[Mod][Total Conversion] Star Trek: New Civilisations

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Walshicus

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Patchnotes for STNC-2104i:

Graphics/Setup: Ferengi R'Kela class Light Cruiser added.
Graphics/Setup: Starfleet Century class Command Cruiser added.
Setup: AI should build military ships as frequently as expected.
Events/Setup: Added Hirogen Hunter (pirate-like variant) first contact events.
Events/Setup: Added Triglobulin Harvester first contact events.
Events/Setup: Added Edo God first contact events.
Setup: Removed invalid Naval Museum design.
Setup: Capital buildings should always appear first again.
Localisation: All species appendage terms should be present now.

Century.png
 
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Walshicus

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Patchnotes for STNC-2104i:
Graphics: Minor updates to Son'a ships.
Graphics: Son'a ships now have assimilated textures.
Setup: Son'a ships tech progression fixed, multiple previously hidden refits are available.
Setup/Events: Borg invasion of primitive worlds no longer stalls.
Localisation: Son'a ships now have appropriate class names.

Patchnotes for STNC-2104j:
Graphics: Added assimilated textures for Breen ships.
Graphics: Added various Trek versions of vanilla espionage event images.
Graphics/Events: Fixed issues with images for a alien lust parasite events.
Graphics/Events: Fixed issues with images for certain event chains.
Setup: Aligned sensors components to vanilla in terms of hyperlane ranges.
Setup: Fixed configuration issue with diplomatic conference edict.
Setup: Fixed CTD associated with certain galactic community resolutions.
Setup: Fixed issue with Federation flag change events not working in 3.0.
Setup: Resolved (hopefully all!) instances of ships being returned without their original names.
Setup: Spiritual capital buildings should no longer appear in government_4 tech unlocks.
Setup: Tweaked spawn priority for a number of empires.
UI: Minor tweaks to districts UI placement.
 

Walshicus

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Patchnotes for STNC-2104k:
Events: Fixed changeling infiltration operation event to use correct resources for all "support" options.
Events: Fixed vanilla Finders Keepers event to not target own country.
Graphics: Added assimilated textures for Starfleet Ares class.
Graphics: Added more Trek-ified event images for vanilla events.
Graphics: Fixed DX11 issue with Starfleet Ares class.
Graphics: Updated Excalbian and Acamarian empire flags.
Graphics: Elasian portraits should appear properly in new games.
GUI: Adjusted institutions list to use full window height.
GUI: Colonisation display on planets should show time to completion tooltips again.
Localisation: Republic of Axanar name should be correct when spawned by AI.
Map: Increased minimum empire count for galaxy maps from 10 to 14.
Setup: Cloning World bonus should work again.
Setup: Cutthroat Politics civic now grants decryption bonus.
Setup: Espionage availability has been tweaked.
Setup: Starbase sensor range aligned to vanilla.
Setup/Events: Doomsday Machine is now "first contact"able.
Setup/Map: Ellora and Tarlac should no longer have a chance to not spawn if a player is controlling the Son'a.

Patchnotes for STNC-2104l:
Events/Setup: Event Xindi Probe and Weapon ships should now ignore combat and head directly to Earth.
Graphics/Setup: Starfleet-Klingon hybrid design 'Maqoch' class Battlecruiser added at tier 9, tier 10 refit.
Graphics: Added assimilated textures for Starfleet Akira, Maqoch.
Setup: Prevented certain vanilla empires from appearing due to filename change in latest Stellaris update.
maqoch.png
 

Walshicus

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Patchnotes for STNC-2104m:
Events: "Xyrillian Repair" Exploration Cluster outcome added.
Graphics: Assimilated textures added for Saladin class Frigate.
Graphics: Benzarian Commonwealth flag updated.
Graphics/Setup: Benzite uniforms updated, added to iconography system.
Graphics/Setup: Tier 7 refit for Starfleet Saladin class Frigate added.
Setup: Fixed issue with ships returning from Exploration Cluster missions.
Setup: Fixed issue with Undine being able to gain standard CBs when adopting the diplomacy Ascension Perk.
Setup: Moral Statistics civic added for Benzarian Commonwealth.

