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** A major source of income comes from private entities using your idle spacedocks to build and retrofit their non-military spacecraft. When things go poorly and enemy factions start ripping into your empire, the constant need for private fleets to replace their losses [[WarForFunAndProfit can be a boon to your treasury]]... at least, until your store of raw construction materials starts to suffer for it.

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** A major source of income comes from private entities using your idle spacedocks to build and retrofit their non-military spacecraft. When things go poorly and enemy factions start ripping into your empire, the constant need for private fleets to replace their losses [[WarForFunAndProfit can be a boon to your treasury]]... at least, until your store of raw construction materials resource shortages kick in and the private sector's funding starts to suffer for it.suffer.



* AlwaysChaoticEvil: Though there's no hard rule that says they ''must'' be this way, the insectoid races (especially the Boskara and [[BigBad Shakturi]]) all lean heavily towards violent conquest and casual genocide in their victory conditions, and have a natural dislike of any non-insectoid species they encounter.

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* AlwaysChaoticEvil: Though there's no hard rule that says they ''must'' be this way, the insectoid races (especially the Boskara and [[BigBad Shakturi]]) are all lean heavily towards violent conquest described as cruel, untrustworthy and casual genocide in their victory conditions, prone to violence at the drop of a hat, and they all have a natural dislike of any non-insectoid species they encounter.



* TheBerserker: The [[GiantSpider dhayut]] are said to enter animalistic frenzies when sufficiently angered. In the game proper, their [[MatingSeasonMayhem change cycle]] increases their already-high aggression, making war declarations from the AI more likely, and dhayut populations have a whopping -70% reduction to war weariness. In diplomacy interactions, particularly when hostile to you, the dhayut make frequent references to their "rage".

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* TheBerserker: The [[GiantSpider dhayut]] are said to enter animalistic frenzies when sufficiently angered. In the game proper, their [[MatingSeasonMayhem change cycle]] increases their already-high aggression, making war declarations from the AI more likely, and dhayut populations have a whopping -70% reduction to war weariness. In diplomacy interactions, particularly when hostile to you, the dhayut make frequent references to their "rage".anger and rage.



* BlindJump: {{Downplayed|Trope}}. Ships that retreat from combat engagements will enter a short warp jump to leave the star system if possible, stopping somewhere out in empty space. This can make enemies with fast-charging hyperdrives (like the SpacePirates) difficult to pin down until you invest in TeleportInterdiction.



* CivilWarcraft: The citizens of any empire can revolt if they become unhappy enough, which often results in this trope. If a sufficiently advanced planet revolts, they can even become their own empire.

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* CivilWarcraft: The citizens of any empire can revolt if they become unhappy enough, which often results in this trope. If a sufficiently advanced planet revolts, they can even become their own empire. It's also not unheard of for empires to start the game sharing their native system with a second empire of their own species, leading to a rivalry as they compete for surrounding resources.



* MatingSeasonMayhem: The [[GreenSkinnedSpaceBabe Securans]], [[InsectoidAliens Gizureans]] and [[GiantSpider Dhayut]] all enter periodical "change cycles" where their reproductive rate is boosted for a few years. Securan populations become [[BoldlyComing a lot more friendly]] during this period, while Dhayut populations instead become significantly more aggressive.

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* MatingSeasonMayhem: The [[GreenSkinnedSpaceBabe Securans]], [[InsectoidAliens Gizureans]] and [[GiantSpider Dhayut]] all enter periodical "change cycles" where their reproductive rate is boosted for a few years. Securan populations empires also become [[BoldlyComing a lot more friendly]] during this period, while Dhayut populations empires instead become significantly more aggressive.



* RubberForeheadAliens: The Kiadians resemble humans with [[MyBrainIsBig enlarged craniums]], and the Securans are {{Green Skinned Space Babe}}s. They're grouped together with Humans as a "family" of related species.

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* RubberForeheadAliens: The Kiadians resemble humans with [[MyBrainIsBig enlarged craniums]], and the Securans are {{Green Skinned Space Babe}}s. They're grouped together with Humans as a "family" of related species.species that enjoy a natural diplomatic bonus with each-other.



* SubsystemDamage: Every time a weapon impacts an unprotected target, it randomly destroys internal components equal to the damage being dealt. As a result, any ship or station that takes damage slowly loses its functionality as the battle wears on. The ship is only destroyed once all components are gone: this includes sensors, shield generators, thrusters, hyper-drives, countermeasure systems, cargo bays, life support... this can make it a bit of a chore to recover and repair damaged ships after a battle, especially if the hyper-drive is broken, in which case it's most effective to send another ship to repair it.

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* SubsystemDamage: Every time a weapon impacts an unprotected target, it randomly destroys internal components equal to the damage being dealt. As a result, any ship or station that takes damage slowly loses its functionality as the battle wears on. The ship is only destroyed once all components are gone: this includes sensors, shield generators, thrusters, hyper-drives, countermeasure systems, cargo bays, life support... this can make it a bit of a chore to recover and repair damaged ships after a battle, especially if the hyper-drive is broken, in which case it's most effective to send another ship to repair it. A typical defence against subsystem damage is to pad out a ship's schematics with armor plating components (which are small, cheap and reduce incoming damage) to minimize the chance of anything valuable being lost, or to install redundant systems like multiple hyperdrives.


