All Races in Distant Worlds are entirely static. There are zero in-game customisation options, so if you want something different you'll have to either pick up one of the race mods from the matrix forums here: http://www.matrixgames.com/forums/tt.asp?forumid=795 Or do some reading and make your own mod.   Anything notably good marked with (!!!)     Ackdarian Planet Pref:    Ocean Family:         Amphibian Playstyle:      Balanced Growth Rate:    19% Troop Strength: 88 Abilities:      Military Ships +20% size (!!!)                 Construction speed +60% (!!!)                 Ship maint. cost -20% (!!!)                 Research rate +10%                 Access to special engine - Turbothruster (sublight, efficiency focus)                 Randomly gets a boost to happiness on all colonies which produce Nepthys wine                 Desert and Volcanic colony techs cost 50% more Victory Conditions:                 Control 33% of all ocean colonies in the galaxy                 Control the 3 largest ocean colonies in the galaxy                 Own the largest capital ship in the galaxy Bonus Colony Resources:                 Nepthys Wine +5 happiness                 Ucantium Pearl +5% development                 Steel +5% construction speed   Opinion:        Lots of decent advantages, only let down by mediocre troops. A good beginner race.     Atuuk Planet Pref:    Continental Family:         Rodent Playstyle:      Expansionist Growth Rate:    28% Troop Strength: 68 Abilities:      Construction speed -25%                 Colony happiness +30%                 Randomly gets a boost to troop strength                 Randomly gets a setback to research progress Victory Conditions:                 Control your homeworld                 Perform the LEAST research in the galaxy                 Have the largest population in the galaxy                 Have the happiest population in the galaxy Bonus Colony Resources:                 Caguar Fur +5 troop strength                 Chromium +5% development                 Rephidium Ale +5 happiness                 Opinion:        One of the more difficult races to play if you're after the racial victory, low tech is hard to play in DW.                 Rubbish troops are annoying. You have to dogpile them to see any effectiveness at all.   Boskara Planet Pref:    Volcanic Family:         Insect Playstyle:      Aggressive Growth Rate:    24% Troop Strength: 134 Abilities:      Can use Hive Mind government                 Access to Firestorm bombarding torpedoes (one of only 3 weapons in the game which can attack both ships and planets)                 Troop maint. cost -25%                 War weariness rate -70%                 Randomly gets a bonus to weapons research (!!!)                 Randomly gets a boost to troop strength and recruitment speed Victory Conditions:                 Destroy the most enemy ships and bases in the galaxy                 Exterminate or Enslave the most population in the galaxy                 Control the most homeworlds (including your own) in the galaxy                 Destroy the most enemy troops in the galaxy Bonus Colony Resources:                 Acculon +5 troop strength                 Osalia +5% weapons research for every colony with access to it (!!!)                 Rephidium Ale +5 happiness   Opinion:        A good straightforward race to murder everyone with. Excellent troops make piracy a breeze too.                 Dhayut Planet Pref:    Desert Family:         Insect (even though they're spiders, umm okay) Playstyle:      Expansionist Growth Rate:    12% Troop Strength: 126 Abilities:      Occaisonally recieves random gifts of a full troop transport ship of your latest design                 Occaisonally a colony will "cannibalise" it's own population for 1 year                 Access to Torrent hyperdrives (higher speed, faster engage time)                 Every 5 years gets a boost to pop. growth which lasts 2 years and changes the growth rate to 28%                 War weariness rate -70% Victory Conditions:                 Control your homeworld                 Conquer the most enemy colonies                 Have at least 25% of your empire population consist of enslaved races Bonus Colony Resources:                 Wiconium +5 happiness                 Tyderios +5% development                 Osalia +5 troop strength   Opinion:        Slaves. If you're playing with victory conditions you're going to be doing a lot of invading.                 Oddly for an aggressive race, they play quite well as peaceful builders.   Gizurean Planet Pref:    Volcanic Family:         Insect Playstyle:      Balanced Growth Rate:    30% Troop Strength: 92 Abilities:      Can use Hive Mind government                 Construction speed +10%                 Every 7 years gets a boost to pop. growth which lasts 2 years and changes the growth rate to 47%                 Ship maint. costs -35% (!!!)                 