Patchnotes for STNC-2104n:
Events: Fixed edge case for border incident diplomatic event.
Graphics: Assimilated textures added for Akula class Frigate.
Graphics: First Federation flag updated.
Graphics: Haakonian Order flag updated.
Graphics: Kzinti Patriarchy flag updated.
Graphics: Trabe Alliance flag updated.
Graphics: Voth flag updated.
Graphics/Setup: Tier 7 refit for Starfleet Akula class Frigate added.
Localisation: Updated non-English localisations.
Setup: AI should be more likely to build mining and research stations.
Setup: Argus Array has been renamed Subspace Telescope. Provides bonus intel. Now available for Borg.
Setup: Borg Agriculture Drone food output increased from 4 to 5.
Setup: Borg Analysis Drone research output increased from 4 to 5.
Setup: Borg Combat Drone crew output increased from 2 to 3.
Setup: Borg Deuterium Drone deuterium output increased from 2 to 3.
Setup: Borg Dilithium Drone dilithium output increased from 2 to 3.
Setup: Borg Engineering Drone components output increased from 4 to 5.
Setup: Borg Fabricator Drone alloys output increased from 4 to 5.
Setup: Borg Generator Drone energy output increased from 4 to 5.
Setup: Borg Mining Drone minerals output increased from 4 to 5.
Setup: Borg Nanites Drone nanite output increased from 4 to 5, energy upkeep reduced from 4 to 2.
Setup: Borg Unicomplexes start with 1 habitation node district instead of 2.
Setup: Capital Buildings now grant +1 geneticist job for Dominion.
Setup: Leader cost/upkeep techs should now be less likely to spawn at the same time.
Setup: Maturation Drone assembly has been increased to 3, in line with geneticist job. Amenities has been reduced from 5 to 3.
Setup: Romulan ships should observe restrictions on researching retired designs.
Setup: The Flesh Is Weak AP has been reworked, is now Borg specific and correctly provides extra assembly.
Setup: Updated Antedian traits. Added Aquaculture Expertise civic.
Setup/Localisation: Delegated Administration government type added (Dominion default)
Technology: Added new techs for Dominion and Borg, increasing geneticist/maturation drone jobs per cloning facility/maturation chamber, and reducing upkeep requirements.
 

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Patchnotes for STNC-2104o:

Events: Geological Sweep anomaly type added - five variants including one based on 'Shades of Gray' TNG episode.
Graphics: Fixed Antican rulers clothing setup.
Graphics: Minor fix to Yridian flag.
Graphics/Setup: Klingon K'nel class Cruiser added.
Graphics/Setup: Romulan Sapotius class Light Cruiser added.
Map: Added Birth of the Federation map.
Setup: Andorian Kumari, Tellarite Pralim, Klingon K't'Agga/K't'Inga/Vor'Cha, Romulan T'Varo/T'Liss/D'Deridex ships now have Exploration Cruiser variants, unlocked with appropriate Ascension Perk.
Setup: Andorians, Tellarites, Klingons and Romulans can now have access to Exploration Cruisers with the appropriate Ascension Perk.
Setup: Borg/Dominion AI bonuses should be gated to AI properly now.
Setup: Fixed Alliance perk granting bonus crew.

Knel.png
Sapotius.png
 

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Patchnotes for STNC-2104p:
Events: Added multiple Borg and Undine flavoured anomalies.
Events/Setup: Added 'Biological Imitation' ascension perk for Undine, allowing for use of Changeling Infiltration espionage operation.
Setup: Fixed issue with recent Exploration Cruisers being available regardless of having the appropriate tech.
Map/Setup: Fixed unbalanced Cardassian spawn on BotF map.
Setup: Prevented empires that haven't been contacted being available to learn new weapons tech from.
Graphics: Added assimilated textures to Klingon K't'Agga, K't'Inga and Vor'Cha ships.
Setup: Added Planet Killer variant of Son'a Neratho Dreadnought.
Setup: Removed several unused technologies.

Patchnotes for STNC-2104q:
Events: Resolved issue with Xindi homeworld not spawning at the end of the Xindi event chain.
Graphics: Updated Antican empire flag.
Graphics: Added assimilated textures for Starfleet Intrepid type; updated textures for tier 2 refit.
Graphics/Setup: Starfleet Saturn class Heavy Escort added, tier 2 refit available.
Localisation: Various fixes.
Setup: Added Terra Prime alternate reality empire option.
Setup: Fixed Interstellar Concordium's Intervention class' refit weapons.
Setup: Resolved issue with large swathes of the map being visible on game start, intermittently.
Saturn2.png
Saturn1.png
 

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Patchnotes for STNC-2104r:
Setup: Yaderan Prototype Holo Projector relic added as reward for a Gamma Quadrant exploration survey mission chain.
Events/Setup: Terran Empire players can now set a War Stance during the Prime Universe invasion event chain. Open a channel with the Dimensional Crossing megastructure to view and set the policy.
Events: Added two new outcomes to the Prime Universe Invasion update events.
Events: Added three new outcomes to the Gamma Quadrant exploration survey mission.
Events: Improved readability of Prime Universe Invasion strength gauges.
Localisation: Various fixes.
 

