*EDIT:* Here's another video I'd recommend checking out, highlighting 5 hidden tricks you might otherwise miss - ua-cam.com/video/rAACbyzd8ew/v-deo.html ! It's finally time! Distant Worlds 2 has been tremendous fun, especially because of its complexities. I hope this video helps you get started, or at least get a better understanding of what the game's about. If you haven't grabbed it yet, you can buy it here to support the channel as you do - partyelite.gg/game-store ! Enjoy!
This game is terrible, how can a Literal Pirate, have stronger and more advanced ships then a Whole CIv???? This would be like Pirates having stronger and more advanced ships then England it makes no sense and ruins the game
@@danielkjm _how can a Literal Pirate, have stronger and more advanced ships then a Whole CIv????_ That's explained in the history of the universe. It's part of the lore of the game, but it's also spelled out for you when you play as the humans and encounter the Ghost Fleet. (Likely, other species have similar events which provide historical information.) The 'pirates' were originally the naval fleets protecting their people in a vast war which devastated the galaxy. Afterwards, they could no longer return to the planets because of the deadly plagues (among other things). So they tried to survive as best they could in space, maintaining their old ships, slowly turning into gangs, fighting among themselves in order to survive (and partly, against the surviving fleets of their old enemy, partly against space monsters). And yes, many eventually turned to piracy - basically, offering 'protection' for a fee that it would be unwise to refuse. They're not all bad, though. You can make allies of some of them (the ones of your own species are easiest). And there are advantages even to having them as enemies. But pirates still have that advanced technology from when they were official military units. They have their advanced ships. They just struggle to make any more of them. On the other hand, as a starting civilization, _you've_ lost all of that advanced technology. You've struggled up from the Dark Ages, barely surviving the plagues, without even warp technology at the start of the game. So, yes, the pirates have far more advanced technology than you do, since they still have the ancient ships of the past. (Sometimes, you can find one of those ships - derelict, sometimes needing repair, sometimes not.) The planetary civilizations have lost all of that. But you can easily surpass the pirates, if given time. You have the resources to recover what you've lost. It makes perfect sense to me. The pirates are a threat at the beginning of the game, but not later on. They can be useful, too. They're not strong because they have the economic base and the manufacturing power of a settled civilization. They just retain some old ships and an old space station which are much more advanced than anything you can build at the _start_ of the game, because that's what they've maintained for generations.
I like how you structure and narrate the video, showing examples of what you're talking about, and emphasizing the important details. This is exactly the kind of guide a game like DW2 needs.
Another thing I noticed that a lot of people in the early access missed is the MASSIVE power spike you get from your first weapon techs. I saw a lot of fumbling around trying to overcome pirate shield regen with strength 12 escorts. It is silly. The reason is that basic weapons don't actually have large variants. So you are jamming a size 19 missile into a size 120 weapons bay, and launching frigates with like 60-80 mass worth of weapons, which is kind of a joke . Kinetic, early torpedo, missile, and early pulse weapons ALL lack large variants, which means they basically do half damage for half the size (but the same resources). And this is for ALL ship classes. The starting escort has a size 39 and a size 19 weapons bay, which means it can mount a small and a medium variant of all the starting weapons , I believe. If you have them, which quite a few of the races don't start with. If you take the same techs to tier 1 immediately, you can put 50% more guns on a starting escort, and you can put basically all the guns on a frigate you can find power and mass for. and that's discounting that the more advanced guns also just do more damage. And it's ALSO cheaper, as weapon costs to produce don't scale with size. So even though a concussion missile (M) is basically two concussion missile (S)'s glued together, it only costs as much as one of the smalls. Research stations also get very scary with this, as unlike mining stations, their SMALLEST weapon slots are size 39. So you can basically put quadruple the firepower of an escort on a research station, at 50% bonus range, for only double the production cost of those same guns on an escort (and maintenance is not largely governed by component cost, it's based on the hull mostly, it seems).
Well, there are some factors, i wanna share with you. 1 I like such a games, but i never heard about DW series ( 2 As i got this game, i was surprised, bc some of a projects are pretty excitive for me.. such as falling frontier.. I didnt know about such complex games ( 3 English isnt my native language So there is some problems with entering to the game , i need a lot of time to find out basic mechanics on my own. And i was finding some guide, to lower this time . I understood everything, you telling, your guide is structured and capacious, no useless info or redundant words . I didnt found any guidence on my native lang, such good as yours. Thank u, keep doing it..
I hear ya! The automation helps take care of the busy-work as time goes on, and overall I've been able to trust it. I like that you can get granular too, so it feels a little like having an aide/governors etc
I've restarted the game multiple times because each one is a disaster but also a learning exercise. In my last one I discovered that merely having a skip drive does not guarantee a ship can use it efficiently. As a result my constructors tried to backstroke the diameter of my system because they could not use their skip drives worth a tinker's damn. I look forward to your ship design video(s) and more. Keep up the great work!
Yeah my tips usually come from the filter of experiences like that. When I repeatedly mention to remember to upgrade private economy ship designs? There's a story behind that lmao.
