Distant Worlds is a Game of Logistics
Posted: Fri Jun 03, 2022 1:59 pm
I read a quote from a military officer once. He said that wars are lost and won on logistics.
As I play DW2, it seems like its more of a game of logistical strategy more than anything else. Finding the right resources, claiming, fighting, trading for, or conquering them. Setting up logistical depots and stockpiles for your fleet.
The game really game interesting to me when I changed the colony and station stockpiles to manual control and I could control where the refit, refuel, and repair points of the game were for my fleet. Most colonies were simple "civilian" habitations with only enough supplies for simple administration building and orbital medical/recreational entities. But at strategic points I set up 'forts' with large stations for efficient refit and refuel, as well as huge stockpiles of supplies for defense stations and construction of ship replacements. The surrounding systems lay undeveloped at the border of the wars because protecting them with extra ships or allocating more stockpiles for the private economy to support in the face of attack would be counterproductive. Only after the enemy systems were beaten back significantly were the solar systems developed. Additionally, once the 'front' reached a certain distance, previous resource depots were scuttled reduced in order to move scarce supplies again to more forward positions on the front lines.
Mega-fun. Good job developers.
As I play DW2, it seems like its more of a game of logistical strategy more than anything else. Finding the right resources, claiming, fighting, trading for, or conquering them. Setting up logistical depots and stockpiles for your fleet.
The game really game interesting to me when I changed the colony and station stockpiles to manual control and I could control where the refit, refuel, and repair points of the game were for my fleet. Most colonies were simple "civilian" habitations with only enough supplies for simple administration building and orbital medical/recreational entities. But at strategic points I set up 'forts' with large stations for efficient refit and refuel, as well as huge stockpiles of supplies for defense stations and construction of ship replacements. The surrounding systems lay undeveloped at the border of the wars because protecting them with extra ships or allocating more stockpiles for the private economy to support in the face of attack would be counterproductive. Only after the enemy systems were beaten back significantly were the solar systems developed. Additionally, once the 'front' reached a certain distance, previous resource depots were scuttled reduced in order to move scarce supplies again to more forward positions on the front lines.
Mega-fun. Good job developers.