Stellaris

Stellaris

4,351 个评价
Star Trek: New Civilisations
213
79
48
35
48
77
38
18
10
33
14
24
11
18
16
10
8
4
7
7
6
5
5
   
奖励
收藏
已收藏
取消收藏
文件大小
发表于
更新日期
10.127 GB
2019 年 10 月 11 日 上午 10:34
11 月 26 日 下午 1:36
1040 项改动说明 ( 查看 )

订阅以下载
Star Trek: New Civilisations

描述

Star Trek: New Civilisations
A Star Trek mod: STNC-2511h
Stellaris 4.2.1 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.
热门讨论 查看全部(398)
6
11 月 23 日 上午 2:04
No Xindi or Enterprise
CM76
3
11 月 17 日 上午 6:37
kaylar mysteriously disappear in the milky way large map
hello_world
12
10 月 15 日 上午 8:48
Starship Retirement
gregory.knapp
7,334 条留言
Sleepinghorse 11 月 27 日 下午 1:33 
I'm getting multiple crashes as well. No clue why. Crash report won't tell me and won't send.
Smog 11 月 26 日 上午 4:32 
Please add something about Galactic Paragons in the mod description. I made sure to get all the DLC listed in "DLC Support", booted up the game, went through the super long initial load, and then immediately saw both Federation and Romulans recommended Galactic Paragons.
Ohad\moxtar 11 月 22 日 下午 12:18 
not really i have no idea why it happens
walshicus  [作者] 11 月 22 日 上午 9:47 
If you've got a reliable and reproducible way to make it crash, post the details and the save game on our discord. We can usually fix issues very quickly.
Ohad\moxtar 11 月 22 日 上午 9:11 
it still crashes
Ohad\moxtar 11 月 22 日 上午 3:13 
love the mod though do u need dlcs for the crisis?
Ohad\moxtar 11 月 22 日 上午 3:08 
well i asked some people on the server and apperently its not just me but ig its just part of the game
Ohad\moxtar 11 月 22 日 上午 2:46 
really? ok i can try without those mods and i can also explain why is it unplayable without the resource mod: the amount of systems the federation gets is crippling my economy every single time and its not just energy it takes everything so even if i prepare for it (and i do) it still doesnt help i (i can send u screenshots of what happens in discord if u want me to) otherwise i absolutely love the mod my only request is that you tone down the amount of Reasources it takes to form and expand the federation
walshicus  [作者] 11 月 21 日 下午 3:07 
Well, we make changes to the UI in the traditions window; there's a good chance that those mods are overwriting those changes with unexpected outcomes. STNC's a total conversion; we make changes to almost everything in Stellaris, so I'd always recommend evaluating stability by not running with mods that weren't made explicitly for STNC.

We're always happy to adjust things related to game balance if needed, but I've not really seen any other comments saying UFP resource production is broken here or on our discord.
Ohad\moxtar 11 月 21 日 下午 2:40 
i played with 2 more mods that added 9 traditions and 12ap slots and one that added reasorces because without it playing federation is unplayable