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* TeleportInterdiction: "[=HyperDeny=]" components project a short area of effect around the host craft, preventing any ship within its radius from activating their hyperdrives.
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* SpaceStation: "Bases" are stationary structures in planetary orbit that fulfill various roles, and can be customized just like ships. On top of having a larger maximum construction size than ships, bases built above inhabited worlds can waive the component cap entirely. The most straightforward examples are multipurpose shipyards equipped with construction bays, cargo holds for storing resources, weapons to protect their home, and (optionally) amenities like medical hubs and recreation centres to boost the happiness of their host colony. Other, smaller examples include resort bases placed near scenic locations to serve your empire's tourism industry, research bases that contribute to the sciences, defence bases that exist simply to protect territory with a mountain of weapons, and compact mining bases that harvest resources from planets and asteroids.
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* JustBeforeTheEnd: As a demonstration of the game's modding tools, the ''Universe'' UpdatedReRelease adds a pre-determined scenario called "The Ancient Galaxy," which is set during the war between the Freedom Alliance and the Shaktur Axis. Since the empires involved are at their height and the LostTechnology ''isn't'', [[ATasteOfPower everybody begins play with established late-game empires and unrestricted access to relic technologies.]]
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* TheBerserker: The [[GiantSpider dhayut]] are said to enter animalistic frenzies when sufficiently angered. In the game proper, their [[MatingSeasonMayhem change cycle]] increases their already-high aggression, making war declarations from the AI more likely, and dhayut populations have a whopping -70% reduction to war weariness. In diplomacy interactions, particularly when hostile to you, the dhayut make frequent references to their "rage".


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* GiantSpider: The Dhayut are a species of [[IntelligentGerbil sapient spiders]] who, if their infantry artwork is any indication, are about the size of ponies. They're notable for being one of the game's only races to subvert HumanoidAliens.

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* HumanoidAliens: The Kiadians and Securans are distinctly humanoid, and are grouped together with Humans as a "family" of related species.


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* IntelligentGerbil: The Naxxilians, who resemble furry T-rexes complete with stubby forearms, and the Dhayut, who are simply {{Giant Spider}}s.


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* MatingSeasonMayhem: The [[GreenSkinnedSpaceBabe Securans]], [[InsectoidAliens Gizureans]] and [[GiantSpider Dhayut]] all enter periodical "change cycles" where their reproductive rate is boosted for a few years. Securan populations become [[BoldlyComing a lot more friendly]] during this period, while Dhayut populations instead become significantly more aggressive.


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* RubberForeheadAliens: The Kiadians resemble humans with [[MyBrainIsBig enlarged craniums]], and the Securans are {{Green Skinned Space Babe}}s. They're grouped together with Humans as a "family" of related species.
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** A major source of income comes from private entities using your unused spacedocks to build their starships. Interestingly enough, when things go poorly enemy factions start ripping into your empire, the constant need for private fleets to replace their losses [[WarForFunAndProfit can be a boon to your treasury]]... at least, until your store of raw construction materials starts to suffer for it.
* AllPlanetsAreEarthLike: Averted. Most planets can't ever be inhabited by any means, and most of the inhabitable planets in the game are quite different from Earth.

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** A major source of income comes from private entities using your unused idle spacedocks to build and retrofit their starships. Interestingly enough, when non-military spacecraft. When things go poorly and enemy factions start ripping into your empire, the constant need for private fleets to replace their losses [[WarForFunAndProfit can be a boon to your treasury]]... at least, until your store of raw construction materials starts to suffer for it.
* AllPlanetsAreEarthLike: Averted. Most planets can't ever be inhabited by any means, and most of the inhabitable planets in the game are quite different from Earth.



* ArtificialBrilliance: Distance Worlds is rather unique in the fact that you can automate whatever specific parts of your government you want to, and the AI tends to do a pretty good job of running things. This can be anything from the use of your Intelligence Agents, the construction of ships, declarations of war, battle strategy, economic strategy... you can have AI take over the ''entire game'' if you wish. However, if you do '''that''', keep in mind that when it comes to ''high level'' strategy, the AI tends to make [[ArtificialStupidity very DUMB choices]].

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* ArtificialBrilliance: Distance Worlds is rather unique in the fact that you can automate whatever specific parts of your government you want to, and the AI tends to do a pretty good job of running things. This can be anything from the use of your Intelligence Agents, the construction of ships, declarations of war, battle strategy, economic strategy... you can have AI take over the ''entire game'' if you wish. However, if you do '''that''', that, keep in mind that when it comes to ''high level'' strategy, the AI tends to make [[ArtificialStupidity very DUMB dumb choices]].



* DesignItYourselfEquipment: Thanks to the existence of a ship designer system, every single vehicle and starbase in the entirety of the game can be thoroughly customized, with the only limitation being the maximum amount of components you can stick on a single design (improved through research). This quickly leads to situations where [[LensmanArmsRace warring factions build ships specifically to counter the enemy]].

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* DesignItYourselfEquipment: Thanks to the existence of a ship designer system, every single vehicle and starbase in the entirety of the game can be thoroughly customized, with the only limitation being the maximum amount of components you can stick on a single design (improved through research). This quickly leads to situations where [[LensmanArmsRace warring factions build ships specifically to counter the enemy]].



