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- All Races in Distant Worlds are entirely static. There are zero in-game customisation options, so if you want something different you'll have to either pick up one of the race mods from the matrix forums here: http://www.matrixgames.com/forums/tt.asp?forumid=795
- Or do some reading and make your own mod.
- Anything notably good marked with (!!!)
- Ackdarian
- Planet Pref: Ocean
- Family: Amphibian
- Playstyle: Balanced
- Growth Rate: 19%
- Troop Strength: 88
- Abilities: Military Ships +20% size (!!!)
- Construction speed +60% (!!!)
- Ship maint. cost -20% (!!!)
- Research rate +10%
- Access to special engine - Turbothruster (sublight, efficiency focus)
- Randomly gets a boost to happiness on all colonies which produce Nepthys wine
- Desert and Volcanic colony techs cost 50% more
- Victory Conditions:
- Control 33% of all ocean colonies in the galaxy
- Control the 3 largest ocean colonies in the galaxy
- Own the largest capital ship in the galaxy
- Bonus Colony Resources:
- Nepthys Wine +5 happiness
- Ucantium Pearl +5% development
- Steel +5% construction speed
- Opinion: Lots of decent advantages, only let down by mediocre troops. A good beginner race.
- Atuuk
- Planet Pref: Continental
- Family: Rodent
- Playstyle: Expansionist
- Growth Rate: 28%
- Troop Strength: 68
- Abilities: Construction speed -25%
- Colony happiness +30%
- Randomly gets a boost to troop strength
- Randomly gets a setback to research progress
- Victory Conditions:
- Control your homeworld
- Perform the LEAST research in the galaxy
- Have the largest population in the galaxy
- Have the happiest population in the galaxy
- Bonus Colony Resources:
- Caguar Fur +5 troop strength
- Chromium +5% development
- Rephidium Ale +5 happiness
- Opinion: One of the more difficult races to play if you're after the racial victory, low tech is hard to play in DW.
- Rubbish troops are annoying. You have to dogpile them to see any effectiveness at all.
- Boskara
- Planet Pref: Volcanic
- Family: Insect
- Playstyle: Aggressive
- Growth Rate: 24%
- Troop Strength: 134
- Abilities: Can use Hive Mind government
- Access to Firestorm bombarding torpedoes (one of only 3 weapons in the game which can attack both ships and planets)
- Troop maint. cost -25%
- War weariness rate -70%
- Randomly gets a bonus to weapons research (!!!)
- Randomly gets a boost to troop strength and recruitment speed
- Victory Conditions:
- Destroy the most enemy ships and bases in the galaxy
- Exterminate or Enslave the most population in the galaxy
- Control the most homeworlds (including your own) in the galaxy
- Destroy the most enemy troops in the galaxy
- Bonus Colony Resources:
- Acculon +5 troop strength
- Osalia +5% weapons research for every colony with access to it (!!!)
- Rephidium Ale +5 happiness
- Opinion: A good straightforward race to murder everyone with. Excellent troops make piracy a breeze too.
- Dhayut
- Planet Pref: Desert
- Family: Insect (even though they're spiders, umm okay)
- Playstyle: Expansionist
- Growth Rate: 12%
- Troop Strength: 126
- Abilities: Occaisonally recieves random gifts of a full troop transport ship of your latest design
- Occaisonally a colony will "cannibalise" it's own population for 1 year
- Access to Torrent hyperdrives (higher speed, faster engage time)
- Every 5 years gets a boost to pop. growth which lasts 2 years and changes the growth rate to 28%
- War weariness rate -70%
- Victory Conditions:
- Control your homeworld
- Conquer the most enemy colonies
- Have at least 25% of your empire population consist of enslaved races
- Bonus Colony Resources:
- Wiconium +5 happiness
- Tyderios +5% development
- Osalia +5 troop strength
- Opinion: Slaves. If you're playing with victory conditions you're going to be doing a lot of invading.
- Oddly for an aggressive race, they play quite well as peaceful builders.
