Stellaris

Stellaris

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Star Trek: New Civilisations
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File Size
Posted
Updated
9.759 GB
11 Oct, 2019 @ 10:34am
29 May @ 8:28am
970 Change Notes ( view )

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Star Trek: New Civilisations

Description

Star Trek: New Civilisations
A Star Trek mod: STNC-2505q
Stellaris 4.0.14 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 (364)
4
28 May @ 8:50am
Map Problems + Upgrading Ship designs
mudgemusic
24
20 May @ 9:06am
Crash on New Game on Windows 11
Arcturus
7
20 May @ 9:09am
tips on new layout/districts
mudgemusic
6,905 Comments
Torak 10 hours ago 
Great Mod, but why i am not able tu deklare war when i amolaying borg. It says always no assimilation war goal even if i am neigbouring the athor race? Thank you
tilarium 11 hours ago 
Is it just me or do people not read the comments? @Marty, Walshicus' comment to Pepperst is probably relevant to you as well.
marty 21 hours ago 
is it just me or is anyone else spawning near the left center of the galaxy on large map and does the left tabs not show up for anyone(gov,society,leaders) ect....
walshicus  [author] 22 hours ago 
Pepperst - probably need to validate that you have the latest mod version and Stellaris. There was a change in 4.0.14 which the last STNC patch fixed, but if you have one or the other not up to date you'll get random empire spawns.
pepperst 28 May @ 12:52pm 
Great mod, I keep trying to spawn in as United Earth on canonical galaxy and it just gives me a random empire. Anyway to fix this issue?
walshicus  [author] 28 May @ 6:47am 
It was a lot of work just to get back to where we were with it.

But I understand it was done to prevent some exploits in MP where players could grant themselves a bunch of stuff for day one.
tilarium 28 May @ 5:17am 
Oof, that’s a big break from the devs! A lot of mods rely on flags getting set at the start of the game.
walshicus  [author] 28 May @ 5:06am 
There was a change made in 4.0.14 which affected prescripted empires getting certain flags on setup.

The patch I posted last night addressed that. If you're still seeing issues with the canon maps then I expect you're either not on the latest Stellaris or mod version.
tilarium 28 May @ 4:44am 
Are you sure you’re on one of the canon maps and not the one that randomizes were you start?
Eudamon 28 May @ 4:15am 
Since the last update, playing large galaxy, I don't spawn where I should. Playing Earth, Sol spawns right next to the Borg. In the past Sol spawned next to Vulcan - no Vulcans around. Cardassia spawned near Bajor - no Bajor, but Cardassia is suddenly in the galactic core. Does anyone else have similar problems?