Newbie: Short questions, thank you

Distant Worlds is a vast, pausable real-time, 4X space strategy game which models a "living galaxy" with incredible options for replayability and customizability. Experience the full depth and detail of large turn-based strategy games, but with the simplicity and ease of real-time, and on the scale of a massively-multiplayer online game. Now greatly enhanced with the new Universe release, which includes all four previous releases as well as the new Universe expansion!

Moderators: Icemania, elliotg

User avatar
J HG T
Posts: 1093
Joined: Fri May 14, 2010 4:06 am
Location: Kiadia Prime

RE: Newbie: Short questions, thank you

Post by J HG T »

That's a random event that can occur to any race from what I know. Your empire either finds new resources or exhausts some resource on (seemingly) random planet in your empire. New resources appear on type of planets they are normally found, so Faradian spice will not randomly pop on ocean planet and so on.

You seem to have fairly good stock of lead so I wouldn't worry. From what I've understood, the demand shows a number when some planet(s) don't have the resource and are waiting for a delivery. If all of your planets have loads of lead in store, there's no really demand for it.
That's how I've understood it.

And no, you are not missing anything; Transports, passenger ships and mining ships are always controlled by private section of your empire, and will do their best to keep the goods moving to where they are needed. Also, new planets take some times to get supplied, especially if they are far away from your other developed planets.
Nothing is impossible, not if you can imagine it!
"And they hurled themselves into the void of space with no fear."
User avatar
feelotraveller
Posts: 1040
Joined: Mon Sep 12, 2011 10:08 am

RE: Newbie: Short questions, thank you

Post by feelotraveller »

You need the resources locally. Freighters can take some time to get them there. If production is 0% you are missing at least several resources. Depending on its components spaceports take about 10 different resources to construct but they are used in combinations so having 1 or even several present does not guarantee components being manufactured. Check out the resources needed for the manufacture of each component on the design details screen. Also look at what components are used by your spaceport design (you can get a summary of the resources required by clicking 'construction summary', or something like that, there as well).

In 1.7.0.7 the computer designs all have 2 mining components. Expect more changes to come in the next update... But a balance is needed here. If the computer always had optimal designs (but see following) it would a) take away much of the race flavours and b) probably make the game less fun. After all not too many players would be keen to fire up a game where they were likely to get beaten. And before someone says it, yes there are some of us who like a challenge... But hopefully we will get more tools on the design level for this soon.

Also what is optimal depends upon the situation - a factor that it is very hard (apparently [;)]) to program a computer for. There will be times when a budget mining station is better, times when it needs weapons, times when it should not be built at all, etc. Now think about warship designs...

My understanding of demand is that it is an unmet need for a resource at a locality. So even if you have oodles of steel if one new colony has none and needs some (say to build a spaceport) then you have a demand. On the other hand if you have that resource present in sufficient quantity then there is no demand as long as amount is greater than reserved. Are you seeing something other than this?

I think the popup is just a generic one. If you have plenty of lead spread around your empire don't worry about it. Just be glad it wasn't Loros Fruit that disappeared. [:)] Seriously, the message is there to warn you that a developed resource has disappeared. It may not be important, it might be critical. Better than finding out several years down the track that mysteriously that colony does not produce that much needed (or not) resource any longer.

No you are not missing anything. You are not intended to be able to tranport resources via state owned devices and hence are forced to rely on the private (and independent) sector. [:'(]
onomastikon
Posts: 193
Joined: Tue Nov 29, 2011 5:28 am

RE: Newbie: Short questions, thank you

Post by onomastikon »

Hey thanks so much, that is priceless!
NOW I think I understand "demand". (I mistakenly thought it meant: "how much I need or am using" before.) Thank you.

I have designed all my mining bases to always have 3 mining extractors: that's still a bit below the maximum, but I cannot imagine a situation when I would rather have fewer. Why?
I also don't see why the AI handicaps its faster / more flexible ship designs with less than 1 reactor. Yes, it's cheaper to build -- but a freighter then has about 50% effectiveness!

Those energy, weapons and high tech "plants" -- those are not listed under components in the galactopedia. I only see them on AI spaceport builds. Apparently, they don't research, that's what "labs" are for. What do they do that spaceyards don't?