- Gizurean
- Planet Pref: Volcanic
- Family: Insect
- Playstyle: Balanced
- Growth Rate: 30%
- Troop Strength: 92
- Abilities: Can use Hive Mind government
- Construction speed +10%
- Every 7 years gets a boost to pop. growth which lasts 2 years and changes the growth rate to 47%
- Ship maint. costs -35% (!!!)
- Randomly gets an event which lowers maint. costs for "small" ships
- Characters can occaisonally gain or lose skills
- Victory Conditions:
- Own the Universal Hive wonder
- Spend the most time at war in the galaxy
- Keep your leader alive
- Build the most military ships in the galaxy
- Control 33% of all volcanic colonies in the galaxy
- Bonus Colony Resources:
- Nekros Stone +5 troop strength
- Iridium +10% development
- Opinion: Not too bad to play any way. The medicore troops mean you have to rely on numbers, and they have no
- troop maint. reduction.
- Unique in that they are the only empire who can lose the game by losing thier leader.
- Haakonish
- Planet Pref: Marsh
- Family: Reptile
- Playstyle: Defensive
- Growth Rate: 16%
- Troop Strength: 124
- Abilities: Military ships +15% size (!!!)
- Can use Mercantile Guild government
- Access to advanced fuel cells
- Ship maint. cost -20% (!!!)
- Espionage ability +10%
- Occaisonally your colonies will get a random event which slowly kills any non-Haakonish population for a peroid of 1 year
- Occaisonally your colonies will refuse to assimilate alien populations for a period of 1 year
- Starts the game with 1 extra spy
- Victory Conditions:
- Carry out the most successful intelligence missions in the galaxy
- Earn the most highest amount of trade bonus in the galaxy
- Control at least 1 'super luxury' resource
- Successfully intercept to most enemy intelligence missions in the galaxy
- Bonus Colony Resources:
- Ilosian Jade +5 happiness
- Polymer +5% development
- Falajian Spice +5% trade income
- Opinion: Decent all rounders. Your opinon of them will depend on how you try to play them.
- Playing them as the Federation, you will LOATHE them and those 2 events so damn much.
- Playing them as the Empire of Man, you will adore them.
- Human
- Planet Pref: Continental
- Family: Mammal
- Playstyle: Balanced
- Growth Rate: 18%
- Troop Strength: 121
- Abilities: Can use Corporate Nationalism government (don't, it's bugged and doesn't work right)
- Occaisonally a leader will gain a new skill "out of the blue"
- Research Rate +15%
- Espionage ability +15%
- Starts the game with 1 extra spy
- Victory Conditions:
- Control 33% of all continental colonies in the galaxy
- Maintain mutual defence pacts with at least 15% of all empires in the galaxy
- Destroy more enemy ships and bases than you lose
- Earn the most trade income in the galaxy
- Earn the most tourist income in the galaxy
- Bonus Colony Resources:
- Yarras Marble +5 happiness
- Emeros Crystal +5 troop strength
- Gold +5% development
- Opinion: Okay at everything, excells at nothing.
- At least they have decent troops. And the extra spy helps a bit too.
- Ikkuro
- Planet Pref: Continental
- Family: Ursa
- Playstyle: Balanced
- Growth Rate: 16%
- Troop Strength: 132
- Abilities: Access to repair bots much earlier than anyone else (!!!)
- Colonies can randomly improve themselves by adding +1% to the quality of the planet (this is the only thing in the
- game which can change planet quality) (!!!)
- Ship maint. cost -10%
- Troop maint. cost -30%
- Colony income +10% (!!!)
- All colony tech is 10% cheaper (!!!)
- Victory Conditions:
- Lose the fewest ships and bases in the galaxy
- Control 33% of all continental colonies in the galaxy
- Own the most spaceports in the galaxy
- Make free trade agreements, mutual defence pacts, or control as a protectorate at least 30% of all empires in
- the galaxy
- Bonus Colony Resources:
- Megallos Nut +10% pop growth (!!!)
- Lead +5% development
- Osalia +5 troop strength
- Opinion: One of the best, if not THE best beginner race in the game.
- Lots of advantages and no disadvantages.
