r/DistantWorlds 6h ago

DW2 Distant Worlds 2: Shadows Rising Pirate DLC revealed !

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50 Upvotes

r/DistantWorlds 13d ago

Command Update, releasing July 22

101 Upvotes

Welcome back, explorers.

We’re pleased to announce that a major update for Distant Worlds 2 is coming on July 22: the Command Update. This is a significant update designed to refresh and improve the gameplay experience with targeted changes to key areas of the game.

On July 14, 16:00 - 18:00 GMT+2, our Associate Producer on the game, Maxim Klose-Ivanov, will showcase the new update. Save the date

What’s included in the Command Update:

- New Content: Hive Ship Models

- Players will encounter new Hive ships spread across the galaxy

- New Feature: Empire Contracts

- Factions within empires, as well as independent colonies, will now periodically offer contracts to the player.

- UI/UX Improvements:

- Empire flags now appear on claimed systems, improving galaxy readability

- A slew of fixes, changes, and additions to improve manual play

- Gameplay Improvements:

- Independent colonies have had their population growth tweaked and can now potentially form new empires

- Known debris now appears in the exploration screen and a new mission type for ships and fleets makes salvaging easier

- Some espionage missions have been rebalanced and tweaked to address certain exploits

- Bug Fixing and Stability Improvements


r/DistantWorlds 13d ago

Fleet attack, raid, invade. I didn't know the differenece. I'm kinda new but. I assume, attack, raid, invade for fleet order matters, poritical things. I like rat people but one war ennded like, we never talk toyou. Raid fleet attacks anything they see? Like, friend country?

3 Upvotes

r/DistantWorlds 14d ago

Cant start the game.

2 Upvotes

so, i got this on steam, and i have an older laptop, but it still starts up. But when i try to press play nothing happens for some reason. i do run on Linux, and on the laptop it states it originally was windows 7, but the game SHOULD run just fine, but it doesn't go past the main menu. if anyone has an answer, that would be really helpful

https://reddit.com/link/1ur8av5/video/r5wtws4yr7dh1/player


r/DistantWorlds 13d ago

DWU/DW1 So I've done a thing with the help of chat gpt and expanded/refreshed mods

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0 Upvotes

TLDR Humanity's first century after unification isn't about conquering the stars—it's about learning to live around one. As Qiltus Prime 2 approaches its limits, orbital industry, mining stations, and primitive off-world work environments spread across the home system, setting the stage for the warp age.

Gpt only helped with the fluff of the setting, timelines names and other core elements are generated by my custom only me (so far) 15x15 2000 star playthrough of the expanded mod version of the Distant Worlds Refreshed - https://forums.matrixgames.com/viewtopic.php?p=5099711

Sorry for the poor picture quality for 2129, I usually strive for better phone picture quality.

I've done Four volumes of varying length up to 2499, I may post the rest if its enjoyed

---------------------------------------------------------- ----------------------------------------------------------

Volume I — The Foundation Era (2103–2150)

“The Age of the Orbitals”

Learning to work in space before learning to live there

I. The Unification of Qiltus Prime (2100–2103)

“One world, one government, one future.”

By the beginning of the 22nd century, humanity had reached a point where planetary-scale challenges could no longer be managed by fragmented nations. Resource competition, environmental pressures, economic instability, and technological inequality created increasing pressure for cooperation.

In 2100, the nations of Qiltus Prime 2 completed the long process of political unification, forming the foundation of what would eventually become the Qiltus Commonwealth.

The early government was not yet an interstellar state. It was a planetary administration focused almost entirely on one world.

Qiltus Prime 2 was already becoming a massive urban civilization, with population concentrated into increasingly dense metropolitan regions. The new unified government inherited a difficult problem:

Humanity had created a successful civilization, but success itself was creating pressure.

The planet was not running out of space immediately, but projections showed that continued growth would eventually overwhelm traditional expansion methods.

The solution would not be outward across the land.

It would be upward.

------------------------------------------ ------------------------------------------

II. The First Orbital Industry (2103–2115)

“Space was first conquered by workers, not explorers.”

The first major expansion beyond Qiltus Prime 2 was not colonization.

It was industry.