Loved Distant Worlds Universe, although this game seems pretty similar, just with a graphics overhaul. Don't suppose we could get a video pointing out the key game-play differences from the first game.
This is a great video - by far the best detailed 'how to' and higher lever information to help deal with the complexity. It is a great game but I do feel the default balance between AI control and manual really doesn't help a new player learn the game. You actively have to fight with the AI fleet commanders for example to herd your fleets to attack pirate bases for example. Right now would certainly love a few more 'how to' videos: Specifically, how to get a construction ship to build a mining base where you want, and optimum mining base placement in asteroids for example. I liked your how to explore here, but a bit more info on sensors and exploration levels etc would be good - like do certain resources only appear after exploring with better gear... Fleet mechanics like formation (very tight etc) and roles would be good, along with more on ship customization too Like I said earlier - your videos are by far the best detailed yet and the editing to highlight specific buttons etc is fantastic and helps a lot. Cheers!
After feeling lost for a few hours this will definitely help get me on my feet, lots of things to think about now. Always love it when a game makes you think about infrastructure/placement as well as the numbers.
I played a good amount yesterday and utilized automation a bunch as I'm learning the game systems. Time to set things to manual and actually play the game.
Excellent video. New to this type of game and your in-depth explanations are extremely helpful in overcoming the initial shock of the complexity. Please do as many deep-dives as you can in the near future. Thanks.
I had no idea that you could manually design and upgrade ships individually. I thought it was an everything or nothing situation with the automation. Thank you!!
This is my first time playing distant worlds. I jumped on it A little bit last night and I am deathly looking forward to watching all of your videos to figure out what I’m doing lol. Definitely looks more involved than most games that have played
You are my dependable source of long videos without clickbait that I can just sit back and enjoy without constantly having to pick another video. Well written well presented and well taught. You also cost me a lot of money because you chose such awesome games I've not heard of yet.
My first time playing and I must say this game is going to take a long time to play. There’s just so much to do and different ways to play. Then when you zoom out it really hits you much space you haven’t discovered. WOW.
Fantastic Vid! I haven't played a 4x space game since the early days of Stellaris and so when DW2 dropped I was thrilled to get back in. I'm a total newb so this video explained A TON... will definitely look out for your future tutorials..
Extremely well explained and described. New players don't need any other tutorial or guide but this. 👌 By the way, this game is freaking deep. Perfect for strategy+simultion nerds. Kudos to the developer. 👏
30:15 YES please go into the fleet design stuff more. I'm having an issue where I made a bunch of plans to add stealth to all my ships. It keeps updating which I want it to do but from my designs as the base.
great video answered a lot of my questions even at 37 mins you cover so much liked and a sub i had no idea i could find were to put research labs and the bonuses they offer let alone adjust its budget to speed up completion excellent
Thanks for the tips! And yes, I would like to see more in-depth guide for ship designer. "Step by step", "how&why" would be cool. i.e.: Your ship needs command module and crew module and for this you need energy so let's look at generators. Now you have some excess energy so let's look at availible engines/shields/weapons. And now let's look at this weird ass energy graph etc. ;-)
Hah I do love that graph! Good thoughts - might need to do a general ship design video and another focused one. It's such a beefy topic and I don't know if a single 2hr video will fly
@@PartyElite Yeah, 2hrs is a lot. I'd watch it but you also have your life:D How about "teach a man to fish" approach? Pre-warp or basic skip drive and literally slap required basic modules (there are 3-4?) + 1 weapon or 1 scanner or 1 armor or 1 shield and explain power and stats for those modules? This ship would be worthless in game but it's a start.
Hey, I just wanna say that I am currently watching all of your vids for planet zoo and man am I loving it! I think your killing it so far (from where I am up to) and I think you have a great vibe and you are super creative, I can’t wait to see what else you have in store!
@35:00 This makes me wonder if we can build fighters with ion weapons to swarm ships and try and Disable them while not having to bash through defences and have the carrier focus on active defence to stop the enemies fire from returning the favour ? Soo many options to consider!
Personally, I love that kind of stuff. I'm sure there are some min/max default solutions, but to me, playing combined-arms and doing stuff like what you're saying here is where the fun is!
the third tip is very important i almost stuck on my 2nd playthrough as humans, i ended up using what little nekros stone i had left building frigates and couldn't build any more mining stations on other planets (which one just so happened to have a small amount of said resource). had to scrap 2 of them but its neccisary.
Man Distant Worlds Universe was probably my favorite game from the last ~10 years. I am so stoked for DW2 to finally be out, and for it to be as good as it is!! Woot woot!
10:30 This is exactly what happened to me, I needed silicon to build a mining station at a silicon rich planet but the pesky private ships were not interested...