- Ketarov
- Planet Pref: Marsh
- Family: Ursa
- Playstyle: Subversive/Espionage
- Growth Rate: 16%
- Troop Strength: 72
- Abilities: Can use Corporate Nationalism government (don't, it's bugged and doesn't work right)
- Any leader can be randomly "killed" for disloyalty and replaced with a spy (better than it seems - spies are v. good)
- Espionage ability +50%
- Starts the game with 3 extra spies (!!!)
- Victory Conditions:
- Carry out the highest number of successful intelligence missions in the galaxy
- Start the fewest wars in the galaxy
- Have the largest military (not including allies) in the galaxy
- Successfully intercept the most enemy intelligence missions in the galaxy
- Bonus Colony Resources:
- Ekarus meat +5 happiness
- Carbon Fibre -5% base maint cost at colony
- Vodkol +5 happiness
- Opinion: Weak but fun. Espionage is maybe a little too good in DW, and these guys get so many spies they can afford to be quite aggressive with them. Something no other race can really do without leaving themselves vulnerable.
- Kiadian
- Planet Pref: Continental
- Family: Mammal
- Playstyle: Passive
- Growth Rate: 18%
- Troop Strength: 128
- Abilities: Access to advanced ECM systems
- Ship maint. cost -10%
- Research speed +20%
- Randomly resets war weariness for the whole empire
- Can randomly start crash programs for research (!!!)
- Victory Conditions:
- Have the longest lasting mutual defence pact in the galaxy
- Break the fewest treaties in the galaxy
- Perform the most research in the galaxy
- Have the longest lasting free trade agreement in the galaxy
- Bonus Colony Resources:
- Natarran Incense +5% energy research for every colony with access to it (!!!)
- Polymer +5 development
- Rephidium Ale +5 happiness
- Opinion: Good all rounders. A decent beginner race.
- Mortalen
- Planet Pref: Desert
- Family: Reptile
- Playstyle: Aggressive
- Growth Rate: 16%
- Troop Strength: 138
- Abilities: Access to advanced turning jets
- Ship maint. cost -10%
- Troop maint. cost -25%
- War weariness rate -35%
- Leaders and colony governers are occaisonally forced to "retire" and are replaced with a different character
- which can often prevent you from getting decently levelled characters.
- Victory Conditions:
- Have the most experienced admiral in the galaxy
- Have the most experienced troop general in the galaxy
- Destroy the most enemy troops in the galaxy
- Conquer the most enemy colonies in the galaxy
- Subjugate the most empires in the galaxy
- Bonus Colony Resources:
- Dantha Fur +5 happiness
- Wiconium -5% war weariness
- Silicon +5% development
- Opinion: Not really all that notable beside thier great troops. Turning jets aren't all that important.
- Naxxilian
- Planet Pref: Ice
- Family: Reptile
- Playstyle: Balanced
- Growth Rate: 23%
- Troop Strength: 129
- Abilities: Periodically gets a sporting event which boosts development and resets war weariness
- Tourism income +10%
- Starts the game with a rather good spy
- Troop maint. cost -40%
- Volcanic colony tech costs 50% more
- Victory Conditions:
- Control 33% of all ice colonies in the galaxy
- Control 33% of all continental colonies in the galaxy
- Own the most resort bases in the galaxy
- Have free trade agreements, mutual defence pacts, or control as a protectorate at least 25% of all empires
- Bonus Colony Resources:
- Vodkol +5 happiness
- Jakanta Ivory +10 troop strength
- Tyderios +5% development
- Opinion: A good and fairly easy race to play. No notable downsides, and starting on ice worlds is pretty damn useful.
- T-Rexes in spess. Derpy as hell. I love these guys.
- Quameno
- Planet Pref: Ocean
- Family: Amphibian
- Playstyle: Passive
- Growth Rate: 14%
- Troop Strength: 95
- Abilities: Can use Technocray government
- Access to Novacore powerplants (better efficiency and output)
- Research speed +40% (!!!)