* EasyLogistics: Averted|Trope. Every single ship and every single space station in the entire game requires money and a sufficient supply of various (more than 40) differing materials for each individual component involved in its construction and maintenance. This includes different types of fuel, active and inert gases (argon, hydrogen, helium, caslon, krypton, etc.), different metals and building materials (steel, lead, chromium, gold, iridium, carbon fiber, polymer, aculon, etc.), various rare stones (osalia, emeros, nekros, dilithium, etc.) all of which need to be mined and then shipped across the empire to your construction yards, or stored in cargo holds until needed. There is no hard or soft unit limit to the number of ships, stations, or planets that you can support... ''except'' your ability to [[ResourcesManagementGameplay pay for them, fuel them, resupply them, and pay for any repairs in both time, money, and materials]]. Especially in the early game, this can be a real hassle.

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* EasyLogistics: Averted|Trope. Every single ship and every single space station in the entire game requires money and a sufficient supply of various (more than 40) differing materials for each individual component involved in its construction and maintenance. This includes different types of fuel, active and inert gases (argon, hydrogen, helium, caslon, krypton, etc.), different metals and building materials (steel, lead, chromium, gold, iridium, carbon fiber, polymer, aculon, etc.), various rare stones (osalia, emeros, nekros, dilithium, etc.) all of which need to be mined and then shipped across the empire to your construction yards, or stored in cargo holds until needed. There is no hard or soft unit limit to the number of ships, stations, or planets that you can support... ''except'' your ability to [[ResourcesManagementGameplay pay for them, fuel them, resupply them, and pay for any repairs in both time, money, and materials]]. Especially in the early game, this can be a real hassle.



* HumanoidAliens: The Kiadians and Securans are distinctly humanoid.

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* HumanoidAliens: The Kiadians and Securans are distinctly humanoid.humanoid, and are grouped together with Humans as a "family" of related species.



* LostTechnology: There are countless precursor artifacts and temples scattered across all of space: ancient cities, space stations, starship graveyards, et cetera. Most of them have remnants of advanced technology that can be used by whatever civilization possess them. Some have extremely powerful weapon technologies that are only available to the first civilization that encounters them (presumably, the original technology is destroyed or deleted to prevent any others from using it).
* LowCultureHighTech: Exactly ''how'' the Atuukian race managed to develop space travel with their primitive, tree-dwelling culture is never explained.

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* LostTechnology: There are countless precursor artifacts and temples scattered across all of space: ancient cities, space stations, starship graveyards, et cetera. Most of them have remnants of advanced technology that can be used by whatever civilization possess them. Some have extremely powerful weapon technologies that are only available to the first civilization that encounters them (presumably, the original technology is destroyed or deleted to prevent any others from using stumbling upon it).
* LowCultureHighTech: Exactly ''how'' the Atuukian race managed to develop space travel with their primitive, tree-dwelling culture is never explained. In fact, one of their victory conditions is to research the ''fewest'' technologies of any empire in the galaxy.



* PacifistRun: This can be done, depending on the specific victory goals of that race. In fact, some races victory goals nearly require pacifism to complete.

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* PacifistRun: This can be done, depending on the specific victory goals of that race. In fact, some races races' victory goals nearly require pacifism to complete.complete (requiring you to at least avoid ''starting'' wars).



* ProudMerchantRaceGuy: The Teekan. They have bonuses to mining and trade, have access to the Mercantile Guild government, and half of their victory conditions are to amass the highest private-sector revenue and trade income in the galaxy. In-universe, the Teekan are thrifty merchants always collecting and selling odd technological knick-knacks, and are said to be {{Honest Corporate Executive}}s that make for extremely loyal friends.

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* ProudMerchantRaceGuy: The Teekan. They have bonuses to mining and trade, have access to the Mercantile Guild government, and half of their victory conditions are to amass the highest private-sector revenue and highest trade income in the galaxy. In-universe, the Teekan are thrifty merchants always collecting and selling odd technological knick-knacks, and are said to be {{Honest Corporate Executive}}s that make for extremely loyal friends.



** The Zenox are a race of CatFolk [[PlanetOfHats obsessed]] with the study of galactic history. Their racial victory conditions include [[AdventurerArchaeologist controlling the most ancient ruins, exploring every star and planet in the galaxy, and building the Galactic Archives wonder.]] They also start the game knowing the locations of two major historical sites. Their other victory conditions are to lose the fewest ships, bases and troops in the galaxy, encouraging a defensive playstyle.

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** The Zenox are a race of CatFolk [[PlanetOfHats obsessed]] with the study of galactic history. Their racial victory conditions include [[AdventurerArchaeologist controlling the most ancient ruins, exploring every star and planet in the galaxy, and building the Galactic Archives wonder.]] They also start the game knowing the locations of two major historical sites.sites, giving them an early leg up in the ArchaeologicalArmsRace. Their other victory conditions are to lose the fewest ships, bases and troops in the galaxy, encouraging a defensive playstyle.
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** A major source of income comes from private entities using your unused spacedocks to build their starships. Interestingly enough, when things go poorly enemy factions start ripping into your empire, the constant need for private fleets to replace their losses can be a [[WarForFunAndProfit huge boon to your treasury]]... that is, until your economy starts to suffer for it.

to:

** A major source of income comes from private entities using your unused spacedocks to build their starships. Interestingly enough, when things go poorly enemy factions start ripping into your empire, the constant need for private fleets to replace their losses can be a [[WarForFunAndProfit huge can be a boon to your treasury]]... that is, at least, until your economy store of raw construction materials starts to suffer for it.
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A sequel, ''VideoGame/DistantWorlds2'', is in developmemt.

