Poll: First DW2 expansion?
Moderator: MOD_DW2
RE: Poll: First DW2 expansion?
Just like Pirates got an expansion for a separate faction. Wonder if the Private sector can get named subfactions- like a mining company and a transport company etc. Could really add a lot of elements to this game. They will still work for the govt.
-Separate taxable company revenue,
-Company relationship with Empire(based on revenue, tax, freighters getting destroyed etc... )
-Maybe competition between other companies
-Playable private sector in the future? - Maybe?
Just an idea, Would really be one of the most unique expansions in 4x Gaming. Something which would be totally unrivaled by any space 4x for a long long time.
-Separate taxable company revenue,
-Company relationship with Empire(based on revenue, tax, freighters getting destroyed etc... )
-Maybe competition between other companies
-Playable private sector in the future? - Maybe?
Just an idea, Would really be one of the most unique expansions in 4x Gaming. Something which would be totally unrivaled by any space 4x for a long long time.
It is better to live your own destiny imperfectly, than to live somebody else's life with perfection.
RE: Poll: First DW2 expansion?
What would I prefer in an expansion?
There are two things that get me excited to play 4X games.
1) Realness/Character/Uniqueness/Replayability - For good or ill, I have been playing 4X games for 30 years. As a result, I am very sensitive when a game experience does not change from playthrough to playthrough.
How do you avoid that? The only way to do it is to go against a core design tenet of making games - scalability. You need uniqueness.
Every planet needs to feel unique. When we do find another colonizable planet in this universe, I am confident that it will be very different from Earth.
Every star system needs to feel unique.
Every region in the galaxy needs to feel unique.
How do you create uniqueness? Good question.
For planets, you could create a handful of characteristics that would make planets different: gravity, axial tilt, atmospheric composition, weather, fauna and so on. Not too many that a player gets bogged down in details, but enough that it makes planets unique. No two planets should be alike. After that, since some of those things would be linked, an algorithm needs to be designed that generates combinations that are realistic. Add in as many wild cards as the designers/players (ask for proposals) can dream of. Comb science fiction. Go nuts!
For star systems, do the equivalent. I am fairly clueless on interstellar objects, but age could be an important factor. A young star systems that is still forming would have a very different composition than one that is old and dying. You could have non-planet objects such as large asteroid belts that could be mined. What about number of stars such as a binary star systems? As with planets, if it exists (or can be imagined), implement it. Ask for proposals from players. If multiple factors would be linked, then create an algorithm that creates possibilities that feel as realistic as possible. Again, go nuts. Have fun with it!
Same goes for regions of the galaxy. Outside of nebulae, I have no idea what type of non-star system objects might exist, but I am sure that there are other players that have ideas.
All of this would be a massive undertaking, but an absolute blast for anyone that loves science fiction. Let the designer's and player's imaginations run wild and just create something where every playthrough is filled with uniqueness. JUST GO NUTS!
That would be my first choice for an expansion. Call it the "JUST GO NUTS!" expansion. Given a choice between this and planets orbiting around the star...ummm, is there really any question which would be more awesome?
2) Economy, economy, economy. Anything that makes the economy feel more real, more detailed, etc.
Thanks for reading.
Edit: I wanted to add before it gets brought up that it has already been acknowledged that more uniqueness/character has been added to planets. I do not mean to disrespect that effort or imply that it was insufficient before I have even seen it. The point that I am trying to make in this post is that I would like to see what would be possible if this sort of thing was the *focus* of development for an expansion. I just think some really cool ideas would be possible if this is the main course rather than part of an ensemble. I hope that makes sense.
There are two things that get me excited to play 4X games.
1) Realness/Character/Uniqueness/Replayability - For good or ill, I have been playing 4X games for 30 years. As a result, I am very sensitive when a game experience does not change from playthrough to playthrough.
How do you avoid that? The only way to do it is to go against a core design tenet of making games - scalability. You need uniqueness.
Every planet needs to feel unique. When we do find another colonizable planet in this universe, I am confident that it will be very different from Earth.
