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Jarvisi
Apr 17, 2001

Green is still best.

Jinnigan posted:

DW2: Holy poo poo the Teekan start is godawful, you get a 10k cr upkeep terraforming device dumped on you in the first system, well before you can do anything approaching the level of sustainment required

Yeah I immediately quit when I realized how badly I'd hosed myself

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Jinnigan
Feb 12, 2007

We shall pay him a visit. There will be a picnic. Tea shall be served.

Jarvisi posted:

Yeah I immediately quit when I realized how badly I'd hosed myself

Maybe I got unlucky twice in a row but it happened to my two Teekan starts in a row. Seems to be a scripted, guaranteed event. You can't even avoid it! (Or maybe I could avoid it at a different automation for exploration, which - pffft)

Jarvisi
Apr 17, 2001

Green is still best.

Jinnigan posted:

Maybe I got unlucky twice in a row but it happened to my two Teekan starts in a row. Seems to be a scripted, guaranteed event. You can't even avoid it! (Or maybe I could avoid it at a different automation for exploration, which - pffft)

Nah, every race gets certain guaranteed events. I'm not even sure how to avoid it. You can take the terraformer apart but it seems like a waste

chglcu
May 17, 2007

I'm so bored with the USA.

Jarvisi posted:

Nah, every race gets certain guaranteed events. I'm not even sure how to avoid it. You can take the terraformer apart but it seems like a waste

Can always turn off race events when setting up the game.

Kvlt!
May 19, 2012



edit: wrong thread

Libluini
May 18, 2012

I gravitated towards the Greens, eventually even joining the party itself.

The Linke is a party I grudgingly accept exists, but I've learned enough about DDR-history I can't bring myself to trust a party that was once the SED, a party leading the corrupt state apparatus ...
Grimey Drawer

Jinnigan posted:

DW2: Holy poo poo the Teekan start is godawful, you get a 10k cr upkeep terraforming device dumped on you in the first system, well before you can do anything approaching the level of sustainment required

Protip: Take the colonists instead to get a free colony. You'll get the terraformer a bit later anyway. Just scrap the thing as soon as the quality ticked over your homeworld quality.

Getting a second colony this early turned out to be quite the boost!

Agean90
Jun 28, 2008


Yeah it threw me for a loop too. Even left the terraformer on for a couple months but dismantled it because being able to crash research stuff was much more valuable than small incremental increases to a colony that isn't gonna make enough money to be worth taxing for a while to begin with.

like having money is vastly more powerful than a ticking 1%, I've been busy bribing all the independents around me with great success.

metasynthetic
Dec 2, 2005

in one moment, Earth

in the next, Heaven

Megamarm
One thing that I tried on restarting was changing the finance automation so that none of the surplus was getting auto spent on research or colony growth. Then I fiddled with the maintenance and savings to executive account option(I forget exactly what it's called) so as much of the money as possible was getting saved up without neglecting maintenance. You can significantly improve your early game cashflow with this, making it much easier to bribe annex indies and grab worlds. Science will suffer a bit unless you find some crash research appropriately.

Fat Samurai
Feb 16, 2011

To go quickly is foolish. To go slowly is prudent. Not to go; that is wisdom.
I had a first go of Distant World 2 yesterday, let everything on standard and basically spent the entire time accepting missions to build mines and making sure that the spaceport was always building something because had money for it. Eventually noticed that 1) A component in my explorers needed some metal non present on my initial system and 2) The AI had build explorers that didn't have the range to reach the nearest star, so they were all idling. I quit for the night instead of trying to unfuck my designs.

Is there a quick (i.e. not a 12 hour video series) tutorial somewhere that will teach me what to do at the start? The manual is, well, a Slitherine manual (I don't remember whether it's a Slitherine game, but I'm willing to bet on it just because of the manual).

Splicer
Oct 16, 2006

from hell's heart I cast at thee
🧙🐀🧹🌙🪄🐸

Fat Samurai posted:

I had a first go of Distant World 2 yesterday, let everything on standard and basically spent the entire time accepting missions to build mines and making sure that the spaceport was always building something because had money for it. Eventually noticed that 1) A component in my explorers needed some metal non present on my initial system and 2) The AI had build explorers that didn't have the range to reach the nearest star, so they were all idling. I quit for the night instead of trying to unfuck my designs.