Randomly gets an event which lowers maint. costs for "small" ships                 Characters can occaisonally gain or lose skills Victory Conditions:                 Own the Universal Hive wonder                 Spend the most time at war in the galaxy                 Keep your leader alive                 Build the most military ships in the galaxy                 Control 33% of all volcanic colonies in the galaxy Bonus Colony Resources:                 Nekros Stone +5 troop strength                 Iridium +10% development   Opinion:        Not too bad to play any way. The medicore troops mean you have to rely on numbers, and they have no troop maint. reduction.                 Unique in that they are the only empire who can lose the game by losing thier leader.   Haakonish Planet Pref:    Marsh Family:         Reptile Playstyle:      Defensive Growth Rate:    16% Troop Strength: 124 Abilities:      Military ships +15% size (!!!)                 Can use Mercantile Guild government                 Access to advanced fuel cells                 Ship maint. cost -20%                 Espionage ability +10%                 Occaisonally your colonies will get a random event which slowly kills any non-Haakonish population for a peroid of 1 year                 Occaisonally your colonies will refuse to assimilate alien populations for a period of 1 year                 Starts the game with 1 extra spy Victory Conditions:                 Carry out the most successful intelligence missions in the galaxy                 Earn the most highest amount of trade bonus in the galaxy                 Control at least 1 'super luxury' resource                 Successfully intercept to most enemy intelligence missions in the galaxy Bonus Colony Resources:                 Ilosian Jade +5 happiness                 Polymer +5% development                 Falajian Spice +5% trade income   Opinion:        Decent all rounders. Your opinon of them will depend on how you try to play them.                 Playing them as the Federation, you will LOATHE them and those 2 events so damn much.                 Playing them as the Empire of Man, you will adore them.   Human Planet Pref:    Continental Family:         Mammal Playstyle:      Balanced Growth Rate:    18% Troop Strength: 121 Abilities:      Can use Corporate Nationalism government (don't, it's bugged and doesn't work right)                 Occaisonally a leader will gain a new skill "out of the blue"                 Research Rate +15%                 Espionage ability +15%                 Starts the game with 1 extra spy Victory Conditions:                 Control 33% of all continental colonies in the galaxy                 Maintain mutual defence pacts with at least 15% of all empires in the galaxy                 Destroy more enemy ships and bases than you lose                 Earn the most trade income in the galaxy                 Earn the most tourist income in the galaxy Bonus Colony Resources:                 Yarras Marble +5 happiness                 Emeros Crystal +5 troop strength                 Gold +5% development   Opinion:        Okay at everything, excells at nothing.                 At least they have decent troops. And the extra spy helps a bit too.   Ikkuro Planet Pref:    Continental Family:         Ursa Playstyle:      Balanced Growth Rate:    16% Troop Strength: 132 Abilities:      Access to repair bots much earlier than anyone else (!!!)                 Colonies can randomly improve themselves by adding +1% to the quality of the planet (this is the only thing in the game which can change planet quality) (!!!)                 Ship maint. cost -10%                 Troop maint. cost -30%                  Colony income +10% (!!!)                 All colony tech is 10% cheaper Victory Conditions:                 Lose the fewest ships and bases in the galaxy                 Control 33% of all continental colonies in the galaxy                 Own the most spaceports in the galaxy                 Make free trade agreements, mutual defence pacts, or control as a protectorate at least 30% of all empires in the galaxy Bonus Colony Resources:                 Megallos Nut +10% pop growth (!!!)                 Lead +5% development                 Osalia +5 troop strength   Opinion:        One of the best, if not THE best beginner race in the game.                 Lots of advantages and no disadvantages.                 