Do you know what the default number of opponent AIs are set to be in a medium (8x8) map?
Is there also a way to see in-game what your game setup was?

thanks so much!
User avatar
feelotraveller
Posts: 1040
Joined: Mon Sep 12, 2011 10:08 am

RE: Newbie: Short questions, thank you

Post by feelotraveller »

The real limiitation on most resources is freighter transport. You can mine it, but can it get picked up? Even with 2 engines resources generally slowly build up at my mining bases. Once the cargo bays are full mining will halt. There are advantages (as well as disadvantages) to having more mines even though they each extract more slowly. Also once you research better mining techs your baees with extra engiines become moneysuckers. You can't refit them.

I agree slower hyperspeeds for freighters are not good. However with advances in technology (reactors in this case) their speeds will rise, perhaps still not to the maximum in the case of the starting designs if you also get upgraded Gerax drives. I think you overestimate the influence of hyperdrives - freighters spend a decent portion of their time using thrusters, particularly in the early game and sit idle some of the time too. So maybe 70-80% efficiency is more accurate. That said I always have my freighters travelling at max hyperspeed.

The plants are what manufacture components which are then put together in construction yards.

From memory in a 10x10 game the default number of opponents is 11. The same ratio of empires to area would be achieved in an 8x8 by 7 computer players. But it depends on the game you want to play.

I don't know of any way to see what your setup was/is ingame. But if you have not started any other DW games (or reinstalled/installed a patch) the settings you used will be remembered by the program. Select start new game to see these (you can then cancel out of the process).

Hope that helps. [:)]
onomastikon
Posts: 193
Joined: Tue Nov 29, 2011 5:28 am

RE: Newbie: Short questions, thank you

Post by onomastikon »

That helps tremendously! Thank you very much for your time and patience, and to the other wise people here as well. Maybe other newbs will be reading this and learn stuff too.

Sorry to continue to bombard the community with questions, but I think I am soon over the largest of the humps.... Still:

1. Current game, the max military ship size I can build is 480. (Component Prefab = 400, Ackdarian = +20). In the first game I played, I researched "Accelerated Construction", which allows the building of Resupply Ships ("when construction size allows"). Sure enough, I couldn't build those. In this game, however, I have Accel Const, but before I can research huge ship sizes, I am surprised to see my advisor suggest I build a Resupply Ship. I agree and build a couple. Sure enough, they are in construction, I can see them in the F11 list (still orange), and their size is 822. Is this a bug or am I not understanding again?

2. Especially now that I am designing manually, I am confused as to how I can make 2 designs of the same role/subrole active simultaneously. Example: I uncovered some ruins which gives me a "Death Ray". Nice. I'd like to have a Defense Base which uses that, and 1 which doesn't. I've tried "Copy as New", to add one (and some reactors to fire it), but then it supercedes my normal Defense Base without death rays; I can't make those anymore. Likewise, I'd like to follow your advice and make some miners with fewer mining engines; I'd also like to make some Capitals with Hyperdeny, but not all, and when I get the tech only 1 per fleet with Fleet Countermeasures, or some cruisers with fighter bays, but not all, etc... So: How can I keep my "alternative" designs from knocking the other (but not obsolete!) ones out from my designs list? What am I doing wrong?

3. I've seen a number of people give the advice: Make small space ports ubiquitously, then upgrade a couple to Medium, occasionally to Large as needed and if affordable. I can't figure out how to do that. I have some small Space Ports, and I can retrofit them to newer versions of small ones, but how do I change their design to medium or large?

4. I'm just researching Fusion now. I have lots of Hydrogen stockpiled, never really used it. Does it make sense to switch ALL engines to fusion, or only some?

Thank you very much in advance!
User avatar
J HG T
Posts: 1093
Joined: Fri May 14, 2010 4:06 am
Location: Kiadia Prime

RE: Newbie: Short questions, thank you

Post by J HG T »

No problems answering. That's what experienced players should do in my opinion; Help beginners (or nOObs if you want to get a little raucous [:)] ) to get into the game. Still, I think learning games completely by yourself is sometimes extremely interesting and fun.
*Remembers learning DW, SC2 and SR2 completely from scratch* Good times...

Anyways...
1. You do know that resupply ships are build on planets like construction ships, not on spaceports. This is a common mistake about resupply ships. So, click on planets like you would do when building construction ships on a specific planet. Or, use the build order menu. It should have resupply ships listed there.
Resupply ships don't also follow the normal size limitations for military ships. I don't remember the excact numbers but they start around size 900 and gain around 200 max size with every size upgrade.
BTW, learn using resupply ships. They can be a huge benefit for your main fleets as the fleets don't have to return on your planets for refuelling.
Also, when loaded with torpedoes/missile, fighter bays and fleet booster modules, they make for excellent fire support and command ships in ay point of a game.

