Explore a vast galaxy full of wonder! Paradox Development Studio, makers of the Crusader Kings and Europa Universalis series presents Stellaris, an evolution of the grand strategy genre with space exploration at its core.

Featuring deep strategic gameplay, an enormous selection of alien races and emergent storytelling, Stellaris has a deeply challenging system that rewards interstellar exploration as you traverse, discover, interact and learn more about the multitude of species you will encounter during your travels.

Etch your name across the cosmos by uncovering remote celestial outposts, and entire civilizations. Will you expand through war or walk the path of diplomacy to achieve your goals?

Main Features

  • Anomaly Events – Strange discoveries offer emergent storytelling.
  • Deep & Varied Exploration.
  • Enormous procedural galaxies, containing thousands of planets.
  • Numerous playable species, each with their own traits and engineering styles.
  • Vast number of Unique Random Species.
  • Advanced Diplomacy system.
  • Ship Designer (even civilian ships can be customized).
  • Stunning space visuals.
  • Up to 32 player Multiplayer.
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Hello everyone and welcome to the latest diary for Mass Effect: A New Destiny! First of all I want to thank everyone who has subbed to the mod on Steam and placed confidence in me to make this amazing mod a reality. The first few releases had a nasty save bug that a very kind Steam user helped me fix. Please keep the feedback coming, I only have so much time in a day to playtest everything so any critique is hugely valuable in making the mod fun for everyone! I also want to thank the teams at binaryhelixmods, Stellaris Modding Den, and Renegades Modding Group for answering my coding questions. This mod wouldn't be here at all without them helping out. Alright, enough with the Oscars sappy speech, it's time for the dev diary that touches a lot of changes coming with v0.1!

Ship Sets:

I'm happy to announce hyperion9710 has graciously allowed me to use their mod Mass Effect Shipsets NSChttps://steamcommunity.com/sharedfiles/filedetails/?id=2838228491 as a required dependency for A New Destiny. When loading up A New Destiny you need to place Mass Effect Shipsets NSC below the main mod. Although I'm still looking for appropriate station models, this ship set mod should help make everything look more like the Mass Effect universe. Here's an image of the Turians and Alliance forces battling near Shanxi.

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At this point the Rachni are the only empire to have a vanilla ship set. If anyone has any ideas as to what I could use for them please let me know. But that's not all I've done in the cosmetic department, let's talk about the map.

Galactic Map:

In the current public build on Steam you can find here, Steamcommunity.com a map filter highlights significant galactic sectors to know at a glance where things might be. However, the filter is a dark gray color that tends to blend in with the map and makes things hard to see. In v0.1, the color has been changed to an orange color similar to Mass Effect 2's color scheme, you can see it below.

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Now long time Mass Effect nerds might be wondering why the Attican Traverse is so large, the answer is I have erased the Systems Alliance quadrant. Given the fact that A New Destiny begins in 2150, the majority of the galaxy have no idea Humans exist and wouldn't mark down their territory on maps. If you don't like the filter at all or think the Systems Alliance segment should be named something else let me know in the comments. That's not all about the map changing in v0.1, let's look at empire layouts in greater detail now that most empires have starting systems established.

The first thing to note is that A New Destiny is not focused on balanced starts like a vanilla game of Stellaris. As you can see below, the Systems Alliance has more territory than the Migrant Fleet for instance.

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Meanwhile the Geth Consensus starts with two megastructures from the Dark Horse Mass Effect comics as well as systems in the Armstrong Cluster.

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The intent is to create a middle ground between vanilla Stellaris and something like Star Wars New Dawn which has a vast majority of settled systems. Generally, the aim is to have three to four planets with settlements established leaving many more systems to explore. I have accounted for the change in lore with a starting event that discusses the state of the galaxy, but I'll let you see that in game. Below are the layouts for the rest of the majors starting positions currently.

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You may have noticed Earth was disconnected from the hyperlane network, that is by design to incorporate a new feature...

Primary Relays:

In the world of Mass Effect Mass Relays are divided into two categories, Primary and Secondary Relays. In A New Destiny, Secondary Relays are common and all connected to a single network while Primary Relays are more akin to wormholes with one entry and one exit. Unlocking travel between these locations will require anything from raw research to archaeological projects depending on the Relay in question. Earth's Charon Relay requires an archaeological project involving delving into the Mars Archive. You can see a sneak peek of the project below.

