Space Port design

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Carewolf
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Space Port design

Post by Carewolf »

One thing I remember from DW1 is how important it is to manually design space ports. I already noticed the AI forget to use counter-measures, or the best PD guns. Also always missing even with bigger designs are Docking ports. Are there any reason for those decisions and what strategy are people doing to design better Space Ports?

For now, I just maintain a parallel series of Space Ports I called "Internal" ports. They get a Docking Port, and a short range sensor instead of long range sensor. It is important to keep an eye on any new upgrade, you need to make it as not suitable for automatic retrofit, is it automatically gets marked obsolete pretty quickly, so you have to mark it active again once that randomly happens, and you need to manually request upgrades.
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Justus2
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Re: Space Port design

Post by Justus2 »

So far I have created a separate Space Port design I call Capital Space Port. I like the idea of 'Internal' space ports vs frontier ones. I could see going with a cheaper design for internal ones.

I do have a question, do systems like Construction Yards stack? I assumed they didn't and you could only improve by researching more advanced ones, but I saw a Pirate base that had 2, so it made me wonder if in fact it made it build faster?
It also had a mining engine - so is it possible to have a 'hybrid' base, that performs multiple functions?

For example, I have a scenery bonus at my homeworld. Did I need to build a Resort Base, or could I get away with just producing the Entertainment Center and a passenger compartment on my Spaceport. I tend to include a research lab on all spaceports anyway, but I assume that means I wouldn't need a research base if I have a spaceport?
Just when I get the hang of a game, I buy two more... :)
StormingKiwi
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Re: Space Port design

Post by StormingKiwi »

Justus2 wrote: Thu Mar 17, 2022 9:44 pm So far I have created a separate Space Port design I call Capital Space Port. I like the idea of 'Internal' space ports vs frontier ones. I could see going with a cheaper design for internal ones.

I do have a question, do systems like Construction Yards stack? I assumed they didn't and you could only improve by researching more advanced ones, but I saw a Pirate base that had 2, so it made me wonder if in fact it made it build faster?
It also had a mining engine - so is it possible to have a 'hybrid' base, that performs multiple functions?

For example, I have a scenery bonus at my homeworld. Did I need to build a Resort Base, or could I get away with just producing the Entertainment Center and a passenger compartment on my Spaceport. I tend to include a research lab on all spaceports anyway, but I assume that means I wouldn't need a research base if I have a spaceport?
Yes, Construction Yards do 'stack', the same as weapons. Everything in defence, hangars and weapons 'stack'. If you add multiple construction yards, it means that the station can build two (or more) ships in parallel.

Research station and space port will both add their lab to your empire total, so it is always beneficial to build a research station. I don't think spaceports function as resort bases.

Hope that helps.
battlefield91
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Re: Space Port design

Post by battlefield91 »

Justus2 wrote: Thu Mar 17, 2022 9:44 pm So far I have created a separate Space Port design I call Capital Space Port. I like the idea of 'Internal' space ports vs frontier ones. I could see going with a cheaper design for internal ones.

I do have a question, do systems like Construction Yards stack? I assumed they didn't and you could only improve by researching more advanced ones, but I saw a Pirate base that had 2, so it made me wonder if in fact it made it build faster?
It also had a mining engine - so is it possible to have a 'hybrid' base, that performs multiple functions?

For example, I have a scenery bonus at my homeworld. Did I need to build a Resort Base, or could I get away with just producing the Entertainment Center and a passenger compartment on my Spaceport. I tend to include a research lab on all spaceports anyway, but I assume that means I wouldn't need a research base if I have a spaceport?
Construction Yards do stack. Having two means a simultaneous costruction of two assets.

You will have an extra Resort Base and an extra Reasearch Facility on your Homeworld. A Space Port won´t be visited by tourists.
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Justus2
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Re: Space Port design

Post by Justus2 »

Great, thanks for the quick answers.
Just when I get the hang of a game, I buy two more... :)
baldamundo
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Re: Space Port design

Post by baldamundo »

StormingKiwi wrote: Thu Mar 17, 2022 9:49 pm Yes, Construction Yards do 'stack', the same as weapons. Everything in defence, hangars and weapons 'stack'. If you add multiple construction yards, it means that the station can build two (or more) ships in parallel.
Not quite everything. Ion Damage Defense, Reactive Rating (I think - not certain cos i dont see where the total number is listed) and all the stats on the Stealth units only stack PER COMPONENT *TYPE*. So e.g. having two Ion Sheath Armors won't stack extra ion defense, but it will stack with Ion Shield component. Or two stealth modules won't stack, but a stealth module will stack with a trace jammer and a countermeasures system.

But as far as i know, you're right about everything else in defence/hangars/weapons slots.
Carewolf
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Re: Space Port design

Post by Carewolf »

Wait Ion Sheath armors doesnt stack. But that is the default choice of automatic designs..
baldamundo
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Re: Space Port design

Post by baldamundo »

Carewolf wrote: Fri Mar 18, 2022 9:02 pm Wait Ion Sheath armors doesnt stack. But that is the default choice of automatic designs..
In the design menu, scroll down to the "Defense" section and look at the "Ion Damage Defense" stat. If you add multiple Ion Sheaths it doesn't increase any more than if you just include one. If the auto designs are including multiple ones, I'd guess that's a bug - or probably an oversight. The other armours do stack, so maybe it follows a global rule for armors instead of like other unique components.
PvtNumnutz
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Re: Space Port design

Post by PvtNumnutz »

The first research I take after skip drives is always the V2 construction yards. I'll then make a manual design and call it shipyard or dockyard and throw another construction bay on, doubling the amount of ships I can build for the inevitable que of private industry freighters that will be built on the first expansion. When unlocking long range scanners I always put those on, as it's important to have eyes around colony space. The. When I can fit them, docking bays to increase throughput.

