
You just research stuff according to some arcane formula that nobody can figure out exactly. There's no meaningful depth there, nothing to manipulate, no choices to make. You can't interact with it because it has so many moving parts that nobody understands and the game never bothers to explain it. Even the internet does not seem to understand, I've seen so many contradictory posts. There's no meaningful decisions, you put 2 on every blueprint and ignore it. So researching upgraded harvesting technology, or building lots of harvesting modules on a giant outpost is a total waste.

But I do know that there's a cap on how many resources you can get, and the lowest tier harvester can collect that much if you put 2(?) on the blueprint. How do they work? I don't know exactly, there's lots of moving parts. Or take another example, mining outposts. It's so much better than anything else there's no meaningful decision there.
#How to play stellaris distant worlds full#
But it does not matter, because the only real option is 0% tax (or as close to 0 as you can sustain) until population is full then max tax. how does population and tax and stuff interact? I have no idea exactly, it's complex. that's shallow, you know? The moving parts don't matter if you can't meaningfully interact with them. What I mean is, let's say for example you build some giant complex rube goldberg machine with a thousand moving parts, but all it takes is one button to activate it. Which sounds like a contradiction, but it's not. The problem is that the "very complex simulation" is shallow. will each ship model have different designs with and without hangars visible? I am guessing the ships visible in the trailer are probably troop transports launching shuttles to the planet? (would fit with the theme of the race) But who knows maybe they are freighters launching shuttles to transfer recources to the planet? (like how little shuttles load big freighters in X4) i do hope it will be a bit "better" now with the 3d models than the DW1 "all projectiles come from the center of the ship" thing)

a human frigate has max 6 turrets and if you add more weapons they shoot quicker or more projectiles or so. or if the turrets are maybe locked to the design. (i liked how "Swords of the Stars" had turrets visible and shooting in battle.

i wonder if they add/remove turrets from the model depending on how many weapons you add to the design. Watching the trailer, i am curious how the ship designer will work with the 3d models, as it seems the ships do have turrets on the hulls. I am guessing it will be similar to the Endless Space or Endless Legends storylines where each race has their own story chain.Īnd it seems there will be events with choices too, i guess similar to all the event/story popups in Stellaris. It seems there will be more "story" in this game than in the first one: a main story and each race has their own story and info bits of the ancients. What other 4X game has these things (seriously, let me know, I want to play it)? I'm not suggesting Distant Worlds is perfect by any means, but it makes an effort to actually simulate interesting things, while practically the entire rest of the genre is more interested in being a fancy board game with pretty graphics.Ī trailer for one of the races, a bunch of info about the "story" of the game (nothing too new for people who know DW1), and a few neat screenshots. Distant Worlds, while obviously lacking the complexity of something like Aurora, has an actual logistics/supply system complete with fuel tankers, it has a distinction between FTL and sub-light travel and a distinction between military engines and commercial engines, freighters that actually, you know, deliver resources, space yachts that take tourists around, etc. If you're lucky, a given 4X game might try to innovate with one or two mechanics. Out of the maybe ~70 4X space games I've played, the overwhelming majority don't even attempt to stray far from the MoO2 mold, which is just boring as hell. Can I ask what other games you've played? I can think of Stellaris and Aurora 4X as being the only ones that have a galaxy that feels more "alive" and mechanics that have meaningful interactions with them (and Stellaris is questionable, though maybe I've just played so much of it by this point I can't help but see the flaws, and Aurora's entire fun is figuring out the systems while the core game is borderline unplayable).
