Stellaris

Stellaris

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Star Trek: New Civilisations
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File Size
Posted
Updated
9.907 GB
11 Oct, 2019 @ 10:34am
22 Aug @ 1:12pm
1003 Change Notes ( view )

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Star Trek: New Civilisations

Description

Star Trek: New Civilisations
A Star Trek mod: STNC-2508h
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
1
21 hours ago
Refractive Shields (Cloaking Specialized Shields) do not grant cloaking Strength
gekaufter Bot #66642
2
15 Aug @ 11:19pm
DLC
Aldross
7,122 Comments
Jmac 1 hour ago 
thanks for looking, bureaucratic buildings just seem different production wise, im not sure if bonus's arent applying or if its just the buildings but i always go unity whore at game start so i noticed
walshicus  [author] 2 hours ago 
I don't think we intentionally made changes there. I'll take a look when I get a moment.
walshicus  [author] 2 hours ago 
Godzilla - yeah that's just Stellaris right now. I'd love for us to have better game start options, but you'd need to lobby PDS to add it, possibly to let players choose which vanilla prescripted empires spawn.
Jmac 9 hours ago 
maybe its 422 because i just checked romulans and they are down to 10 each from B buildings, so i guess its a lot less across the board
Godzilla1984 12 hours ago 
Can someone tell if I can choose witch empires to start my game with instead of letting random chance choose?
Scrambles  [author] 22 hours ago 
4012 is correct right now.
Freya 22 Aug @ 6:18am 
yeah steam often doesnt automatically update mods on the user side, the best practice is to sometimes unsub and resub from your playlist every now and then, especially when a game updates
walshicus  [author] 22 Aug @ 5:34am 
Anthony - it really just sounds like you might not have the mod's latest update, as that's the behaviour you'd see if you were running our 4.0.21 version on 4.0.22.

It's fairly common for Steam to do this with Workshop content...
anthonyab30 21 Aug @ 7:57pm 
I do not have three of the newest dlc for the game. I have the newest version. however, at start up all my planets cannot have any districts except for the for urban! The other three on the home worlds are set to zero!
walshicus  [author] 21 Aug @ 11:52am 
How so? I just loaded it and it looks fine. Do you not have the latest version of Stellaris or the mod?