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.
Note
A Steam Workshop bug incorrectly states the size of this mod. It is in fact 6gb+.
Languages:
Translation ongoing - see discussions for information on how to contribute
Major Features
Ships:
Over 800 unique ship sizes and 2,000 ship sections across nearly 90 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.
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.