Nice! Didn't have time yet to watch the livestreams but this concept of automating everything you don't want to micromanage is awesome. Can you mix this up? Like create some nice ship designs but set it to auto after. Will this create new versions of your designs or will it ignore your designs and make new ones? Can you divert lots of time on developing some systems but leave (the start of) others to the AI? Or vary what you automate with your mood, checking how the AI did stuff, tweak it and return it to auto? Have you experimented with creating nice mixes of ships, like slow ones with a tank/distraction role and fast fragile damage dealers? Shield strippers or ions on the smaller ships and big guns that work well on shieldless ships? Or is it better to create balanced ships? Are there fun specialised research combo's that make a playthrough really unique. Say an economy very focused on fuel and fuel efficiency, speed, shields and one type of weapon. Or is this a bit punishing not being generally broad techwise and doing long further researches first?
Yeah the automation is, in my experience so far, quite a powerful tool. I need to check if the AI retroactively completely redesigns your ships, but if you leave it on manual and use the "upgrade" button in the design screen, it automatically upgrades to the best similar component (better engines, better hyperdrive, etc. but it won't swap missiles out for beams, or replace one kind of missile for another). The tech tree has little yellow arrows that indicate upgrade paths. You can totally start a new colony automated and then make it manual later - you can also make specific parts of the new colony (garrison, tax rates, product stock) automatic while leaving others manual. You can also choose to automate outer rim colonies while keeping core colonies manual, or vice versa, yep! Can choose on a per-colony basis, planet by planet, moon by moon! I'm currently experimenting some more with fleet design and if balance vs specific roles are better! And hopefully that'll give me the answers to your questions at the end there =)
i was pessimisticabout this game, instead i'm finding it really enjoyable. the best thing is that it is extremely complex, and allows for a player to manipulate a lot of things, yet one can learn the game at his own pace, simply letting the ai doing its things. a well-done game, once in a while.
Can you do more guide on distant world 2 ?? like ship design in early game. Or how to colonize and do a research. only found your video that are worth watching and very detail about this game !!
holy crap - this game reminds me of an advanced factorio and stellaris and simcity game, with automation that slightly can make it automated and lets me focus on the things i really like :D
Space ports auto design often doesn`t give enough docking capacity even when there's still build space left to fit more. This can really cause a nasty bottle neck at your main colonies so I always edit the design to add 1 more docking bay to alleviate that.
Would adore a ship design and fleet order breakdown videos. I really need to figure out how to designate fleets to guard specific stations/colonies than my homeworld
If you have the fleet selected, you should be able to control + right click on a planet and choose "Guard [planet]" ! Let me know if that does the trick for you!
Great video! I actually picked up the game thanks to your videos. I would also like to see a video on how to grow colonies' economies. Unlike in say Stellaris, where colonial building is almost no brainer...DW2 really, really gets me pondering on what I really need to do to get those income. Keep up the great work!!!
My empire AI: would like to invade these independent colonies? Me: Yes?? Invasion: ends in less than a minute we win. My economy :🔥🔥🔥 help me!!!! Me: I can't.... 😢😢Lol
Going to be honest. Coming from stellaris to this feels like going from 6th grade math to quantum mechanics without any background. Thank you for helping to clarify some things
I don’t know how to do anything in this game. Don’t know how to control passenger ships. Some of my exploration ships don’t even use hyperdrive so they’re stuck in space. My construction ships get stuck when constructing so some projects don’t finish. It’s frustrating.
Anyone know how to unload gravalex loot from a construction ship that picked up a carcass? It seems the crystal is great for a colony but I don’t know how to get my construction ship to unload it to a colony.
Have them refuel at one of your colonies (planets not stations). If you press Ctrl then right click you can choose between 'move to' or 'refuel at'. I struggled with that too and gave a pirate leader a tour of my known space. :)
I've had my eye on this game for a while. I love Stellaris but it's really just starting to feel like it's showing its age, particularly with a good amount of mods. I don't know if it's just because I watched this on my phone, but what's with the ship models in this game? Some of them look pretty rough.
The 3D visuals are definitely the weakest point of the game, but I'm (personally) the type to overlook that for the depth on display. It can definitely take some getting used to though, ngl lol
They look far better than in distant worlds' universe though lol even though it still love that game. Have just installed this one and was watching this before I play
@PartyElite - Do you have any idea why when a ship is ordered to decommission it will stall at 50% "Construction" at the shipyard for a seemingly insufferable amount of time? Is it safe to go and manually scuttle them in terms of not losing potential technology or materials recovered at this 50% state?
I don't understand why you'd ever want to split your research points. Is there a diminishing return on how much progress you get per point? Otherwise, splitting it into six means you get six techs after x years, while just queing them means you get the first five sooner while you still get the sixth after x years.
I'm having a problem, despite an excellent economy, with killer spaceships turning my destroyers into space dust. What weapon system/defensive system is the best choice for a human civilization? How can I advance in my tech tree to give my ships the best opportunity to survive?
One thing I don't understand is how to repair a ship with a destroyed engine that can't move. Construction ship context menu doesn't give an option to repair a damaged ship. What do I do with them?
So I've experienced some minor issues like UI layers being a little funky, and the occasional stutter, but it's been pretty smooth so far. I'd need to play a lot more for a full review (only had the release build for a few days), but I've enjoyed every minute so far!
