>>723214172
I'm talking about the Stellaris-based ST Mods/Licensed Mods, of which Star Trek Infinite is the paid one and the one the other two guys were talking about; limited to a single scenario where you start at the beginning of the TNG era and is half-baked, but has interesting ideas that play with the fact Star Trek's map is semi-static so it's somewhere in between a grand strategy game and 4X. Good UI, killed in the crib.
Star Trek: New Civilizations (pictured here) is the one currently being updated and attempts to comprehensively shove as much licensed Trek (mostly the Activision and FASA additions) into a period stretching from Enterprise (you better learn to love Archer, you'll be seeing him a lot in most of the starting scenarios) to the start of the Temporal Cold War (post-Picard, pre-Nu-Trek). If you can stand the ugly UI and something breaking with every update, it is one of the most granular experiences I have ever seen for a Star Trek game.
Star Trek: New Horizons is the third mod and the one I have the least experience with, going for a middle ground in complexity between the above two I think. Less references to licensed material than NC which an effort to represent starts in multiple eras (or at least both TNG and ENT), including an option to have either a UI like Infinite or like NC if you hate yourself.
All of them are various degrees of buggy and jank and share a number of elements like the anomalies being largely references to Star Trek episodes, different resources from base Stellaris (watch those Crew counts) and Stellaris's AI being completely unable to convincingly play the Borg.