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While Charon is the only Primary Relay in the mod so far, I plan on adding the Mu and Omega Relays in future versions of the mod. They will each have a story function in the mod and specialized for the needs of converting Mass Effect into a 4X setting. While not totally lore accurate to Mass Effect, I hope the spirit of what I'm going for is felt. With that out of the way it's time to talk about what's next.

v0.1:

Mass Effect: A New Destiny is moving out of the economic beta and into v0.1 FCW but what does that mean exactly? For the next few updates, I'll be focusing on implementing the first major story arc planned, the First Contact War. In Mass Effect lore the FCW pitted the Systems Alliance and Turian Hierarchy in a battle for survival. The mod stays true to that premise while adapting some details to be consistent with the mod's internal lore. Coming off the heels of the Krogan Rebellions, the Turians will stop at nothing to secure a peaceful galaxy. At the same time Human's drive to explore the stars can lead to a fatal misunderstanding.

While not fully implemented, the choices both players make can lead to war or an alternative path where cooler heads prevail and the war is avoided all together. Here's an example of a choice the Alliance player will have to make below.

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Although the map and starting events are the bulk of the work done for v0.1, I do have one more thing to talk about.

Shipyards:

I want to stress the below system is experimental, subject to change or down right scrapped based on A, your feedback and B, how the AI handles it. It's not a super hard change code wise but will affect gameplay significantly from vanilla. Once I get enough feedback, I'll be able to change it back fast if it doesn't go well. The goal of the overhaul is to add a new strategic layer for those engaged in war while also standing apart from other mods. So, what exactly is changing?

In vanilla Stellaris regular ship classes ie, corvette, frigate, destroyer, cruiser, and battleships are all built from a central Shipyard and does not depend on station level. A New Destiny changes things to make the last three types require a special starbase building as well as increasing starbase level requirements for those buildings. If you've ever played Star Wars: Empire at War, you'll recognize the inspiration for this system. Again, I want to stress this system is experimental and may be scrapped so please comment on your experience.

That's all for now folks! If you want to keep up with mod development, feel free to join this Discord Discord.gg and scroll down to the A New Destiny section. If you would like to join me in making the mod the help would be greatly appreciated. Please fill out this short survey so I know how to get in touch with you! Forms.gle

Krogan out.

Dev Diary 4: Still Alive and Kicking

Dev Diary 4: Still Alive and Kicking

Mass Effect: A New Destiny

Hey everyone! I know it has been a pretty long time since I last submitted a Dev Diary. Baldur's Gate 3 is really one of the top reasons for the drought...

Mass Effect: A New Destiny Dev Diary 3: Corporations

Mass Effect: A New Destiny Dev Diary 3: Corporations

Mass Effect: A New Destiny

Hello everyone and welcome to the third Dev Diary for Mass Effect: A New Destiny! I realize it's long overdue, but a combination of real-life stuff and...

Mass Effect: A New Destiny Dev Diary 2: Operations Center

Mass Effect: A New Destiny Dev Diary 2: Operations Center

Mass Effect: A New Destiny

Hello and welcome to the second Dev Diary of Mass Effect: A New Destiny! Today as I hinted at in the end of the last diary we're going to be talking about...

Mass Effect: A New Destiny Dev Diary #1: The Economy

Mass Effect: A New Destiny Dev Diary #1: The Economy

Mass Effect: A New Destiny

Welcome to Mass Effect: A New Destiny, the upcoming total conversion for Stellaris focused on choice and consequences. Live out the story of the trilogy...

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Ironsky

Ironsky

Full Version 6 comments

Mod was banned from STEA after 8 years & over 112,000 users, 5 star reviews etc. So uploaded here. It allows you to play Stellaris with the Moon nazis...

beyondtherelays

beyondtherelays

Mass Effect: Beyond the Relays Full Version 3 comments

We're proud to present version 2.0 of Beyond the Relays!

Choose Trophy Location

Choose Trophy Location

Choose Trophy Location Full Version

This simple mod allow you to choose trophy location, instead of most populated planet in vanilla. No more +15% alloys on your research world. All you...