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Patchnotes for STNC-2104s:

Graphics: Improved Borg Cooperative flag.
Graphics: Minor improvement to Romulan ambient lighting.
Graphics/Setup: Starfleet Juno class Scout added, tier 12 refit available.
Graphics/Setup: Starfleet Valiant class Heavy Escort added, tier 12 refit available.
Setup: Borg Cooperative 'alternate reality' start option has been added.
Setup: Dominion should be able to assemble Vorta/Jem'Hadar without needing a cloning centre, so long as they have geneticist pops.
Setup: Improved government types for Romulans, Borg Collective and Borg Cooperative.
Setup: Tier 1 through 4 Tricobalt Torpedoes have been added, unlocked with Tricobalt Torpedo 5 tech.
Setup: Tier 1 through 7 Quantum Torpedoes have been added, unlocked with Quantum Torpedo 8 tech.
Setup: Tier 11 and Tier 12 weapons have been added for all energy and torpedo types.
Setup/Events: Minor improvements to random ship and country events.
Juno.png
Valiant.png
 

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Patchnotes for STNC-2105:
Graphics/Setup: Cardassian Kahtis class Heavy Cruiser added at tier 11, tier 12 refit.
Graphics: Improvements to Romulan Pontilus class Command Cruiser.
Setup: Minor adjustment to Habitat capital building jobs.
Setup: Added Commercial District to habitats, providing clerk and artisan jobs.
Setup/Events: Removed events that destroyed Unicomplexes for non-Borg empires. Captured Unicomplexes can be used with standard Habitat districts now.

Patchnotes for STNC-2105a:
Graphics: Fixed issue with Quantum Torpedo MK X icons.
Graphics/Setup: Chalnoth species portraits added, uniforms added to Iconography system.
Graphics/Setup: Starfleet Daedalus tier 4 refit added.
Graphics/Setup: Starfleet Edmonton class Excelsior Refit added at tier 11.
Graphics/Setup: Starfleet Vivace class Light Cruiser added at tier 12.
Localisation: Fixed issue with Efrosian adjectives.
Localisation: Fixed issue with Prime Universe Incursion crisis tooltips.
Map/Setup: Chalnoth Anarchy added to Alpha Quadrant.
Setup: Cloning Worlds grant +20% assembly instead of +0.2.
Setup: Functional Anarchy civic and government added.
Setup: Obligate Carnivores species trait added.
Setup: Resolved issue with Dominion getting access to Borg Maturation Efficiency technologies.
Setup: Resolved issue with duplicate species classes at game start.
Setup: Tholians should now be able to receive new habitability traits.

Patchnotes for STNC-2105b:
Events: Border incident diplomatic event should now correctly ensure that the border system is named and selected.
Events/Setup: Added new exploration cluster first contact outcomes. Betazoids can be contacted if they do not spawn as a standard empire. System is limited for now but will expand to provide more empires and new interactions over next few patches.
Localisation: Fixed various small issues with ship plurals.
Map: Chalnoth should spawn as expected on Large Galaxy map.
Setup: Altamid event country should no longer request vassal status.
Setup: Augment Khanate should now start with a standard amount of resources and leaders.
Setup: Duplicate species issue should no longer appear when starting a new game. In edge cases may require 1 day to pass for fix to show.
Setup: Tholian colony ships cost fixed.

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Walshicus

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Patchnotes for STNC-2105d:
Graphics/Setup: Chalnoth Crocota class Light Cruiser added at tier 3, tier 5 and 7 refits.
Graphics/Setup: Pulse Cannon technology added. Unlocks Pulse Cannon type weapons for Phasers and Disruptors. Pulse Cannons upgrade with your Bolt technology once unlocked.
Localisation: Various fixes to ship plurals.
Localisation: Chalnoth start text added.

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Patchnotes for STNC-2105e:
Events: Added Trill, Flaxian and Dosi first contact outcomes for appropriate exploration clusters.
Graphics: Assimilated textures added for Kolag class, Calais class, Nova class, Miranda variants.
Graphics: Minor tweak to Edmonton class Excelsior refit.
Graphics: Updated Nova class, fixed DX11 issues.
Graphics: Updated Miranda class variants.
Graphics/Setup: Chalnoth Kolag class Scout added, tier 4 and 8 refits.
Graphics/Setup: Starfleet Calais class Miranda refit added at tier 11.
Localisation: Chalnoth start text added.
Localisation: Various fixes.
Setup: Adjusted subject tax rates for Federation and Dominion.
Setup: Class Q planet habitability is now restricted to appropriate species.
Setup: Fixed issue preventing planetary shield techs from unlocking.
Setup: Minor efficiency improvements.
Setup: Subjects share and gain intel as appropriate.
Setup: Undine can now join galactic community if they've taken the appropriate AP.

