ago 
Walshicus has already portered several of the shipsets from the mod over to vanilla
MARTI3LO 9 hours ago 
Have only the shipset?
Rhaegar259 3 Sep @ 4:51am 
Is there a Russian localization in the mod?
Jmac 2 Sep @ 9:45am 
I usually never play Klingons because they are definitely super power status.

I agree with Mbishop and have a suggestion, in my current game its 2182, they have 7 klingon houses. Its the multiple houses that make them go from Very powerful to Super Power Borg status

maybe stick Cap klingons to 4 houses, more then that just isn't fun anyways. Stick with Big cannon names like Martok, Duras, Mogh, Gowron, the others are expendable lol

Maybe with 4 houses they will be more fun and less OP yet still very formidable, as they definitely should be, toss my idea in the trash it if its not good but they are definitely OP cause of the house power and thats the best solution I see for both balance and fun
KayinDreemurr 1 Sep @ 7:21am 
It's been a fair while since I really sunk time into the mod, but I remember the Klingons usually either trending towards always being superior/equivalent to their major neighbors or being broken apart by revolts and thus easily able to be squashed upon.
walshicus  [author] 1 Sep @ 6:00am 
Yeah, they might be a bit too powerful with the house ships. Might need a small reduction in their freebies.
mrbishop10 1 Sep @ 4:17am 
Hi walshicus, I've been playing the mod for about 1000 hours (mostly on ensign or captain) and it's always fun, but one thing has caught my attention. The Klingons are damn hard to beat; by the year 2250, they regularly reach the Delta Quadrant and are significantly superior to almost all AI factions. I play with the Federation very often, and a war in the early game with them is almost unmanageable. I'd be interested to know if it's a purely subjective perception or if they're actually a bit op?
walshicus  [author] 31 Aug @ 2:13pm 
Danbrad - Not since the map update a few weeks ago. As it is, 2,000 stars is probably more than enough. If you mean making the map take up more space, there's a hard limit of about 550 unit radius, which we already use.

Frettchen - I'm sure that most of them work, but you'd need to keep an eye on conflicts with the UI.

Davidrthompson - I'll take a look at getting some variety!
danbrad87 31 Aug @ 11:42am 
Have you thought of making the galaxy map bigger
Frettchen 30 Aug @ 6:42pm 
is there a submod that allows 12 traditions and some more perk slots?