Stellaris

Stellaris

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Star Trek: New Civilisations
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File Size
Posted
Updated
9.922 GB
11 Oct, 2019 @ 10:34am
21 Aug @ 3:33am
1002 Change Notes ( view )

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Star Trek: New Civilisations

Description

Star Trek: New Civilisations
A Star Trek mod: STNC-2508g
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 (385)
2
18 Aug @ 1:54pm
Dilithium Mines not showing up as a buildable in mining district
ValidGodSLayER
2
15 Aug @ 11:19pm
DLC
Aldross
1
15 Aug @ 4:01am
game crashing
erikwood03
7,112 Comments
walshicus  [author] 2 hours ago 
Hah no worries. TBH I didn't realise it would be in the morning instead of 4pm.
Yggdrasill 3 hours ago 
Thank you for the fast reply, and the quick fix! Also: Sorry if my comment came across as snippy. Love the mod, love what you do; thank you for doing it!
walshicus  [author] 4 hours ago 
That is because you're playing with Stellaris 4.0.22 and I'm about ten minutes away from uploading our compatibility fix for that version.
Yggdrasill 4 hours ago 
Somehow all my planets can now only build city districts. Energy/agri/mining distrits are disabled game-wide. Could this be related to a recent patch or update?
walshicus  [author] 19 Aug @ 1:33am 
We always keep STNC usable on the current, live version of Stellaris. I believe 4.0.22 will be releasing on Thursday, so we'll update then.
Freya 19 Aug @ 12:56am 
could u make a patch for the beta version? districts are not functional fr it
walshicus  [author] 18 Aug @ 12:24pm 
Hah - well done for spotting that!

Thanks, just glad people are still enjoying playing it. :)
Gen.Victim 18 Aug @ 10:23am 
Just wanted to say a quick congratulatiory note on update one thousand. That is quite the number. Congratulations on an epic project !
walshicus  [author] 18 Aug @ 2:38am 
Hmm... I'm not sure TBH. They needed to have 4.0 stuff added to the graphical culture definition.

It might work but add an error to the log. Best to test it!
Martok 18 Aug @ 12:09am 
Dumb question: Will the shipset mods work with the 3.14 version?