• We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.
Patchnotes for STNC-2208l:
Events: Added new Exploration Cluster event chain based on Prodigy Terra Firma episode.
Events: Added new Exploration Cluster event chain based on SNW Survivors episode.
Graphics/Setup: Qomar Index class Scout added.
Setup: Fixed issue allowing Borg to gain Transwarp without the AP.
Setup: Fixed issue with Borg war names.
Setup: Fixed issues with Antigraviton weapon types being togglable in the Science Directorate.

Patchnotes for STNC-2208m:
Graphics/Setup: Qomar Operand class Light Cruiser added.
Graphics/Setup: Qomar Exponent class Fleet Command Cruiser added.
Qomar.png
 
Patchnotes for STNC-2208n:
Events: Fixed issue with Joined Trill death events triggering twice.
Events: Verugament breeding swarm random event added.
Events: Verugament exploration cluster outcome added.
Graphics: Fixed issue with Ares 'Calliope' refit's decals not being transparent.
Localisation: Added a substantial number of Dosi names.
Localisation: Added a substantial number of Wadi names.
Localisation: Fixed issue with Seed Ship fleet name being set.
Setup: Removed cooldown from Disseminate Technology operation for Temporal Benefactor missions.
Setup/Localisation: Fixed issue with anti-graviton weapon focus display.
Setup/Localisation: Improved tooltips for Seed Ship decisions.

Patchnotes for STNC-2209:
Events: 'Bat'leths and BiHnuchs' inspired diplomatic event added.
Graphics: Fixed issue with Zahl and Ocampan assimilated portraits.
Graphics/Setup: Qomar Integral class Command Cruiser added.
Graphics/Setup: Qomar Quotient class Cruiser added.
Setup: Fixed Caitian Bellator class Battleship not using the correct naval cap.
Setup: Fixed minor issue with Andorian Kuthar class Cruiser thinking it was Tier 7 in some places.

Patchnotes for STNC-2209a:
Events: Fixed issue with interaction with Hospital ships for Borg.
Graphics: Fixed issue with Kelpien assimilated portraits.
Graphics: Fixed issue with Talarian assimilated portraits.
Graphics: Fixed issue with Troyian assimilated portraits.
Graphics: Fixed issue with Turei assimilated portraits.
Graphics: Fixed minor Borg mining job background issue.
Graphics: Rakhari civilian clothes updated.
Graphics: Rakhari uniforms added.
Graphics: Updated Banean flag.
Graphics: Updated Rakhari flag.
Graphics/Setup: Nausicaan Jakrevh class Battleship added.
Setup: Rakhari added to iconography uniform system.

Qomar.pngNaus.png
 
Patchnotes for STNC-2209b:
Events: Fixed issue with two Exploration Cluster events not progressing.
Graphics: Argelian civilian and official clothing added.
Graphics: Argelian screen-accurate portraits added.
Graphics: Missing Great Link building re-added.
Graphics/Setup: TOS era refit of Starfleet Icarus class frigate added.
Localisation: Argelian namelist added.
Map: Argelian homeworld can now spawn on Small and Medium galaxy maps.
Setup: Argelian clothing integrated into iconography uniform system.
Setup: Argelian pre-warp country updated.
Setup: Primitives slider now has higher impact at higher settings, 5x will essentially guarantee all possible spawns.
Setup: Primitives within Member World territory will no longer get transferred to the Federation player when they get to specialisation level 2 and above.
Setup: The naval cap ceiling has been aligned to vanilla.

Patchnotes for STNC-2209c:
Major Feature: Extra-Territorial Holdings, or Cluster Outposts, allow players to develop locations within Exploration Clusters for resources and other bonuses.
Events: Five new Exploration Cluster outcomes added.
Setup: Department of Extra-Territorial Holdings institution added, allowing players to manage their Cluster Outposts.
Setup: Four new technologies added, unlocking Cluster Outpost upgrades and increased support capacity.
Setup: Fixed issue with Ferox class Battlecruisers's torpedo slots.
Graphics: Fixed minor issue with Primary Adjunct drone building backgrounds.
 
