Just some wishes about strategic resources

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Galaxy227
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RE: Just some wishes about strategic resources

Post by Galaxy227 »

ORIGINAL: Erik Rutins

Clearly there is a balance to be struck and that's our job to get the balance right, where between the abundance of resources and the effectiveness of the private sector, you feel that you can create a nicely working economy in peace-time, but when your lines of supply are being raided and your mining stations destroyed or captured, some resource may start to become scarce.

First, you'll start depleting the stockpiles you've built up at your colonies and spaceports. Then, if you can't prevail and protect your economy, you may have to rely on more expensive sources of the scarce resources, either from independent traders or other empires with whom you have trade relations (hopefully good trade relations, so they don't charge you extra), or even explore (or conquer?) for other alternative sources. In the worst case, you may have to settle for lower tech options for your ships and stations until the more scarce resources become available again.

There's a lot to consider in all these cases and a lot to balance, but done properly it should create a lot of interesting situations and challenges when your empire is pushed out of equilibrium, without making things frustrating to plan and optimize.

As in DW1, there are also a few resources that are ultra-rare, perhaps only one or two sources in the entire galaxy. These are most likely, if trade is denied, to cause a conflict. The others are more likely to have the effects described above during a conflict.

Good to hear the general idea is to have DW2 push empires out of "equilibrium," so to speak, as I felt it didn't happen nearly as much as it should've in DW1.

If this not the case, it would be rather redundant to track so many different types of resources. Abundance defeats the purpose of a detailed economic simulation, whereas scarcity amplifies it: shortages encourage empires to either maintain positive relations with neighboring powers for their supply, or to outright invade in pursuit of acquiring their fair share through brute force. Control over the acquisition and flow of precious resources is historically one of the most fundamental causes of strife, and if done right in Distant Worlds 2, would most certainly put its complex economic simulation to use.

Here's to a carefully balanced DW2.
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Hyperion1
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RE: Just some wishes about strategic resources

Post by Hyperion1 »

Yes I liked this system, making empires seeking strongly for these specials ressources, but an empire with a shortage of them can still build things, just less powerful/effective.

In DWU I had very common problem at every of my games, that is to say a shortage of Carbon Fiber, usually there were only one spot with this ressource in the whole quadrant of the galaxy, and I placed every time all my fleet on this spot, neglecting the rest of the universe, because it was the only ressource it gave a shortage.
The carbon Fiber is necessary for all base/ships build. If we can't build mine or constructors we just die. And sometime smuggler come only at mid game.
zgrssd
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RE: Just some wishes about strategic resources

Post by zgrssd »

ORIGINAL: Erik Rutins

First, you'll start depleting the stockpiles you've built up at your colonies and spaceports. Then, if you can't prevail and protect your economy, you may have to rely on more expensive sources of the scarce resources, either from independent traders or other empires with whom you have trade relations (hopefully good trade relations, so they don't charge you extra), or even explore (or conquer?) for other alternative sources. In the worst case, you may have to settle for lower tech options for your ships and stations until the more scarce resources become available again.
My big question is if the automatic ship designer (and thus by extension the AI) is aware that some resources for some tech are scarce. And thus not installs them.

Like: "We do not have access to Krypton or Aculon - propably should not install seeker missiles into everything".
Or "Not that well supplied with Helium, I propably should not install Maxos blasters over Pulse Blasters"

ORIGINAL: Miskatonic81

For a game with such heavy focus on logistics, supply chains, and resource flow, I'd argue that having more types of resources is better than less. More resources means more reason to keep exploring and exploiting, and I guess trading if you're into that sort of thing.
At least for me:
A few rare resources that my humand mind can keep track off
>
So many resources, I need a UI just to keep track of how much need/supply I have.

Maybe the new UI is as big of a improvement as I hope.

ORIGINAL: Perry_Rhodan

Galactic Civilization III, despite all its flaws (and they are numerous, but it mostly comes from the devs not wanting to fix long standing bugs) had done it right on the special resources. This is not systematical in the tech tree, but you'll notice that some techs provide 2 variants of the same weapon. One requiring a special resource, and a weaker one only using credits (no resource). This second line of weapons allow you to continue progressing in tech and combat efficiency, but you'll definitively want to put your hands (or tentacles, whatever) on more special resources.
From the Endless Series, at least Endless Legends and Endless Space 2 use a similar approach. 2 Lines of Strategic Resources, 3 Tiers deep.
For every Tier there is a generic version and a Strategic Resource using version
Not sure who copied from who here.

Stellaris just limits rare resource consumption to T4+T5 gear. And has a lot of resource buffs moved into the "spend lump sum for 10 year buff" Edicts. But realistically they could change it to add Maintenance cost or even raw cost per module.
Jorgen_CAB
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RE: Just some wishes about strategic resources

Post by Jorgen_CAB »

An AI should be able to see and relatively easily calculate what resources it has and what it mines and what it could get from trade and use that to plan both research and ship construction. As the numbers are there this should not be a huge issue to solve.

I would agree that if the AI just randomly choose a technology and then just put the best weapons tech it has in their ships without any regard to resource income it can become a problem. I do hope there is some cross reference between research, production and resource extraction (trade).
BIGtrouble77
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RE: Just some wishes about strategic resources

Post by BIGtrouble77 »

I didn't read through all of the comments here, but are smuggling missions still a thing? That felt like it was more of a band-aid in DW1 to address resource shortages early on, but it was kind of nice to have a positive side to the pirates. I have not noticed any mention of it for DW2.

Sorry Jorgen, this isn't supposed to be a reply to you and I can't seem to fix that.
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