Ketarov Planet Pref:    Marsh Family:         Ursa Playstyle:      Subversive/Espionage Growth Rate:    16% Troop Strength: 72 Abilities:      Can use Corporate Nationalism government (don't, it's bugged and doesn't work right)                 Any leader can be randomly "killed" for disloyalty and replaced with a spy (better than it seems - spies are v. good)                 Espionage ability +50%                 Starts the game with 3 extra spies Victory Conditions:                 Carry out the highest number of successful intelligence missions in the galaxy                 Start the fewest wars in the galaxy                 Have the largest military (not including allies) in the galaxy                 Successfully intercept the most enemy intelligence missions in the galaxy Bonus Colony Resources:                 Ekarus meat +5 happiness                 Carbon Fibre -5% base maint cost at colony                 Vodkol +5 happiness   Opinion:        Weak but fun. Espionage is maybe a little too good in DW, and these guys get so many spies they can afford to be quite aggressive with them. Something no other race can really do without leaving themselves vulnerable.   Kiadian Planet Pref:    Continental Family:         Mammal Playstyle:      Passive Growth Rate:    18% Troop Strength: 128 Abilities:      Access to advanced ECM systems                 Ship maint. cost -10%                 Research speed +20%                 Randomly resets war weariness for the whole empire                 Can randomly start crash programs for research (!!!) Victory Conditions:                 Have the longest lasting mutual defence pact in the galaxy                 Break the fewest treaties in the galaxy                 Perform the most research in the galaxy                 Have the longest lasting free trade agreement in the galaxy Bonus Colony Resources:                 Natarran Incense +5% energy research for every colony with access to it (!!!)                 Polymer +5 development                 Rephidium Ale +5 happiness   Opinion:        Good all rounders. A decent beginner race.   Mortalen Planet Pref:    Desert Family:         Reptile Playstyle:      Aggressive Growth Rate:    16% Troop Strength: 138 Abilities:      Access to advanced turning jets                 Ship maint. cost -10%                 Troop maint. cost -25%                 War weariness rate -35%                 Leaders and colony governers are occaisonally forced to "retire" and are replaced with a different character Victory Conditions:                 Have the most experienced admiral in the galaxy                 Have the most experienced troop general in the galaxy                 Destroy the most enemy troops in the galaxy                 Conquer the most enemy colonies in the galaxy                 Subjugate the most empires in the galaxy Bonus Colony Resources:                 Dantha Fur +5 happiness                 Wiconium -5% war weariness                 Silicon +5% development   Opinion:        Not really all that notable beside thier great troops. Turning jets aren't all that important.   Naxxilian Planet Pref:    Ice Family:         Reptile Playstyle:      Balanced Growth Rate:    23% Troop Strength: 129 Abilities:      Periodically gets a sporting event which boosts development and resets war weariness                 Tourism income +10%                 Starts the game with a rather good spy                 Troop maint. cost -40%                 Volcanic colony tech costs 50% more Victory Conditions:                 Control 33% of all ice colonies in the galaxy                 Control 33% of all continental colonies in the galaxy                 Own the most resort bases in the galaxy                 Have free trade agreements, mutual defence pacts, or control as a protectorate at least 25% of all empires Bonus Colony Resources:                 Vodkol +5 happiness                 Jakanta Ivory +10 troop strength                 Tyderios +5% development   Opinion:        A good and fairly easy race to play. No notable downsides, and starting on ice worlds is pretty damn useful.                 T-Rexes in spess. Derpy as fuck. I love these guys.                 Quameno Planet Pref:    Ocean Family:         Amphibian Playstyle:      Passive Growth Rate:    14% Troop Strength: 95 Abilities:      Can use Technocray government                 Access to Novacore powerplants (better efficiency and output)                 Research speed +40% (!!!)                 Randomly "discovers" a special location                 Randomly resets one empires diplomacy to the maximum first contact penalty Victory Conditions:                 Start the fewest wars in the galaxy                 Have the fewest treaties in the galaxy                 Have the most completed research branches in the galaxy                 Perform the most research in the galaxy Bonus Colony Resources:                 Aquasian Incense +5 happiness                 Polymer +5% development   Opinion:        THE science race, which makes for a fairly good beginner experience.                 