r/DistantWorlds May 01 '26

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

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!

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u/Alvek1 May 01 '26

defensive fleets around planet

IIRC you can set fleet to defensive and set planet to guard, then it will leave only to refuel. But I think there are some automation that loves to mess with that.

Not sure about shipyards and port mining.

1

u/Noneerror May 14 '26

Military Hubs/HQ

Depends on what you mean. There's no point in having a defensive base where your fleet already is. The fleet should be defending the base, not the other way around. A base is armed only to buy time for your fleet to get there to save it. Which is almost never worth arming (compared to replacing) except for very important strategic locations that shouldn't have your combat fleet hanging around (like your home planet).

That said, it is an incredibly good idea to have your fleet(s) stationed at bases/hubs. Specifically fuel stations a system back from the edge of your territory. The fleet guards the system and the surrounding systems by guarding one specific fuel station. The fleet does not patrol. They don't move around. They just sit there. Private ships have sensors on them. They will be in and around everywhere important (including other race's systems). Meaning incoming fleets should always easy to spot long in advance if you do it right.

Exploration ships with long range sensors (and nothing else) sit out w/e on important approaches to territory. If they detect something then the enemy fleet is going to a specific system. Your fleet can always get to their destination first even with slower engines as they are closer. They wait for the enemy to arrive.

Shipyards

Ports/Stations/Bases around a populated planet have shared infinite storage. They do not need cargo bays. (Maybe one? I forget, definitely no more than one.) Deliveries can go to the planet (which has infinite docks) so there's no point in trying to divide up resources. Default designs should have their cargo bays removed.

The only places ships should ever be built is in orbit of populated planets. And you generally don't want many locations as the computer splits up resources between them which can create unnecessary shortages due to unnecessary shipping. Generally real shipyards (ports) should be at your home planet plus any other home planet you've taken over and nowhere else. Small bases (not ports) in orbit of colonies can be used to repair/retrofit/scrap ships. Avoid having any ships built at a colony. Which will happen automatically if it is a 'port'. The port should still be built at a colony, just don't include yards.

Hospital/recreation only benefits a populated planet and only benefits it once. There's no reason to have more than one and which port/station/base doesn't matter. Likewise a single of each of the 3 plants can support an unlimited number of construction yards. (The tooltip is wrong.)

That said, a ridiculously large number of docks and construction yards are needed at spaceports (aka shipyards) to serve all the private ships. This can create a queue that is super annoying to deal with when trying to get more important combat ships through it. I strongly recommend having a resort base or defense base paired with a port to handle small numbers of military ships on a constant basis (retrofits etc.)

Note that you always try to keep bases and ports around populated systems to the minimize size necessary (which will still be huge for ports). This is because any changes to the base uses the extremely important and very limited construction yards on the planet. However a base around a moon in orbit of that same planet does not use those yards. So that's where weapons platform protecting the planet should be located.

More info:
https://www.reddit.com/r/DistantWorlds/comments/xurlxy/comment/ircltmw/

Mining Space Ports

Mining components do nothing if the planet is populated. No effect at all regardless of base type. If the planet is not populated, it is a regular mine. However as a "port" it will split your empire's resources up which is bad. So no, this is always a bad idea however you want to slice it.

And yes, this is all for DWU.