Is there a quick (i.e. not a 12 hour video series) tutorial somewhere that will teach me what to do at the start? The manual is, well, a Slitherine manual (I don't remember whether it's a Slitherine game, but I'm willing to bet on it just because of the manual).
You start with a big ol' cache of all the metals you need.
Once you research warp fields the AI will slap them on all your designs and then your ships will upgrade themselves at your starbase and go exploring (or you can set the ship designs to manual and do it yourself)

Splicer fucked around with this message at 19:58 on Mar 30, 2022

canepazzo
May 29, 2006



Fat Samurai posted:

I had a first go of Distant World 2 yesterday, let everything on standard and basically spent the entire time accepting missions to build mines and making sure that the spaceport was always building something because had money for it. Eventually noticed that 1) A component in my explorers needed some metal non present on my initial system and 2) The AI had build explorers that didn't have the range to reach the nearest star, so they were all idling. I quit for the night instead of trying to unfuck my designs.

Is there a quick (i.e. not a 12 hour video series) tutorial somewhere that will teach me what to do at the start? The manual is, well, a Slitherine manual (I don't remember whether it's a Slitherine game, but I'm willing to bet on it just because of the manual).

I'm partial to Scotty's guide, it guides your hand a bit without having to watch a YouTuber, as he very helpfully wrote a text guide.

Scotty's guide

Fhqwhgads
Jul 18, 2003

I AM THE ONLY ONE IN THIS GAME WHO GETS LAID
I do like DW2 but I think I've reached the point where I'm losing track of what to do next, and I think I'm in the midgame. I somehow survived the game giving me a human slave colony on the other side of the galaxy (I think this was a story event which absolutely destroyed my economy for a long time) and now have 11 colonies with what looks like 1/4 of the map still uncolonized. I need to learn more about how to effectively use fleets. I'm trying to do a diplo focused human run as my first run and have made friends with all the races you'd expect, and the others are all angry with me but no wars yet. Unlike Stellaris, I don't have a progress yardstick like "have this tech by x date" or y number of colonies or z fleet power, so I'm assuming I'm just plugging along.

LLSix
Jan 20, 2010

The real power behind countless overlords

Early game trick for DW2 - you can steal tech from the pirates. It seems like they all have all the tier 0 and most if not all of the tier 1 techs, as well as a few more advanced ones.

Grevlek
Jan 11, 2004
Is it dumb in DW 2 to just keep your research on the first drive system, and then just queue up the second drive system after it? It really feels like you don't want to spend a ton of time trapped in your starting star system. Probably from there just tech civilian ships and engine/warp coils until you run into hostiles?

metasynthetic
Dec 2, 2005

in one moment, Earth

in the next, Heaven

Megamarm
Yeah the early game is basically about getting your warp tech up and running to a viable level asap. You will absolutely have to get better fuel cells too. Warp 1 is a speed bump on the way to 2. Warp 2 (plus equivalent fuel cells) is barely good enough to explore your stellar neighborhood. 3 is when things open up, after that you get some breathing room to decide on different tech paths.

LLSix
Jan 20, 2010

The real power behind countless overlords

Grevlek posted:

Is it dumb in DW 2 to just keep your research on the first drive system, and then just queue up the second drive system after it? It really feels like you don't want to spend a ton of time trapped in your starting star system. Probably from there just tech civilian ships and engine/warp coils until you run into hostiles?

No, it is not dumb. It's one of the recommended opening strategies. The second drive system is needed to leave your system as a practical matter. So yeah, it makes sense to beeline it. In order to effectively defend more than one system per fleet, you need the third, or better, the fourth warp drive tech.

After the second drive tech, you'll probably want to branch out to get the stuff to allow you to build resort bases (they provide a lot of money). There are some other economy techs that are important (better civilian ships means the civilian economy needs fewer of them, which means they are less likely to bottleneck on docking with your spaceports, ditto the improved docking line.) etc. etc. etc.

