What about Cabinet Characters, Colony Governors & Ship Captains ?

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ChrisGb
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What about Cabinet Characters, Colony Governors & Ship Captains ?

Post by ChrisGb »

Are these planned to be implemented as they are already in the XMLs?
Also the implementation of a broad/simplified food production and consumption system tied to Colony population could add a strategic layer when it comes to blockade a planet (starve population and lower defenses)
Just thinking loud :D

Code: Select all

<xs:enumeration value="CharacterAppearanceShipCaptain" />
<xs:enumeration value="CharacterQualityColonyGovernor" />
<xs:enumeration value="CharacterQualityShipCaptain" />

<CabinetFactorNavalChief>0</CabinetFactorNavalChief>
<CabinetFactorGroundForcesChief>0</CabinetFactorGroundForcesChief>
<CabinetFactorIntelligenceDirector>0</CabinetFactorIntelligenceDirector>
<CabinetFactorHeadDiplomat>0</CabinetFactorHeadDiplomat>
<CabinetFactorScienceAdministrator>0</CabinetFactorScienceAdministrator>
<CabinetFactorTradeIndustryAdministrator>0</CabinetFactorTradeIndustryAdministrator>
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thegreybetween
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Re: What about Cabinet Characters, Colony Governors & Ship Captains ?

Post by thegreybetween »

While the immersion appeal would be off the charts (and I'm salivating at the added character goodies!), I don't know how much it would directly add to the experience without some major changes to things. In effect, these "cabinet positions" already exist in the form of a single faceless "advisor" that suggests/implements actions across all areas of the empire per our automation policies. Breaking them out into specific cabinet roles would probably only change it from "Advisors suggest we build 4 new frigates" to "Our Naval Chief suggests we build 4 new frigates". I don't know what else such a cabinet would do, in the given system.

That said, even if that's all they were, I could imagine some value to adding characters to fill these roles instead of a generic and dense policy management screen. If you want specific automation now, you need to drill into the policy screen and try to figure out what to adjust to achieve what you'd like to accomplish. But if the policy tree was divided by "cabinets" and each had a dedicated cabinet UI tab that condensed only those relevant aspects of automation and suggestion, that could really improve some of the experience, especially for newer or less dedicated players.

Now, if we were to brainstorm a system that could actually utilize a cabinet like this in a way that added mechanical depth to the game, the sky is the limit! But I think we'd need a lot of new systems in place to grow onto - internal faction politics, more robust individual colony management systems, diplomacy and espionage overhauls, etc. For example, right now, fleet policies and advisors cover the behavior of a given ship, while admirals buff the fleets. But if there was an internal politics update or "dynamic characters" update where a given ship captain might be inclined to be insubordinate or incompetent while following orders, adding these characters brings deep wells of immersion and strategy to the game. Imagine managing the loyalty and expertise of each planet/ship/administrative factions' personnel. That would make cabinet functionality awesome (and overwhelming to some).
OrnluWolfjarl
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Re: What about Cabinet Characters, Colony Governors & Ship Captains ?

Post by OrnluWolfjarl »

The Shakturi DLC added techs that improve ship captain and governor qualities and appearance chance (also pirate captain quality). So there's definitely a plan to add these character types in the game later. Probably when playable pirate factions arrive.

As for the governing positions, those were in the files since release, so they might be implemented later, but nothing has been told to us officially.
ChrisGb
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Re: What about Cabinet Characters, Colony Governors & Ship Captains ?

Post by ChrisGb »

OrnluWolfjarl wrote: Wed Jul 02, 2025 12:35 am The Shakturi DLC added techs that improve ship captain and governor qualities and appearance chance (also pirate captain quality). So there's definitely a plan to add these character types in the game later. Probably when playable pirate factions arrive.

As for the governing positions, those were in the files since release, so they might be implemented later, but nothing has been told to us officially.
oh yeah, the leaders thingi, encanced, heroic, legendary leaders....but they dont do anything if these characters actually not appear at all :lol:


interestingly, these entries are from the original XSDs released in 2022 so they are all there since release, including the gov and pirate things :P
I get the impression they come from DWU !? Like in every new Bethesda game you find values from previous games when modding the game 8-)

Code: Select all

      <xs:enumeration value="CharacterAppearanceTroopGeneral" />
      <xs:enumeration value="CharacterAppearanceFleetAdmiral" />
      <xs:enumeration value="CharacterAppearanceShipCaptain" />
      <xs:enumeration value="CharacterAppearanceIntelligenceAgent" />
      <xs:enumeration value="CharacterAppearanceScientist" />
      <xs:enumeration value="CharacterAppearanceColonyGovernor" />
      <xs:enumeration value="CharacterAppearanceAmbassador" />
      <xs:enumeration value="CharacterQualityLeader" />
      <xs:enumeration value="CharacterQualityPirate" />
      <xs:enumeration value="CharacterQualityTroopGeneral" />
      <xs:enumeration value="CharacterQualityFleetAdmiral" />
      <xs:enumeration value="CharacterQualityShipCaptain" />
      <xs:enumeration value="CharacterQualityIntelligenceAgent" />
      <xs:enumeration value="CharacterQualityScientist" />
      <xs:enumeration value="CharacterQualityColonyGovernor" />
      <xs:enumeration value="CharacterQualityAmbassador" />
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OrnluWolfjarl
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Re: What about Cabinet Characters, Colony Governors & Ship Captains ?

Post by OrnluWolfjarl »

The newly added techs having those values means that the values were not left over from. DWU
ChrisGb
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Re: What about Cabinet Characters, Colony Governors & Ship Captains ?

Post by ChrisGb »

OrnluWolfjarl wrote: Wed Jul 02, 2025 10:51 am The newly added techs having those values means that the values were not left over from. DWU
not really, since exact these xml nodes have been in the original xsds already released in 2022 it indeed suggest they were in the codebase of DWU and ported over as is because when you move to another game and engine one does not rewrite all variables by hand but would port over from the old codebase to the new whatever format.
Same could be true for these research branches, could be a direct port from DWU as these values dont do anything right now... 8-) or they have been generated automatically by a script generator taking these values from the existing xml nodes in the code.

Anyhow, the question remains if there is something coming in this direction... :arrow:
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Erik Rutins
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Re: What about Cabinet Characters, Colony Governors & Ship Captains ?

Post by Erik Rutins »

At some point there will be more characters and more internal empire features, but no timeline on that yet.
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ChrisGb
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Re: What about Cabinet Characters, Colony Governors & Ship Captains ?

Post by ChrisGb »

Erik Rutins wrote: Wed Jul 02, 2025 3:59 pm At some point there will be more characters and more internal empire features, but no timeline on that yet.
now thats a statement, well..mystery solved :!: thnx for chipping in Erik!
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Xmudder
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Re: What about Cabinet Characters, Colony Governors & Ship Captains ?

Post by Xmudder »

Erik Rutins wrote: Wed Jul 02, 2025 3:59 pm At some point there will be more characters and more internal empire features, but no timeline on that yet.
I'd really like something that allows leaders in democracies and republics to survive for more that 8 years, even if they are demoted in the process. Plus the possibility of new rulers being drawn from existing experienced leaders.
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