Stellaris

Stellaris

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Star Trek: New Civilisations
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9.907 GB
11.10.2019 klo 10.34
22.8. klo 13.12
1003 muutosilmoitusta ( näytä )

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Star Trek: New Civilisations

Kuvaus

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.
Suositut keskustelut Näytä kaikki (385)
2
18.8. klo 13.54
Dilithium Mines not showing up as a buildable in mining district
ValidGodSLayER
1
19 tuntia sitten
Refractive Shields (Cloaking Specialized Shields) do not grant cloaking Strength
gekaufter Bot #66642
2
15.8. klo 23.19
DLC
Aldross
7 126 kommenttia
walshicus  [tekijä] 1 tunti sitten 
I don't think we intentionally made changes there. I'll take a look when I get a moment.
walshicus  [tekijä] 1 tunti sitten 
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 7 tuntia sitten 
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
Jmac 8 tuntia sitten 
@godzilla, if its possible i do not know how

@ devs maybe its just 4.0.22 changes but earths unity production seems a lot less then normal, not sure its getting the society boost and my B buildings r only producing little over 12 each
Godzilla1984 10 tuntia sitten 
Can someone tell if I can choose witch empires to start my game with instead of letting random chance choose?
Jmac 12 tuntia sitten 
Just fyi as of todays august 23rd update new correct checksum for the mod is 3c32
Jmac 20 tuntia sitten 
Thank you!!!
Scrambles  [tekijä] 21 tuntia sitten 
4012 is correct right now.
Jmac 22 tuntia sitten 
When i start the game, it says version 4.0.2.2 the checksum is 4012
build 18364a9c checksum is modified, is this the correct checksum,

I have uninstalled and reinstalled both the game and the mod, restarted a number of times, i always end up with the above, is this correct?
Jmac 23 tuntia sitten 
Can you please tell me the correct checksum for the mod