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Distant Worlds 2
Cheat Codes:
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Submitted by: David K.
Be Diplomatic:
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The diplomacy tab lets you see and interact with other factions in the game.
Be it large empires or even just space pirates or marauders. What you want to
do is to make sure to be friendly or even make allies with strong factions.
This will help bolster your defenses, as they help you fend off threats.
Additionally, you can trade researched tech with these factions. If all else
fails, becoming friendly with marauders might not actually be a bad idea, as
it will make them less of a threat.
You Don’t Need to Build Everything:
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During a normal playthrough of Distant Worlds 2, you’ll be advised to build
many ships and facilities. However, just blindly accepting every
recommendation can put you at a disadvantage. All these ships and facilities
can eat up a lot of your money for their upkeep and maintenance. It’s better
to play it smart and focus on things you truly need soon instead.
Focus on Warp Drives:
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There are many research possibilities in Distant Worlds 2. But one of the
first ones you should go for is the warp drives. These are in the Hyperspace
Tech section of the tech research tree. Early Warp Field Experiments and
Stable Warp Fields are the first two techs you can research here. The warp
drives will greatly improve the speed of your ships, which is a huge boon to
your overall progress.
Place Mining Stations on or Near Planets:
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This is a fairly simple one. Many planets contain resources that you simply
can not obtain straight away, at least early on. That’s where mining stations
come in. Mining stations will survey and retrieve all the resources they can.
So just place them on or near the planets you want to survey and let them do
their job.
Fuel Tips:
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Here are some tips that should help:
* Reactor types matter – You can look at reactor stats on the tech screen.
Many players probably go for Quantum reactors over fusion because of their
high output, but notice the Caslon:Fuel ration. For Quantum its 5:1. This is
horrifically inefficient, and practically guarantees your ships will run out
of fuel when traversing any significant distance. Fusion on the other hand
is the opposite, lower output but a much better conversion ratio. As a general
rule use fusion for ships, quantum for stations.
* Mining stations – You can put a large mining engine on mining stations,
pretty much everyone already knows this. But it probably doesn’t occur to
people that you can put a smaller mining engine on said station in addition
to this. Or that you can add multiple small mining engines. There is the
reason why “large mining station” hulls have so much space but not enough
non-support modules.
* Fuel Tanker design – First, the obvious that if you want fuel tankers
dedicated to supplying only one specific fleet, it needs to be in that fleet.
Aside from that, design matters. For fuel tankers its cargo holds that matter.
They transfer fuel via Caslon stored in their cargo holds, NOT fuel in their
own tanks. Give them one or two fuel tanks, and as many cargo holds as you
can squeeze in there alongside other necessity modules.
* Predicting bad AI – If you sign a trade agreement with an empire that is
far away from you, your freighters will try and trade with it regardless of
whether or not they can actually reach it with their current fuel supply.
Try to give them as many fuel tanks as possible to help with this if you
must use trade agreements.
* If you are trying to supply a location that, for whatever reason, your
freighters are NOT adequately supplying (Ghost fleet base), you can always
make a troop transport design with a cargo hold and small mining engine.
You can manually mine whatever you need from wherever, just be sure to pay
attention to the ship, because it will try and offload at a location
automatically once its cargo hold is full (you can redirect it somewhere else).
Tips to Use Ships:
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Written by Nightskies
Admittedly, a part of it is the breadth of differences between races. Imagine
that every single following statement is appended with “*Depending on race,
some are outright exceptions to this”
Some swear the Fast Frigate is hands down the best ship. Some call to cruisers
and battleships. Personally, I believe the basic frigate and the fleet/heavy
destroyer are the most capable of pulling the most weight. Really though, each
hull has its uses, and it’s all about how you use them.
Escorts are good for one thing. Being cheap. They can serve as distractions or
filler for a little niche role within a fleet you don’t need much power for.
For example, a long-range EMP lance fire support ship.
Frigates are generally the most cost-effective combat ship. They are the best
at stacking countermeasures, are relatively fast, and typically exemplify the
battle ethos of the race. If you’re looking to get the most firepower for the
cost, it’s going to be the frigate. The basic frigate can be the best to serve
as the backbone of your navy. The advanced versions are closer in cost to the
destroyer than the basic frigate with the requirement of Aculon, a potentially
restrictive construction resource, but they excel at specialist roles. For
example, the Heavy Frigate often gains a weapon slot ideal for PD weapons,
making them more suitable picket ships.
Destroyers typically have more large weapon slots and a higher potential ratio
of defense to total cost. Many can include fighters (a big deal). Advanced
versions use the same resources and don’t cost much more proportionally. The
increase in performance is well worth the cost unless you’re looking to optimize
firepower to cost as a heavy weapon platform. The increased defense, heavy
weapons, and general slots allow them to excel in some specialist roles that
frigates don’t quite do well at. Generally, they are good at all-round
performance. I find the Fleet and Heavy Destroyer often make a good choice as
the backbone of a navy.
Light Cruisers belong in a category of their own. Their cost is comparable to
destroyers, but they are unrivaled in their flexibility. If a frigate or
destroyer can’t do a job, the light cruiser can do it. It can be fast. Heavily
armed. Tough as nails. A fighter carrier. A command and support ship (I always
use a Light Cruiser to do this). What it can’t do, is all these at once. However,
if you’re looking for the toughest fleet possible, it’s Light Cruisers.
Advanced Cruisers hulls are nearly twice the cost of a light cruiser (almost 3
advanced destroyers), the 3rd versions are a bit past that, because they demand
Hexodorium, one of the 3 rarest construction resources in the game, and a lot
more Aculon. A fully equipped Light Cruiser can be cheaper than the hull of a
Heavy Cruiser. They don’t offer much more performance than a Light Cruiser,
either- about 10-20% more space, and a bit better bonuses. However, they get
more slots. Which means they are stronger at any specialized role you can think
of. So, if you really need something done in the strongest way possible without
regard to cost (short of what battleships and carriers do), Advanced Cruisers
fit the bill.
Battleships do two things. Bring heavy weapons and sustain damage over time.
Unless you’re trolling, you’re using it for long-range firepower (yes, you could
build a blaster battleship that will output terrifying firepower in the thick
of a ship melee, but nothing about this is optimal- battleships are slow, and
by cost, just don’t compare to the firepower and durability of smaller ships).
You can use a battleship as a command and support ship, but battleship space
is expensive. Given that it has enough weapons, it will attract firepower away
from your smaller ships, and it has lots of defense slots, which get a shield
recharge boost. Use that. Coupled with the massive range boost, battleships are
an ideal center point of a fleet, but if you’re focusing on long-range weapons
(especially beams), a fleet of battleships can be unstoppable. I recommend
multiple repair bots.
Carriers aren’t just fighter platforms- destroyers and cruisers generally do
better as small carriers. Like Battleships, they’ll attract a lot of attention,
so make use of the heavy defense slots and recharge boost, with at least 2
repair bots. If you don’t use heavy weapons, you’ll have room to spare for
command and support components. Still, I recommend arming carriers to the teeth-
including some blasters. They should be able to outgun an AI destroyer without
fighters and far outlast it. With heavy defenses and some ship-to-ship bite,
they’re a great compliment for a battle fleet with limited fighters and lacking
battleships.
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