Any chance you would be kind enough to give us the research console command for the Klingon/Caitan battleship model you recently added?
We have had 3 games now without the Caitan either not spawning or have been wiped out before discovery and are getting a bit long in the RNG tooth ;)
 
Last edited:
Any chance you would be kind enough to give us the research console command for the Klingon/Caitan battleship model you recently added?
We have had 3 games now without the Caitan either not spawning or have been wiped out before discovery and are getting a bit long in the RNG tooth ;)
The tech would be: tech_klingon_jej_pach_1
 
Patchnotes for STNC-2209d:
Events: Fixed minor script issue with Cluster Outost event.
Graphics/Setup: Starfleet Malachowski class Frigate added.
Setup: Added additional modifier to Cloaking AP.
Setup: Starfleet Engle class has been changed from Frigate to Heavy Escort class.

Patchnotes for STNC-2209e:
Events: Added new mission to Temporal Benefactor system, requiring players build an Exploration Cluster Holding.
Events: Fixed issue with Space Seed anomaly giving a General instead of a Governor.
Events/Setup: Added Temporal Observatory Exploration Cluster Holding variant.
Graphics: Added various new Talarian clothing options.
Graphics: Added various new Talrian hair options.
Graphics: Minor updates to Orion ships.
Localisation: Fixed issue with Krenim namelist.
Map/Graphics: Orlitus Cluster now appears red to match its event image.
Setup: Added Guerrilla Warriors civic, Talarians start the game with it.
Setup: Skrreeans now start the game with Environmentalist civic.
Setup: Talarians added to Iconography uniform system.
Setup: Added tooltip explanation to origins which start the game with misandrist or misogynist gender policies, e.g. Ferengi.

Patchnotes for STNC-2209f:
Graphics: Qomar research and mining stations added.
Setup: Fixed issue with Nausicaan battleship not having access to all its torpedo slots.

Patchnotes for STNC-2209g:
Major: 3.5.1 Compatibility.
Graphics/Setup: (Non-Starfleet) Human Fiosaiche class Scout added.
Graphics/Setup: Starfleet Blass class Heavy Cruiser (Picard Season 3 Titan) added.
Setup: Political Facilitation Office holding added for Federation players, increasing accession speed.
Setup: Federation Accession situation now runs from 1 to 10000 instead of 1 to 100. Values adjusted accordingly.
Setup: Significant performance improvements.

Patchnotes for STNC-2209h:
Setup/UI: Added game option to configure if canonical bypasses appear.
Setup/UI: Scaling difficulty game option toggle now displays.
Setup: Fixed issue with Borg Collective tradition modifiers.
Setup: Adjusted several Federation Accession events to reflect new situation progress scale.

Patchnotes for STNC-2209i:
Graphics: Added icon for unstable wormholes.
Graphics/Setup: Non-Starfleet Human Dion class Light Cruiser added.
Localisation: Fixed issue with Undine ship names.
Localisation: Minor tweaks to several name lists.
Setup: Fixed an issue with Vaadwaur spawns.
Setup: Fixed issue with Penal, Slave and Resort colony techs not showing.
Setup: Fixed issue with Tholian ship retirement.
Setup: Undine Reefs should no longer be blocked from being built in systems with non-habitat Megastructures.
Setup/UI: Megastructure UI has been updated.
Setup/UI: Megastructures with contact options should no longer display as having an upgrade available.

Patchnotes for STNC-2209j:
Events: Various small performance improvements.
Graphics: Vorgon portraits added.
Graphics/Setup: Vorgon clothing and uniforms added, included in Iconography system.
Graphics/Setup: Tzenkethi Thas'hez class Scout added.
Setup: Vorgon Assembly added to Delta Quadrant empires list.

Patchnotes for STNC-2209k:
Graphics/Setup: Tzenkethi Chel'vaz class Destroyer added.
Setup: colAndor Scrolls relic now has an activation effect.
Setup/Localisation: Fixed issue with certain named Fleet Yards not getting their names.
Localisation: Minor update to Tzenkethi name lists.
Localisation: Various minor fixes.

Patchnotes for STNC-2209l:
Events: Added new exploration cluster holding discovery event for a deuterium extraction location.
Events: Added new exploration cluster holding discovery event for a Ketracel White refinery location, available to countries that use Ketracel White.
Setup: Fixed issue with Nanite production boosting buildings not being limited per-planet.
Localisation: Fixed issue with some Borg traditions not displaying correct modifiers.
Events/Setup: Deuterium Refinery cluster holdings provide a small boost to cluster exploration speed.