Every star system needs to feel unique.
Every region in the galaxy needs to feel unique.
How do you create uniqueness? Good question.
For planets, you could create a handful of characteristics that would make planets different: gravity, axial tilt, atmospheric composition, weather, fauna and so on. Not too many that a player gets bogged down in details, but enough that it makes planets unique. No two planets should be alike. After that, since some of those things would be linked, an algorithm needs to be designed that generates combinations that are realistic. Add in as many wild cards as the designers/players (ask for proposals) can dream of. Comb science fiction. Go nuts!
For star systems, do the equivalent. I am fairly clueless on interstellar objects, but age could be an important factor. A young star systems that is still forming would have a very different composition than one that is old and dying. You could have non-planet objects such as large asteroid belts that could be mined. What about number of stars such as a binary star systems? As with planets, if it exists (or can be imagined), implement it. Ask for proposals from players. If multiple factors would be linked, then create an algorithm that creates possibilities that feel as realistic as possible. Again, go nuts. Have fun with it!
Same goes for regions of the galaxy. Outside of nebulae, I have no idea what type of non-star system objects might exist, but I am sure that there are other players that have ideas.
All of this would be a massive undertaking, but an absolute blast for anyone that loves science fiction. Let the designer's and player's imaginations run wild and just create something where every playthrough is filled with uniqueness. JUST GO NUTS!
That would be my first choice for an expansion. Call it the "JUST GO NUTS!" expansion. Given a choice between this and planets orbiting around the star...ummm, is there really any question which would be more awesome?
2) Economy, economy, economy. Anything that makes the economy feel more real, more detailed, etc.
Thanks for reading.
Edit: I wanted to add before it gets brought up that it has already been acknowledged that more uniqueness/character has been added to planets. I do not mean to disrespect that effort or imply that it was insufficient before I have even seen it. The point that I am trying to make in this post is that I would like to see what would be possible if this sort of thing was the *focus* of development for an expansion. I just think some really cool ideas would be possible if this is the main course rather than part of an ensemble. I hope that makes sense.
RE: Poll: First DW2 expansion?
ORIGINAL: zgrssd
Most species in DW1 are fully aware there are other species
I've usually found the story messages a bit ambiguous about that. When you find an artifact of "clearly alien origin" at the start, this may imply the existence of alien civilizations wasn't a certitude. I guess it depends which era you're playing too.
ORIGINAL: zgrssd
In DW1 you usually have 3 habitable planets (just add technology) in your home System.
Talking about this, I would find natural to start colonization inside your home system, but I usually started by colonizing better-suited planets in neighboring systems. I would like to have different "colonization" levels, such as perhaps small outposts and full-fledged colonies. Surely humans would colonize Mars or Titan in some form before establishing millions of people in another star system.
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RE: Poll: First DW2 expansion?
Guess i am the only one voted for multiplayer, yes those planets orbiting around the sun is more interesting and more alive as the real thing.
I think the most important features would be, making it modable as possible. But that wasnt on the list, this would be my first choice.
I think the most important features would be, making it modable as possible. But that wasnt on the list, this would be my first choice.

RE: Poll: First DW2 expansion?
This is a good time to ask, where did this list come from?
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RE: Poll: First DW2 expansion?
ORIGINAL: arvcran2
This is a good time to ask, where did this list come from?
From the inquisitive mind of yours truly. Based on suggested expansions that popped up when compiling the FAQ.
RE: Poll: First DW2 expansion?
After watching just watching the final episode for the Expanse, Its still for me internal politics. Imo it should be possible to play as the only civ in the galaxy and still go through hardships and potentially even loose due to conflicting objectives from prominent characters through out your state.
RE: Poll: First DW2 expansion?
Results at 114 votes:

Looks like there's been an orbiting planets frenzy...

Looks like there's been an orbiting planets frenzy...
RE: Poll: First DW2 expansion?
ORIGINAL: Miletkir
Looks like there's been an orbiting planets frenzy...
