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 |