I usually don't mount any weapons on my dockyards, instead it's all about throughput and medical facilities for planets. I'll put weapons on medium stations, and defensive but smalls don't really have the space and are better used for colonial support imo.
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Emperor0Akim
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Re: Space Port design

Post by Emperor0Akim »

Strangely I can build neither a resort nor research station at my homeworld though the ancient relic adds boni to both.

But as Spaceyard Systems go, both Medical and Entertainment Components add boni to your population.

I like to differentiate between Space Yards and freight harbors as well. Because I tend to build military on planets with the highest construction bonus or at least like to know where ships are built.

Does population still affect the build rate of space yards ?
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Emperor0Akim
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Re: Space Port design

Post by Emperor0Akim »

Emperor0Akim wrote: Sat Mar 19, 2022 11:36 am Does population still affect the build rate of space yards ?
Bumping the thread for this question, and the next one :

How high is the impact on general research, when I remove research components from Space Ports, because I would prefer to use those 60t for something else.
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Llamageddon
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Re: Space Port design

Post by Llamageddon »

battlefield91 wrote: Thu Mar 17, 2022 9:49 pm You will have an extra Resort Base and an extra Reasearch Facility on your Homeworld. A Space Port won´t be visited by tourists.
Am a bit confused by the answer. Does this mean there is an advantage to building research and recreation modules on a spaceport as well as a research base and a resort base? Galactopedia seems to say there is no benefit to building a resort base next to a colony, but the advisor always recommends it; pretty sure it does the same for research bases. If there is an advantage, then does that stack with having both bases and research/recreation on a port, beyond the happiness boost those modules give? *Edit: Does a resort base next to a colony give the happiness bonus the same as a spaceport does?

And to avoid un-bumping the question above, I assumed pop didn't affect space yard construction speed but would also be interested in getting a more authoritative answer on this one.
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Emperor0Akim
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Re: Space Port design

Post by Emperor0Akim »

Thank you, I answer some of yours then.

There are advantages of Research and Recreation Components on a Spaceport.
1.) You get Research point from active Research Modules. Through the hard limit on components, and the restriction
where to build bases the total number of Research Modules is determined through Number of Colonies + Number of Research locations.
2.) Space Ports do not activate Research Boni on Planets ( even Colonies )
3.) Same goes for Scenery and Resorts. And Resort Bases generate money with Tourism, Spaceports don't
3a.)Resorts should give the happiness bonus in Absence of a Space Port
4.) Medical and Recreation Components do add to Population Happiness when no Resort is present. Also some Damage and Maintenance Reduction for the Station itself.
5.) With multiple Research stations you can research multiple projects at once.
Constant DW2 Wishlist :
Sort build locations by Solar System
Cycle Idle Ships
ETA for Ships and Fleets
Messages for finished Ship Missions
Messages for Character Promotion ( Skills / Traits )
battlefield91
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Re: Space Port design

Post by battlefield91 »

Llamageddon wrote: Mon Mar 21, 2022 12:10 pm
battlefield91 wrote: Thu Mar 17, 2022 9:49 pm You will have an extra Resort Base and an extra Reasearch Facility on your Homeworld. A Space Port won´t be visited by tourists.
Am a bit confused by the answer. Does this mean there is an advantage to building research and recreation modules on a spaceport as well as a research base and a resort base? Galactopedia seems to say there is no benefit to building a resort base next to a colony, but the advisor always recommends it; pretty sure it does the same for research bases. If there is an advantage, then does that stack with having both bases and research/recreation on a port, beyond the happiness boost those modules give? *Edit: Does a resort base next to a colony give the happiness bonus the same as a spaceport does?

And to avoid un-bumping the question above, I assumed pop didn't affect space yard construction speed but would also be interested in getting a more authoritative answer on this one.
Yes, as the answer above already said a Research Modul on a spaceport will give you the research points that is stated on the module itself. What it won´t give you is the resarch bonus of the location (like +X% Weapon Research).

An extra Research base on your Homeplanet (and every other planet with a colony on it) will give you the additional resarch of their modules and the location bonus.

A recreation module on a spaceport will give the planet extra happines. Rexreation module on a resort base won´t give the planet extra happines but will give you money via tourism.

For your last question I think more pops will increase the construction speed of the planet itself. Like building a spaceport or facility. It has no effext on space yard construction speed.
Llamageddon
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Re: Space Port design

Post by Llamageddon »

Thanks for the quick answers, that's cleared up a lot of things I was having trouble getting a definitive answer about and that were opaque from explanations given by the game.
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Emperor0Akim
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Re: Space Port design

Post by Emperor0Akim »

I tested.

A Resort Base also offers the recreation Bonus to a Planet, if no Component is present on the Space Port.
Constant DW2 Wishlist :
Sort build locations by Solar System
Cycle Idle Ships
ETA for Ships and Fleets
Messages for finished Ship Missions
Messages for Character Promotion ( Skills / Traits )
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