2. This is known problem. Current workaround is to go to design screen and set it to show ALL designs and manually design, build and upgrade the subrole ships. Yeah, it's quite tedious as I do it too in some extent.
The next patch may have some changes to this from what I've heard. We'll see...

3. To clarify, where do you do the upgrading? You should be able to retrofit small spaceports to medium when manually right-clicking on them, selecting retrofit and then picking medium spaceport design. If memory serves, you can't do this on the ship screen where it's more handy to mass refit bases and ships.

4. If you are switching from fission to fusion, I'd say go for it and change all possible engines. You get the benefits of future upgrades for fusion reactors too, so there really isn't anything to lose.
Future question might be if you are satisfied with fusion reactors, or do you want to go all the to the Hyperfusion reactors? I usually go for Quantum reactors and use them even very late game, spending research capacity on other things. Well, when I'm not playing with Quamenos, that is. Their NovaCore reactors are totally awesome.


Nothing is impossible, not if you can imagine it!
"And they hurled themselves into the void of space with no fear."
User avatar
BTJ
Posts: 47
Joined: Fri Jan 06, 2012 2:40 pm

RE: Newbie: Short questions, thank you

Post by BTJ »

Thanks to Das123, J HG T, feelotraveller, Evrett, GC and others, this thread has become a fantastic newbie guide! [:)]

Thank you very much!


And of course also thanks to onomastikon for asking the right questions!

onomastikon, did you watch the video AARs of Das123? They are very well done and I found a lot of answers to questions there (even to some I had not yet thought of... [:D]).


Best regards,

Buford
onomastikon
Posts: 193
Joined: Tue Nov 29, 2011 5:28 am

RE: Newbie: Short questions, thank you

Post by onomastikon »

Thank you all!

I found Das123's AARs and am trying to watch them before the bandwidth restriction makes them invisible again!
I agree that it is a lot of fun trying to find things out by yourself -- believe me, there is a LOT that I have NOT asked and (attempted to) find out by myself. Finally killed my first Silvermist! However, I do kind of like asking questions, I suppose that's just the kind of person I am, and anyway, this is an SP game, so I enjoy the bit of interaction with you people here through Q&A. I'm trying to restrict my questions to things that are frustrating to me, where I think I am missing something that would give me more enjoyment (more than trying to figure some bizarre workaround out would).
The link in Nedrear's signature is really helpful, there is some great helpful stuff there, even if I don't understand all of that. I posted a question specifically about fleets in GC's thread there, won't repeat that here, but otherwise:

I think I am still not understanding a couple of fundamental things that I should:

- Design 1: When I hit "upgrade" with ships selected (ideally, all), sometimes the upgrade gets confused. Like specifically when I have a tech which is "further" in the tech tree than another, but not as good (e.g. often the case with race-specific techs), my "worse" component gets thrown into the ship and my "better" one often removed. I can spot that and manually redo everything, but I was wondering if there is a way to avoid this (besides never clicking "upgrade", which is what I am doing now).
- Design 2: I'm not sure I understand the warnings right. Most things stack. But not hyperdrives; if I put in 2, I get a warning that only 1 is necessary. But am I right in guessing that targetting computers and countermeasures don't? I don't get a warning there. Am I wrong and do they stack and it's just the warning that is off? I can't figure it out. What about 2 different types of things that seem similar, for example the AI keeps wanting to add "damage control" components to my ships, but I traded for that Ikkun race-specific repair robot thingy; I had guessed that this latter thingy is simply better than damage control and replaces it, but the AI wants both in. Is the AI being silly? And finally: Do fleet countermeasures / targeting stack on top of individual ones? (That is: if ALL of my individual ships in a fleet have individ countermeasures / targetting help, will the fleet countermeasures / targeters in a battleship be redundant?)
- I really like that list on the left-hand side of the screen which shows all potential colonies, enemies, etc, especially since a mouse-over pings the location on the big map. But I can't seem to figure out how to interact with it aside from the default buttons in the selection panel, which I often DONT want. Most painful example: Big list of potential colonies or mining locations, grossly huge by midgame. Silly me has tagged X% of them already with "queue colonizer / miner". But sadly, because of backlog, I don't seem to have control over or even knowledge about which and when: sometimes, I wait DECADES for a miner or a colonizer to finally make it through the queue / get built, and by that time I get the message: Can't colonize there / mine there (because of course by then it's already taken). So often when I get that message, I have a little colonizer waiting there to be used; or I see a location and I think: Get a mine there NOW, I need that NOW (big shortage), and I DONT want to hit "queue a construction ship" because I have no clue if that will take 1 month or 1 decade to get done. So: I have the location in the list on the far left, can see it's yellow ping on the map, and I scroll through some constructors in the selection screen, and can see where they are on the minimap, and I usually try to get a nice match where one is not on the other side of the galaxy: But for the life of me I CANNOT find a way to get the colonizer or the constructor to interact with the thing in the list. I have the ship selected, but neither clicking on the item in the list, right-clicking it, or control-right-clicking it gets the colonizer / constructor to go to it and do its thing. [:@] What am I doing wrong?
- Ship management: I want to merge 2 fleets into one, can't figure out how. Is there a way for me to disband a fleet and have it join another? So far, I can't even see a way to disband a fleet, I have clicked each ship and said "leave fleet 1", then reclicked them and said "join fleet 2". But I am sure that is not what the devs intended.