I build manually and I was doing the same as you, using internal bay first, but the game recommand using the external first (the yellow tip in the upper right), don'T know why... So I changed all my ships to use external first lol
6:41 Why does it look like nothing moves smooth? Distant worlds universe The ships fly smoothly back and forth based on your engine design, while most just Warp to bring goods. The second version looks like Frame rates are at 10 or less, is that by design? Is this how they designed this game, to everything thing moving like watching radar? "ships skipping a long"
So do commerce modules do anything for internal empire resource movement? or are they just for when you meet independent colonies? I assume they are relevant, as the AI advisor tells you to put them on all your stations, and they are so early on the tech tree, but what do they DO? what I have noticed is that in a couple human starts, I have quickly found my budget go negative on colony development. What I feel I WANT to do is play tall, focus on increasing my population growth, and not commit to permanent mining stations that pirates can loot. What automation wants me to do is spend thousands of credits building a GIANT navy that has nothing to do and will quickly become obsolete while burning through mountains of caslon I don't actually have. And tons of mining stations I can't defend and don't yet need. (mining ships may be slower, but when pirates attack them, they run away, they don't lose thousands of credits in the raid). Also, I would note that the starting spaceport design seems silly. You can double it's output just by throwing a second construction yard on, and it costs LITERALLY nothing in upkeep OR maintenance, as these seem based on the resource used, and for some reason, construction yards don't actually require resources to build. (seems like a bit of an oversight, but even if it wasn't, it wouldn't matter, as maintenance of a hull is MASSIVELY more impactful than maintenance of the components you put on that hull). Unfortunately, the AI redesigner seems to just strip everything off your design and redo it from scratch, any time you let it auto redesign a ship.) Like for example, as humans, as a doctrine, I wanted to pull every railgun off of all my stations and put purely standoff missiles on them. But every time the AI upgraded the design, It would pull off missiles to put on railguns, instead of doing basic stuff like "replacing any module with it's identical but upgraded version".
@@blackjager74 I will say, if you manually just hit the "upgrade" button, it will populate your existing design with the upgraded stuff. So for example, if you want to put better research labs on your research station, all you have to do is click "upgrade", and then click save, and the new station will already have your research labs upgraded to the best possible type. It's just that when you let it auto design ships, it seems to return to it's defaults. It's probably my biggest complaint with the game so far. The automation doesn't really integrate with direct control. Also, for a lot of ships, it's not, imho, very important how they are equipped. the money you save taking all the guns off your exploration ships is TINY. It's just the big ticket items that are really impactful that bother me. Like say, your spaceports, your mining stations, and your combat craft.
Very nice and informative Video. A big like and hopefully some more videos on DW2 in the future. You definitely woke up my interest for ship design. Keep up the good work!
*EDIT:* Here's another video I'd recommend checking out, highlighting 5 hidden tricks you might otherwise miss - ua-cam.com/video/rAACbyzd8ew/v-deo.html !
It's finally time! Distant Worlds 2 has been tremendous fun, especially because of its complexities. I hope this video helps you get started, or at least get a better understanding of what the game's about. If you haven't grabbed it yet, you can buy it here to support the channel as you do - partyelite.gg/game-store ! Enjoy!
Unfortunately, this game doesn't seem to be worth it's price tag.
This game is terrible, how can a Literal Pirate, have stronger and more advanced ships then a Whole CIv???? This would be like Pirates having stronger and more advanced ships then England it makes no sense and ruins the game
🙄 Haters gonna hate. Anyways, thanks for the terrific video. A good concise summary of the game to get someone started.
Thanks a lot
@@danielkjm
_how can a Literal Pirate, have stronger and more advanced ships then a Whole CIv????_
That's explained in the history of the universe. It's part of the lore of the game, but it's also spelled out for you when you play as the humans and encounter the Ghost Fleet. (Likely, other species have similar events which provide historical information.)
The 'pirates' were originally the naval fleets protecting their people in a vast war which devastated the galaxy. Afterwards, they could no longer return to the planets because of the deadly plagues (among other things). So they tried to survive as best they could in space, maintaining their old ships, slowly turning into gangs, fighting among themselves in order to survive (and partly, against the surviving fleets of their old enemy, partly against space monsters).
And yes, many eventually turned to piracy - basically, offering 'protection' for a fee that it would be unwise to refuse. They're not all bad, though. You can make allies of some of them (the ones of your own species are easiest). And there are advantages even to having them as enemies.
But pirates still have that advanced technology from when they were official military units. They have their advanced ships. They just struggle to make any more of them. On the other hand, as a starting civilization, _you've_ lost all of that advanced technology. You've struggled up from the Dark Ages, barely surviving the plagues, without even warp technology at the start of the game.
So, yes, the pirates have far more advanced technology than you do, since they still have the ancient ships of the past. (Sometimes, you can find one of those ships - derelict, sometimes needing repair, sometimes not.) The planetary civilizations have lost all of that. But you can easily surpass the pirates, if given time. You have the resources to recover what you've lost.
It makes perfect sense to me. The pirates are a threat at the beginning of the game, but not later on. They can be useful, too. They're not strong because they have the economic base and the manufacturing power of a settled civilization. They just retain some old ships and an old space station which are much more advanced than anything you can build at the _start_ of the game, because that's what they've maintained for generations.