Diplomacy can sometimes be a bit tricky, but when you're decades ahead of everyone else you don't really need it.   Securan Planet Pref:    Desert Family:         Mammal Playstyle:      Balanced Growth Rate:    27% Troop Strength: 76 Abilities:      Tourism income +10%                 Every 3 years gets a boost to pop. growth which lasts 1 year and changes the growth rate to 52%                 Can use the Utopian Paradise government                 Colony happiness +50%                 Randomly boosts diplomacy with one empire for 1 year                 Randomly contacts any uncontacted empire or reveals the territory map for a known empire Victory Conditions:                 Own the most resort bases in the galaxy                 Make free trade agreements, mutual defence pacts, or control as a protectorate at least 50% of all empires                 Earn the most tourist income in the galaxy                 Have the happiest population in the galaxy Bonus Colony Resources:                 Wiconium +5 happiness                 Natarran Incense +5% pop growth (!!!)                 Osalia +5% development   Opinion:        Not a bad bunch. Fairly easy to make money with the happiness and tourism boosts, but otherwise nothing really stands out to recommend them.                 Shandar Planet Pref:    Volcanic Family:         Reptile Playstyle:      Passive Growth Rate:    21% Troop Strength: 81 Abilities:      Can use Utopian Paradise government                 Can avoid disasters on volcanic colonies                 Spaceport armour strength +20%                 Colony happiness +40%                 Has a chance to avoid disasters on any colony                 Ocean and ice colony techs cost 50% more Victory Conditions:                 Have the happiest population in the galaxy                 Own the Lava Palace wonder                 Mine the most luxury resources in the galaxy                 Control 33% of all volcanic colonies in the galaxy Bonus Colony Resources:                 Otandium Opal +5 happiness                 Osalia +5% development                 Aculon -5% maint cost for bases at colony   Opinion:        Same again. Nothing really notable apart from the happiness and starting on a volcanic world.                 Sluken Planet Pref:    Marsh Family:         Insect Playstyle:      Aggressive Growth Rate:    21% Troop Strength: 130 Abilities:      Can use Hive Mind government                 Access to Starburner engines (sublight, speed focus)                 Troop maint. cost -20%                 War weariness rate -40%                 Occaisonally your colonies will get a random event which slowly kills any non-Sluken population for a peroid of 1 year                 Colonies with policy set to exterminate get a +10% pop growth Victory Conditions:                 Control 33% of all continental colonies in the galaxy                 Control 33% of all marshy colonies in the galaxy                 Own the most troops in the galaxy                 Control the 3 largest marshy colonies in the galaxy Bonus Colony Resources:                 Chromium +5% development                 Falajian Spice +5 happiness                 Questurian Skin +5 troop strength   Opinion:        A decent race for killing everyone else. Those engines allow you to make some pretty slick ships.                 And those engines are red. You know what they say about red ones? Well it's true.                 Teekan Planet Pref:    Desert Family:         Rodent Playstyle:      Expansionist Growth Rate:    19% Troop Strength: 65 Abilites:       Migration rate +20%                 Inter empire trade income +20%                 Construction speed +40%                 Military ships -20% size                 Civilian ships +20% size                 Can use Mercantile Guild government                 Colony income +20%                 Mining speed +30% Victory Conditions:                 Have the highest private sector revenue in the galaxy                 Earn the most trade income in the galaxy                 Start the fewest wars in the galaxy                 Kill the most sand slugs in the galaxy Bonus Colony Resources:                 Silicon +5% development                 Dantha Fur +5% trade income   Opinion:        A fun race to play, but not recommended for the beginner.                 The military ship size penalty in particular makes things a bit awkward. Also, worst troops in the game.                 