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Patchnotes for STNC-2105f:

Graphics: Discovery era refit graphics for tier 3 Starfleet Yorktown.
Graphics/Setup: Minor update to Sovereign class textures, changed from Command Cruiser to Battleship.
Graphics/Setup: Starfleet Velox class Command Cruiser added at tier 11, tier 12 refit.
Graphics/Setup: Updated Amut Adri graphics, tweaked weapon loadout.
Localisation: Fixed various ship names.
Setup: Deuterium market price is halved.
Setup: Dilithium orbital deposits have been doubled in value.
Setup: Energy buildings now consume less deuterium.
Setup: Fixed issue with replicators not showing their output in various tooltips.
Setup: Increased output for Technicians and Clerks
Setup: Manufactury/Foundry/Factory buildings now increase job output rather than number of jobs.
Setup: Minor improvements to economy setup / efficiencies.
Setup: Planetary shield technologies should now be researchable with shield techs, rather than without...
Setup: Warrior Culture will swap entertainer jobs for deulists on holodecks as expected.

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Kakafika

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I'm having difficulty figuring out what to do with the vast weapons selection.
What are the different use cases for Bolts vs Beams? It seems bolts have about 20% more dps (half the cooldown), and beams have about 20% better tracking and range, and about 10% better accuracy. I'm not very familiar with stellaris combat mechanics, so I'm not sure how to value these stats.

Ship design isn't exactly my biggest interest in the game. I would like to focus on one set of weapons for the entire fleet, and then swap science directorate focus if needed when I come across a particularly specialized and difficult rival. Playing as a pacifist Federation, which technologies would you recommend:
1. To start with (Romulans just started claiming my systems)
2. To stretch for. Any meta builds that have excellent synergies once I discover them?

I was happy when I played the borg because their main laser weapon is awesome, so I just switched to torpedo technologies that complemented it whenever I came across new ones, and ignored everything else =)
 

watchout86

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I'm having difficulty figuring out what to do with the vast weapons selection.
What are the different use cases for Bolts vs Beams? It seems bolts have about 20% more dps (half the cooldown), and beams have about 20% better tracking and range, and about 10% better accuracy. I'm not very familiar with stellaris combat mechanics, so I'm not sure how to value these stats.

Ship design isn't exactly my biggest interest in the game. I would like to focus on one set of weapons for the entire fleet, and then swap science directorate focus if needed when I come across a particularly specialized and difficult rival. Playing as a pacifist Federation, which technologies would you recommend:
1. To start with (Romulans just started claiming my systems)
2. To stretch for. Any meta builds that have excellent synergies once I discover them?

I was happy when I played the borg because their main laser weapon is awesome, so I just switched to torpedo technologies that complemented it whenever I came across new ones, and ignored everything else =)

There are 3 key stats to consider in terms of accuracy and tracking:

Accuracy is the MAX potential for your weapons to hit.
Evasion is the enemy ship's ability to avoid getting hit.
Tracking is how well your weapons adjust for the enemy ships' evasion (it cannot exceed evasion, so anything beyond their evasion is wasted).
So, in total, your chances to actually hit the enemy ship is Accuracy - (Evasion - Tracking).
In other words, if your weapon has an accuracy of 90% and you have tracking of 20% and the enemy ship you are attacking has an evasion of 40%, your ACTUAL chance to hit would 90 - (40 - 20) = 70%.

In short, accuracy up to 100% is always good while tracking is just as good UNLESS it puts your tracking above the enemy evasion (at which point accuracy is better).

Range is, as you would expect, how far away your ship is from the enemy before it is able to fire. The faster you can start doing damage, the better off you'll be.

If you don't want to worry about ship design, you don't really need to. Actually designing ships will give you an advantage over the AI, but if you just let it do it's thing you won't be any worse off than the AI is.
 

Kakafika

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There are 3 key stats to consider in terms of accuracy and tracking:

Accuracy is the MAX potential for your weapons to hit.
Evasion is the enemy ship's ability to avoid getting hit.
Tracking is how well your weapons adjust for the enemy ships' evasion (it cannot exceed evasion, so anything beyond their evasion is wasted).
So, in total, your chances to actually hit the enemy ship is Accuracy - (Evasion - Tracking).
In other words, if your weapon has an accuracy of 90% and you have tracking of 20% and the enemy ship you are attacking has an evasion of 40%, your ACTUAL chance to hit would 90 - (40 - 20) = 70%.