I like how you structure and narrate the video, showing examples of what you're talking about, and emphasizing the important details. This is exactly the kind of guide a game like DW2 needs.
100% agree.
Appreciate the kind words, thank you! The response has been great so far, so I'll keep em coming if folks keep watching/wanting them =)
100% would appreciate some detailed videos about different things such as ship design. Always enjoy your videos!
Another thing I noticed that a lot of people in the early access missed is the MASSIVE power spike you get from your first weapon techs. I saw a lot of fumbling around trying to overcome pirate shield regen with strength 12 escorts. It is silly.
The reason is that basic weapons don't actually have large variants. So you are jamming a size 19 missile into a size 120 weapons bay, and launching frigates with like 60-80 mass worth of weapons, which is kind of a joke . Kinetic, early torpedo, missile, and early pulse weapons ALL lack large variants, which means they basically do half damage for half the size (but the same resources). And this is for ALL ship classes. The starting escort has a size 39 and a size 19 weapons bay, which means it can mount a small and a medium variant of all the starting weapons , I believe. If you have them, which quite a few of the races don't start with.
If you take the same techs to tier 1 immediately, you can put 50% more guns on a starting escort, and you can put basically all the guns on a frigate you can find power and mass for. and that's discounting that the more advanced guns also just do more damage. And it's ALSO cheaper, as weapon costs to produce don't scale with size. So even though a concussion missile (M) is basically two concussion missile (S)'s glued together, it only costs as much as one of the smalls.
Research stations also get very scary with this, as unlike mining stations, their SMALLEST weapon slots are size 39. So you can basically put quadruple the firepower of an escort on a research station, at 50% bonus range, for only double the production cost of those same guns on an escort (and maintenance is not largely governed by component cost, it's based on the hull mostly, it seems).
THANK YOU !
Well, there are some factors, i wanna share with you.
1 I like such a games, but i never heard about DW series (
2 As i got this game, i was surprised, bc some of a projects are pretty excitive for me.. such as falling frontier.. I didnt know about such complex games (
3 English isnt my native language
So there is some problems with entering to the game , i need a lot of time to find out basic mechanics on my own. And i was finding some guide, to lower this time .
I understood everything, you telling, your guide is structured and capacious, no useless info or redundant words . I didnt found any guidence on my native lang, such good as yours. Thank u, keep doing it..
I love beginning these types of games. Once my empire is big I lose intrest and start a new one. So glad to hear I can just automate as I progress
I hear ya! The automation helps take care of the busy-work as time goes on, and overall I've been able to trust it. I like that you can get granular too, so it feels a little like having an aide/governors etc
Many a stellaris run has ended unceremoniously when more time was necessary for fighting unemployment than other empires
@@justinthompson6364 ngl that sounds kinda funny because its realistic hehe
I've restarted the game multiple times because each one is a disaster but also a learning exercise. In my last one I discovered that merely having a skip drive does not guarantee a ship can use it efficiently. As a result my constructors tried to backstroke the diameter of my system because they could not use their skip drives worth a tinker's damn. I look forward to your ship design video(s) and more. Keep up the great work!
Yeah my tips usually come from the filter of experiences like that. When I repeatedly mention to remember to upgrade private economy ship designs? There's a story behind that lmao.
Loved Distant Worlds Universe, although this game seems pretty similar, just with a graphics overhaul. Don't suppose we could get a video pointing out the key game-play differences from the first game.
I'd like to voice my desire for the aforementioned deep dive into ship design
Yes please!
This is a great video - by far the best detailed 'how to' and higher lever information to help deal with the complexity.
It is a great game but I do feel the default balance between AI control and manual really doesn't help a new player learn the game. You actively have to fight with the AI fleet commanders for example to herd your fleets to attack pirate bases for example.
Right now would certainly love a few more 'how to' videos:
Specifically, how to get a construction ship to build a mining base where you want, and optimum mining base placement in asteroids for example.
I liked your how to explore here, but a bit more info on sensors and exploration levels etc would be good - like do certain resources only appear after exploring with better gear...
Fleet mechanics like formation (very tight etc) and roles would be good, along with more on ship customization too
Like I said earlier - your videos are by far the best detailed yet and the editing to highlight specific buttons etc is fantastic and helps a lot.
Cheers!
Glad to hear it, thanks for the kind words, and suggestions! Noting them down and I'll work out how best to cover the info there =)
After feeling lost for a few hours this will definitely help get me on my feet, lots of things to think about now. Always love it when a game makes you think about infrastructure/placement as well as the numbers.
I played a good amount yesterday and utilized automation a bunch as I'm learning the game systems. Time to set things to manual and actually play the game.
Excellent video. New to this type of game and your in-depth explanations are extremely helpful in overcoming the initial shock of the complexity. Please do as many deep-dives as you can in the near future. Thanks.
Opened DW2 and noped out (simply too little direction), needed to watch a guide first, and this is perfect!
Glad this helped! Enjoy!