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A sequel, ''VideoGame/DistantWorlds2'', ''Distant Worlds 2'', is in developmemt.
development and planned to release in March 2022.
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* AlwaysChaoticEvil: Though there's no hard rule that says they ''must'' be this way, the insect races (particularly their victory conditions) all lean heavily towards violent conquest and casual genocide, ''especially'' the [[BigBad Shakturi]].

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* AlwaysChaoticEvil: Though there's no hard rule that says they ''must'' be this way, the insect insectoid races (particularly their victory conditions) (especially the Boskara and [[BigBad Shakturi]]) all lean heavily towards violent conquest and casual genocide, ''especially'' the [[BigBad Shakturi]].genocide in their victory conditions, and have a natural dislike of any non-insectoid species they encounter.



* TheBattlestar: The in-game ship designer puts no limits on how you design your ships. Thanks to that, it's entirely possible to add fighter bays to ''any'' of your ships. Many ships that you can encounter in the game carry fighters ''without'' being dedicated carriers.

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* TheBattlestar: The in-game ship designer puts no limits on how you design your ships. ships beyond maximum size and your own ability to afford it. Thanks to that, it's entirely possible to add fighter bays to ''any'' of your ships. Many ships that you can encounter ships, though fighter bays are a very large component in the game carry fighters ''without'' being dedicated carriers.themselves.



* ConflictBall: The tensions that inevitably form between races that naturally hate each other (for example, bugs vs humans) can certainly feel like this. Depending on how the world generates, you can easily end up with [[TheAlliance one or more alliances]] fighting [[GuiltFreeExterminationWar genocidal war]] against the species that they hate.

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* ConflictBall: The tensions that inevitably form between races that naturally hate each other (for example, bugs vs humans) everyone else) can certainly feel like this. Depending on how the world generates, you can easily end up with [[TheAlliance one or more alliances]] fighting [[GuiltFreeExterminationWar genocidal war]] against the species that they hate.



* DesignItYourselfEquipment: Thanks to the existence of a ship designer system, ''[[UpToEleven every single vehicle and starbase in the entirety of the game can be thoroughly customized]]''. This quickly leads to situations where [[LensmanArmsRace warring factions build ships specifically to counter the enemy]].
* EarthShatteringKaboom: The "Super Laser" is LostTechnology that can be found installed in some desolated space hulks, and the knowledge needed to build them can be recovered from the computers of some ancient military fortresses. Just one shot from a Super Laser is all it takes to completely obliterate a planet. In the modded scenario depicting the first war against the Shakturi, you can build them by default.
* EasyLogistics: Averted. Every single ship and every single space station in the entire game requires money and a sufficient supply of various (more than 40) differing materials for [[UpToEleven each individual component involved in it's construction and maintenance]]. This includes different types of fuel, active and inert gases (argon, hydrogen, helium, caslon, krypton, etc.), different metals and building materials (steel, lead, chromium, gold, iridium, carbon fiber, polymer, aculon, etc.), various rare stones (osalia, emeros, nekros, dilithium, etc.) all of which need to be mined and processed for use. There is no hard or soft unit limit to the number of ships, stations, or planets that you can support... ''except'' your ability to [[ResourcesManagementGameplay pay for them, fuel them, resupply them, and pay for any repairs in both time, money, and materials]]. Especially in the early game, this can be a real hassle.

to:

* DesignItYourselfEquipment: Thanks to the existence of a ship designer system, ''[[UpToEleven every single vehicle and starbase in the entirety of the game can be thoroughly customized]]''.customized, with the only limitation being the maximum amount of components you can stick on a single design (improved through research). This quickly leads to situations where [[LensmanArmsRace warring factions build ships specifically to counter the enemy]].
* EarthShatteringKaboom: The "Super Laser" is LostTechnology that can be found installed in some desolated space hulks, and the knowledge needed to build them can be recovered from the computers of some ancient military fortresses. Just one shot from a Super Laser is all it takes to completely obliterate a planet. In the modded scenario depicting the first war against the Shakturi, you can build them by default.
planet.
* EasyLogistics: Averted. Averted|Trope. Every single ship and every single space station in the entire game requires money and a sufficient supply of various (more than 40) differing materials for [[UpToEleven each individual component involved in it's its construction and maintenance]].maintenance. This includes different types of fuel, active and inert gases (argon, hydrogen, helium, caslon, krypton, etc.), different metals and building materials (steel, lead, chromium, gold, iridium, carbon fiber, polymer, aculon, etc.), various rare stones (osalia, emeros, nekros, dilithium, etc.) all of which need to be mined and processed for use.then shipped across the empire to your construction yards, or stored in cargo holds until needed. There is no hard or soft unit limit to the number of ships, stations, or planets that you can support... ''except'' your ability to [[ResourcesManagementGameplay pay for them, fuel them, resupply them, and pay for any repairs in both time, money, and materials]]. Especially in the early game, this can be a real hassle.



* FantasticRacism: Insectoid species tend to hate absolutely everyone except other insects for no real reason.
* FasterThanLightTravel: This game explicitly uses the "warp drive" variant: all ships going faster-than-light generate a bubble of warped space around themselves to do so, and can travel in any direction at will so long as they have enough fuel.

