Star Trek: Infinite’s first mods are here, giving us the chance to alter our playthroughs in a way that helps ups more easily achieve galactic domination or simply have to deal with fewer annoying things while we explore space.
The majority of Star Trek: Infinite’s first mods are now available through Paradox Mods, the publisher’s own platform, which could indicate a broader shift in how it handles user-made creations. Read on below for a number of picks that you might not want to skip.
The First Star Trek: Infinite Mods
Before delving into our list, it’s best to keep in mind that, at the time of publishing, we’re still in the early days of Star Trek: Infinite modding, so the effects of most of our picks will be smaller.
As is the case with all games, patches can and often do break mods, leaving it up to their creator to update them and make them usable once more.
Perhaps the most notable addition that’s part of Star Trek: Infinite’s first batch of mods, Infinite Plus adds a number of smaller tweaks that prioritize immersion.
The Klingons and Romulans start with cloak technology, the Federation gets the Excelsior from the get-go, while the Romulans no longer have access to Photon Torpedoes when the game begins.
In case the game feels a bit too claustrophobic, a bigger map mod is now available, while another allows leaders to stick around for longer.
The Consortiums mod aims to add three new buildings that help specialize energy, agriculture, and mining colonies further.
Among Star Trek: Infinite’s first mods also counts one that removes pirates and make the outliner font easier to read.
More Star Trek: Infinite mods are likely to pop up as the game’s journey continues.
For more help with Paradox Interactive’s grand strategy game, check out our guides on the silent alarm and infinite bulk carrier.
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