18.09.2019
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When you get hyperdrives, that's when ship design tends to branch out to one's preference and current tech. When it comes to exploration ships, cruise thrust is still an important factor, but fuel becomes equally important to max out, so your exploration ships can explore star systems much further away from your home system. Distant Worlds Universe combines all previous content in a single US$60 package and expands on it by adding the Ancient Galaxy storyline, lots of balance changes and technical improvements and vastly expanded modding capabilities, making this the ultimate Distant Worlds experience! Ship design, espionage, trade, combat and more! The Universe is Yours! Distant Worlds: Universe is the newest chapter of this critically acclaimed sci-fi series, adding incredible new features and an exciting new storyline. Universe is also the ultimate collector’s edition, the first time all previous Distant Worlds releases have been included i.

  1. Distant Worlds Universe Races
  2. Distant Worlds Universe Colony Ship Design
  3. Distant Worlds Universe Ship Designer
Distant Worlds Universe Ship Design

Distant Worlds Universe Races

Posted byTerran Hierarchy4 years ago
Archived

For whatever reason I feel like I want to share how I do mine, so I was wondering how you folks did yours.

My frigates are the mainstay of my fleet. They are my most common ship by far. They are designed to be light, fast, relatively cheap, and extremely maneuverable. They're meant to fly circles around the enemy and pick them off. It makes them great for independent patrols and also for raiding. My full fleets have ten of these apiece, and my strike groups have four.

My escorts are basically frigates, but even more nimble and lightly armed. They can look after themselves quite well, and are particularly good at picking off space creatures because they can easily outmaneuver them. These make up the majority of my independent patrol ships.

They're surprisingly tough though. Even though they're relatively frail, I once saw an escort limp away from a massive in-system engagement with 38 components damaged. It was totally dead in space, but it survived, escaped, and a construction ship hurried along to fix it and it was back on patrol within a few months. I was actually quite impressed by that, since I didn't think they could take so much punishment for their size.

Destroyers are only a little larger than frigates, but are the opposite in function. They are less maneuverable and accelerate slower, but have double the firepower, armor, and shielding. They're also about 30-40% more expensive. I also use these for independent patrols, but not as many as I do frigates. I have five of these in each of my full fleets, and three in each of my strike groups.

Cruisers are the logical progression of my destroyers. They vary in size throughout the game, from around 500 to as much as 1000. The only thing that keeps my cruisers from being beefed up destroyers is that they also carry fighters. One bay initially, but eventually two when size allows it. I like this in particular because my strike groups are made up of frigates, destroyers, and cruisers. Since I assign two cruisers to each strike group (which, combined with the frigates and destroyers, makes a total of nine ships), this gives them a pretty good level of independent fighter support (16 in total).

This is useful because my strike groups, more often than not, are used defensively to respond to enemy attacks and to garrison recently conquered colonies until orbital defenses have been constructed. This means they run into carriers fairly regularly, and the fighter bays help them avoid getting swarmed by enemy fighters.

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My Capital Ships (modded as Dreadnoughts in my game) are the zenith of the 'big guns, heavy shielding' ship type. They carry area weapons, heavy point defenses, missile batteries, and dozens of rail guns. They are floating fortresses and are where my admirals stay. I have never lost a capital ship in battle. Unlike cruisers, they do not carry fighters. Every inch of space is used for weapons, shielding, armor, and fleet support (countermeasures and the like.) I make them as big as construction limits allow, and I assign one to each fleet.

Carriers vary in size, but are usually comparable to capital ships. They carry fighters, of course, but have shielding and armor only a little shy of what my capital ships are packing. They also carry a good amount of weapons, generally equivalent to a destroyer. This is so they can defend themselves since they seem to be high priority targets for the enemy. I always assign one carrier to a fleet, but the size of their fighter complement varies between 20 and 64, depending on construction limits. Including my cruisers, my late-game fleets have a total of 80 fighters.

Strangely enough, I've found that my carriers often sustain damage despite their heavy shielding and armor, while my capital ships don't even though the capital ships would theoretically be in more danger. I assume that this is because capital ships have more firepower to keep enemy ships at bay than carriers do. As a result, I station my admirals on capital ships rather than carriers, as carriers seem to be more vulnerable.

I start out with two troop transports per fleet, and eventually one once size constraints allow. My ideal troop transport carries about twenty troop compartments (enough for about one million troops), and I assign one to each fleet. They are the only ships in my navy that actually carry troops. They are well-shielded, only moderately armored, and carry firepower that ranks between that of a frigate and a destroyer. They're decent in a fight, but mostly use missiles so they can keep their distance, as they have neither the raw firepower of a capital ship, or the speed and maneuverability of a frigate or destroyer.

In total, my fleets have twenty ships apiece in the late game, and my strike groups nine ships.

Now one final cavet; resupply ships. I did some experimenting in my last game, and I found something interesting. You can equip a resupply ship with construction yards and manufacturing plants, and the game will treat them like mobile spaceports, complete with a 'refuel and repair at ______' option. I have found this to be incredibly useful, as it allows my fleets to be rapidly repaired on the move without having to wait on a spaceport to be built, or falling back to repair at an existing spaceport and leaving the new colony exposed.

Distant Worlds Universe Colony Ship Design

In my last game, I was at war with another power, and they had one system in the middle of my territory with four heavily guarded planets. I only had one fleet available to attack, and it quickly turned into a year-long siege where I frequently lost ships to orbital defenses, and was having a lot of trouble mustering enough strength to take the planets (the rest of my fleets were either on garrison duty on the other side of the galaxy, or were massing for an assault on their homeworld.) However, I was able to use one of these 'Refit and Repair ships' as a mobile base at a gas giant on the edge of the system. This effectively gave my fleet a base of operations in an otherwise hostile system, and allowed them to make raids to weaken the enemy over time (despite heavy losses) that allowed them to eventually conquer the whole system without ever having to leave it, which would have given the enemy time to repair their own defenses without threat of harassment. It was one of the most entertaining and challenging experiences I've had in the game so far.

Distant Worlds Universe Ship Designer

Unfortunately, resupply ships still aren't very 'fleet friendly' (they undeploy at the drop of a hat whenever you give the fleet orders), so I usually leave them in the fleet during peace, but detach them during war and order them around manually. They can still only refuel your fleet when deployed at an appropriate fuel source, but they can repair ships anywhere as it doesn't seem to require resources. However, retrofits and construction do still require resources, so I still use spaceports for retrofits and shipbuilding and construction ships for everything else.

Also, not sure if it matters, but you can order them to repair allied ships too, which I thought was neat.

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