RCNH 1.2

RCNH 1.2

Realistic and Comprehensive Namelist of Humans Full Version

updated to 3.7 added compatibility with UI Overhaul Dynamic included UI Overhaul Dynamic + Improved Fonts submod

Realistic and Comprehensive Namelist of Humans 1.1

Realistic and Comprehensive Namelist of Humans 1.1

Realistic and Comprehensive Namelist of Humans Full Version

Updated it the mod to 3.6, added namelist support for frigate class ships

Empires Expanded: Vanilla Overhaul 1.3.1

Empires Expanded: Vanilla Overhaul 1.3.1

Empires Expanded: Vanilla Overhaul Full Version

This is a submod for the Empires Expanded mod. This submod overhauls most vanilla Stellaris civics, but could cause compatibility issues. You don't, however...

Post comment Comments  (0 - 10 of 44)
Guest
Guest - - 689,437 comments

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alberto25e1992
alberto25e1992 - - 2 comments

Hello, I have thought of two ideas that I wanted to propose to the modding community and to the Paradox development team for the Stellaris game to see if they could adapt it into one of several mods or DLCS.
1-Create a government council with the head of the nation and the elected ministers (governance and administration, foreign affairs, engineering, science, war, society) and a military council (great admiral, great general, chief of intelligence, chief of espionage) for the star nation and two equivalent bodies for the government of the federation and the council of the galactic community (and that each minister / ra contribute bonuses to the assigned section).
2-Create an elected crew for the scientific ships with 5 crew members (commander, pilot, scientist, engineer and doctor) each one contributes bonuses in their assigned area, and an elected crew of 5 members (admiral, general, chief of tactics, chief engineer, medical chief) to reinforce military fleets with bonuses.
Thank you very much
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Paneles laterales

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Josip_Broz_Tito
Josip_Broz_Tito - - 4 comments

Titoslavia will rule all!

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fabriciomoreiraporto
fabriciomoreiraporto - - 84 comments

Stellaris .Mobile Suit Gundam: Stellarismod Download

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deleted10101
deleted10101 - - 7,265 comments

Hi

I hope you guys are going to polish this game more because there are some problems with it

First of all there isn't much to build in space ; the Research Station and the Observation Post are using the same models ; the Mining Stations could use animated generic little ships that travel to the asteroid and back and mine it + sounds and FX preferably akin to Distant Worlds

Second of all the combat system is broken IMO ; the enemies are too good , too quick and unbeatable
I was firstly attacked by one opponent and they wiped out all my bases in a merry-go-round form of attack they were doing and i could not do anything to repell them
When i attacked my first enemy i bumped into an invincible Space Port that downed a large fleet of 30 ships , i used the console to spawn more ships and they wiped all of them out and then i was suddenly thrown out of their system with a message that i lost the war against them
I do not think the war conditions is a good idea , it makes AIs too defensive and gives them too many advantages , i would like a free combat system that once i am at war to be able to continue it as i see fit and only end it if they propose peace or i propose peace

Third of all , the planet screen needs more work , the pops and buildings are too cramped , either make them larger to fill the screen or make the planet screen more visible , something akin to StarDrive 2 , Endless Space , Galactic Civilizations 3 or MOO Conquer the Stars would be more proper

I would really like if you guys would implement full ground combat with infantry , tanks and whatever else fights on the ground , not really at the X-Com level but something more proper
If possible , some short cinematics when colonizing a world would be great as well

This game has massive potential but it leaves some things to be desired , in any case i love the idea and everything about it as it is

My best wishes with this

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capshades
capshades - - 53 comments

Anyone figure out how to mod the auto-explore research for the start? They said it was going to be easy...

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Guest
Guest - - 689,437 comments

can't wait for startrek infinities.....

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TheBlackMarkofNod
TheBlackMarkofNod - - 158 comments

To those mod creators out there, can you any one of you guys create a Star Wars Old Republic mod for this game.

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BobiCrafter1
BobiCrafter1 - - 24 comments

Will this game also appear in stores?

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Enriador
Enriador - - 232 comments

It's a player-made modification. It's for free on the web.

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BobiCrafter1
BobiCrafter1 - - 24 comments

I meant Stellaris in general^^
btw: yes, it's available in stores.^^

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Exakter
Exakter - - 88 comments

maybe? I mean... you could look it up online whether or not stores near you sell it. I mean... really dude, get with the times.

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