THANK YOU!! [&o]

User avatar
Theluin
Posts: 189
Joined: Fri May 13, 2011 12:51 pm
Location: Europe, Terra

RE: Newbie: Short questions, thank you

Post by Theluin »

- Design 1: When I hit "upgrade" with ships selected (ideally, all), sometimes the upgrade gets confused. Like specifically when I have a tech which is "further" in the tech tree than another, but not as good.

AFAIK there isn't any workaround for that. Hopefully it will be addressed in the next patch which is said to focus on ship design. You can either do what you're doing now or manually go through the designs and switch the components.

I'm not sure I understand the warnings right. Most things stack. But not hyperdrives; if I put in 2, I get a warning that only 1 is necessary.

Hyperdrives actually stack to some extent. Your ship will use the highest hyperspeed and the shortest warm-up time of the hyperdrives equiped. However it will also use the highest energy consumption.

But am I right in guessing that targetting computers and countermeasures don't?

You are correct [:)]

What about 2 different types of things that seem similar

The AI does tend to replace the race-cpecific components with inferior ones. As I said beore it might be addressed in a future patch.

Do fleet countermeasures / targeting stack on top of individual ones?

From my understanding they do stack but I'm not completely sure.

In answer to that really long question about the left-side lists [:D]

You have to zoom in on the planet/gas cloud/etc with the constructor selected and right-click on the object and so on. (I'm pretty sure you know how to queue a mission for a constructor [;)])

Ship management

Open the ships and bases screen. Go to the military ships tab and sort them by fleet. Using shift + arrows select the ships you want to move from one fleet to another and than just select the fleet you want to assign them to from the drop-down menu.

Hope that helps [:)] (And also that you can understand what I've written)
onomastikon
Posts: 193
Joined: Tue Nov 29, 2011 5:28 am

RE: Newbie: Short questions, thank you

Post by onomastikon »

Thanks much, that all helps!

This is real short: A couple of times I have gotten the message that I discovered a great project, such as the "World Annihilator" -- I'm pretty sure I know what that is for, but unlike the free ships or techs I sometimes stumble across, this message tells me I need to "complete the project" -- but how? I don't own the base, I can't seem to take it over with military ships or exploration ships, what am I supposed to do?
User avatar
J HG T
Posts: 1093
Joined: Fri May 14, 2010 4:06 am
Location: Kiadia Prime

RE: Newbie: Short questions, thank you

Post by J HG T »

You can repair any damaged derelict ships with contructors. Just select a constructor and then click on the damaged ship you want to repair (should show a hammer as a pointer).
World Destroyers, and other derelict ships will take considerable amount of time to repair, but you get small research bonus while repairing them.
Nothing is impossible, not if you can imagine it!
"And they hurled themselves into the void of space with no fear."
onomastikon
Posts: 193
Joined: Tue Nov 29, 2011 5:28 am

RE: Newbie: Short questions, thank you

Post by onomastikon »

Thanks so much, that helps a lot.