Tbf it's just a meme at this point. Just funny because when I first stumbled upon DW as a wee lad the moving planets was one of the first things that pulled my interest for the game, and the economy got me hooked.
Which reminds me, I really hope they the another "Distant Worlds - Introduction" video with the same script, just new game. Like they did for DW:U [:D]
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RE: Poll: First DW2 expansion?
My brain says too much work for too little gain, but my heart says: Orbiting planets!
RE: Poll: First DW2 expansion?
Maybe Erik and Elliot can patch up something quick before release like:


RE: Poll: First DW2 expansion?
Orbiting planets dont add anything to the game at all. Only annoyance to keep moving the screen or constantly locking into a planet. Also needless computational power which is better spend otherwise. Glad they didnt make it in. The moved too slow to notice really anyway. And who misses them just remember that you can just move your sceen constantly with same effect [:D]
I really would like to see a factory mechanic in DW2 with raw and processed resources. This ties in really well with the unique economy system and real resource transportation. Would also limit the abundance of resources that was present in DW1.
I really would like to see a factory mechanic in DW2 with raw and processed resources. This ties in really well with the unique economy system and real resource transportation. Would also limit the abundance of resources that was present in DW1.
RE: Poll: First DW2 expansion?
raw/processed/manufactured is great extra depth for the players and would great if this was something like Simcity, but otherwise is way too complex for AI, very complex in itself to design especially around the simulated galactic trading economy, kind of pointless just extending resource simulation and is easy to exploit against enemy AI.
It's almost like orbiting planets.
It's almost like orbiting planets.
RE: Poll: First DW2 expansion?
The top 2 requests are certainly the most challenging...
Erik seemed interested by the concept of layered resource management though, even if he mentioned it in the context of modding.
Erik seemed interested by the concept of layered resource management though, even if he mentioned it in the context of modding.
RE: Poll: First DW2 expansion?
ORIGINAL: swappan
Orbiting planets dont add anything to the game at all. Only annoyance to keep moving the screen or constantly locking into a planet. Also needless computational power which is better spend otherwise. Glad they didnt make it in. The moved too slow to notice really anyway. And who misses them just remember that you can just move your sceen constantly with same effect [:D]
I really would like to see a factory mechanic in DW2 with raw and processed resources. This ties in really well with the unique economy system and real resource transportation. Would also limit the abundance of resources that was present in DW1.
I would not go so far as to say that it adds nothing, but the orbiting planets is mostly just a cool visual. The planets move slowly enough that outside of pre-warp, you can ignore the movement entirely.
Does that mean the cool visual brings nothing to the game? No, I am not saying that. Visuals do matter. It is like cool special effects in a movie. That does matter, but story (gameplay) matters more. To take this analogy a step further, my last post on "uniqueness" could be interpreted as a request for more character development.
I voted for the raw/processed/manufactured resources, but I don't really know what that would mean as far as gameplay. I just think more economic depth would be cool. That depth could be in the handling of resources, but it could also be more economic depth when it comes to planets.
Planets are pretty simplistic in DW1. Other games have adopted a Civ-like system where the player actually spends resources to build buildings on planets. DW1 has a tiny bit of that with some special projects. My impression is DW2 will expand on that. I think that is a good idea, although I wonder what implementation would be the most fun.
My preference would be something that makes planets feel more alive. I find the Civ-like implementation in other games to be *very* boardgame-like and that gives the opposite of realism for me. This feels like a good topic for a separate thread.
The thing that I will finish this post with is that realism when it comes to gameplay involves mechanics that a player influences rather than controls directly. To use a planet as an example, a planet should build agriculture, manufacturing, research facilities, etc without the player's involvement. If the player has to control each of these, then that does not feel real. However, the player could influence this development by providing extra money, lowering taxes, commissioning special projects, etc. If a planet is developed differently by the AI based upon the quality/characteristics of the planet, which can still be influenced by the player, then you have hit the sweet spot. Mix in different priorities and development styles for different races and you have something incredible.
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RE: Poll: First DW2 expansion?
