Distant Worlds 2 - Ultimate Guide to Playable Races - Magic Game World

Distant Worlds 2 – Ultimate Guide to Playable Races

Distant Worlds 2 - Ultimate Guide to Playable Races

There are 7 playable races from which to choose at the beginning of a new game. There are also 13 additional non-playable races, which can be found on independent worlds. Each race has its own unique characteristics, prejudices, advantages, and disadvantages
over others. Your diplomatic relations with other empires will be affected by both their own race and that of the other players. Your choice of race, because of its diplomatic and other implications, can deeply affect the outcome of the game and should therefore factor
into one’s strategy. For example, if the victory conditions set are to achieve a certain population level, it is advantageous to select a race that reproduces at a high rate.

 

What follows is a brief list of the major characteristics of each race; a treatment of each is also available in the Galactopedia. You can also check out our other Distant Worlds 2 guides.

 

 

Name & Primary Playstyle General Characteristics Unique Technologies
Special Governments and Victory Conditions
Ackdarian (Industrious Efficient Builders) Amphibian, Ocean
and Deep Ocean
Planets, reproduce
at a 6% rate (default),
neutral and
careful, somewhat
dependable, gifted
scientists, master
hull engineers.
TurboThruster
(Efficient Engines),
Skip Fighters (Fast
Interceptors),
Wave Bombers
(Fast Bombers)
Special Government:
Technocracy, Also
Preferred: Republic
Want to control
Ocean Colonies and
build the largest ships,
Worse at colonizing
Desert planets
Boskara
(Merciless
Conquering
Deceivers)
Insectoid, Volcanic
and Sulphur
Volcanic Planets,
reproduce at
8%, extremely
aggressive, reckless,
very unreliable,
strong warrior class,
terrible diplomats
Firestorm Torpedo
(Improved Energy
Torpedos), FluxHardened Armor
(Better Reactive
Armor), Plasma
Blasters (High
Damage Pulse
Blasters)
Special Government:
Hive Mind, Also
Preferred: Military
Dictatorship
Destroy enemy ships,
bases, and troops,
enslave or exterminate
their people, control
their homeworlds.
Haakonish
(Selfish
Mercantilist
Xenophobes)
Reptilian, Marshy
Swamp and
Mangrove Forest
Planets, reproduce
at 5%, aggressive,
unreliable,
xenophobic
schemers, master
hyperspace and
gravitic engineers
Mega-Density
Fuel Cell (Longer
Range Fuel Cell),
Dealbreaker
Beam (Longer
Range Gravitic
Beam), Starfield
Generator (Stealth
Countermeasures)
Special Government:
Mercantile Guild, Also
Preferred: Feudalism
Successful Espionage
and CounterEspionage, Trade,
Control Restricted
Resources, Larger
military ships
Humans (Curious
Cunning
Explorers)
Humanoid,
Continental, Forest
and Grasslands
Planets, reproduce
at 6%, aggressive,
adaptable, cunning
and adventurous,
Talented Scientists,
Spies and Diplomats
Gyrfalcon Fighters
(Accurate
Interceptors),
Bulwark Missiles
(Accurate Point
Defense), Hail
Cannons (High
Rate of Fire Rail
Guns)
Preferred
Governments:
Republic, Democracy
Control Continental
colonies, make Form
alliances, Be victorious
when at war, Build
Trade and Tourism
Mortalen
(Aggressive
Disciplined
Warriors)
Part-Mammal/
Part-Reptile, Rocky
Desert, Desert
Savanna, Sandy
Desert Planets,
reproduce at 5%,
very aggressive,
very dependable,
strong warrior class,
poor diplomats,
Master Weapon and
Armor Engineers,
Maneuverable Ships
Swiftvector
Thrusters (More
Maneuverable),
Pulse Torpedos
(Higher Rate
of Fire Energy
Torpedos),
Multilock Sensors
(Improved
Targeting)
Preferred
Governments:
Military Dictatorship,
Feudalism
Have the best
Admirals and Generals,
Destroy enemy troops,
subjugate their
empires and conquer
their colonies
Teekan (Peaceful
Salvagers and
Traders)
Rodent-like, Sandy
Desert , Desert
Savanna, Rocky
Desert Planets,
reproduce at
7%, passive and
compliant but
adventurous,
industrious
miners, natural
traders, salvagers,
fast builders and
tinkerers.
ZimZip Shuttles
(Improved Speed/
Defense Strike
Fighters), Ion
Bombs (Improved
Ion Area Weapons),
Grapple Beam
(Long Range
Tractor Beam)
Special Government:
Mercantile Guild, Also
Preferred: Monarchy
Make money through
trade and the private
economy, Avoid war,
Annihilate the hated
Sand Slugs, Smaller
military ships, larger
Civilian ships, Faster
builders, Good Traders,
High Migration rate
Zenox (Secretive
Defensive
Lorekeepers)
Feline, Ice Tundra,
Ice and Frozen Ice
planets, reproduce
at 5%, very cautious,
master shield
engineers, talented
spies, master
influencers
Megatron Z4
Shields (Improved
Recharge Rate
Shields), Crystal
Sensors (Improved
Short Range
Sensors), Star
Beams (Accurate
Beam weapons)
Preferred
Governments:
Monarchy, Democracy
Explore the galaxy
and Control colonies
with Ruins, Keep
military casualties to
a minimum, Build
the Galactic Archives
Wonder, Knowledge
of additional historical
locations

 

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    He is the founder and editor of Magic Game World. He loved gaming from the moment he got a PlayStation 1 with Gran Turismo on his 7th birthday.

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