You can set this as you see fit. There's no recommendation....GPlurtze1 wrote: Tue Mar 15, 2022 5:31 pm What is the recommended amount of ai empires per amount of stars?
DW2 FAQ/QnA megathread - Ask your question here!
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AKA General Patton
DW2-Alpha/Beta Tester
SCW Manual Lead & Beta Support Team
"Do everything you ask of those you command"....Gen. George S. Patton
Re: DW2 FAQ/QnA megathread - Ask your question here!
Thanks everyone for the answers to my questions. I will try again to disband my stranded explorer, but I couldn't find a way the first time I tried.
Now I'm also curious whether identical sensor arrays "stack".
Now I'm also curious whether identical sensor arrays "stack".

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I updated the OP. Erik, let me know if you want to archive / clean things up.
Re: DW2 FAQ/QnA megathread - Ask your question here!
I am not 100% sure how and when you get the instant scrap option. I think if it is stuck without FTL?Grotius wrote: Tue Mar 15, 2022 6:17 pm Thanks everyone for the answers to my questions. I will try again to disband my stranded explorer, but I couldn't find a way the first time I tried.
Now I'm also curious whether identical sensor arrays "stack".
I do not think they stack. You just use the better one.
Re: DW2 FAQ/QnA megathread - Ask your question here!
I keep having ships get unassigned from fleets. Which automation setting controls this? Is it the ship automation doing this or a fleet automation setting that allows this? I want ships to be automated and fleets to automatically topoff based on their template....but I NEVER want ships unassigned from my fleets unless I direct them to!
Cypher
Re: DW2 FAQ/QnA megathread - Ask your question here!
Fleets, Ship Management I would guess.CypherLH wrote: Tue Mar 15, 2022 10:49 pm I keep having ships get unassigned from fleets. Which automation setting controls this? Is it the ship automation doing this or a fleet automation setting that allows this? I want ships to be automated and fleets to automatically topoff based on their template....but I NEVER want ships unassigned from my fleets unless I direct them to!
Re: DW2 FAQ/QnA megathread - Ask your question here!
So I just researched the tech that unlocks the "Resource Scanner." I was hoping to put it on a new generation of exploration ships, but those ships have only a couple green slots, currently used by the Proximity Sensor Array and the Basic Survey Module. The Galactopedia seems to suggest the Basic Survey Module is more thorough, if more time-consuming and low-tech, than the Resource Scanner. And the Sensor Array seems necessary for seeing stuff, and for its minimal ion defense.
So I'm wondering whether I wasted my time researching this Resource Scanner. Is it preferable to either of the already-installed components? Or maybe I want two classes of exploration ship, one with Resource Scanners, one with the Basic Survey Module?
So I'm wondering whether I wasted my time researching this Resource Scanner. Is it preferable to either of the already-installed components? Or maybe I want two classes of exploration ship, one with Resource Scanners, one with the Basic Survey Module?

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I guess its just all or nothing with the Ship management automation for fleets. I'd like more granular control over it ideally.zgrssd wrote: Wed Mar 16, 2022 1:23 amFleets, Ship Management I would guess.CypherLH wrote: Tue Mar 15, 2022 10:49 pm I keep having ships get unassigned from fleets. Which automation setting controls this? Is it the ship automation doing this or a fleet automation setting that allows this? I want ships to be automated and fleets to automatically topoff based on their template....but I NEVER want ships unassigned from my fleets unless I direct them to!
Cypher
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Good morning.
What does it mean when ship symbols in a list turn red?
What does it mean when ship symbols in a list turn red?
Re: DW2 FAQ/QnA megathread - Ask your question here!
Damaged or under construction.Marder wrote: Wed Mar 16, 2022 7:26 am Good morning.
What does it mean when ship symbols in a list turn red?
My own question: I have all on manual. I would like to refuel a fleet with an oiler. I just have the order to move the fleet (or the individual ships) to the oiler, nothing more, even a long right click does not provide the order.