You can beeline the hyperdrive techs for a long time without it being a bad idea. Personally, I try to keep my warpdrive tech 1 tier ahead, because moving my fleets around takes too long otherwise.

Wipfmetz
Oct 12, 2007

Sitzen ein oder mehrere Wipfe in einer Lore, so kann man sie ueber den Rand der Lore hinausschauen sehen.
Any advice on colonizing? I accept that a new colony will be a money drain due to being uh, new and on life support from the empire.

But my colonies always get more and more expensive, even if they show populations of 100M or more. I must be doing something wrong.

Brendan Rodgers
Jun 11, 2014




Wipfmetz posted:

Any advice on colonizing? I accept that a new colony will be a money drain due to being uh, new and on life support from the empire.

But my colonies always get more and more expensive, even if they show populations of 100M or more. I must be doing something wrong.

Think it was > 1000M to become profitable.

Splicer
Oct 16, 2006

from hell's heart I cast at thee
🧙🐀🧹🌙🪄🐸

Wipfmetz posted:

Any advice on colonizing? I accept that a new colony will be a money drain due to being uh, new and on life support from the empire.

But my colonies always get more and more expensive, even if they show populations of 100M or more. I must be doing something wrong.
There's an extra money drain when suitability is below 20. While a 10 in the right place might grab you a bunch of territory don't colonise a <20 in or right by a system you already have a colony in.

Libluini
May 18, 2012

I gravitated towards the Greens, eventually even joining the party itself.

The Linke is a party I grudgingly accept exists, but I've learned enough about DDR-history I can't bring myself to trust a party that was once the SED, a party leading the corrupt state apparatus ...
Grimey Drawer

Wipfmetz posted:

Any advice on colonizing? I accept that a new colony will be a money drain due to being uh, new and on life support from the empire.

But my colonies always get more and more expensive, even if they show populations of 100M or more. I must be doing something wrong.

100M is still loving tiny, you're not doing anything wrong. Besides maybe colonizing new worlds before the old colonies reached at least 1b? :v:

Anyway, if it annoys you too much, you can always switch off finance automatic and just set a higher tax rate. Be warned it will slow down development of the new colonies though.

HerpicleOmnicron5
May 31, 2013

How did this smug dummkopf ever make general?


Wipfmetz posted:

Any advice on colonizing? I accept that a new colony will be a money drain due to being uh, new and on life support from the empire.

But my colonies always get more and more expensive, even if they show populations of 100M or more. I must be doing something wrong.

Colonies are extremely long term investments that will primarily indirectly profit. Consider the increased amount of shipping and the new star base and influence boons over the direct tax benefits of the colony. Avoid under 20 suitability unless you’re literally swimming with cash, as the Teekans tend to do.

LLSix
Jan 20, 2010

The real power behind countless overlords

Fairly early in the tech tree are a whole set of colonization techs that reduce the suitability threshold for the planet type(s) they target by 5. So I've been settling the first 15+ suitability colony I see. After that I can be pickier.

I feel like you really need to get your first colony started ASAP. Your homeworld cannot finance two fleets, and you need multiple fleets to defend a multi-system empire (unless you're paying off pirates which is way cheaper than the maintenance costs of enough ships to fight the pirates).

Jinnigan
Feb 12, 2007

We shall pay him a visit. There will be a picnic. Tea shall be served.
ehhh does ship design and upgrade automation not work if you started the game with manual designs?

i had wanted to just focus on designing one or two shiplines while letting the computer do everything else, which didn't work very well (the automated designs never updated), and then i decided fine, i'll let the computer do everything. but when i flipped the switch the ship designs never auto-updated?? i guess maybe its the same bug but that's pretty annoying

Jinnigan fucked around with this message at 14:18 on Mar 31, 2022

pedro0930
Oct 15, 2012
Go to your ship design screen where it shows you all your current designs and see if the last 3 columns of each ship updated to the right automation setting you wanted (Design, retrofit, and obsolete)

Wipfmetz posted:

Any advice on colonizing? I accept that a new colony will be a money drain due to being uh, new and on life support from the empire.

