Stellaris
4,226 oy
Star Trek: New Civilisations
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9.908 GB
11 Eki 2019 @ 10:34
23 Ağu @ 14:20
1004 Değişiklik Notu ( görüntüle )

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Star Trek: New Civilisations

Açıklama

Star Trek: New Civilisations
A Star Trek mod: STNC-2508i
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.
Popüler Tartışmalar Tümünü Görüntüle (385)
2
18 Ağu @ 13:54
Dilithium Mines not showing up as a buildable in mining district
ValidGodSLayER
1
22 Ağu @ 12:57
Refractive Shields (Cloaking Specialized Shields) do not grant cloaking Strength
gekaufter Bot #66642
2
15 Ağu @ 23:19
DLC
Aldross
7.131 Yorum
TheNine 8 saat önce 
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.
TheNine 8 saat önce 
There are 2 "Dozaria" planets in the initializers. One is created in the Badlands system, other is a standalone system with minor civilization.
CybaTron 12 saat önce 
Nice mod, but it takes far to long for other civs to become UFP members. The progress is incredible slow for tiny civs like the sauriens, I don't want to know how long it takes for bigger allies... So going back to STNH, sorry...
Jmac 15 saat önce 
I must be a ferengi, i dismiss archer and most the others, they cost to much unity lol
tilarium 15 saat önce 
I very rarely have Archer do the Xindi arc. I play the game as if it were an alternate history and the turning point was that when Archer and Robinson took the NX-Beta they were reprimanded far worse then the show, losing their place in the program, lose of rank, and the NX project suspended like the Vulcans wanted.
KayinDreemurr 17 saat önce 
The ships are ultimately just ships. The people aboard them are what make them special or not. Many times I had someone else or Archer manage to save the day with the Xindi event in the Saturn class.

have also had times where they fail and Earth goes kerboom!
walshicus  [yaratıcı] 23 saat önce 
To elaborate, the mod's philosophy is that:

1) Things happen because they make sense to happen, and not just because they happened on screen. If you choose to retrain Archer, or have him Captain a Mercury class vessel instead of the NX, then things should reflect that instead of railroading you.
2) Ships aren't special, their crews are. The one thing we see consistently in Trek is that individual ships aren't important, but the people who operate them are. Kirk, Spock and friends saved the world in a beat up Bird of Prey.
walshicus  [yaratıcı] 23 saat önce 
100% not. The 'lore' is what you make it in this mod.
Patrick Eden 23 Ağu @ 18:26 
Are you going to add the hero ships and have it so it lines up lore wise. I had Archer commanding a fleet and some random go into the forge. This breaks the lore.
Jmac 23 Ağu @ 9:15 
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