- Randomly "discovers" a special location
- Randomly resets one empires diplomacy to the maximum first contact penalty
- Victory Conditions:
- Start the fewest wars in the galaxy
- Have the fewest treaties in the galaxy
- Have the most completed research branches in the galaxy
- Perform the most research in the galaxy
- Bonus Colony Resources:
- Aquasian Incense +5 happiness
- Polymer +5% development
- Opinion: THE science race, which makes for a fairly good beginner experience.
- Diplomacy can sometimes be a bit tricky, but when you're decades ahead of everyone else you don't really need it.
- Securan
- Planet Pref: Desert
- Family: Mammal
- Playstyle: Balanced
- Growth Rate: 27%
- Troop Strength: 76
- Abilities: Tourism income +10%
- Every 3 years gets a boost to pop. growth which lasts 1 year and changes the growth rate to 52%
- Can use the Utopian Paradise government
- Colony happiness +50%
- Randomly boosts diplomacy with one empire for 1 year
- Randomly contacts any uncontacted empire or reveals the territory map for a known empire
- Victory Conditions:
- Own the most resort bases in the galaxy
- Make free trade agreements, mutual defence pacts, or control as a protectorate at least 50% of all empires
- Earn the most tourist income in the galaxy
- Have the happiest population in the galaxy
- Bonus Colony Resources:
- Wiconium +5 happiness
- Natarran Incense +5% pop growth (!!!)
- Osalia +5% development
- Opinion: Not a bad bunch. Fairly easy to make money with the happiness and tourism boosts, but otherwise nothing really stands
- out to recommend them.
- Shandar
- Planet Pref: Volcanic
- Family: Reptile
- Playstyle: Passive
- Growth Rate: 21%
- Troop Strength: 81
- Abilities: Can use Utopian Paradise government
- Can avoid disasters on volcanic colonies
- Spaceport armour strength +20%
- Colony happiness +40%
- Has a chance to avoid disasters on any colony
- Ocean and ice colony techs cost 50% more
- Victory Conditions:
- Have the happiest population in the galaxy
- Own the Lava Palace wonder
- Mine the most luxury resources in the galaxy
- Control 33% of all volcanic colonies in the galaxy
- Bonus Colony Resources:
- Otandium Opal +5 happiness
- Osalia +5% development
- Aculon -5% maint cost for bases at colony
- Opinion: Same again. Nothing really notable apart from the happiness and starting on a volcanic world.
- Sluken
- Planet Pref: Marsh
- Family: Insect
- Playstyle: Aggressive
- Growth Rate: 21%
- Troop Strength: 130
- Abilities: Can use Hive Mind government
- Access to Starburner engines (sublight, speed focus)
- Troop maint. cost -20%
- War weariness rate -40%
- Occaisonally your colonies will get a random event which slowly kills any non-Sluken population for a peroid of 1 year
- Colonies with policy set to exterminate get a +10% pop growth
- Victory Conditions:
- Control 33% of all continental colonies in the galaxy
- Control 33% of all marshy colonies in the galaxy
- Own the most troops in the galaxy
- Control the 3 largest marshy colonies in the galaxy
- Bonus Colony Resources:
- Chromium +5% development
- Falajian Spice +5 happiness
- Questurian Skin +5 troop strength
- Opinion: A decent race for killing everyone else. Those engines allow you to make some pretty slick ships.
- And those engines are red. You know what they say about red ones? Well it's true.
- Teekan
- Planet Pref: Desert
- Family: Rodent
- Playstyle: Expansionist
- Growth Rate: 19%
- Troop Strength: 65
- Abilites: Migration rate +20%
- Inter empire trade income +20%
- Construction speed +40% (!!!)
- Military ships -20% size
- Civilian ships +20% size
- Can use Mercantile Guild government
- Colony income +20% (!!!)
- Mining speed +30%
- Victory Conditions:
- Have the highest private sector revenue in the galaxy
- Earn the most trade income in the galaxy
- Start the fewest wars in the galaxy
- Kill the most sand slugs in the galaxy
- Bonus Colony Resources:
- Silicon +5% development
- Dantha Fur +5% trade income
- Opinion: A fun race to play, but not recommended for the beginner.
- The military ship size penalty in particular makes things a bit awkward. Also, worst troops in the game.