But my colonies always get more and more expensive, even if they show populations of 100M or more. I must be doing something wrong.

Make sure the final RACE suitability is over 20. Even with the correct planet type there's still a planet quality modifier that affect race suitability. Anything lower than 20 will slow development and cost maintenance. Also ban unsuitable race from migrating to the planet if that has been a problem.

Jinnigan
Feb 12, 2007

We shall pay him a visit. There will be a picnic. Tea shall be served.

pedro0930 posted:

Go to your ship design screen where it shows you all your current designs and see if the last 3 columns of each ship updated to the right automation setting you wanted (Design, retrofit, and obsolete)
Yep

New game, ship designs are manual in the empire screen. All ships are automatic everything. Research hyperdrive engine. No upgrades, no new designs. What a mess

chglcu
May 17, 2007

I'm so bored with the USA.

Jinnigan posted:

Yep

New game, ship designs are manual in the empire screen. All ships are automatic everything. Research hyperdrive engine. No upgrades, no new designs. What a mess

Manual in the empire screen causes automatic in the design screen to be ignored, I think.

Splicer
Oct 16, 2006

from hell's heart I cast at thee
🧙🐀🧹🌙🪄🐸

Jinnigan posted:

Yep

New game, ship designs are manual in the empire screen. All ships are automatic everything. Research hyperdrive engine. No upgrades, no new designs. What a mess
Manual in empire overrides auto in ship screen. Set to empire automatic then turn off the auto on the ones you want to baby.

Squiggle
Sep 29, 2002

I don't think she likes the special sauce, Rick.


Jinnigan posted:

Yep

New game, ship designs are manual in the empire screen. All ships are automatic everything.

Reverse these

Agean90
Jun 28, 2008


Really liking the changes made to military ships. Having actual size limits and firing arcs makes want to actually design different ships instead of just making a beam equipped universal ship and using it for everything.

Wipfmetz
Oct 12, 2007

Sitzen ein oder mehrere Wipfe in einer Lore, so kann man sie ueber den Rand der Lore hinausschauen sehen.
Thanks for all the advice.

I guess my policy of "colonize everything available" was bad, since most of my colonies's sustainability levels are around 5-10.

Wipfmetz fucked around with this message at 08:18 on Apr 1, 2022

MrTargetPractice
Mar 17, 2004

There have a bunch of new patches to Distant Worlds 2 recently and a lot of the crashes have been fixed. If you took a break to wait for fixes now might be a good time to give it another shot.

Comstar
Apr 20, 2007

Are you happy now?
I got The Old World and I'm still doing the endless tutorials.

Q- Why should I not be using my leader to "influence" someone every single turn I can? And who exactly should I be using that on? The tutorial didn't seem to actually cover that. There are so many other characters to use it on.

Q- Is there any reason I shouldn't be using a worker every turn to build something for the city?

Q- if I allocate a specialist to a built terrain (so a Stoneworker to a quarry), what does that actually do, and why would I not do that for every improvement my worker builds?

Comstar fucked around with this message at 01:55 on Apr 10, 2022

Gobblecoque
Sep 6, 2011
It's been a while since I played Old World so I could be full of poo poo on some of these answers:

1. Influencing has a cost (gold I think). I liked using it on other kingdom leaders because you start out weaker than them and so doing what you can to keep them from squashing you until you catch up is an important tactic, especially on higher difficulties. The leaders of the families within your own civ are also good targets.

2. You only have a limited quantity of orders unlike most strategy games so depending on the situation (such as war) you might have more pressing needs than building.

3. Specialists produce some more of whatever their assigned improvement already gives (more stone from a quarry) and some other stuff (I remember lumber mills giving research). You're not going to have a specialist for every improvement because they need population and cost civics.

Lowen
Mar 16, 2007

Adorable.

Comstar posted:

I got The Old World and I'm still doing the endless tutorials.

Q- Why should I not be using my leader to "influence" someone every single turn I can? And who exactly should I be using that on? The tutorial didn't seem to actually cover that. There are so many other characters to use it on.

Q- Is there any reason I shouldn't be using a worker every turn to build something for the city?