In short, accuracy up to 100% is always good while tracking is just as good UNLESS it puts your tracking above the enemy evasion (at which point accuracy is better).

Range is, as you would expect, how far away your ship is from the enemy before it is able to fire. The faster you can start doing damage, the better off you'll be.

If you don't want to worry about ship design, you don't really need to. Actually designing ships will give you an advantage over the AI, but if you just let it do it's thing you won't be any worse off than the AI is.
Thanks for the quick run-down!
I've mostly been using all bolts and no beams because the range component doesn't seem as important in this mod, where battles seem to take quite a bit longer (I actually enjoy slowing down game time and watching all the beautiful ship models glide around ;)). I have used beams when it would put my weapons range above the range dictated by the combat computer.
Ignoring the range considerations, it appears that trading the 20% damage increase on bolts would require a nominal increase of 20% for (accuracy + tracking) to be equal in effectiveness (assuming that the enemy still has evasion to be countered). In that case, each beam hit would do 20% less damage, but hit 20% more often. Looking at MK I Phasers, I only get +9% accuracy and +5% tracking on small beams, so it wouldn't be worth using beams (ignoring range).

Am I mistaken in devaluing range so much in this mod? Anything else?
Also, any general strategies for early Federation (particularly vs Romulans), or meta strategies (for general-purpose use cases)?
 
Last edited:

watchout86

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Thanks for the quick run-down!
I've mostly been using all bolts and no beams because the range component doesn't seem as important in this mod, where battles seem to take quite a bit longer (I actually enjoy slowing down game time and watching all your various ship models glide around ;)). I have used beams when it would put my weapons range above the range dictated by the combat computer.
Ignoring the range considerations, it appears that trading the 20% damage increase on bolts would require a nominal increase of 20% for (accuracy + tracking) to be equal in effectiveness (assuming that the enemy still has evasion to be countered). In that case, each beam hit would do 20% less damage, but hit 20% more often. Looking at MK I Phasers, I only get +9% accuracy and +5% tracking on small beams, so it wouldn't be worth using beams (ignoring range).

Am I mistaken in devaluing range so much in this mod? Anything else?
Also, any general strategies for early Federation (particularly vs Romulans), or meta strategies (for general-purpose use cases)?

I generally agree with your take on range in this mod, and I do the same (I don't really worry about range unless it takes me below the combat computer range). That's only really a big issue when it comes to weapons that can actually destroy a ship in the opening salvo which takes more damage than I've seen in this mod.

One thing to keep in mind, I'm 99% sure the displayed DPS already takes into account accuracy (but not tracking/evasion), so if a weapon shows better damage it's probably better. What I pay more attention to is the general category of weapons (e.g. penetration, anti-shield, anti-armor, etc.) and adjust based on that if it seems worthwhile, otherwise I just favor damage as long as the range matches the combat computer I'm using. That's not really an issue between beam weapons vs. bolt weapons, though. About the only exception to that is if it's a turret weapon that's meant to be providing flak/point defense (anti-missiles), in which case damage isn't that important while tracking very much is.
 
Last edited:

Walshicus

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Really interesting conv guys - will take note!

Patchnotes for STNC-2105g:

Graphics/Setup: Starfleet Iwo Jima class Destroyer added at tier 10, tier 11 refit.
Setup: Surveillance edicts added.
Setup: Multiple changes to planet classes and habitability:
Class Y (Sulphur) planet added, colonisable by Class Y habitability species.
Class V (Ammonia) planet added.
Class V (Chlorine) planet added.
Class N (Inert) planet added.
Various planets have been made uncolonisable, including Class A (Molten). Existing colonies will be shifted.
Excalbians now spawn on Class F (Geocrystalline) planet.
Colonised planets can no longer be terraformed into uncolonisable types.
Events: Colony Request Diplomatic event added for interaction with countries encountered in exploration clusters.
Events: Piracy Assistance Diplomatic event added for interaction with countries encountered in exploration clusters.
Events/Setup: Removed instance of dummy leaders getting disease events.
Graphics/Setup: Suliban now integrated into Iconography system.
Graphics: Bajoran Piety ships no longer clip.
Graphics: "Generic 06" ships textures have been improved slightly.
Graphics: Updated Tholian flag.
Graphics: Updated Vulcan flags.
Graphics: Updated Flaxian flag.
Interface: Fixed incorrect text on City Ship construction button.
Setup: Added Class A and Class V terraforming technologies.
Iwo.png