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* FantasticRacism: Insectoid species tend to hate absolutely everyone except other insects [[AlwaysChaoticEvil for no real reason.
reason]]. Everyone else hates them right back, since the insectoids threw their lot in with the [[BigBad Shakturi]] during the ancient war.
* FasterThanLightTravel: This game explicitly uses the "warp drive" AlcubierreDrive variant: all ships going faster-than-light generate a bubble of warped space around themselves to do so, and can travel in any direction which propels them forward at will so long as great speed. If they need to change course, they have enough fuel.to stop and then turn themselves around to the desired direction.



* GalacticConqueror: Naturally, this is how you win a military victory: by conquering the galaxy. The Boskarans and Shakturi match this trope by nature.

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* GalacticConqueror: Naturally, this is how you win a military victory: by conquering the galaxy. The Boskarans [[AlwaysChaoticEvil Boskarans]] and Shakturi [[ProudWarriorRaceGuy Mortalens]] match this trope by nature.nature, with victory conditions that nigh-exclusively revolve around warfare and subjugation.
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* AlwaysChaoticEvil: Though there's no hard rule that says they ''must'' be this way, the insect races all lean heavily towards violent conquest and casual genocide, ''especially'' the [[AbusivePrecursors Shakturi]].

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* AlwaysChaoticEvil: Though there's no hard rule that says they ''must'' be this way, the insect races (particularly their victory conditions) all lean heavily towards violent conquest and casual genocide, ''especially'' the [[AbusivePrecursors [[BigBad Shakturi]].
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** The Kiadian are peaceful humanoids with [[MyBrainIsBig enlarged craniums]] and intellect to match, along with a culture that favors careful diplomacy and [[WillNotTellALie honesty]]. Their victory conditions include performing the most research in the galaxy, maintaining the longest-lasting free trade agreement and defensive pact in the galaxy, and breaking the fewest treaties.

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** The Kiadian Kiadians are peaceful humanoids with [[MyBrainIsBig enlarged craniums]] and intellect to match, along with a culture that favors careful diplomacy and [[WillNotTellALie honesty]]. Their victory conditions include performing the most research in the galaxy, maintaining the longest-lasting free trade agreement and defensive pact in the galaxy, and breaking the fewest treaties.
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** The Quameno are a FrogMan race with abnormally high intelligence, described as enjoying difficult mental challenges for recreation's sake. They enjoy a +40% bonus to all research and a 60% higher chance to spawn new scientists, and their native victory conditions include not only completing the most research trees in the galaxy, but simply performing the most active research, period. However, they're also isolationist, as their other victory conditions include [[HeroicNeutral starting the fewest wars, and being involved in the fewest diplomatic treaties]].

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** The Quameno are a FrogMan FrogMen race with abnormally high intelligence, described as enjoying difficult mental challenges for recreation's sake. They enjoy a +40% bonus to all research and a 60% higher chance to spawn new scientists, and their native victory conditions include not only completing the most research trees in the galaxy, but simply performing the most active research, period. However, they're also isolationist, as their other victory conditions include [[HeroicNeutral starting the fewest wars, and being involved in the fewest diplomatic treaties]].
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* ProudMerchantRaceGuy: The Teekan. They have bonuses to mining and trade, have access to the Mercantile Guild government, and half of their victory conditions are to amass the highest private-sector revenue and trade income in the galaxy. In-universe, the Teekan are thrifty merchants always collecting and selling odd technological knick-knacks, and are said to be {{Honest Corporate Executive}}s that make for extremely loyal friends.
* ProudScholarRaceGuy:
** The Kiadian are peaceful humanoids with [[MyBrainIsBig enlarged craniums]] and intellect to match, along with a culture that favors careful diplomacy and [[WillNotTellALie honesty]]. Their victory conditions include performing the most research in the galaxy, maintaining the longest-lasting free trade agreement and defensive pact in the galaxy, and breaking the fewest treaties.
** The Quameno are a FrogMan race with abnormally high intelligence, described as enjoying difficult mental challenges for recreation's sake. They enjoy a +40% bonus to all research and a 60% higher chance to spawn new scientists, and their native victory conditions include not only completing the most research trees in the galaxy, but simply performing the most active research, period. However, they're also isolationist, as their other victory conditions include [[HeroicNeutral starting the fewest wars, and being involved in the fewest diplomatic treaties]].
** The Zenox are a race of CatFolk [[PlanetOfHats obsessed]] with the study of galactic history. Their racial victory conditions include [[AdventurerArchaeologist controlling the most ancient ruins, exploring every star and planet in the galaxy, and building the Galactic Archives wonder.]] They also start the game knowing the locations of two major historical sites. Their other victory conditions are to lose the fewest ships, bases and troops in the galaxy, encouraging a defensive playstyle.
* ProudWarriorRaceGuy: The Mortalen are a [[HairTriggerTemper belligerent]] warrior culture recognized as the best fighters in the galaxy. Their very name comes from a rite of passage where young Mortalen must slay a monstrous creature called a mortak, as Mortalen means "slayer of the mortak". In-game, Mortalen have bonuses to troop and ship upkeep, and a 35% reduction to war weariness. Their victory conditions are ''exclusively'' military related, and include having the highest level admiral and general in the galaxy, slaying the most enemy troops, conquering the most enemy planets, and subjugating the most rival empires.
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* HumansAreAverage: Humans get moderate boosts to [[JackOfAllStats espionage, diplomacy, and research.]] Other races tend to have higher boosts, but in fewer areas.

