Stellaris

Stellaris

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Star Trek: New Civilisations
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File Size
Posted
Updated
9.997 GB
11 Oct, 2019 @ 10:34am
13 Oct @ 12:16pm
1023 Change Notes ( view )

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Star Trek: New Civilisations

Description

Star Trek: New Civilisations
A Star Trek mod: STNC-2510d
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
14 Sep @ 11:44am
Question about gene modding
Rohen
12
8 hours ago
Starship Retirement
gregory.knapp
2
17 hours ago
Unbalanced or intentional?
Omen064
7,240 Comments
walshicus  [author] 14 Oct @ 2:31pm 
Loading times are an issue yes. It's related to the number of ships in the mod.
Internetuser (She/Her) 14 Oct @ 1:32pm 
@scorpion891 For the Borg, you can declare war with the council agenda. After it completes it loads up a menu with a list of empires close and further away from you. Select one of them and you will be able to declare war on them after that
Internetuser (She/Her) 14 Oct @ 1:29pm 
@commanderkris What type of storage do you have Stellaris installed on? I have it on a HDD and it takes around 12 minutes to fully load the game to the main menu using this mod. During loading, Stellaris becomes unresponsive or seems to freeze before coming back a few minutes later. This is normal in my experience.

Also check how much memory your computer has free in task manager when you launch the game.
commanderkris 14 Oct @ 1:13pm 
MOD STOPS LOADING AT 5 PERCENT I HAVE NO OTHER MODS RUNNING
KayinDreemurr 14 Oct @ 2:02am 
That means ya need to pick the council agenda Designate Assimilation Target in the Council menu.

It's one of those things to make it so the Borg can't just roflstomp their way across large portions of the map.
scorpion891 13 Oct @ 8:24am 
i started a new Borg Temporal Incursion but i can not Declare War on any one it comes up with we do not have any Assimilation Casus Belli and it shows Completing the Designate Assimilation Target agenda can grant an Assimilation Casus Belli i need help
walshicus  [author] 12 Oct @ 11:26pm 
You can propose accession through the Federation Council institution.
dragongotcher 12 Oct @ 3:56pm 
how can I intagrate other empires into the united federation of planets?
walshicus  [author] 10 Oct @ 2:50pm 
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 10 Oct @ 12:49pm 
is it normal to always get a "unsupporterd map" warning when you start as the borg ?