Ugnari Planet Pref:    Ice Family:         Rodent Playstyle:      Passive Growth Rate:    14% Troop Strength: 72 Abilities:      Can use Mercantile Guild government                 Can avoid disasters on ice colonies                 Inter empire trade income +25%                 Can randomly start crash programs for research (!!!)                 Construction speed +20%                 Civilian ships +20% size                 Access to advanced targeting computers                 Colony happiness +10%                 Mining speed +20% Victory Conditions:                 Have the most completed high tech research branches in the galaxy                 Earn the most trade income in the galaxy                 Own the most mining stations in the galaxy                 Control 33% of all ice colonies in the galaxy Bonus Colony Resources:                 Terallion Down +5 happiness                 Aculon +5% development                 Tyderios +5% to high tech research for every colony with access (!!!)   Opinion:        One of the easiest races to play, and a good choice for a beginner. Ice starts are good.                 Poor troops are their only weakness.   Wekkarus Planet Pref:    Ocean Family:         Amphibian Playstyle:      Passive Growth Rate:    16% Troop Strength: 84 Abilities:      Access to Wave Guns                 Can avoid disasters on ocean colonies                 Colony income +25% (!!!)                 Mining speed +15%                 Desert and volcanic colony tech costs 50% more                 Ocean colonies have +20% construction speed Victory Conditions:                 Control your homeworld                 Spend the least time at war in the galaxy                 Own the Underwater Palace wonder                 Earn the most trade income in the galaxy                 Mine the most strategic resources in the galaxy Bonus Colony Resources:                 Questurian Skin +5 happiness                 Dilithium Crystal +5% development                 Lead +5% development   Opinion:        Would be pretty average and boring if it were not for those guns.                 Wave guns are worth at least one play through with these guys.   Zenox Planet Pref:    Continental Family:         Rodent (b-b-but they're cats!) Playstyle:      Balanced Growth Rate:    17% Troop Strength: 104 Abilities:      Starts the game with knowledge of 2 special locations                 Gets a research boost for exploring ruins (!!!)                 Random event lasts for 1 year - avert natural disasters at colonies, more accurate targeting in ship battles, better counter-intelligence, development bonus at all colonies                 Can use Technocracy government                 Access to advanced shields                 Colony happiness +10%                 Ship maint. costs -10% Victory Conditions:                 Control the most ruins (by colonising) in the galaxy                 Explore 100% of the galaxy                 Own the Galactic Archive wonder                 Lose the fewest ships and bases in the galaxy                 Lose the fewest troops in the galaxy Bonus Colony Resources:                 Bifuruan Silk +5 happiness                 Carbon Fibre +5% development                 Osalia +5 troop strength   Opinion:        Another excellent beginner race. The research boost for exploring is very handy.     Why Corporate Nationalism is shite, and why you should avoid it.   All your colonies are locked to 100% tax, which while it does not have a negative impact on happiness as it would under any other gov, it does still slow down growth. A large amount of private ships (frieghters/liners) will be scrapped because the civvies can't afford to run them anymore as they no longer have a treasury to pay the maintenance. They will also be VERY reluctant to build any replacements if any are lost, again for lack of money. This means throughput of goods in your empire will drop, and happiness will drop as a result meaning you make less money, and growth will slow to almost nothing. As there are less freighters, they will concentrate on strategic over luxuries making the situation nosedive even faster. This continues feeding back on itself gradually getting worse and worse until the entire economy tanks and corruption goes through the roof. Even if you switch to another gov. at this point it will take decades to unfuck itself.   The only benefit I can think of is if you know you're going to war and don't want your ports to use materials building frieghters. And the short-term boost of having access to a pile of money.   A shining jewel from the thread: -------------------------------------------------------------- Anonymous 08/27/17(Sun)20:00:25 No.187417158 ▶       >>187416983 (You)     No, it's not a bug. That's just Ancap fagots' wet dream.   --------------------------------------------------------------     Back to Guide Index:    https://pastebin.com/hubsc3ZS