- Ugnari
- Planet Pref: Ice
- Family: Rodent
- Playstyle: Passive
- Growth Rate: 14%
- Troop Strength: 72
- Abilities: Can use Mercantile Guild government
- Can avoid disasters on ice colonies
- Inter empire trade income +25%
- Can randomly start crash programs for research (!!!)
- Construction speed +20% (!!!)
- Civilian ships +20% size
- Access to advanced targeting computers
- Colony happiness +10%
- Mining speed +20%
- Victory Conditions:
- Have the most completed high tech research branches in the galaxy
- Earn the most trade income in the galaxy
- Own the most mining stations in the galaxy
- Control 33% of all ice colonies in the galaxy
- Bonus Colony Resources:
- Terallion Down +5 happiness
- Aculon +5% development
- Tyderios +5% to high tech research for every colony with access (!!!)
- Opinion: One of the easier races to play, and a good choice for a beginner. Ice starts are good.
- Poor troops are their only weakness.
- Wekkarus
- Planet Pref: Ocean
- Family: Amphibian
- Playstyle: Passive
- Growth Rate: 16%
- Troop Strength: 84
- Abilities: Access to Wave Guns
- Can avoid disasters on ocean colonies
- Colony income +25% (!!!)
- Mining speed +15%
- Desert and volcanic colony tech costs 50% more
- Ocean colonies have +20% construction speed
- Victory Conditions:
- Control your homeworld
- Spend the least time at war in the galaxy
- Own the Underwater Palace wonder
- Earn the most trade income in the galaxy
- Mine the most strategic resources in the galaxy
- Bonus Colony Resources:
- Questurian Skin +5 happiness
- Dilithium Crystal +5% development
- Lead +5% development
- Opinion: Would be pretty average and boring if it were not for those guns.
- Wave guns are worth at least one play through with these guys.
- Zenox
- Planet Pref: Continental
- Family: Rodent (b-b-but they're cats!)
- Playstyle: Balanced
- Growth Rate: 17%
- Troop Strength: 104
- Abilities: Starts the game with knowledge of 2 special locations
- Gets a research boost for exploring ruins (!!!)
- Random event lasts for 1 year - avert natural disasters at colonies, more accurate targeting in ship battles,
- better counter-intelligence, development bonus at all colonies
- Can use Technocracy government
- Access to advanced shields
- Colony happiness +10%
- Ship maint. costs -10%
- Victory Conditions:
- Control the most ruins (by colonising) in the galaxy
- Explore 100% of the galaxy
- Own the Galactic Archive wonder
- Lose the fewest ships and bases in the galaxy
- Lose the fewest troops in the galaxy
- Bonus Colony Resources:
- Bifuruan Silk +5 happiness
- Carbon Fibre +5% development
- Osalia +5 troop strength
- Opinion: Another excellent beginner race. The research boost for exploring is very handy.
- Why Corporate Nationalism is rubbish, and why you should avoid it.
- All your colonies are locked to 100% tax, which while it does not have a negative impact on happiness as it would under any other gov, it does still slow down growth.
- A large amount of private ships (frieghters/liners) will be scrapped because the civvies can't afford to run them anymore as they no longer have a treasury to pay the maintenance.
- They will also be VERY reluctant to build any replacements if any are lost, again for lack of money.
- This means throughput of goods in your empire will drop, and happiness will drop as a result meaning you make less money, and growth will slow to almost nothing.
- As there are less freighters, they will concentrate on strategic over luxuries making the situation nosedive even faster.
- This continues feeding back on itself gradually getting worse and worse until the entire economy tanks and corruption goes through the roof.
- Even if you switch to another gov. at this point it will take decades to unmuck itself.
- The only benefit I can think of is if you know you're going to war and don't want your ports to use materials building frieghters.
- And the short-term boost of having access to a pile of money.
- A shining jewel from the thread:
- --------------------------------------------------------------
- Anonymous 08/27/17(Sun)20:00:25 No.187417158 ▶
- >>187416983 (You)
- No, it's not a bug. That's just Ancap fagots' wet dream.
- --------------------------------------------------------------
- Back to Guide Index: https://pastebin.com/hubsc3ZS
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