Stellaris
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Star Trek: New Civilisations
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9.759 GB
2019年10月11日 10時34分
5月31日 14時51分
971 項目の変更履歴 ( 表示 )

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Star Trek: New Civilisations

解説

Star Trek: New Civilisations
A Star Trek mod: STNC-2505r
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.



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 (366)
1
2 時間前
Exotic Gas Shortage, but no resource is in shortage
jbrynn29
4
5月28日 8時50分
Map Problems + Upgrading Ship designs
mudgemusic
1
5月30日 11時50分
Starship Retirement
gregory.knapp
6,915 件のコメント
Grayhorse 13 時間前 
I figured it out today. Apparently when I redownloaded your mod, had some corrupted files. I have it working now. Thanks for the response though. I had a time getting it to reverify your mod though. The game yes, but it wouldnt go into the workshop content. Had to rename the mod folder to something else and then change it back and then it did integrity checks on all the mods.
Sausage_Carius 15 時間前 
Seik - I had to do the same before my current play. I haven't had to reinstall Stellaris since I got this PC over a year ago but for some reason this mod and only this mod refused to work. Verifying game files, cleaning folders nothing worked. Reinstalling was the only solution. I have noticed odd issues with the Steam Workshop in the past 6-12 months where patches/updates don't match up with when they download at all. Sometimes they are off by a day or two no matter what you do. I wonder if that desync eventually caused this. /shrug
Seik 20 時間前 
Problem solved: reinstalled and manualy deleted all Stellaris folders.
walshicus  [作成者] 21 時間前 
Seiko - Weird, the mod is nearly 10gb. Never seen that before. Maybe keep subscribed and wait for one of our regular updates to trigger too?

Grayhorse - what does your error log show?
Seik 21 時間前 
Downloaded the MOD several times, but every time I can't activate the MOD: missing mod description file.

In the MOD Manager, the MOD is only 1.09 GB in size, even though the download was 3.1 GB each time.

No other MOD is installed, and I've even manually deleted some of the folders during the attempts. Does anyone have any idea what might be causing this?
Grayhorse 5月30日 17時21分 
So, I just bought the new DLC. SO I figured I would try out the mod. I get a load delay at 50%, 84%, 89% and then a long delay at 100%. I try to start the mod and the game crashes. No other mods are installed other than this one. Any ideas walsh?
tilarium 5月30日 15時52分 
Anyone else having an issue with negative amenities? Playing UE, Earth is fine, Mars is OK, but my newest colony on Al Rijil is in bad shape. It's been a year since it was fully colonized and sitting at -900. The only building I can find that will give me amenities though are luxury residents.
walshicus  [作成者] 5月30日 2時03分 
Lol, I know a few people on our Discord who would be interested in that.
Consigned to Oblivion 5月30日 1時58分 
A bit rough on the edges, but I made a 60 building slot mod for STNC for anyone interested: https://sp.zhabite.com/sharedfiles/filedetails/?id=3490022085
walshicus  [作成者] 5月30日 0時59分 
You should have a council agenda to create a war goal as the Borg, Torak.