Q- if I allocate a specialist to a built terrain (so a Stoneworker to a quarry), what does that actually do, and why would I not do that for every improvement my worker builds?

Building specialists in rural buildings also pushes your borders out, assuming they're at the edge.
Urban buildings do this automatically when they're completed.

ate shit on live tv
Feb 15, 2004

by Azathoth

Comstar posted:

I got The Old World and I'm still doing the endless tutorials.

Q- Why should I not be using my leader to "influence" someone every single turn I can? And who exactly should I be using that on? The tutorial didn't seem to actually cover that. There are so many other characters to use it on.

Q- Is there any reason I shouldn't be using a worker every turn to build something for the city?

Q- if I allocate a specialist to a built terrain (so a Stoneworker to a quarry), what does that actually do, and why would I not do that for every improvement my worker builds?

Influence raises the opinion of that character toward your leader, this has several bonuses. If they are a foreign power their relationship with you improves which will lead to better trade opportunities, and less war. If they are someone within your cabinet positions the bonuses they provide to the empire are increased if they have a >100 opinion of you, conversely if they have a negative opinion of you then they will give much lower bonuses. If they are the head of a family then their cities will be happier, and thus more productive. If you can afford the gold cost and the order's cost, then yes doing that everytime you have an opportunity is a good thing you can do, but there are also other things the leader can do like tutoring heir's or converting religions.

Generally the best thing you can use orders on in the early game is scouting and building improvements with your workers. In fact unless you are at war, worker improvements is something you should be doing as much as possible for all your cities, especially to pick up resources, and ensuring you have an every increasing stone income.

Specialists are the meat and potato's of the game, much like Civ4. Having a bunch of improvements is great, but to get the most out of those improvements, you want specialist in as many as possible. The tool tips will show exactly what resources the specialist will add. The biggest limiting agent is Citizens and Time. Specialist take a long time to build and citizens are limited by the number of urban tiles the city controls. Early on you won't have many improvements so building a specialist on the shiny new Quarry you just built is a good call. but you absolutely won't be able to build a specialist on EVERY quarry you make. So you'll want to make sure that you emphasize specialists on resource tiles first and surround those tiles with similar improvements to maximize the adjacency bonuses. As well as carefully pick the Urban Specialists that make sense for the city. tl;dr, yes build as many specialists as possible, but you can't have every improvement with a specialist.

Comstar
Apr 20, 2007

Are you happy now?
Ok I finished the Tutorial...and the game is overwhelming. Influence them! Assign a Governor to that! Build that project! Oh you need an army. AND you need to promote that army. AND marry your kids to someone. AND assign one of these 20(!?) Generals. Which one, who knows! And keep chopping trees! But keep building improvements! Which ones? Who knows?!! I guess I do it on the ones with the icon? And there is 200 icons on the screen, some of which have icons of icons on them that may or may not do anything important.

Oh I run out of orders. Never mind. Till next turn when I get bombarded with 10 different things to do.


Maybe it gets better outside the Tutorial?

Gobblecoque
Sep 6, 2011
There definitely is a learning curve with Old World and you'll likely get owned in your first game but once it clicks it's fantastic. One of my favorite 4X games.

Anno
May 10, 2017

I'm going to drown! For no reason at all!

Yeah it took me awhile to wrap my head around it all, but once I did it’s really such a good 4x game.

Check out the Old World thread! There’s been a few tutorialy posts recently and people were happy to answer my questions.

Phlegmish
Jul 2, 2011



MrTargetPractice posted:

There have a bunch of new patches to Distant Worlds 2 recently and a lot of the crashes have been fixed. If you took a break to wait for fixes now might be a good time to give it another shot.

Yeah, just now I decided to give Distant Worlds 2 another try and I lol'ed when I read the latest changelog with literally dozens of crash fixes

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Splicer
Oct 16, 2006

from hell's heart I cast at thee
🧙🐀🧹🌙🪄🐸

Phlegmish posted:

Yeah, just now I decided to give Distant Worlds 2 another try and I lol'ed when I read the latest changelog with literally dozens of crash fixes
63 IIRC

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