The early space program focused on practical needs:

  • Ship construction,

  • Resource extraction,

  • Orbital manufacturing,

  • Fuel processing,

  • Research facilities,

  • Defense infrastructure.

Space was treated as an extension of the planet's economy rather than a separate frontier.

The earliest orbital facilities were not comfortable habitats. They were industrial environments designed around productivity.

Primitive life support allowed people to survive and work away from the planet for extended periods, but these locations were closer to offshore platforms or remote mining camps than true settlements.

Workers lived on rotation.

Supplies arrived through scheduled transport.

Maintenance was constant.

A station that failed to receive replacement parts was not simply inconvenient—it could become isolated for months.

This period created one of the most important cultural foundations of the Commonwealth:

distance was manageable if the schedule could be trusted.

------------------------------------------ ------------------------------------------

III. The Expansion Above the Planet (2115–2135)

“The planet grew upward.”

As population continued increasing, Qiltus Prime 2's government faced a choice.

The civilization could continue concentrating everything on the surface, increasing pressure on the planet's limited infrastructure.

Or it could move the industries consuming the most space and resources into orbit.

The second option became the defining decision of the era.

Orbital construction yards expanded.

Mining operations spread throughout the Qiltus Prime system.

By the 2130s, most major planets and resource locations within the home system possessed some form of mining infrastructure.

These facilities were not colonies.

They were extensions of Qiltus Prime 2.

The population, government, and cultural center remained on the homeworld.

A worker on a distant mining platform still thought of themselves as a citizen of Qiltus Prime 2 temporarily away from home.

The system became a web of industrial connections:

  • Mining stations feeding refineries,

  • Refineries feeding shipyards,

  • Shipyards expanding the network further.

Humanity was no longer merely a planetary civilization.

But it was still a civilization with only one true home.

------------------------------------------- -------------------------------------------

IV. The Birth of Orbital Society

“The first frontier was not another star. It was the space between worlds.”

The growth of orbital industry created the first communities that existed permanently away from the surface.

These communities developed unique characteristics.

A mining station crew might spend months waiting for the next scheduled supply convoy.

A shipyard worker might know distant stations by reputation despite never visiting them.

A delay in one part of the system could affect thousands of people elsewhere.

Communication was fast enough to coordinate, but physical movement was not.

The result was a society increasingly organized around:

  • Schedules,

  • Logistics,

  • Reliability,

  • Institutional memory.

The clock became more than a measurement device.

It became the foundation of trust.

A civilization separated by distance could function because people believed:

"The convoy will arrive."

"The maintenance crew will come."

"The replacement parts are already being built."

This mindset would eventually define the Commonwealth itself.

------------------------------------------- -------------------------------------------

V. The Rise of the Administrative State (2135–2150)

“A civilization too complicated for one office.”

As the Qiltus Prime system expanded, the planetary government began transforming.

The challenges were no longer purely political.

They were logistical.

Managing:

  • Mining operations,

  • Shipyards,

  • Orbital infrastructure,

  • Transport networks,

  • Research programs,

  • Defense installations,

required specialized organizations.

Early departments formed around practical responsibilities.

They were not yet the great ministries of later centuries, but their descendants would become the institutions that governed the Commonwealth's expansion.

The first generation of administrators developed a culture of continuity.

Elected governments changed.

Projects lasted decades.

A shipyard built under one administration might not become operational until another government was in power.

Experienced civil servants became the bridge between political eras.

This created one of the defining features of later Commonwealth governance:

A belief that long-term civilization required institutions that could outlast individual leaders.

------------------------------------------- -------------------------------------------

VI. The Coming Saturation

“The solution created a larger problem.”

By the middle of the century, orbital expansion had successfully delayed the population problem—but not eliminated it.

Qiltus Prime 2 continued growing.

The orbital network continued expanding.

The industrial sphere became increasingly complex.

But every solution revealed the next limitation.

More stations required more ships.

More ships required more industry.

More industry required more resources.

More resources required more infrastructure.

The Commonwealth was becoming trapped in a cycle of successful growth.

The homeworld remained the heart of civilization, but it was becoming clear that eventually even orbital expansion would not be enough.

Humanity had mastered the ability to work in space.

The next question was whether it could live there.