I had no idea that you could manually design and upgrade ships individually. I thought it was an everything or nothing situation with the automation. Thank you!!
This is my first time playing distant worlds. I jumped on it A little bit last night and I am deathly looking forward to watching all of your videos to figure out what I’m doing lol. Definitely looks more involved than most games that have played
You are my dependable source of long videos without clickbait that I can just sit back and enjoy without constantly having to pick another video. Well written well presented and well taught.
You also cost me a lot of money because you chose such awesome games I've not heard of yet.
Loved the video. Very helpful. A ship design deep dive would be wonderful.
My first time playing and I must say this game is going to take a long time to play. There’s just so much to do and different ways to play. Then when you zoom out it really hits you much space you haven’t discovered. WOW.
such a helpful video for myself in learning the game.
Thanks for beginners guide. Please make detailed videos, especially about ship design.
Clearly one of the better videos out there! The resources section was excellent!
Wanted to say thank you for these vids! They have really helped me better understand the game.
Fantastic Vid! I haven't played a 4x space game since the early days of Stellaris and so when DW2 dropped I was thrilled to get back in. I'm a total newb so this video explained A TON... will definitely look out for your future tutorials..
Extremely well explained and described. New players don't need any other tutorial or guide but this. 👌
By the way, this game is freaking deep. Perfect for strategy+simultion nerds. Kudos to the developer. 👏
30:15 YES please go into the fleet design stuff more. I'm having an issue where I made a bunch of plans to add stealth to all my ships. It keeps updating which I want it to do but from my designs as the base.
great video answered a lot of my questions even at 37 mins you cover so much liked and a sub
i had no idea i could find were to put research labs and the bonuses they offer let alone adjust its budget to speed up completion excellent
Thanks for the tips! And yes, I would like to see more in-depth guide for ship designer. "Step by step", "how&why" would be cool. i.e.: Your ship needs command module and crew module and for this you need energy so let's look at generators. Now you have some excess energy so let's look at availible engines/shields/weapons. And now let's look at this weird ass energy graph etc. ;-)
Hah I do love that graph! Good thoughts - might need to do a general ship design video and another focused one. It's such a beefy topic and I don't know if a single 2hr video will fly
@@PartyElite Yeah, 2hrs is a lot. I'd watch it but you also have your life:D How about "teach a man to fish" approach? Pre-warp or basic skip drive and literally slap required basic modules (there are 3-4?) + 1 weapon or 1 scanner or 1 armor or 1 shield and explain power and stats for those modules? This ship would be worthless in game but it's a start.
nice tutorial. I think this is the game I've been looking for.
Hey, I just wanna say that I am currently watching all of your vids for planet zoo and man am I loving it! I think your killing it so far (from where I am up to) and I think you have a great vibe and you are super creative, I can’t wait to see what else you have in store!
Thanks for the pointers. Really looking forward to playing this when I get a chance, I was a huge fan of the first one.
Yeah would love a ship/base design video!
+1
@35:00
This makes me wonder if we can build fighters with ion weapons to swarm ships and try and Disable them while not having to bash through defences and have the carrier focus on active defence to stop the enemies fire from returning the favour ? Soo many options to consider!
Personally, I love that kind of stuff. I'm sure there are some min/max default solutions, but to me, playing combined-arms and doing stuff like what you're saying here is where the fun is!
This was the video I needed, thanks!
Every game shuld be able to automate and play itself, then let you ease into the game. It's an awesome key feature of distaint worlds franchise
the third tip is very important i almost stuck on my 2nd playthrough as humans, i ended up using what little nekros stone i had left building frigates and couldn't build any more mining stations on other planets (which one just so happened to have a small amount of said resource). had to scrap 2 of them but its neccisary.
Yeah I love how it works but I do think the game could warn the player more clearly!
Man Distant Worlds Universe was probably my favorite game from the last ~10 years. I am so stoked for DW2 to finally be out, and for it to be as good as it is!! Woot woot!
10:30 This is exactly what happened to me, I needed silicon to build a mining station at a silicon rich planet but the pesky private ships were not interested...
I really needed this video! Thanks PartyElite! Excellent as always!
Thanks for your efforts, appreciated :)
Super informative video!
Definitely would love a deep dive on ship design!
Nice! Didn't have time yet to watch the livestreams but this concept of automating everything you don't want to micromanage is awesome.
Can you mix this up? Like create some nice ship designs but set it to auto after. Will this create new versions of your designs or will it ignore your designs and make new ones? Can you divert lots of time on developing some systems but leave (the start of) others to the AI? Or vary what you automate with your mood, checking how the AI did stuff, tweak it and return it to auto?
Have you experimented with creating nice mixes of ships, like slow ones with a tank/distraction role and fast fragile damage dealers? Shield strippers or ions on the smaller ships and big guns that work well on shieldless ships? Or is it better to create balanced ships?
Are there fun specialised research combo's that make a playthrough really unique. Say an economy very focused on fuel and fuel efficiency, speed, shields and one type of weapon. Or is this a bit punishing not being generally broad techwise and doing long further researches first?
