Races/Governments

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Zilas00
Posts: 6
Joined: Sun Feb 20, 2011 3:16 am

Races/Governments

Post by Zilas00 »

In an attempt to make my galaxies have a little more strife in them, I have been manualy adding races into the galaxy to make sure the bug races have allys to trade with and the reptiles have other reptiles to trade with etc. I always play human so I give myself one or two natural allies, a few "neutral" type races and alot of "evil" races. My problem is that id also like each race to have a government that best fits each races "mindset." Does anybody have a list of which governements best compliments each race? I leave the races with special governments such as Sluken to Hive Mind but Id like to not leave other races such as the Dhayut (sp?) on Random in case they happen to get democracy as a government and then they will naturally like my republic, but I also dont want to manually put them to a government type that will end up slowing them down. Any insight or opinion is welcome or am I correct in assuming that I could set any of the "bads" to Despotism or Military Dictatorship? Thanks in advance!
feygan
Posts: 324
Joined: Wed Mar 31, 2010 8:41 am

RE: Races/Governments

Post by feygan »

BAd ones will generally dislike good ones, as to which is best suited to the race? Well have a look at the race files and you will see what kind of bonuses they get and so forth and you can pick a government whose abilities best compliment the natural race bonus.
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Igard
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Location: Scotland

RE: Races/Governments

Post by Igard »

The best way to group races into 'bad guy/good guy' categories is to make use of the biases.txt file.

If you want to pit 2 races against each other, you can do so, but remember when giving a race a highly negative bias toward another will result in some pretty aggressive behaviour, even for a passive race.

I'm still getting used to the bias settings myself, but it seems that if you make all your good guy races have positive and neutral stances, and all your bad guy races very negative toward those good guys, then you might get what you're looking for.

Here's a link to Haree78's very useful tool for editing the bias file.

tm.asp?m=2681510
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Data
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Joined: Mon Jan 03, 2011 4:43 pm

RE: Races/Governments

Post by Data »

as for governments, you can use the editor to change it for each race to whatever you think suits them best
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unclean
Posts: 163
Joined: Fri Dec 31, 2010 6:27 am

RE: Races/Governments

Post by unclean »

Here's what I use, based on what I think fits them best and puts them in a decent place politically:

Fish:
Quameno - Technocracy
Ackdarian - Republic
Wekkarus - Monarchy

Humanoid:
Human - Republic
Kiadian - Republic
Securan - Utopian

Bugs:
Dhayut - Dictatorship
Sluken - Hive Mind
Gizurean - Hive Mind

Lizards:
Mortalen - Despotism
Naxxilian - Feudalism
Haakonish - Mercantile
Shandar - Utopian

Rats:
Zenox - Technocracy
Teekan - Mercantile
Ugnari - Mercantile

Bears(?):
Atuuk - Democracy
Ikkuro - Feudalism
Ketarov - Republic

The races.txt I attached does this automatically, just make sure you're using Woodman's mod too or it probably won't work!
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