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Speaking of pirates, they suck! The moment you encounter a pirate faction, regardless of where it is, it will demand protection money. It didn't cease to be my empire just because I was covered in garlic sauce. I made the space port that constructed all these civilian ships. I got into a war with pirates because I refused to pay protection. I spent a while simply staring at civilian vessels going to work, and then enjoyed some action when one of my attack fleets took out a pirate base. I was going to watch some more Boba Fett on Disney+, but Distant Worlds 2 proved the more compelling option. Last night, I ate a delicious kebab while simply watching my empire do its thing. Letting the AI take over this bullshit busywork makes me a very happy boy. Every time you unlock a new component, it's time to make some new blueprints. I've come to accept that they almost always require way too much faffing around, and it never ends. I used to waste a lot of energy defending ship design systems, but now they're so ubiquitous and dull that I'm sick of sticking up for them. For the most part, though, I'm happy to give control over to the AI, especially for the stuff I don't enjoy, like ship design. So there are some niggles, but that's why you can create these checks, to make sure the AI isn't getting you into trouble. Eventually I just took over diplomacy myself.
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While this could have been devastating for me, luckily my diplomats didn't have complete autonomy. It's a dumb system, and especially ludicrous when you don't even have enough cash for a single colony ship but are still being asked to give away three-quarters of your wealth. This is because Distant Worlds 2 lamentably continues the 4X tradition of throwing money at people to make them like you. But my diplomats consistently tried to give away the bulk of my wealth to a bunch of lizards who thought we were dicks. The teekans, the founding species of my first empire, are rodent-like critters who love junk-think jawas without the dapper robes-and I gave myself two primary objectives: steal a lot of tech and make a lot of cash. The AI is generally good at looking after things, but sometimes it can be a bit eccentric. I quickly took over research, because the AI had some really weird ideas about what I needed, but otherwise left everything the same for the first few hours.
#TWO WORLDS METACRITIC FULL#
I went with the default settings for my first empire, which gives you control over a pre-warp civilisation with a single world and a couple of ships, along with a mix of full automation, advisor suggestions and direct control. All these things are required for a flourishing private economy, which in turn will provide you with the resources you need to continue expanding your empire. The mining stations that let them harvest resources, the space ports where they build their ships and the escorts that protect them from pirates and enemy empires all need to be constructed by you (or the AI, if you've delegated), spending cash from the state economy. They make cash, commission ships, and fill up the trade lanes with little vessels going to and fro, making the galaxy a much livelier place.Įven though the civilian economy is outside your direct control, it can't exist without you. Mining vessels travel to asteroids and stations, harvesting resources that will then be taken all over the galaxy by freighters. Your civilian economy, for instance, is largely out of your hands, unless your government has an authoritarian streak. It's not just a bunch of buttons and sliders-some features are inherently automated no matter what you choose.
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Automation is baked into Distant Worlds 2.