Patchnotes for STNC-2209m:
Events/Setup: Medical Flotillas can now be moved to a neighbouring owned system. A cooldown has been added.
Graphics/Setup: Starfleet Hiawatha class Cruiser added, granted for free if player finishes Medical tradition.
Setup: Hospital Ship megastructure has been reworked into Medical Flotilla.
Setup: Medical Flotilla megastructure now displays the jobs bonus it grants.
Setup: Orion Multi-Key technology has been added, available for purchase through Trading Station's rare inventory.
Setup: Second-tier upgrade to Medical Flotilla added.
Setup: Third-tier upgrade to Fleetyards has been added.

Patchnotes for STNC-2210:
Events: Fixed issue with Xindi and North Star not spawning after Expanse event chain.
Setup: Combat debris has been re-added. Component techs are not salvageable but future update will allow weapon type discovery. Non-research resources are not currently salvageable.
Setup: Fixed issue with Subcomplex colony type.
Setup: Transwarp and Singularity Drive APs now correctly grant the MK1 version of their techs where appropriate.
Setup: Fixed issue with Master of Time civic not granting bonuses when researching MK 11 and 12 temporal techs.
Setup: Open Recruitment civic bonus now scales with opinion level up to +5 crew, rather than granting a flat +5 crew.
Setup: Anti-Borg casus belli now granted if your subject neighbours them.
Setup: Fixed issue with Strategic Fleet Yards not being able to build ships.

Patchnotes for STNC-2210a:
Events: Added Vughal Star Kingdom first contact events for Delphic Expanse.
Events: Fixed issue with Kelvan invasion events.
Graphics: Added Vughal species and clothing (Tarquin from S3 Enterprise).
Map: Removed duplicate Kyana systems from certain maps.
Setup: Added Vughal clothing to the Iconography uniform system.
Setup: Tweaked values for leader lifespan traits.

Patchnotes for STNC-2210b:
Events: Added additional leader marriage events.
Events: Tweaked leader marriage event to give better pairings.
Graphics/Setup: Tzenkethi Jek'zan class Heavy Cruiser added.
Setup: Added consumer goods production to matter replicator building.
Setup: Added Karemma Replicator Patterns to the Trading Station's standard inventory.
Setup: Added Vorgon namelist.
Setup/UI: Added tooltips to Trading Station contact button.

Patchnotes for STNC-2210c:
Events: Made a number of events more responsive to leader skill and traits.
Graphics: Minor updates to some event images.
Graphics/Setup: Added non-Starfleet Human Bruid class Battleship.
Localisation: Various small fixes.

Patchnotes for STNC-2210d:
Events: Updated Coalition of Hope rebellion events to be more responsive to difficulty level.
Setup: Isokinetic weapon types now added to Trading Station rare inventories. Available in Bolt, Turret and Burst (with appropriate tech) variants.
Setup: Phased Ion weapon types now added to Trading Station rare inventories. Available in Beam, Bolt, Turret, Lance and Burst (with appropriate tech) variants.
Setup/Localisation: Improved tooltips for species trait modifications.
UI: Minor change to Planet interface.
 
I finally gave this mod a spin, playing as the Romulans on a large, canonical galaxy. So far it's been fun, just a few remarks/questions:

- The UFP has been asking every few years to establish a Neutral Zone, though I keep declining them. I just don't see the need to surrender all my systems (including colonies) along the border for what? They've just been whipped by the Kzinti so they're in no state to challenge me, but even then, what's the benefit to establish the Neutral Zone (other than supposedly avoiding conflict)? Too bad there's no more elegant way to establish it than to take control from the player for those systems... Do I get them back as is after the amount of time has passed? Either way, they should probably stop asking at some point...
- One of my science ships has been locked in the Khazan cluster survey for decades. Not sure what went wrong there: it can't be moved, attacked, disbanded... It's just frozen there. I can send another ship on a survey, just that one doesn't budge. Any way to "unfreeze" it?
- There's one particular system that keeps showing as "unsurveyed": I've tried surveying it multiple times but it still says unsurveyed, so can't build an output there. The AI is running into the same issue I think, because they have not claimed it either. It's the Navam Suraj system, and it has the "Abandoned Desert Settlement" archeological site.
 
The Neutral Zone mechanic is a good way to avoid a conflict with the UFP if it ends up growing too big, which it often can. That said, I'll have a think about good ways to stop the spam! And yes, I wish this was a vanilla feature...

Do you remember the last exploration cluster outcome the ship had? It'll help me figure out which event isn't setting the right flag to get the fleet actionable again.

I've heard other players report on Navam Suraj. It's where the Augment Khanate spawn, but I'll dig into the issues shortly.
 