Yeah the automation is, in my experience so far, quite a powerful tool. I need to check if the AI retroactively completely redesigns your ships, but if you leave it on manual and use the "upgrade" button in the design screen, it automatically upgrades to the best similar component (better engines, better hyperdrive, etc. but it won't swap missiles out for beams, or replace one kind of missile for another). The tech tree has little yellow arrows that indicate upgrade paths.
You can totally start a new colony automated and then make it manual later - you can also make specific parts of the new colony (garrison, tax rates, product stock) automatic while leaving others manual. You can also choose to automate outer rim colonies while keeping core colonies manual, or vice versa, yep! Can choose on a per-colony basis, planet by planet, moon by moon!
I'm currently experimenting some more with fleet design and if balance vs specific roles are better! And hopefully that'll give me the answers to your questions at the end there =)
@@PartyElite
Awesome!
i was pessimisticabout this game, instead i'm finding it really enjoyable. the best thing is that it is extremely complex, and allows for a player to manipulate a lot of things, yet one can learn the game at his own pace, simply letting the ai doing its things. a well-done game, once in a while.
Awesome video; it was very helpful. Just throwing in my vote for the in-depth ship design video. I'd love to learn more about that in this game.
Second part of distant worlds So much more complicated then first one.
Yes, more DW2 tips please!
Hi Party! I love all of ur vids, but I have been waiting for a new Bannerlord series (if thats in the works). Will that be coming out anytime soon?
Will you be doing a UA-cam or streaming this in the near future?
Great video. Thanks.
Man, Thank you soo much for this Much needed guide you are making to help us enjoy this amazing game ..
Raise my hat to you
Thank you for the video! Loving how smooth the game feels and how easy it is to navigate the game compared to the first game.
Thanks for the video! I would love more of these!
Whoa! That's how an 'essential guide' is done!
Can you do more guide on distant world 2 ?? like ship design in early game. Or how to colonize and do a research. only found your video that are worth watching and very detail about this game !!
holy crap - this game reminds me of an advanced factorio and stellaris and simcity game, with automation that slightly can make it automated and lets me focus on the things i really like :D
Space ports auto design often doesn`t give enough docking capacity even when there's still build space left to fit more. This can really cause a nasty bottle neck at your main colonies so I always edit the design to add 1 more docking bay to alleviate that.
Great video. I'd love to watch a video of yours on customzing ships and stations. Subscribed for future content!
Yes, ship design video! Nice video
Would adore a ship design and fleet order breakdown videos.
I really need to figure out how to designate fleets to guard specific stations/colonies than my homeworld
If you have the fleet selected, you should be able to control + right click on a planet and choose "Guard [planet]" ! Let me know if that does the trick for you!
Yeah......I feel like a flaming dunce right now........
-headdesk-
I'm gonna go trap a bunch of pirates and slaughter them to sooth my shame
Great video! I actually picked up the game thanks to your videos. I would also like to see a video on how to grow colonies' economies. Unlike in say Stellaris, where colonial building is almost no brainer...DW2 really, really gets me pondering on what I really need to do to get those income. Keep up the great work!!!
I'd be interested in deep dive videos. I couldn't get into DW1 but enjoying the new one quite a bit.
Will you ever bring back another series of Bannerlord to channel.
My empire AI: would like to invade these independent colonies?
Me: Yes??
Invasion: ends in less than a minute we win.
My economy :🔥🔥🔥 help me!!!!
Me: I can't.... 😢😢Lol
Any news about the ship design guide ? I'm waiting for it :D
Going to be honest. Coming from stellaris to this feels like going from 6th grade math to quantum mechanics without any background. Thank you for helping to clarify some things
I don’t know how to do anything in this game. Don’t know how to control passenger ships. Some of my exploration ships don’t even use hyperdrive so they’re stuck in space. My construction ships get stuck when constructing so some projects don’t finish. It’s frustrating.
What a great video! Thanks, and you are very well spoken. +1 Sub
Yes to the ship design deep dive
Anyone know how to unload gravalex loot from a construction ship that picked up a carcass? It seems the crystal is great for a colony but I don’t know how to get my construction ship to unload it to a colony.
Have them refuel at one of your colonies (planets not stations). If you press Ctrl then right click you can choose between 'move to' or 'refuel at'. I struggled with that too and gave a pirate leader a tour of my known space. :)
I've had my eye on this game for a while. I love Stellaris but it's really just starting to feel like it's showing its age, particularly with a good amount of mods. I don't know if it's just because I watched this on my phone, but what's with the ship models in this game? Some of them look pretty rough.
The 3D visuals are definitely the weakest point of the game, but I'm (personally) the type to overlook that for the depth on display. It can definitely take some getting used to though, ngl lol
They look far better than in distant worlds' universe though lol even though it still love that game. Have just installed this one and was watching this before I play
@PartyElite - Do you have any idea why when a ship is ordered to decommission it will stall at 50% "Construction" at the shipyard for a seemingly insufferable amount of time? Is it safe to go and manually scuttle them in terms of not losing potential technology or materials recovered at this 50% state?
