Distant Worlds 2

Distant Worlds 2

recreation/medical/commerce on defense bases?
since i noticed that i can build multiple defense bases at the same location i'm questioning whether i should remove all these industry bonus modules from the defense base design.

- can someone provide a quick summary what these civilian modules do exactly. For example i read somewhere that medical helps troop transporters but also pop growth/happiness or something. It all seems so dubious.
- on which station types can/should all these modules be installed? Are there places where you can put them but its effectively useless?
- which boni do stack and which don't? How do you evaluate whether a bonus is worth taking? Like is there anywhere where i can check what the current 'medical' effect for the entire planet is and what it does?
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Showing 1-5 of 5 comments
ZumZoom Apr 2, 2023 @ 3:00am 
Commerce module only makes sense on a spaceport, since it provides bonus % for traded resources. Recreation and Medical give +3 to happiness each (more with better tech), so they're a must have for every colony. I used to put them on Defense bases, because I used to play like in DWU - where it wasn't a good idea to build spaceports on every colony, but in DW2 spaceports are a must, since they provide much needed research on top of growth.
These bonuses don't stack, and you can see their breakdown when you hover over happiness icon for the colony.
Last edited by ZumZoom; Apr 2, 2023 @ 3:05am
Commerce is useless on defence bases as no civilian traffic should be trying to dock with them. All should be installed on the planet's starport anyway and I don't think they stack.

Medical might be useful if you put troops on the bases to make them basically immune to boarding attack, iirc recreation will reduce their maintenance costs too.
jorgen_cab Apr 2, 2023 @ 3:06am 
Mining stations should have a commerce module as well since they also trade resources.
Dervix Apr 2, 2023 @ 3:16am 
Commerce centers are useful only on Spaceports and Mining Bases.
You need ONE recreation module around each colony for the happiness bonus. Recreation modules also slightly lower ship maintenance, so I end up adding it to all bases and the largest ships.
You need ONE medical module around each colony for the happiness, growth and plague curing bonuses. Medical modules will also heal troops quickly, so they're recommended on troop carriers.
Medical also have damage reduction for ships, but this doesn't apply to armor or shields, so it has negligible benefit unless your enemies use gravitons and phasers.
Last edited by Dervix; Apr 2, 2023 @ 3:17am
Nightskies Apr 2, 2023 @ 9:10am 
What Dervix says covers everything in one post... but damage reduction always only applies to hull and never to armor and shields, be it damage repair, CC, crew quarters, or medical.
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Date Posted: Apr 2, 2023 @ 2:47am
Posts: 5