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Expanding Horizons
Refugees, Outposts and Alliances
Hello everyone. This is the second of three Developer Blogs we’ll be doing in the lead up to the release of Return of the Shakturi, the first feature expansion for Distant Worlds 2. In the first one, we focused on the Shakturi story and their unique abilities as well as the Mega Ships and Planet Destroyers. In this one, we’ll focus on some of the additional unique new features which are part of the Return of the Shakturi expansion, specifically Outposts, multi-Empire Alliances and the Refugee start option.
The third and final blog will cover some additional features and improvements that are coming as part of the work on Return of the Shakturi, but which will be released as part of a free update for all Distant Worlds 2 owners, along with the Return of the Shakturi release.
With Return of the Shakturi, you now get to experience what a proper endgame crisis in Distant Worlds 2 is like and what fighting against (or with) a major endgame threat like the Shakturi means for your empire.
Outposts are smaller than colonies with a maximum of 50 million of your empire’s citizens. in exchange for this, they can be built on planets where you would not normally be able to put a colony, in other words very challenging and hostile environments. Outposts will not grow, though if they lose population for whatever reason, they can accept new migrants up to their maximum population. Outposts also don’t provide income – instead, they require funds from your empire to maintain the various life support systems that allow for survival on such harsh worlds. The support cost of an Outpost increases as its planet’s suitability decreases.
What are they good for then?
Outposts allow you to claim territory in a way that stations do not. Where you have an outposts, your empire’s borders will extend to cover it.
Outposts allow you to extend your colonization range to get to more suitable worlds that might otherwise be out of reach.
Outpost give your empire full benefits from any empire bonuses or unique resources found on their planet, which can give access to previously inaccessible ruin bonuses.
Outposts allow you to build Terraforming Facilities. This means that with Outposts, you can potentially bring a previously uncolonizable planet up to colony level. Note however that worlds with very low base suitability now require a Terraforming Facility to remain on the planet in order to maintain the suitability improvements, but sometimes you just need some extra real estate.
Outposts can be converted to colonies if their suitability is high enough, for a modest cost.
The return of the Shakturi includes a new multi-empire Alliance system. During the Shakturi endgame crisis and story, this allows for the formation of the Shaktur Axis and the Freedom Alliance during that crisis to fight against each other in a war to the finish. However, if you choose to turn off the Shakturi crisis, you’ll still get access to the Alliance system (in fact, much earlier as it won’t be gated behind the story events).
Alliances allow you to form a closer union with other empires. Once Allied, you are guaranteed a certain baseline set of treaties and all wars become Alliance wars. If someone attacks you, your Allies will join in your defense, but you can also Convene the Alliance to vote on declaring a combined war on another empire or to end an existing war. While your empire is in an Alliance, there is no separate peace possible.
When you Convene your Alliance, you can also vote to Admit or Expel a member. Note that the most powerful Alliance members will have more votes, but Admittance requires unanimity. Joining or leaving an Alliance is a big choice, but surviving the galaxy without an Alliance can be a challenge as well!
Now let’s discuss the Refugee Start.
Many have asked for a space-based beginning to a civilization, with a single colony ship and a small fleet with which to find a new home. This “Refugee Fleet” start option will now be possible for those players who want a greater challenge. You will have a choice of fleet size and starting tech level and once you found a new homeworld, you will be able to switch to a regular government type for your faction.
When this start begins, you are fleeing a recent disaster which struck your homeworld and you are in a fairly dangerous part of the galaxy. The population on your colony ship and passenger ships are all that remains of your people. You will need to protect them at all costs against the many dangers on the way while trying to find a new home. If you explore well enough, you may find more than just a new home!
Note that this start is best for experienced players who don’t mind difficult challenges or relying on manual play to get around problems.
In the next blog, we’ll talk about the many new features and improvements coming to the next official free update, thanks to the work on Return of the Shakturi. Those includes better fleet attack coordination, an upgraded Enemy Targets list with multiple fleet mission types per target, improved AI use of all fleet mission types, a new wartime mission system (with unique Shakturi missions when playing through the Return of the Shakturi), new intelligence missions (Destroy Facility, Deploy Plague (Shakturi only), Capture Character), rebalanced colonization and economy systems and improved message and notification management.