Sweet game. Starport galactic empires is a good one to look at.
I don't understand why you'd ever want to split your research points. Is there a diminishing return on how much progress you get per point? Otherwise, splitting it into six means you get six techs after x years, while just queing them means you get the first five sooner while you still get the sixth after x years.
I'd like a ship design video.
Damn the amount of information is just too much... I am in!
I'm having a problem, despite an excellent economy, with killer spaceships turning my destroyers into space dust. What weapon system/defensive system is the best choice for a human civilization? How can I advance in my tech tree to give my ships the best opportunity to survive?
Coming from Command&Conquer games this one seems to me really Distant World indeed XD
do a ship design deep dive.
Nice vid!
One thing I don't understand is how to repair a ship with a destroyed engine that can't move. Construction ship context menu doesn't give an option to repair a damaged ship. What do I do with them?
Please make a video on ship building !!! Thanks !!!
Do you recommend playing DW:U for awhile to get into this title, waiting for some patches to DW2, or should I just jump into DW2 and bite the bullet?
So I've experienced some minor issues like UI layers being a little funky, and the occasional stutter, but it's been pretty smooth so far. I'd need to play a lot more for a full review (only had the release build for a few days), but I've enjoyed every minute so far!
I build manually and I was doing the same as you, using internal bay first, but the game recommand using the external first (the yellow tip in the upper right), don'T know why... So I changed all my ships to use external first lol
Dude, I did the exact same lol wtf
May be off task, but for your next game series, could you do Age of Empires 2 Definitive version?
im taking a break from stellaris, just due to the patch crazyness and how mods keep crashing. (ugh) ty for the video man.
The designer recomends you use teh external modules first, then move onto the internal modules. Why is that?
Please do a video comparing DW2 and Stellaris
6:41 Why does it look like nothing moves smooth? Distant worlds universe The ships fly smoothly back and forth based on your engine design, while most just Warp to bring goods. The second version looks like Frame rates are at 10 or less, is that by design? Is this how they designed this game, to everything thing moving like watching radar? "ships skipping a long"
It allows the game to handle immense loads of things going on, by dynamically scaling the frame rate to how much stuff is on the screen
Hows the combat?
I love the systems in this game, now if we could combine those with AAA graphics. One can dream!
Any chance the devs have a graphics update on the way? I don't need anything crazy but they are kinda crap as of right now.
My brain is numb. In a good way?
So do commerce modules do anything for internal empire resource movement? or are they just for when you meet independent colonies? I assume they are relevant, as the AI advisor tells you to put them on all your stations, and they are so early on the tech tree, but what do they DO?
what I have noticed is that in a couple human starts, I have quickly found my budget go negative on colony development. What I feel I WANT to do is play tall, focus on increasing my population growth, and not commit to permanent mining stations that pirates can loot.
What automation wants me to do is spend thousands of credits building a GIANT navy that has nothing to do and will quickly become obsolete while burning through mountains of caslon I don't actually have. And tons of mining stations I can't defend and don't yet need. (mining ships may be slower, but when pirates attack them, they run away, they don't lose thousands of credits in the raid).
Also, I would note that the starting spaceport design seems silly. You can double it's output just by throwing a second construction yard on, and it costs LITERALLY nothing in upkeep OR maintenance, as these seem based on the resource used, and for some reason, construction yards don't actually require resources to build. (seems like a bit of an oversight, but even if it wasn't, it wouldn't matter, as maintenance of a hull is MASSIVELY more impactful than maintenance of the components you put on that hull). Unfortunately, the AI redesigner seems to just strip everything off your design and redo it from scratch, any time you let it auto redesign a ship.)
Like for example, as humans, as a doctrine, I wanted to pull every railgun off of all my stations and put purely standoff missiles on them. But every time the AI upgraded the design, It would pull off missiles to put on railguns, instead of doing basic stuff like "replacing any module with it's identical but upgraded version".
@@blackjager74 I will say, if you manually just hit the "upgrade" button, it will populate your existing design with the upgraded stuff. So for example, if you want to put better research labs on your research station, all you have to do is click "upgrade", and then click save, and the new station will already have your research labs upgraded to the best possible type.
It's just that when you let it auto design ships, it seems to return to it's defaults. It's probably my biggest complaint with the game so far. The automation doesn't really integrate with direct control.
Also, for a lot of ships, it's not, imho, very important how they are equipped. the money you save taking all the guns off your exploration ships is TINY.
It's just the big ticket items that are really impactful that bother me. Like say, your spaceports, your mining stations, and your combat craft.
Edit: Song Name - Bertysolo & Jeremy Blake - Je n'oublierai jamais (Instrumental)
What is the name of the music the bg ?? Please credit next time.
Very nice and informative Video. A big like and hopefully some more videos on DW2 in the future. You definitely woke up my interest for ship design. Keep up the good work!
Fuck man I need this in my life, I love this stuff it's like a more in-depth version of stellaris.
There seems to be no channel on your discord :(
hello guys is it possible to change to color of the clouds in game i always get green or purple colors
Yes ship design video :P
Is phantom brigade coming back soon?