End of Volume I — The Foundation Era

---------------------------------------------------------- ----------------------------------------------------------

By 2150, the Qiltus Prime Worlds had transformed from a single planetary civilization into a vast industrial system centered around Qiltus Prime 2.

Humanity had:

unified politically,

built an orbital economy,

established mining networks throughout its home system,

created the first space-based communities,

and developed the institutions needed to manage complexity.

But despite all of this, the civilization remained fundamentally planetary.

Every route still led back to Qiltus Prime 2.

Every major decision still came from Qiltus Prime 2.

Every citizen ultimately belonged to Qiltus Prime 2.

The Commonwealth had conquered orbit.

The stars remained beyond reach.


r/DistantWorlds 21d ago

Change ship skin

7 Upvotes

Hello, I loved DU Universe between many things because of the possibility of completely designing your ships. This was not limited to the components, but you could also change the skin of every ship to any other model, unrestricted by type or race, and I loved that for RP reasons. I dont see the option to do that in DU2, is it even possible? I just started with humans and I honestly dont love the design of the ships too much


r/DistantWorlds 29d ago

Mod DW2 Modding Future

18 Upvotes

What are the chances we see real progress/ability to mod DW2 in the future? I feel like the game has so much potential for longevity and community engagement with modding. Total conversion mods for games like Sins of the Prophets, Star Wars Empire at War, etc. (to say nothing of stellaris) have helped keep those games alive and vibrant. It kinda makes me sad that modding is still largely blocked or difficult to the extreme in DW2 four years on.


r/DistantWorlds Jun 21 '26

Mod Opinions on a possible DW2 mod (new ships, new races, et al)

13 Upvotes

I was an early adopter of ye olde school Distant Worlds when it first hit, but have since spent most of my time over in Stellaris Land. Having hit some brick walls with the total conversion mod I've been kicking around in my head, I'm curious if DW2 might be more up my alley.

Mod premise: a take on the golden age of the physical wargame Starfire (back when it was published and supported by Task Force Games, and sci-fi author David Weber wrote several books directly tied to that universe). For nerds that know the game, I'm looking at Starfire 3rdR versioning.

In plain English, I want to....

(1) add many additional ship classes, including multiple sized carrier hulls...,

(2) have 5 distinct races...,

and (3) the ability to enforce ship design and weapon restrictions/design mandates, so each race has a distinct flavor. One race favoring strikefighters, one banned from using them and preferring brawler capital ships, one race all about long distance missile tactics, and so on.

Without getting too much deeper in the weeds of the above game plan, do folks see #'s 1-3 as feasible from a DW2 mod standpoint?

I'm not really asking if this sort of mod is something you would want to play or not, but rather if you think the mod is do-able.... or maybe rather it's a case of "dude...., the juice might not be worth the squeeze" to make that a playable reality.

(I'll put on my flame retardant space suit if this is a horrible idea lol!)

Thanks in advance and cheers!

ETA: If this is more do-able in DWU, I'm game for that too. Tks!


r/DistantWorlds Jun 20 '26

How do I learn this game?

21 Upvotes

craving a space game and was going to try and pick this up again. Varying amounts of automation and me not remembering as much as I hoped I did. Every time a war starts my fleets do nothing and then I notice eventually that a colony or two has been successfully invaded and I have no idea why or how or what I was supposed to do instead. How many troops should I be garrisoning on each world? Do I need a fleet parked on each planet? How do I invade someone else's planet?

Etcetera. Is there a good guide for the current version or something that lays out a how-to through building up an empire and your first war or two?

DW2, to be clear.


r/DistantWorlds Jun 19 '26

DWU/DW1 Distant Worlds Universe - End game threats?

13 Upvotes

Does Distant Worlds Universe have any end game threats that can appear to threaten your empire / the galaxy or is it just coasting by after midgame? I wanted to ask before getting the game myself later when I get the spare money to get it, since other games like Stellaris turned me away due to the DLC mountains, lmfao.


r/DistantWorlds Jun 18 '26

Does someone know any good YT playthrough of someone competent Playing as Pirates?

16 Upvotes

r/DistantWorlds Jun 14 '26

DWU/DW1 Can anyone share the Bacon 1.82 mod?

5 Upvotes

All links I found for it are dead.

I know there are other mods that took the bacon mod further than the original author, but I want to try the original 1.82

Thanks in advance.


r/DistantWorlds Jun 05 '26

Can't have too many Leaders!