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* HumansAreAverage: Humans get moderate boosts to [[JackOfAllStats espionage, diplomacy, and research.]] Other races tend research,]] and have no special technologies.
* HumansAreDiplomats: Humans are more likely to generate new ambassador characters, and have the personality traits of "quite friendly" and "very dependable". One of their unique victory point conditions is
to have higher boosts, but mutual defence pacts with 15% of all empires in fewer areas.the galaxy.
* HumansAreWarriors: {{ZigZagged|Trope}}. On one hand, human empires are slightly less likely to generate new fleet admirals and troop general characters, and their stats lean more towards being diplomats, spies and scientists. On the other hand, humans are "quite aggressive", and one of humanity's unique victory point conditions is to maintain a favorable kill/death ratio, destroying more ships and starbases than they lose throughout the game.
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* PlanetDestroyer: The World Destroyers are [[Franchise/StarWars Death Star]] inspired starships the size of moons that can literally blast an entire planet instantly into [[NoKillLikeOverkill very tiny fragments]]. With the right technology, any normal species can build them.

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* PlanetDestroyer: The World Destroyers are [[Franchise/StarWars Death Star]] inspired Star]]-inspired starships the size of moons that can literally blast an entire planet instantly into [[NoKillLikeOverkill very tiny fragments]]. With the right technology, any normal species can build them.

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* AfterTheEnd: The game's set 500 years after a cataclysmic war that nearly destroyed all life in the galaxy. The nations of the galaxy that united as the Freedom Alliance were fighting a losing war against the Shaktur Axis (an alliance of insectoid races led by the Shakturi) and only a genetically-engineered disease known as the Xaraktor Virus was able to stop them from destroying everything. Unfortunately, the virus went out of control and nearly exterminated all the sentient races, except for a few isolated enclaves and cryogenic vaults.

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* AfterTheEnd: The game's set 500 years after a cataclysmic war that nearly destroyed all life in the galaxy. The nations of the galaxy that united as the Freedom Alliance (Led by humanity, the Kiadians and the Ackdarians) were fighting a losing war against the Shaktur Axis (an alliance of insectoid races led by the Shakturi) and only a genetically-engineered disease known as the Xaraktor Virus was able to stop them from destroying everything. Unfortunately, the virus went out of control and nearly exterminated all the sentient races, except for a few isolated enclaves and cryogenic vaults.



* BigGood: The [[AloofAlly Ancient Guardians]], introduced in the 1st expansion.

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* BigGood: The [[AloofAlly Ancient Guardians]], Mechanoids]], introduced in the 1st expansion.


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* FlingALightIntoTheFuture: [[spoiler:The true nature of the Mechanoids: The dying original Freedom Alliance created them after the end of the war with the Shakturi, to preserve their strongest and most advanced technologies and weapons in Utopia AND to keep them away from their descendants until the Shakturi returned to the galaxy.]]


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* ItOnlyWorksOnce: [[spoiler:This is the case with the Xaraktor virus. The returning Shakturi were able to develop a vaccine to protect themselves from the very plague that destroyed their first invasion force.]]
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* AfterTheEnd: The game's set centuries after a horrific cataclysm that nearly destroyed all life in the galaxy. The nations of the galaxy that united as the Freedom Alliance were fighting a losing war against the Shaktur Axis (an alliance of insectoid races led by the Shakturi) and only a genetically-engineered disease known as the Xaraktor Virus was able to stop them from destroying everything. Unfortunately, the virus went out of control and nearly exterminated all life in the galaxy, except for a few isolated enclaves and cryogenic vaults.

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* AfterTheEnd: The game's set centuries 500 years after a horrific cataclysm cataclysmic war that nearly destroyed all life in the galaxy. The nations of the galaxy that united as the Freedom Alliance were fighting a losing war against the Shaktur Axis (an alliance of insectoid races led by the Shakturi) and only a genetically-engineered disease known as the Xaraktor Virus was able to stop them from destroying everything. Unfortunately, the virus went out of control and nearly exterminated all life in the galaxy, sentient races, except for a few isolated enclaves and cryogenic vaults.
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A sequel, ''[[VideoGame/DistantWorlds2]]'', is in developmemt.

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A sequel, ''[[VideoGame/DistantWorlds2]]'', ''VideoGame/DistantWorlds2'', is in developmemt.

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A sequel, ''[[VideoGame/DistantWorlds2]]'', is in developmemt.



* AfterTheEnd: The game's set centuries after a horrific cataclysm that nearly destroyed all life in the galaxy. The nations of the galaxy were fighting a losing war against the Shaktur Axis and their insectoid allies, and only a genetically-engineered disease known as the Xaraktor Virus was able to stop them from destroying everything. Unfortunately, the virus went out of control and nearly exterminated all life in the galaxy, except for a few isolated enclaves and cryogenic vaults.

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* AfterTheEnd: The game's set centuries after a horrific cataclysm that nearly destroyed all life in the galaxy. The nations of the galaxy that united as the Freedom Alliance were fighting a losing war against the Shaktur Axis and their (an alliance of insectoid allies, races led by the Shakturi) and only a genetically-engineered disease known as the Xaraktor Virus was able to stop them from destroying everything. Unfortunately, the virus went out of control and nearly exterminated all life in the galaxy, except for a few isolated enclaves and cryogenic vaults.
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Added DiffLines:

* AfterTheEnd: The game's set centuries after a horrific cataclysm that nearly destroyed all life in the galaxy. The nations of the galaxy were fighting a losing war against the Shaktur Axis and their insectoid allies, and only a genetically-engineered disease known as the Xaraktor Virus was able to stop them from destroying everything. Unfortunately, the virus went out of control and nearly exterminated all life in the galaxy, except for a few isolated enclaves and cryogenic vaults.
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''Distant Worlds'' is a vast, [[RealTimeWithPause pausable real-time]], 4X space strategy game that allows the player to experience the full depth and detail of large turn-based strategy games, but with the simplicity and ease of real-time, and on the scale of a massively-multiplayer online game.