Does Subjugation actually get me anything? Twice now I have dominated my opponent, but not really had the troops to take his homeworld. So when he sued for peace, I clicked the option "only if you become my subjugated vassal", although the exact wording is probably different. I do not, however, notice anything "different" for me except the bar on the diplomacy screen is now yellow instead of red. I'm not getting any money from him (tribute = 0), he still yells at me to get my ships out of his space, and he won't give me anything. Conversly, I do not seem to have any duties towards him. So what is this subjugation thing all about?
onomastikon
Posts: 193
Joined: Tue Nov 29, 2011 5:28 am

RE: Newbie: Short questions, thank you

Post by onomastikon »

Alright, thought I would ask a couple of tiny short ones in addition ... thanks much in advance!

- The facility "teraformer" helps when the quality of a planet is damaged. Is there a way to find out in the planets list which of my planets have lost quality and could use a teraformer?
- The facility "teraformer" helps when the quality of a planet is damaged. Is there something that helps when "plague" strikes? I have one planet which has been struck by plague, and I am looking for a counter. I don't see anything in the medical tree. What am I missing? Or are they supposed to just go away at some point by themselves?
- My leader has often improved his "diplomacy" skill. But what does this actually do? Am I supposed to use this somehow?
- The Dhayut get victory points for enslavement, is that the same as subjugation? Is that what subjugation in my above post which no-one answered is used for, and for the other races is useless?
- Or is enslavement something else, and if I were to play Dhayut, how would I use it?

thanks much!
User avatar
Theluin
Posts: 189
Joined: Fri May 13, 2011 12:51 pm
Location: Europe, Terra

RE: Newbie: Short questions, thank you

Post by Theluin »

Subjugation give around 20% (I'm not sure about the exact value) of the defeated empire's positive income as tribute - if you're not getting any it means you did too good a job on demolishing you opponent's economy [:D]
I don't think the list shows which planet got damaged. (You'll get a pop-up message each time someone bombards one of your colonies or a disaster hits you) The terraformer however doesn't cost any upkeep and is quite cheap to build so it might be a good idea to have it on most if not all of your planets. You never know which planet will get hit and in the time it takes to build a terraformer might cost you a bigger population loss.
Bombarding it or blowing it up with a world killer helps [;)]. Besides from that there is nothing you can really do. However I often bombard even my allies if a planet near my borders is hit by a plague - the thing spreads really quickly and can do big damage. (I saw the populations of two neighbouring AI empires get cut in half by a plague outbreak)
The diplomacy skill of your leader increases your relations with all other empires by a given percentage. Conversely the diplomacy skill of your ambassador increases your relations with the empire you send him to.
Enslavement is a population policy. You can set it for every planet in the population tab on the planets list. It gives the planet an income bonus that depends on how much of the planet's population is enslaved (I think the formula is Enslaved Population/Total Population * 50% but I'm not 100% sure)
onomastikon
Posts: 193
Joined: Tue Nov 29, 2011 5:28 am

RE: Newbie: Short questions, thank you

Post by onomastikon »

Hey thanks so much. That's a shame about not being able to do anything about plague: to be honest, I think it is ungood to have a gameplay feature of this sort in a strategy game for which there is no counter -- the player should be encouraged to weigh benefits and drawbacks of investing something as a countermeasure (e.g. a facility in the med branch or whatever).

I seem to be having a problem with refuelling. No matter how often I tell my ships of fleet 1, for instance, to refuel at refuelling ship X, there are 4 ships which do not do so. Refuelling ship X has in cargo more than enough caslon AND hydrogen, and that is not reserved. The other ships of the fleet can refuel at X without a problem. Have I made some terrible error?

I just purchased some new tech, an upgrade to my velocity shard and to my shockwave torpedo. In the design screen, I can see epsilon torpedoes (which I don't want, they are way obsolete), but I cannot see the shockwave torpedo. Why is that?

One other thing I have not entirely understood: The difference between fighters and bombers. There are lots of different sub-types of each, and that seems fairly clear, but do I need to concentrate somehow on one or the other (fighters vs bombers)?
User avatar
Theluin
Posts: 189
Joined: Fri May 13, 2011 12:51 pm
Location: Europe, Terra

RE: Newbie: Short questions, thank you

Post by Theluin »

In RP sense (even the devs have spoken on that subject) those plagues are not some simple sicknesses with a cure (if they were they would have to be WAY more common) but incurable diseases that spread through populations like lightning. I think that the current system is good, only feature which could be implemented is the ability to bombard own colonies to stop the plague

Do they move to the RS ship? Perhaps it simply has less docking bays than there are ships in fleet 1 and those 4 ships are just waiting for their turn.
Or there really isn't enough fuel or them. If you order ships to refuel it doesn't get reserved at the location you have to manually count if it is enough or the entire fleet.