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34 Upvotes

Playing Zenox who has a +25 racial PsyOps bonus, found two ruins with bonus to PsyOps (only +4 and +10, though!)

So I do of course invite all the spies in the galaxy to join me.

Those spies I use to invite all the spies, scientists, admirals, generals, ambassadors and leaders to my court!

The extra leaders do nothing, AFAIK. Just hang around and pet my real Leader, who's rather pissed off all the petting, tail tugs and all the "pss, pss, psss!" :(

It's not our fault that we're so cute!

Anyhow, can I persuade you to come join our glorious empire, the Zenox Technocats!?

It's marvelous here and plenty of milk and catnip!


r/DistantWorlds Jun 05 '26

PUBLIC BETA 1.3.5.7

50 Upvotes
  1. CRASH FIXES GALAXY MAP EMPIRE CONTRACTS SHIP BEHAVIOR
    • fixed some rare crashes
    • fixed rare crash when rendering weapon billboards
    • fixed rare crash when displaying Ground Battle report while invading colony (when enemy General lands before troops)
    • fixed rare crash when showing Start New Game screen
    • added empire flags in the territory rendering for both standard planetary empires and pirate factions
    • We’ve added a new feature for empires – now various factions within your empire will start offering missions to complete for a reward. Some of these missions and contracts can include researching techs, building bases, obtaining artifacts, garrisoning key planets, and many more. Accepted contracts will appear on the status bar, similar to war missions during wars. Note these contracts will have expiration dates. If you’re unable to complete the missions within the allotted time, they mission will fail and you will not receive any reward. We also added a new automation policy that cover these new missions.
    • rebalanced ship maneuvering so that larger ships are slower to turn, also slower to accelerate
    • fixed bug where jumping ships can sometimes get stuck in hyperspace as they reach their destination
  2. COMBAT CONSTRUCTION GOVERNMENT POLICIES
    • fixed Assault Pods sometimes mistakenly being fired at secondary targets of opportunity while pursuing main target
    • slightly altered determination for when a base build location is beyond construction ship fuel range. Now locations in the same system as the resource pickup spaceport (e.g. prewarp home system) do not apply additional range checks that consider refuel location after construction (which is sometimes quite distant and thus makes the build location out of range)
    • added summary messages after change government, explaining what happened: new government, losses of population and development at colonies, any colonies that left our empire, new leader
    • added extra explanation for Ship Construction and Fleet Ship Management automation settings in Policy screen (both must be manual to avoid any state ship auto-construction)
  3. SHIP DESIGN SHIP GRAPHICS PLANETARY FACILITIES EVENTS Id2 = -1 means incident relates to triggering empire Id1 indicates which groups of empires/colonies that the incident is added to: -1 = all standard empires (default) 0 = all standard empires, pirate empires and independent colonies 1 = all pirate empires 2 = all independent colonies 3 = all standard empires and pirate empires 4 = all standard empires and independent colonies 5 = all pirate empires and independent colonies
    • fixed bug where hull bonuses could often be applied repeatedly when editing a ship design
    • fixed missing cargo drones when loading/unloading at independent colonies
    • fixed running lights for Human ship and base models
    • added a number of fixes to various ship and base models of various factions, including Zenox, Mortalen, Atuuk, and Quameno
    • fixed multiple levels of Planetary Bastion facility able to be built at colonies (requires new game)
    • added new AddEmpireIncidentFactorGeneralGroup GameEventActionType, which allows adding a diplomatic incident value to multiple empires/independent colonies that the triggering empire has met. Values are as follows:
    • GenerateAbandonedShip game event action now avoids damaging Ion Defense or Armor components when generating abandoned ships and bases so that they will not be damaged and destroyed in nebula storms
  4. INDEPENDENT COLONIES ESPIONAGE HIVE PIRATES CAMERA
    • ensure independent colonies heal damaged troops
    • allow independent colony populations to grow much larger than previously
    • increased difficulty of intelligence missions against independent colonies
    • fixed missing notification message when character of your empire is persuaded to defect to another empire, and mission is successful, but you do not detect the foreign spy
    • added new Hive ship variants: new Cruisers and additional Frigates and Destroyers
    • added some more pirate flags to reduce double-ups
    • pirate ships and fleets now more careful to avoid assigning raids against colonies where have treaties that should preclude this (Neutral, Protection, NonAggression)
    • ensure pirates do not raid standard empire targets (colonies, bases) until they have grown a bit
    • slightly increased pirate raid threshold when targeting standard empires (i.e. will raid a bit later than before)
    • improved switch to free-form camera mode so that less chance of faulty camera near/far values

r/DistantWorlds Jun 05 '26

DW2 Single Ship Campaign (Dumb question)