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''Distant Worlds'' is a vast, [[RealTimeWithPause pausable real-time]], 4X space strategy GrandStrategy game that allows the player to experience the full depth and detail of large turn-based strategy games, but with the simplicity and ease of real-time, and on the scale of a massively-multiplayer online game.
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** A major source of income comes from private entities using your unused spacedocks to build their starships. Interestingly enough, when things go poorly enemy factions start ripping into your empire, the constant need for private fleets to replace their losses can be a [[WarForFunAndProfit huge boon to your treasury]]... that is, until [[RealityEnsues your economy starts to suffer for it]].

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** A major source of income comes from private entities using your unused spacedocks to build their starships. Interestingly enough, when things go poorly enemy factions start ripping into your empire, the constant need for private fleets to replace their losses can be a [[WarForFunAndProfit huge boon to your treasury]]... that is, until [[RealityEnsues your economy starts to suffer for it]].it.



* EasyLogistics: Averted. Every single ship and every single space station in the entire game requires money and a sufficient supply of various (more than 40) differing materials for [[UpToEleven each individual component involved in it's construction and maintenance]]. This includes different types of fuel, active and inert gases (argon, hydrogen, helium, caslon, krypton, etc.), different metals and building materials (steel, lead, chromium, gold, iridium, carbon fiber, polymer, aculon, etc.), various rare stones (osalia, emeros, nekros, dilithium, etc.) all of which need to be mined and processed for use. There is no hard or soft unit limit to the number of ships, stations, or planets that you can support... ''[[RealityEnsues except]]'' your ability to [[ResourcesManagementGameplay pay for them, fuel them, resupply them, and pay for any repairs in both time, money, and materials]]. Especially in the early game, this can be a real hassle.

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* EasyLogistics: Averted. Every single ship and every single space station in the entire game requires money and a sufficient supply of various (more than 40) differing materials for [[UpToEleven each individual component involved in it's construction and maintenance]]. This includes different types of fuel, active and inert gases (argon, hydrogen, helium, caslon, krypton, etc.), different metals and building materials (steel, lead, chromium, gold, iridium, carbon fiber, polymer, aculon, etc.), various rare stones (osalia, emeros, nekros, dilithium, etc.) all of which need to be mined and processed for use. There is no hard or soft unit limit to the number of ships, stations, or planets that you can support... ''[[RealityEnsues except]]'' ''except'' your ability to [[ResourcesManagementGameplay pay for them, fuel them, resupply them, and pay for any repairs in both time, money, and materials]]. Especially in the early game, this can be a real hassle.



* {{Utopia}}: The "Utopian Paradise" is a unique government available to only two races in the game, the [[GreenSkinnedSpaceBabe Securans]] and the Shandars. The government provides for every single one of it's people's needs and wants at all times, no matter what they are. This creates an extremely content society that is highly unlikely to rebel against the state... [[RealityEnsues at the notable disadvantage]] of everyone being [[LazyBum so amazingly lazy]] that upkeep costs ''drastically'' increase and the military [[OddlySmallOrganization basically doesn't exist.]]

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* {{Utopia}}: The "Utopian Paradise" is a unique government available to only two races in the game, the [[GreenSkinnedSpaceBabe Securans]] and the Shandars. The government provides for every single one of it's people's needs and wants at all times, no matter what they are. This creates an extremely content society that is highly unlikely to rebel against the state... [[RealityEnsues at the notable disadvantage]] disadvantage of everyone being [[LazyBum so amazingly lazy]] that upkeep costs ''drastically'' increase and the military [[OddlySmallOrganization basically doesn't exist.]]
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*** [[http://www.matrixgames.com/forums/tm.asp?m=2943631 Phasers]] are available in-game as an alternative weapon to pulse blaster technologies. They fire [[HitScan instant-hitting]] beams, while Pulse Blasters fire more stereotypical [[SlowLaser laser-bullets]] ala [[Film/ANewHope Star Wars]].

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*** [[http://www.matrixgames.com/forums/tm.asp?m=2943631 Phasers]] are available in-game as an alternative weapon to pulse blaster technologies. They fire [[HitScan [[{{hitscan}} instant-hitting]] beams, while Pulse Blasters fire more stereotypical [[SlowLaser laser-bullets]] ala [[Film/ANewHope Star Wars]].
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* AntiArmor: Compared to Pulse Blaster weapons, Phasers are twice as effective at destroying armor, making it easier to damage the components underneath with each shot.

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* AntiArmor: Compared to Pulse Blaster weapons, Phasers are twice as effective at destroying armor, making it easier to damage the components underneath with each shot. The tradeoff is that phasers [[NecessaryDrawback consume more power to fire]].



*** [[http://www.matrixgames.com/forums/tm.asp?m=2943631 Phasers]] are available in-game as an alternative weapon to pulse blaster technologies, which fire more stereotypical [[SlowLaser laser-bullets]] ala [[Film/ANewHope Star Wars]].

