Stellaris
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Star Trek: New Civilisations
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9.913 GB
2019年10月11日 10時34分
8月26日 14時51分
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Star Trek: New Civilisations

解説

Star Trek: New Civilisations
A Star Trek mod: STNC-2508j
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.



Click on this banner to see more mods made by RMG members


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.
人気スレッド 全て表示 (386)
2
8月18日 13時54分
Dilithium Mines not showing up as a buildable in mining district
ValidGodSLayER
2
8月15日 23時19分
DLC
Aldross
1
8月22日 12時57分
Refractive Shields (Cloaking Specialized Shields) do not grant cloaking Strength
gekaufter Bot #66642
7,140 件のコメント
walshicus  [作成者] 15 時間前 
That would pretty much trivialise leaders for a lot of empires though.

I don't want to remove the need to make choices. That's the core of good gameplay IMO.
KayinDreemurr 20 時間前 
something like "Canon Character- No unity cost, does not count towards leader cap"
KayinDreemurr 20 時間前 
An alternative for specific canon hero characters would be to give them a trait that makes it so they don't cost unity or leader capacity.
utopia570 8月25日 21時42分 
Nvm I was using new horizons blue ui and new horizons music
utopia570 8月25日 20時57分 
Forgive me if this has been mentioned but why does the mod/game crash when I click on mars as the United Earth Im using Milky Way galaxy biggest size. pretty standard options for the galaxy. using 35 factions with random crisises no minor races, etc.
walshicus  [作成者] 8月25日 10時07分 
SerpentrasD - do you have the Astral Planes DLC? If so it'll be in the Exploration Actions UI within the Discoveries tab.

I'll see if we need to update any messaging there!
tilarium 8月25日 4時32分 
I do agree with leaders as the UFP. I’ve been modifying the files to do like The Nine suggestion, capitals and other buildings were it makes sense (academies and such) to give extra leader capacity and even then, it’s not enough. As UE/UFP, I feel almost obligated to take all the hero characters and am always in the red. Perhaps add extra leader capacity to one of the UEs starting civics while adding leader cap increases to the buildings. This way all the empires get a slight boost while the UE gets a bigger boost without effected everyone else.
SerpentrasD 8月25日 4時19分 
Hey man, I love this mod. But I have a problem with the Fluid Realm Gateway. There is no exploration edict that I can use with it. I was able to conduct the first investigation with a science ship, but that was it. Do I need any more research to really be able to use it?
walshicus  [作成者] 8月24日 23時58分 
CybaTron - you can assign envoys to speed up accession, and there are other sources of improvement there like traits etc. that said, it'd be trivial to add a game option to let players control the impact of relative population on the situation.

The one - good report about Dozaria. As for leaders... I'll have a think. I don't want to stray too far from vanilla, but I also know we throw them at you as UE.
TheNine 8月24日 13時30分 
Playing as United Earth -> UFP, even if you don't invest in the leader age extension tech, by the mid 23rd century you have something like 15-20 commanders and similar with scientists. They all sitting at level 3-4, because the leader cap is too low.

Please, consider adding +1\+2 empire leader bonus on the colonies capital buildings and raising bonus on a naval HQ to +5 commanders.