Because legends added so much new weapons some of them sometimes get pushed right to the bottom of the list or disappear altogether. Try scrolling down and showing obsolete components.

Well fighters and bombers are automatically built by the computer in a 1:1 ratio (I'm not sure you can even turn that particular automation off). Generally fighters are more manoeuvrable shoot fast moving projectiles and fire more rapidly than bombers but deal less damage. Fighters are for shooting down other fighters/bombers and sometimes chasing down lightly shielded and armoured enemy vessels while bombers are for slower and heavier targets.
The only real choice is whether to go for missile or torpedo bombers. Missile bombers offer higher survivability (Because they stay out of the range of enemy point-defence) while torpedo bombers have high damage output but tend to get picked of by enemy fighters and PD.

onomastikon
Posts: 193
Joined: Tue Nov 29, 2011 5:28 am

RE: Newbie: Short questions, thank you

Post by onomastikon »

Thanks much!
Showing obsolete weapons works. Odd that epsilon torpedoes are not considered obsolete but shockwaves are.
Yes, the ships I order to refuel at the Resupply Ship do move there. After some weeks, they sit around and revert back to "no mission", and nothing happens. Have tried individually selecting just 2 of the ships and ordering them manually to refuel, the same thing happens, it cannot be a docking bay shortage. They both have a 400 fuel capacity, my RS has about 5000k caslon and 7000k hydrogen on board. The other ships of the fleet could refuel without problem. Those ships which cannot refuel do not have damaged fuel components (or any damaged components at all apparently), and neither does the RS. Maybe it is a bug?

onomastikon
Posts: 193
Joined: Tue Nov 29, 2011 5:28 am

RE: Newbie: Short questions, thank you

Post by onomastikon »

While I am at it, I will risk asking:

- Victory Conditions 1: As Ackdarians, I need to colonize the 3 largest ocean planets. I have 1 of 3 (my homeworld). But for the life of me I cannot see how to FIND the others, besides pure chance. The Galaxy map thing won't let me sort by planet type, and the F3 list won't show any viable candidates anymore (nearing the latter phase of Midgame). Besidese clicking on *everything* in the galaxy, any tips?
- Victory Conditions 2: One of my opponents is a cat-like race who needs to "build the something-wonder" as a victory condition. So far that is at zero, but we are nearing that tech level slowly. Can I prevent him from ever getting points for that by building it myself? Or rather: Do you get points for it if you CAPTURE that wonder, or do you really need to be the one to BUILD it?

- Empire characteristics: I think I understand what "Intelligent" does: it gives your empire bonuses or penalties to research speed depending if you are slightly intelligent, very intelligent, stupid, etc. From what I gather, this applies to your race and to the AIs. I think I intuitively understand what the other 4 characteristics do too in terms of modifying diplomacy options. What I don't understand is if these other 4 (recklnessness, aggressiveness, friendliness, reliability) have any relevance to the player's empire. In other words: Do these 4 attributes apply to the way that the AI behaves, but have no relevance to a human player, or am I mistaken? (In other words, when choosing an empire to play, the only thing a player need to look for, if s/he is looking for an advantage, is to play an intelligent race?)
User avatar
Theluin
Posts: 189
Joined: Fri May 13, 2011 12:51 pm
Location: Europe, Terra

RE: Newbie: Short questions, thank you

Post by Theluin »

No problem. Always glad to help.

The ships not refuelling probably is a bug then - perhaps you should post a thread in tech support. You should also probably post a save game.

I always thought that largest meant most developed/with biggest population but I'm not sure now. Maybe someone else can clarify that.

You won't get points for it unless you are playing the same race. As far as I know the points are for having the wonder not building it. Also the tech that allows building those wonders that give victory points is race specific so the only way to stop the AI from building it is stealing that tech (which is really hard and when you're finished stealing they'll most probably have already built it) and build it yourself or if you have really good relations (>+60) you can buy it for something like 100 billion credits. Also you can always just conquer the planet they built it on and they'll lose their points.

Those characteristics also affect to some degree how the AI empires react to you.
onomastikon
Posts: 193
Joined: Tue Nov 29, 2011 5:28 am

RE: Newbie: Short questions, thank you

Post by onomastikon »

Alright thanks so much! Makes sense.
Any tips on how I can go about finding the 3 largest ocean planets (part of my VC) to make my own? ;.)
Post Reply

Return to “Distant Worlds 1 Series”