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*** [[http://www.matrixgames.com/forums/tm.asp?m=2943631 Phasers]] are available in-game as an alternative weapon to pulse blaster technologies, which technologies. They fire [[HitScan instant-hitting]] beams, while Pulse Blasters fire more stereotypical [[SlowLaser laser-bullets]] ala [[Film/ANewHope Star Wars]].Wars]].
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* MoreDakka: Railguns and [[FrickinLaserBeams Pulse Blasters]] fire very quickly for little energy, but do little damage per shot. As such, they do best when there's a humongous amount of them being fired downrange.

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* MoreDakka: Railguns and [[FrickinLaserBeams [[SlowLaser Pulse Blasters]] fire very quickly for little energy, but do little damage per shot. As such, they do best when there's a humongous amount of them being fired downrange.



*** [[http://www.matrixgames.com/forums/tm.asp?m=2943631 Phasers]] are available in-game as an alternative weapon to pulse blaster technologies, which fire more stereotypical [[FrickinLaserBeams laser-bullets]] ala [[Film/ANewHope Star Wars]].

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*** [[http://www.matrixgames.com/forums/tm.asp?m=2943631 Phasers]] are available in-game as an alternative weapon to pulse blaster technologies, which fire more stereotypical [[FrickinLaserBeams [[SlowLaser laser-bullets]] ala [[Film/ANewHope Star Wars]].

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* NonEntityGeneral: Averted as of the expansion Distant Worlds: Legends, where civilization leaders can be interacted with much like other characters. The player themselves still fits this trope.

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* NonEntityGeneral: Averted as of the The player is an ageless thing that sees everything there is to see about their nation and presides over every decision made. The expansion Distant ''Distant Worlds: Legends, where Legends'' includes an [[AvertedTrope aversion]] in the form of civilization leaders who can be interacted with much like other characters. The characters, though the player themselves still fits this trope.trope.
* OneNationUnderCopyright: The "Corporate Nationalism" government nationalizes ''all'' private revenue. This fosters an extreme boost to the state economy at a significant cost to everything else, including trade bonuses. As such, it is best used as a temporary solution to a severe money problem rather than a long-term strategy.
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* WarIsHell: War is absolutely not a pleasant thing in this game. Invading even a single planet will typically mean the deaths of literally ''billions'' of soldiers on both sides. Using OrbitalBombardment beforehand to kill the defenders and save your own troops [[ShootTheDog will kill many noncombatant civilians]], which can not only cause your allies to ''[[WhatTheHellHero reconsider]]'' their opinion of you, but can ''also'' turn formerly lush planets into uninhabitable graveyards. Civilian transport convoys will often be raided at opportunity, killing traders, immigrants, and refugees alongside the soldiers. Privately owned resort stations will often be just as much a target as a military shipyard. Finally, massive amounts of resources will be expended on both sides to train soldiers, repair and resupply the warships, and replace the constantly captured/destroyed civilian freighters and transports, leaving massive gaps in your economy that could potentially last for decades.

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* WarIsHell: War is absolutely not a pleasant thing in this game. Invading even a single planet will typically mean the deaths of literally ''billions'' of soldiers on both sides. Using OrbitalBombardment beforehand to kill the defenders and save your own troops [[ShootTheDog will kill many noncombatant civilians]], which can not only cause your allies to ''[[WhatTheHellHero reconsider]]'' their opinion of you, but can ''also'' turn formerly lush planets into uninhabitable graveyards. Civilian transport convoys will often be raided at opportunity, killing traders, immigrants, and refugees alongside the soldiers. Privately owned resort stations will often be just as much a target as a military shipyard. Finally, massive amounts of resources will be expended on both sides to train soldiers, repair and resupply the warships, and replace the constantly captured/destroyed civilian freighters and transports, leaving massive gaps in your economy that could potentially last for decades. Finally, depending on how a war goes, your [[MookCommander admirals, ship captains, and generals]] can become [[FunctionalAddict addicts.]]
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* {{Utopia}}: The "Utopian Paradise" is a unique government available to only two races in the game, the [[GreenSkinnedSpaceBabe Securans]] and the Shandars. The government provides for every single one of it's people's needs at all times, no matter what they are. This creates an extremely content society that is highly unlikely to rebel against the state... [[RealityEnsues at the notable disadvantage]] of everyone being [[LazyBum so amazingly lazy]] that upkeep costs ''drastically'' increase and the military [[OddlySmallOrganization basically doesn't exist.]]

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* {{Utopia}}: The "Utopian Paradise" is a unique government available to only two races in the game, the [[GreenSkinnedSpaceBabe Securans]] and the Shandars. The government provides for every single one of it's people's needs and wants at all times, no matter what they are. This creates an extremely content society that is highly unlikely to rebel against the state... [[RealityEnsues at the notable disadvantage]] of everyone being [[LazyBum so amazingly lazy]] that upkeep costs ''drastically'' increase and the military [[OddlySmallOrganization basically doesn't exist.]]
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Added DiffLines:

* {{Utopia}}: The "Utopian Paradise" is a unique government available to only two races in the game, the [[GreenSkinnedSpaceBabe Securans]] and the Shandars. The government provides for every single one of it's people's needs at all times, no matter what they are. This creates an extremely content society that is highly unlikely to rebel against the state... [[RealityEnsues at the notable disadvantage]] of everyone being [[LazyBum so amazingly lazy]] that upkeep costs ''drastically'' increase and the military [[OddlySmallOrganization basically doesn't exist.]]

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