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Other way around, it is the refuel ship using their remote resupply drone to refuel the target ship.Pocus wrote: Wed Mar 16, 2022 7:27 amDamaged or under construction.Marder wrote: Wed Mar 16, 2022 7:26 am Good morning.
What does it mean when ship symbols in a list turn red?
My own question: I have all on manual. I would like to refuel a fleet with an oiler. I just have the order to move the fleet (or the individual ships) to the oiler, nothing more, even a long right click does not provide the order.
Re: DW2 FAQ/QnA megathread - Ask your question here!
The Tanker on auto decides the target.Pocus wrote: Wed Mar 16, 2022 7:27 amDamaged or under construction.Marder wrote: Wed Mar 16, 2022 7:26 am Good morning.
What does it mean when ship symbols in a list turn red?
My own question: I have all on manual. I would like to refuel a fleet with an oiler. I just have the order to move the fleet (or the individual ships) to the oiler, nothing more, even a long right click does not provide the order.
Note that a Tanker, on Automatic, in the Fleet will only deal with fleet supply.
They do not receive orders, so they manually match the fleet.
Note that they currently do not auto-upgrade, however. This is a issue.
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Thanks, it explains why they trail behind except when I switch it to manual. The issue here I believe is that they trail too much behind on auto, I would like them close and not 3 months away from the fleet.
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I think they fail to retrofit automatically too.Pocus wrote: Wed Mar 16, 2022 11:17 am Thanks, it explains why they trail behind except when I switch it to manual. The issue here I believe is that they trail too much behind on auto, I would like them close and not 3 months away from the fleet.
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And here it would come in handy if you can have shortcuts forStormingKiwi wrote: Wed Mar 16, 2022 7:46 amOther way around, it is the refuel ship using their remote resupply drone to refuel the target ship.Pocus wrote: Wed Mar 16, 2022 7:27 amDamaged or under construction.Marder wrote: Wed Mar 16, 2022 7:26 am Good morning.
What does it mean when ship symbols in a list turn red?
My own question: I have all on manual. I would like to refuel a fleet with an oiler. I just have the order to move the fleet (or the individual ships) to the oiler, nothing more, even a long right click does not provide the order.
Select closest idle tanker,explorer,military,constructor
Select closest tanker..
And a queue option
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Hi, first time posting, I couldn't find an answer to my questions when I searched the topic.
I'm having a bit of trouble working out some implications of building bases and the bonuses they give. I'm still on my first game and at the start I was just accepting whatever the advisors suggested for building bases, right now I have a lot of resort bases, none of which are being used. 100% of all my tourism is going to my capital, (Earth 2.0
).
Q1: Why aren't any tourists interested in visiting any resort bases or even other colonies? Some of them have a higher scenery rating and are much closer to other highly developed colonies with large populations.
Q2: The galactopedia mentions that you don't need to build resort bases at colonies. Is it completely pointless to do this? I was wondering because of the 'recreation bonus' of the recreation center module.
Could you conceivably be attracting more tourists/income if you did build a Resort Base at a high scenery colony?
Q3: What effect does the 'recreation bonus' statistic have exactly?
Q4: If I have a colony with an abundance of a rare resource what effects the mining rate of that resource? Does population effect the rate in any way for instance?
Q5: Follow up question; If I build a space port or other stations around a colonized planet can I add to any bonuses from anything like tourism or mining rate at that location by adding recreation centers or mining engines to that station?
For instance if there is a colony with suitability below 20 but some high demand resources that have a production shortage, could there be a case for building a mining station instead of colonising the planet? In extreme cases might it even be worth doing this for an essential resource even if the planet has suitability 20 or higher.
Thanks in advance to anyone who took the time to read and answer any of this, I couldn't find anything from searching the forums, but apologies if it turns out they have already been answered.