Do you remember the last exploration cluster outcome the ship had? It'll help me figure out which event isn't setting the right flag to get the fleet actionable again.
Mno, I can't recall. It might have been something about constructing an outpost to monitor a primitive civilization, but it might have been something completely different also. Sorry, I am aware that's not helpful.

Anyway, the Kzinti decided that I needed my ass whooped too, and started a subjugation war against me. Their fleet power is superior so I am pretty much done for. :) I was trying to get something going with the Klingons (defensive pact would have been nice) but I think I was holding some systems they wanted because the closest I got was establishing an embassy, which they recalled the moment the Kzinti started their ass whoopin'. I actually might have considered a Neutral Zone with them. :D

Might start as the Cardassians next.
 
Hello There, I've been playing this mod and so far have been having fun with it. I wanted to check if there was a wiki or documentation for this mod, but the only material I have found is extremely lacking in info. is there something I have missed? if there isn't any documentation for this mod, could you provide a list of megastructures this mod contains?
 
Yeah, the wiki (https://stellaris.paradoxwikis.com/Star_Trek_New_Civilisations) is very much a WIP, as I tend to focus on mod stuff over it.

In terms of megastructures:

  • Baryon Sweep Array (ship upkeep reduction)
  • Borg Invasion Cube (event stuff relating to Borg crisis)
  • Darsay Array (event stuff relating to Darsay event)
  • Dimensional Crossing (event stuff relating to Prime Universe Invasion crisis)
  • Fleetyards
  • Fluidic Gateway (event stuff relating to Undine crisis)
  • Graviton Catapult (bypass)
  • Helix (Suliban habitat)
  • Hospital Ship (provides doctor jobs)
  • Hunters Lodge (Hirogen habitat)
  • USS Enterprise (event stuff relating to Kelvin universe event)
  • Particle Fountain (resources)
  • Planet Restoration (event stuff)
  • Planetary Starbase (essentially vanilla orbital rings)
  • Prison Asteroid (special habitat granted when finishing Order tradition)
  • Reef (Undine habitat)
  • Seed Vault (provides society research)
  • Subcomplex (Borg habitat)
  • Subspace Relay (admin stuff)
  • Subspace Telescope (visibility)
  • Trading Station (access to trading station mechanics)
  • Transwarp Conduit (bypass)
  • Tuterian Sphere (Tuterian habitat)
  • Underspace (bypass)
  • Unicomplex (Borg habitat)
  • Unstable Wormhole (bypass)
 
Gave up on my game with the Romulans, now playing as the Cardassions and having slightly better luck. I am in a pretty comfortable alliance with the Ferengi at the moment.

A few questions:
  • Dilithium. Where the hell do I get it? I suppose I need to terraform some planets to be able to place mines but it's quite a process and you need quite some technologies to get there (don't get me wrong, terraforming should be a feat), but my very limited access to dilithium is really hampering me at the moment. Other than trading, I suppose there's no way to get it?
  • Where do I see an overview of my planets? The "planets and sectors" screen is completely empty. It's been a while since I played vanilla, but I thought I could see all planets in an overview there? It's really annoying having to go through them one by one in the outliner.
  • Also, sectors. I guess not really required here, unless you want to automate stuff by the sector AI?
  • Are you able to only survey/explore specific nebula/expanses? I remember there was the Khazan Cluster when I was playing the Romulans, I suppose that's a specific thing then? Is there a list of these?
 
Do you remember the last exploration cluster outcome the ship had? It'll help me figure out which event isn't setting the right flag to get the fleet actionable again.

Just had it happen again. It might have been the one where you find a civilisation and you "infiltrate" them by disguising yourself as the locals. I believe it also gives the "genetic morphing" research option.
 
Somehow, I ended up with two coalitions of planets; Earth-Vulcan, and Andorian-Tellarite. The big problem is that this soft-locks me from forming the UFP (unless there's some way to merge alliances), but it's also weird that both alliances were called the "Coalition of Planets". And why is it formed without an external force driving its creation? The Vulcans just asked if I wanted to form an alliance 15 years or so into the game (and they seem really aggressive).
 
I appear to be having a small issue with the "center of drug trade" planetary modifier. earlier in my game, the orions put a lot of crime on earth, and I eventually purged said crime (and the orions), and during the time of heavy crime, earth got the modifier of "center of drug trade". Crime has been at 0% for many, many years, and refuses to go away. this has caused a few other crime related events to happen, despite crime being at 0% the entire time.