Distant Worlds 2

Distant Worlds 2

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Icebear's tips to (nearly) full manual play
由 AK_icebear 制作
Full manual play can help engage in more of the systems, and feel closer to the "narrative" of each DW2 game. Here are some UI and mindset tips that may help someone intimidated by a full manual approach.
   
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Why full manual?
I understand a common issue of floundering with the gameplay - it reminds me a lot of when I was first banging my head against the wall with DWU.

Besides the technical issues - which are thankfully much better now - I think the biggest problem in DW2 is that the UI and design philosophy is largely unchanged from the first game. The UI is much easier on the eyes, but fundamentally resists the type of UI conventions your standard 4X/Grand Strategy player is used to - to manage nearly everything manually. It strongly encourages automatic play, from the default settings onward, when this is the least engaging way for a player to learn and also breaks from what genre fans are used to.

In a wider game dev philosophy sense, I think the problem is on default settings the game collapses the number of actions per minute to zero in most minutes of the game, instead opting for a very intense setup of automation settings and then infrequent (e.g. once per session) review of target queues. A strategy game should have players reviewing information and making decisions every minute, even if not every decision is equally important.

All of that said - it is possible to play the game in nearly full manual and have a great time with it. This is my most played game in 2022, and I suspect will be in 2023 as well. I can’t get enough of if, and the improvements are really notable and I suspect will continue.

But, I find I am much more attached to my empire and diplomatic relations, empire development, military, research etc - the whole thing - because manual play forces me to consider/follow the narrative more closely and actively.

Most automation here is extremely boring to me, as it was in DWU. A few specific areas I keep automated because the UI makes manual mundane (characters - could be much better) or even with better UI that issue would remain mundane (per planet tax rate tweaks - awful setting this in DWU. Per planet resource reserves - even worse!).

Ok, onto the actual advice.
Policy settings

Empire - Government - Advisors and Automation - Set nearly everything to manual in the policy settings, and then turn on the following to automated there and in the menus below
  • Population policy
  • Colony Tax Rates
  • Colony Stock Levels
  • Ship & Base Design
  • Character Locations
  • Intelligence Missions
  • Troop Recruitment
  • Fleet Ship Management
  • Colonies and Tax - suggest Planetary Facility Building
  • Construction - automate New Military Ships and Other State Ships
  • Diplomacy - suggest for Offering Gifts and Negotiating Treaties
What to do in what menus
Under these settings, you as the player need to (cycling through the top left menus in game, pictured below):

  • Empire - Funding levels - tweak funding levels for Reserves and Growth vs Research. I prefer to prioritize Growth, especially early, but others differ.
  • Diplomacy - set diplomatic strategy with pirates, independents, and other empires - which your automated ambassadors and spies will then execute on. Note - you must tick this from automatic to manual per counterparty in the diplomacy screen, or your decisions will revert to whatever automatic wants (based on race/gov diff) when the AI updates through this setting later. I set my strategy to neutral for any counterparty I don’t have a strong sense of yet. Choose at least one neighbor to be a friend, another an enemy, the rest will come with time.
  • Characters - AI will execute diplomatic and espionage missions based on your diplomatic strategy (set above). Espionage is tedious to manage manually, due to the way the menus are setup; a global espionage missions queue would help.
  • Colonies - target new colony locations from the list of candidates. Rule of thumb is nothing less than 20 suitability, unless you have tech to improve that after colonized. Target any suitable colony early; colonies that stretch your borders later. I tend to avoid having more that 1-3 colonies in budget deficit during the early game; later, there isn't much budget constraint, so its more about pushing your borders/supply chains to front lines.
  • Exploration - designate Abandoned Ships and Bases for idle constructors to repair and claim. All your explorers will be automated on their own, I find micromanaging this mundane under the current UI - a global exploration queue would help.
  • Resources - designate new mining locations. Under Resources sublist, switch from “Production Shortage” to “Priority”, which I believe sorts based on the same principles as the table at top and New Mining Locations list - years of stockpile remaining given current production/consumption rates. Under New Mining Locations, I only queue mines in the first page that have a resource with a red box (priority/shortage).
  • Ship Construction - build new shipyards, order new ships. You do NOT need shipyards at every colony. The AI avoids shipyards within a few systems of each other; my preference is one shipyard every 75m (distance), which means I am using only one shipyard for quite awhile. By default the game will only upgrade shipyards from small to medium to large based on colony size, which I like and custom define from game to game in the Policy Settings, but you can override this manually by selecting the shipyard if you want (and I do sometimes, too). The size of shipyards (S/M/L) will determine the flow of your trade lanes that are drawn on map - smaller branch off of larger.
  • Research - set research focus, target new research base locations - you want pretty much every one available, but its useful to follow to understand where they are and what you are missing, which can really impact mid and upper tech options available.
  • Military - set Fleet Templates and build fleets, which you will then assign to home bases yourself (if AI is on, it will assign based on diplomatic strategy towards neighbors); set Troop templates, which your planets will build as budget permits; queue ships/fleets to inspect threats via the lists under Enemy Targets and Dangerous Locations.
  • Civilian - target new Resort Base locations
Misc tips
You should, but don’t have to:

  • Policy settings - Intelligence - tweak intelligence mission parameters based on your risk tolerance - do your spies pursue only safe missions, etc
  • Construction - Ship Design - set some/all state ship/base designs to manual under “Role Upgrade” in the list of designs, especially early on, and then use the “Upgrade” button at the bottom to upgrade them as new components are researched - this will help with familiarity with techs and progression, which otherwise is easy to numbly gloss over.
  • Characters - Spies - early on, set some individual spies to “manual” control and train them up on easy missions, which they will then get good at, and then when set on automate will pursue more of those. Otherwise they may be stuck in counterintelligence only until mid game techs boost their success probabilities. This also helps build attachment to spies when they are lost/successful!
  • Characters - Set all ambassadors to manual and assign to a) help spy success, b) help improve ally relations.
My game flow
When idle, I tend to cycle through menus on:
  • Exploration - just to observe how wide my net is cast, and maybe assess if I need more explorers in that mix
  • Resources - Mining Locations/New Mining locations - see the flow of resources and what is available to build
  • Military - Fleets - reassigning fleets to new bases and missions (automatically in peace time, or manually esp during war)
  • Civilian - watch the ant farm
  • Construction - Ship Design - I prefer to design my own State Ships and Bases, I have a general rule of thumb to do so a) before a new war starts, b) after a major tech like warp or engine has upgraded a new component. Otherwise it becomes too cumbersome to upgrade manually at every new component.

Other preferences:
  • Slow or Very Slow Research speed at game setup - like nearly all 4X, I find research completes way too fast in DW2, making the flood of new components hard to process and thus nearly meaningless to the player. Better to slow research and really appreciate that new tech edge for awhile, and notice the difference between tech levels.
14 条留言
arvcran 5 月 30 日 下午 3:19 
A lot the content of this guide holds in version 1.3.0.3, it could benefit from a perspective as the game evolves through the stages of the game ... it's a good read! ** THUMBS UP **
jpinard 4 月 4 日 上午 9:34 
You rock Icy.
AK_icebear  [作者] 2024 年 4 月 16 日 下午 4:09 
@Mordachai - that sounds like a good fudge within the system that exists... look forward to trying it the next rainy weekend
Mordachai 2024 年 4 月 13 日 下午 4:15 
@AK - no you're not wrong. In fact, I eliminated all but one upgrade path in XL to remove that particular face-brick moment from repeating every game. Now I allow on upgrade path, because otherwise it just sucks in frustration and pointless pain.

Preferences help some for the one-upgrade-path sucking less - but they don't really address the myriad problems with the auto designer - and they absolutely nothing for trying to manage multiple manual design types. Nothing at all.
AK_icebear  [作者] 2024 年 4 月 13 日 下午 1:20 
@Mordachai - no, that's accurate. I haven't played more than a dozen hours since last summer. I still follow the updates, and look forward to jumping back in, but got a little burnt out on my little annoyances.

I think my last one, that would definitely draw me back, is a better upgrade process for manual designs. I found it very tedious, and it looks like it hasn't gotten better with the new preferences. Am I wrong?
Mordachai 2024 年 4 月 12 日 上午 11:59 
@AK_icebear -- did you mean "most in 22, probably 23" or should that be most in 23, probably 24...?
AK_icebear  [作者] 2024 年 3 月 31 日 上午 8:19 
I leave resource levels on automatic. It's one area of the game where the manual controls are woefully deficient.

I have ideas that would make it much more interesting to manage manually, but I don't think that's a priority for the developers.
kashiguro 2024 年 3 月 31 日 上午 2:17 
What do you do with the storage of resources? I'm trying to do it by hand, but I can't figure out what's right. I currently provide Caslon on all stations, but how should the stock piles of luxury resources be set on planets?
Thanks for your guide btw...^^
AK_icebear  [作者] 2023 年 7 月 5 日 下午 7:23 
@Kennith - I never manually micro'd tankers, and suspect I would very much dislike that. I was referring to using tankers on automatic (ship settings) within fleets that are manual (fleet setting). In that case I'd make the fleet (military ships) hold position in a staging location, then the fleet tanker would find them and start refilling fairly reliably.

Automated/manual - can only say my experience. I bounced off DW1 multiple times on automatic, before trying full manual and loving it and DW2 ever since. For me, full automatic leaves me with nothing to do, and uncertain of where to intervene.

Design - hopefully they offer some better intermediate between full manual and full automatic design updates, that would resolve one of my only remaining gripes with the base game. I think its on their current roadmap to do *something*, hopefully its an improvement!
Joejoemyo 2023 年 7 月 5 日 下午 6:17 
In my opinion, you shouldn't go into the game with the expectation of playing it on full manual - that would just overwhelm anyone. Instead, manual play should come about naturally. A player should notice an inefficiency in their empire and say "I could do this better, so I will". I do absolutely agree that the default research settings make it incredibly daunting to keep all ship design on manual, and the quirks of retrofitting don't make it any easier. In DW1 and 2 I've stuck to automatic designs and just made my own line of ships wherever necessary, but this is absolutely an aspect of the game that needs work. Also, the hyperspeed update has made automated tankers function, which will lead to less incentive to micro them, but be honest with me, did you REALLY like microing your tankers? Didn't think so.