I'm having a bit of trouble working out some implications of building bases and the bonuses they give. I'm still on my first game and at the start I was just accepting whatever the advisors suggested for building bases, right now I have a lot of resort bases, none of which are being used. 100% of all my tourism is going to my capital, (Earth 2.0


Q1: Why aren't any tourists interested in visiting any resort bases or even other colonies? Some of them have a higher scenery rating and are much closer to other highly developed colonies with large populations.
Q2: The galactopedia mentions that you don't need to build resort bases at colonies. Is it completely pointless to do this? I was wondering because of the 'recreation bonus' of the recreation center module.
Could you conceivably be attracting more tourists/income if you did build a Resort Base at a high scenery colony?
Q3: What effect does the 'recreation bonus' statistic have exactly?
Q4: If I have a colony with an abundance of a rare resource what effects the mining rate of that resource? Does population effect the rate in any way for instance?
Q5: Follow up question; If I build a space port or other stations around a colonized planet can I add to any bonuses from anything like tourism or mining rate at that location by adding recreation centers or mining engines to that station?
For instance if there is a colony with suitability below 20 but some high demand resources that have a production shortage, could there be a case for building a mining station instead of colonising the planet? In extreme cases might it even be worth doing this for an essential resource even if the planet has suitability 20 or higher.
Thanks in advance to anyone who took the time to read and answer any of this, I couldn't find anything from searching the forums, but apologies if it turns out they have already been answered.
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I have noticed that after freighters pick up salvage from space, the resources from their cargo holds just vanish after they receive a new mission.
1 sec later...
Exploration ship can also pick up resources from space even if they have 0 cargo space.Re: DW2 FAQ/QnA megathread - Ask your question here!
Q1: Do you have passenger transprots to move the tourists?Llamageddon wrote: Wed Mar 16, 2022 2:01 pm Hi, first time posting, I couldn't find an answer to my questions when I searched the topic.
I'm having a bit of trouble working out some implications of building bases and the bonuses they give. I'm still on my first game and at the start I was just accepting whatever the advisors suggested for building bases, right now I have a lot of resort bases, none of which are being used. 100% of all my tourism is going to my capital, (Earth 2.0![]()
).
Q1: Why aren't any tourists interested in visiting any resort bases or even other colonies? Some of them have a higher scenery rating and are much closer to other highly developed colonies with large populations.
Q2: The galactopedia mentions that you don't need to build resort bases at colonies. Is it completely pointless to do this? I was wondering because of the 'recreation bonus' of the recreation center module.
Could you conceivably be attracting more tourists/income if you did build a Resort Base at a high scenery colony?
Q3: What effect does the 'recreation bonus' statistic have exactly?
Q4: If I have a colony with an abundance of a rare resource what effects the mining rate of that resource? Does population effect the rate in any way for instance?
Q5: Follow up question; If I build a space port or other stations around a colonized planet can I add to any bonuses from anything like tourism or mining rate at that location by adding recreation centers or mining engines to that station?
For instance if there is a colony with suitability below 20 but some high demand resources that have a production shortage, could there be a case for building a mining station instead of colonising the planet? In extreme cases might it even be worth doing this for an essential resource even if the planet has suitability 20 or higher.
Thanks in advance to anyone who took the time to read and answer any of this, I couldn't find anything from searching the forums, but apologies if it turns out they have already been answered.
Generally having high Scenery, plus Station, plus people to draw is all you need.
Q2: The Spaceport comes with Recreation, Medical and Commerce Modules. And they do not stack
Q3: Recreation and Medical add for me right now a +3 Apporval Each. Which is converted into Taxes.
I think Medical is also supposed to grant growth, but that might be indirectly via the Happiness Bonus
Q4: Planets seem to produce ships and resources as quickly with 30M as they do with 12000M.
Q5: Pretty sure they do not add. In fact, by my knowledge mining stations and resort bases get scrapped on colonisation.
Keep in mind that Spaceprots will also grab any Long Range sensors, so realy the only thing you should add in space is Defense bases.