Star Trek: New Civilisations 3.13.1 - Klingon Empire 13

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New Civilisations is a Star Trek mod for Stellaris that presents players with a large number of empires to choose from to lead to dominance in various Star Trek settings. Formerly known as "Strange New Worlds," the project name was changed to avoid confusion with the new TV series in development.

Ships:
Over 650 unique ship sizes and 1,600 ship sections across nearly 80 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.
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 allow 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 for research.
Iconography and Design Bureau - set the uniforms your empire's leaders wear.
Naval Museum - retire and re-activate older ship designs.
Tal Shiar / Obsidian Order - dispatch spies to your enemies.
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!

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If you want to do something different instead of continuing, it would be cool to see a smaller map, maybe one of the Alpha/Beta Quadrant maps with max empires? Have you tried playing without "Free Warp"? i.e. with normal Stellaris hyperlanes?

scrambles
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I say give everything up to and including Gamma Eridon to the Ba'ul. Ste the Bau'ul up as your primary puppet for now. Make them strong and they will make you strong, in time! Then you can set your sights on a 2nd prime vassal, and so on.

Modern Stellaris is a game of vassals :)

Then you can see the remaining size of the problem. If needed, set up monthly trades out for Dilithium, Allows, Components and Deuterium. Then monthly trades in for what you need to keep people alive and stable. You could also switch to Civilian Economy and downgrade living standards perhaps? Maybe you need to accept some Faction demands for pop Happiness? What Edicts are you running, that could be a way to boost food and energy?

scrambles