ORIGINAL: MTGian
ORIGINAL: swappan
Orbiting planets dont add anything to the game at all. Only annoyance to keep moving the screen or constantly locking into a planet. Also needless computational power which is better spend otherwise. Glad they didnt make it in. The moved too slow to notice really anyway. And who misses them just remember that you can just move your sceen constantly with same effect [:D]
I really would like to see a factory mechanic in DW2 with raw and processed resources. This ties in really well with the unique economy system and real resource transportation. Would also limit the abundance of resources that was present in DW1.
I would not go so far as to say that it adds nothing, but the orbiting planets is mostly just a cool visual. The planets move slowly enough that outside of pre-warp, you can ignore the movement entirely.
Does that mean the cool visual brings nothing to the game? No, I am not saying that. Visuals do matter. It is like cool special effects in a movie. That does matter, but story (gameplay) matters more. To take this analogy a step further, my last post on "uniqueness" could be interpreted as a request for more character development.
I voted for the raw/processed/manufactured resources, but I don't really know what that would mean as far as gameplay. I just think more economic depth would be cool. That depth could be in the handling of resources, but it could also be more economic depth when it comes to planets.
Planets are pretty simplistic in DW1. Other games have adopted a Civ-like system where the player actually spends resources to build buildings on planets. DW1 has a tiny bit of that with some special projects. My impression is DW2 will expand on that. I think that is a good idea, although I wonder what implementation would be the most fun.
My preference would be something that makes planets feel more alive. I find the Civ-like implementation in other games to be *very* boardgame-like and that gives the opposite of realism for me. This feels like a good topic for a separate thread.
The thing that I will finish this post with is that realism when it comes to gameplay involves mechanics that a player influences rather than controls directly. To use a planet as an example, a planet should build agriculture, manufacturing, research facilities, etc without the player's involvement. If the player has to control each of these, then that does not feel real. However, the player could influence this development by providing extra money, lowering taxes, commissioning special projects, etc. If a planet is developed differently by the AI based upon the quality/characteristics of the planet, which can still be influenced by the player, then you have hit the sweet spot. Mix in different priorities and development styles for different races and you have something incredible.
One thing that sort of don't exist are trade between planets in terms of their civilian economies. In my opinion civilian trade probably should be one of the most common thing that civilian ships do and should in this case be part of the game. This can be part of a resource manufacturing system where planets tend to overproduce certain things and importing others. So instead of resources raising the development level it is these produced goods that does which will then act as catalyst of trade between planets who consume resources to produce them. Most of these produced goods would sort of replace luxury resources, the one that exist now would instead be used to produce different civilian goods.
Aside from this there could also be more governmental buildings and projects one can do to either enhance planets or make them strategic from a military perspective. You can have military academies, galactic stock exchanges or centres of trade projects, galactic universities and many, many more stuff.
This would make individual planets more valuable and immersive as they can be important both from a trade perspective or that you have built some specific important project on them.
RE: Poll: First DW2 expansion?
Planetary orbits were really cool. I've personally never liked warping within solar systems and played with a gravity well. So that or pre-warp, you actually cared about the position of your planets because sometimes they'd align and transport would be a short trip but in '6 months' that gas giant is now on the opposite side of the sun and ships need a longer trip.
It just felt really good. Another aspect that made DW feel authentic compared to every other 4x space game which is droll, dry and boring.
That said I don't expect orbiting to come back (if it ever does) any time soon.
It just felt really good. Another aspect that made DW feel authentic compared to every other 4x space game which is droll, dry and boring.
That said I don't expect orbiting to come back (if it ever does) any time soon.
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RE: Poll: First DW2 expansion?
What is stopping every planet from producing every possible processed good? My only concern is that you'd have to limit the planets by some sort of industrial slots, or districts, or some other gamey system. If it requires some arbitrary gamey system, I think I'd prefer it be abstracted like it is now.
RE: Poll: First DW2 expansion?
