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Distant Worlds 2: Space Embassies

 
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Distant Worlds 2: Space Embassies - 12/18/2021 3:58:44 AM   
Erik Rutins

 

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A new preview article:

https://www.aroged.com/2021/12/15/distant-worlds-2-space-embassies-in-slitherines-new-4x-strategy/

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RE: Distant Worlds 2: Space Embassies - 12/18/2021 4:24:13 AM   
Galaxy227


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Joined: 12/1/2020
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This is precisely the material I was interested in learning more about when I suggested there to be a developer's diary on diplomacy. These are all really great improvements from DW2's predecessor. I'm surprised this article revealed new, never-before ways to engage with other empires. Being able to raid neighbors without a formal declaration of war caught my attention especially. Great read!

Edit: I also love the new camera angles for ships (shown in one of the screenshots). I'm afraid to admit how much time I'll spend watching battles alongside the ships I designed. A part of me secretly hopes there will be a camera angle allowing me to look "over" a single ship, where I would give orders as that ship and pretend to be the captain. I did this a lot in DW:U and it was good fun, but being immersed in the fully-fledged 3D environment of DW2 will be a game changer.

< Message edited by Galaxy227 -- 12/18/2021 4:28:44 AM >

(in reply to Erik Rutins)
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RE: Distant Worlds 2: Space Embassies - 12/18/2021 6:59:19 AM   
Webbco


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I'm pretty sure this is something you could un DW1. Nevertheless, a good mechanic. Thanks for sharing. Thanks for sharing, Erik.

Edit: I actually finished reading it (!) and can see there are clear developments around diplomacy from DW1 such as the language tech and expanded agreements.

< Message edited by Webbco -- 12/18/2021 7:21:16 AM >

(in reply to Galaxy227)
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RE: Distant Worlds 2: Space Embassies - 12/19/2021 1:09:42 PM   
Jorgen_CAB

 

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One thing I never liked in most 4x games including Distant Worlds is how tech trading work... it is too much of an exploit and not really how things should work. It simply is too gamy to gain the knowledge on what technologies another species have. I always turned tech trading off for that very reason so I could not cheat by knowing exactly what technologies someone had. It also is way to easy to abuse this by giving the AI worthless techs for more valuable ones, such as weapon tech they are never really going to use as they have better weapon techs in other areas they are going to use.

I had hoped they did it allot better this time around but I guess this is one area they have not improved in allot much. I guess I will just have to turn of tech trading this time around as well... I probably will have to turn of fleet powers and economic power as winning conditions as well so I can't see those values and know how strong an opponent is with just a quick glance, this is too much of a powerful tool to know with no effort in my opinion.

(in reply to Webbco)
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