12 Upvotes

Has anyone ever done a campaign playing a single ship throughout the game and letting the AI deal with your empire? Also new here.


r/DistantWorlds Jun 01 '26

DW2 Is Distant Worlds 2 development stalled?

31 Upvotes

I was expecting updates & the new DLC before this

But there has been nothing from the Devs for a couple of months now


r/DistantWorlds May 27 '26

DW2 Former peaceful minor race colony turned hostile enemy empire?!?

13 Upvotes

I peacefully colonized a minor race planet. They were happy as well after a while. All of a sudden they are turned into a hostile enemy empire.

What can I do to prevent this?


r/DistantWorlds May 23 '26

I set 'very tight' formation. I cannot complain

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44 Upvotes

r/DistantWorlds May 20 '26

I this game community is dead?

33 Upvotes

It's pretty quiet in here and everywhere


r/DistantWorlds May 13 '26

Expel alien population

14 Upvotes
Hello everyone, I've conquered an alien planet. Now I'd like to get rid of this colony without making it independent, and not have these aliens in my empire. How can I reduce its population to zero without exterminating them?

r/DistantWorlds May 12 '26

I think I am slightly short of spies.

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31 Upvotes

r/DistantWorlds May 01 '26

DWU/DW1 [ DWUR(EM) ] Some Ideas I Had - Want to Hear Other's Opinions on Them

4 Upvotes

Like the title says, I'm using DWUR (EM version), and I had some ideas but before I waste a bunch of time seeing if they work or not, I though I'd ask if anyone else has already tested them out.

Okay, onto the ideas.

Military Hubs/HQ - I had an idea caused by an issue of basing defensive fleets around planet bases, and the resulting overlapping or lack of coverage in certain areas of my empire. So I wondered if it'd be possible to place stations in strategic places, maybe a supped up Defensive Base, that would serve as that HQ. I'm not sure what I would need for it to work correctly though. I assume it would need cargo space and cargo throughput, but I'm not sure if this is even possible to do. I'd also prefer it if they could do refits.

Shipyards - I've mostly been relying on space ports to do my shipbuilding. These stations are very general in what they do. Holding cargo, refitting/constructing, being a weapons platform, having hospitals/recreations, etc. That being said, they tend to bloat in size, so I thought about moving the majority of my shipbuilding to specialized stations that focus on doing that one task extremely well and in a more scalable way. I'm not sure if that would work though, same as with the military HQs, if my freighters would know to deliver materials there or not.

Mining Space Ports - This one is pretty simple. Does putting mining components on a space port actually result in anything, or is that just wasted space?

I think that's it for now, but if anyone has any ideas in the same vein that they'd like to share then feel free. Thank you for reading!


r/DistantWorlds Apr 24 '26

DW2 Help me understand map painting

13 Upvotes

How does it work in 2? Let's say I had a mining station in a system, it was under my "color", but after some time, another empire "took" it, but it still works for me? What does the color even do? And how do I spread my color IF it really affects anything? I can't find any related info online, so I hope veteran players will help.

Also when I was playing my colony rebelled and joined the other empire, probably because of high taxes and spy activity idk, I'm still learning. Just bought the game two days ago.


r/DistantWorlds Apr 18 '26

Idea for component preference?

4 Upvotes

Can we get a toggle for preferred strike craft weapons? Just have it function like regular weapon toggles if possible. I like playing with auto designed ships but seeing every fighter/bomber/interceptor use epsilon torpedoes until i nearly hit max tech is a bit off putting. Or maybe just have strikes default to your preferred close in weapon?


r/DistantWorlds Apr 17 '26

DW2 Creating empires

5 Upvotes

Is there a way to abandon our colonies into independence or to have them create a new empire?