Distant Worlds 2

Distant Worlds 2

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Resources Overhaul
   
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793.224 KB
25 Oct, 2024 @ 10:16am
25 Oct, 2024 @ 2:41pm
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Resources Overhaul

Description
Resources Overhaul Mod

Summary:
  • All construction resources are now consumed by colonies, and give bonuses to Colony Development and/or Colony Income
  • Colony Development Bonuses given by all resources are reduced to 1/3, requiring more basic and luxury resource varieties for the full development bonus
  • Resource spawning rules are changed completely, such that resources are much rarer and becomes a more significant limiting factor in ship-building
  • Place below other mods that have their own version of the OrbTypes xml, such as the XL mod

Gameplay Details:
  1. Settings for Generation with no extra bonuses: Harsh Starting System, Level 0 Tech or greater for both the player and AI factions. Starting condition for AI preferably Young or greater. Fewer + Weak/Very Weak + Further Pirates recommended, as early game ship-building is much more limited. More AI factions than normal is recommended (preferably maxed), as AIs can sometimes get unlucky system spawns and become stranded.
  2. On non-harsh system setting or pre-warp tech level, the game automatically adds a significant amount of resources in the starting system of players and AI. Trying is roughly equivalent to the consumption of 1 fully occupied homeworld, and Pre-warp/Normal equivalent to 2 or more. This might be undesirable for mid-late game balance
  3. As a rough estimate, 10% resource concentration is sufficient for 1000M population at base mining rates.
  4. Kaasian Crystals, Tyderios, Hexodorium and Dyrillium Quartz are consumed at 1/4 rate
  5. Resource spawning have been modified such that most planets (especially habitable planets) spawn with almost every type of basic construction resources, although at lower concentrations (~1-10%), which should dampen the effects of losing individual planets/mining stations.
  6. Resources that correspond to their world type spawns at a higher concentration (10-30%), with a low chance of a very high concentration (40-60%), making these worlds more valuable than usual.
  7. Due to the game's UI limitations, the preview box on the lower left does not show all of the resources present, the only way to see all resources is to hover over the planet on the main screen
  8. Possible resource spawns of each planet type is located in the Galactopedia
21 Comments
Le pp baguette De wewe 4 May @ 3:30am 
Please update daddy
SEMTEX 16 Apr @ 5:20am 
Best mod for DW2 so far. With this the economy makes in part sense now. Maybe it needs a little bit of tweaking in some parts e.g. i always have issues with Calson but on the other hand you have to worry about steel now. Good Idea and good work. thank you
AVNlover67 20 Mar @ 6:00pm 
This might not be needed. This was in the new update " Home System Critical Resources allows setting whether all critical construction resources are ensured to be available in your home system"
Apastron  [author] 1 Mar @ 2:13pm 
Oh yea definitely no guarantees that this will work for now. I generally only have time to do 1-2 playthroughs every time a new update comes out. So for now probably second week of April is when I'll do a new version of this, and hopefully sort out the issues of too many resources with some planning.
AVNlover67 4 Feb @ 3:52pm 
Not updated anymore.
PvtPlumpkit 9 Dec, 2024 @ 1:43pm 
Figuring out which planets are valuable is hard. Is there any way to have the game list resources by Highest first? Then in descending order? That would really help. I'm spending too much time trying to figure out and not enjoying the game.
Big Sneezy 8 Nov, 2024 @ 9:37pm 
Another thing - having so many resources on each planet makes the resources list visually overflow, so it's harder to figure out which planets have rare resources. I have to tab back and forth to see which luxuries I need and have an unused source for, and then filter the mining locations list by those luxuries in order to find the right locations to mine.
Big Sneezy 8 Nov, 2024 @ 9:35pm 
Playing with XL and it seems like I almost immediately run out of critical resources on my starting planet, often to the point where I can't build more than a scout or two. Had it happen with Mebnar, Silicon, and a few other resources. Eventually just edited the planet to increase the resource output, but that feels bad. I'm sure this isn't intended.

This mod loads after XL.
Fosnez 5 Nov, 2024 @ 8:22am 
If I could make a suggestion: Perhaps create a cheap / free building that can be plopped down on a colony to start consuming construction resources for development? Having a bunch of resources on each planet sort of creates "noise" i suppose? And you don't (easily) get the endorphin rush when you find that *great* planet with that resource you really needed.

That way, you could hold off having the homeworld eating all the starting resources until you plop down the new building, and still have individual planets having 1-4 resource types on them
Apastron  [author] 5 Nov, 2024 @ 5:31am 
Personally with the amount of AI "deficiencies" when it comes to interacting with the game logic, I just play it more towards the RP-Space-Ant-Farm side of things with self-imposed restrictions, so seeing the planets actually use up resources and having shortages actually be a thing is worth adding another checkbox to the "Just-Dumb-AI-Things" list for me. I can totally see how this mod wouldn't be viable though in a more traditional 4X gameplay setting.