Isn't that alrady in DW1?ORIGINAL: Jorgen_CAB
ORIGINAL: MTGian
ORIGINAL: swappan
Orbiting planets dont add anything to the game at all. Only annoyance to keep moving the screen or constantly locking into a planet. Also needless computational power which is better spend otherwise. Glad they didnt make it in. The moved too slow to notice really anyway. And who misses them just remember that you can just move your sceen constantly with same effect [:D]
I really would like to see a factory mechanic in DW2 with raw and processed resources. This ties in really well with the unique economy system and real resource transportation. Would also limit the abundance of resources that was present in DW1.
I would not go so far as to say that it adds nothing, but the orbiting planets is mostly just a cool visual. The planets move slowly enough that outside of pre-warp, you can ignore the movement entirely.
Does that mean the cool visual brings nothing to the game? No, I am not saying that. Visuals do matter. It is like cool special effects in a movie. That does matter, but story (gameplay) matters more. To take this analogy a step further, my last post on "uniqueness" could be interpreted as a request for more character development.
I voted for the raw/processed/manufactured resources, but I don't really know what that would mean as far as gameplay. I just think more economic depth would be cool. That depth could be in the handling of resources, but it could also be more economic depth when it comes to planets.
Planets are pretty simplistic in DW1. Other games have adopted a Civ-like system where the player actually spends resources to build buildings on planets. DW1 has a tiny bit of that with some special projects. My impression is DW2 will expand on that. I think that is a good idea, although I wonder what implementation would be the most fun.
My preference would be something that makes planets feel more alive. I find the Civ-like implementation in other games to be *very* boardgame-like and that gives the opposite of realism for me. This feels like a good topic for a separate thread.
The thing that I will finish this post with is that realism when it comes to gameplay involves mechanics that a player influences rather than controls directly. To use a planet as an example, a planet should build agriculture, manufacturing, research facilities, etc without the player's involvement. If the player has to control each of these, then that does not feel real. However, the player could influence this development by providing extra money, lowering taxes, commissioning special projects, etc. If a planet is developed differently by the AI based upon the quality/characteristics of the planet, which can still be influenced by the player, then you have hit the sweet spot. Mix in different priorities and development styles for different races and you have something incredible.
One thing that sort of don't exist are trade between planets in terms of their civilian economies. In my opinion civilian trade probably should be one of the most common thing that civilian ships do and should in this case be part of the game. This can be part of a resource manufacturing system where planets tend to overproduce certain things and importing others. So instead of resources raising the development level it is these produced goods that does which will then act as catalyst of trade between planets who consume resources to produce them. Most of these produced goods would sort of replace luxury resources, the one that exist now would instead be used to produce different civilian goods.
Aside from this there could also be more governmental buildings and projects one can do to either enhance planets or make them strategic from a military perspective. You can have military academies, galactic stock exchanges or centres of trade projects, galactic universities and many, many more stuff.
This would make individual planets more valuable and immersive as they can be important both from a trade perspective or that you have built some specific important project on them.
No planets will produce every Luxury and Strategic Resource it needs for growth. But there is sure to be a planet or mining station that does. If it is a planet, you get interplanetary trade. And planets should be prefered, given that you might be able to transport something in both directions.
Maybe they could add some inherent tourism between planets? IIRC tourism in 1 was only towards places with bonus scenery (and propably a resort base), but there should be some tourism attraction for every planet. Especially if it is a different clime and as high quality/development.
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RE: Poll: First DW2 expansion?
For me orbiting planets is what differentiated distant worlds from the rest, almost no other 4X esque game did it, apart from Hazeron.
Like I mentioned earlier, i'm sure the whole AI pathing issue can be rectified if you drag ships along with planets in a gradient as they get closer to the planet, it totally solved the problem in X Rebirth and X4, because in the previous X games capitol ships use to always collide with fighters as collision avoidance didn't factor in avoiding moving objects.
Like I mentioned earlier, i'm sure the whole AI pathing issue can be rectified if you drag ships along with planets in a gradient as they get closer to the planet, it totally solved the problem in X Rebirth and X4, because in the previous X games capitol ships use to always collide with fighters as collision avoidance didn't factor in avoiding moving objects.