Distant Worlds 2

Distant Worlds 2

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Conquest: Terran Frontier Wars - Return to Terra (Update Sept 2025)
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28 Jul @ 2:00pm
1 Sep @ 9:06am
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Conquest: Terran Frontier Wars - Return to Terra (Update Sept 2025)

Description
TO BE PLAYED AS HUMAN ONLY
THIS CAMPAIGN NEEDS ALL DLC INSTALLED

Do not play without reading the manual and the pinned topic in discussions section!!!
FIXED RESEARCH PATH IS MANDATORY!!!

PDF Changelog > Distant Worlds 2/mods/ConquestFrontierWars/manual

This has become far bigger than I ever had in mind - and it took way more guts and will than I expected!

Conquest:Terran Frontier Wars - Return to Terra is a custom build Human campaign that adds a real proper Sol-System to the Galaxy, 120+ Research Projects split among all races, 30+ new events, 1 custom Government, 36+ new components, 10+ new ship types, 6+ Planetary Facilities, 6+ new Stations, 1 new creature type, 9 new Orb Types, a new resource and 13 troops and almost all race specific components have additional levels to them.

AI races a considerably stronger this time around and the player is provided with a fair amount of tools and role play elements to help create a sense of achievement and a memorable game experience.

The only Distant Worlds 2 mod as of today to actively change something important in the static Galaxy after its creation during regular game play.

Return to Terra is also the first & only Mod (as of time of release) to add proper story events to the game!
Events that lead to the Return to Terra with extended lore and some discoveries!.


CORE FEATURES INCLUDE
  • Return To Terra Event Arc With Extended Lore: Epic finale of coming back to ancient Terran home-world.
  • Proper Sol System: All Planets properly aligned
  • Exclusive Terran Gov. Type: Terran Republic
  • Improved Galaxy Creation: No more Yellow stars with no planets
  • Fleet Star-bases: 4 diff Fleet Star-bases that can be build on fuel sources with mining engine.
  • Flagship: Designate a Flagship
  • Corporate Navy: Private sector builds Escorts, Frigates & Destroyers
  • Better component names for better sorting in ship builder
  • More Terran Stations & Ships & Tech
  • Tough Merchant Navy: Terran freighters have no weapons but +1 defence slot
  • Terran Up-gradable Heavy Ship Classes: +armor,+range,+firepower but -speed,-manoeuvrability,-countermeasures
  • New Terran Tech to be be found at Sol System
  • More Shields, Reactors & Engines for all
  • Fully Completed Race Specific Tech Branches
  • No Tech Stealing
  • No Independents from main races
  • AI Better Planet Defences
  • More Powerful AI Races
  • Shakturi With Their Own Exclusive Weapons, Shields & Reactors
  • Better Garrisons: Races maintain more troops on their planets
  • Toned down FTL speed bringing back strategic aspect of earlier game versions
  • Limited repeatable techs following preservation of energy law and ever increase in cost with every iteration
  • Too Much To List All

ALL IN-GAME FACTIONS ARE ACCESSIBLE THRU THE GAME EDITOR - INCLUDING THE SHAKTURI - PLEASE USE ONLY FOR DEBUGGING OR BALANCE REASONS AND TO GIVE FEEDBACK ABOUT FACTION EVOLUTION DURING THE GAME - DO NOT TOUCH OR MANIPULATE OBJECTS WITH EVENTS ATTACHED IN THE EDITOR AS THEY MAY NOT FIRE ANYMORE !

THERE IS NO WAY I COULD POST ALL THE NEW MECHANICS AND FEATURE HERE SO PLEASE DOWNLOAD THE MANUAL AND READ THRU IT

READ THE SEPT 2025 UPDATED MANUAL BEFORE PLAYING - SERIOUS !
Download proper 31 page PDF manual here:



AFTER ACTIVATING THE MOD IN THE IN-GAME MOD-LOADER YOU NEED TO EXIT AND RELAUNCH THE GAME



Popular Discussions View All (5)
6
7 Sep @ 12:03am
General Feedback here!
Chris Gbau
3
16 Aug @ 1:55pm
New add-ins after August 2025 Patch
Chris Gbau
1
15 Aug @ 3:26pm
PINNED: Event Arc Return to Terra - How to proceed ! Also Feedback here!
Chris Gbau
52 Comments
Teranos 8 Sep @ 6:58am 
@Chris Gbau Got it! I will definetly try, thanks!
Chris Gbau  [author] 8 Sep @ 12:20am 
@ButterLettuce you are literally not supposed to get other races tech by other means, the idea is that they preserve their unique strengths and variety to make encounters a wee bit less generic and avoid building doom ships...Terran heavys (especially Super Heavy Frigates and Super Heavy Cruisers) are already somewhat OP albeit slow..you can of course enable tech trading when you start the game. Great to hear you have a good time with the mod, this is what games are supposed to be...a good time :steamthumbsup:
ButterLettuce 7 Sep @ 10:12pm 
With tech trading disabled is the only way to get other races unique techs via boarding pods?

Been having a good time with this mod, hundreds of hours in this and DWU combined and I dont think I have every played anything besides human.
Chris Gbau  [author] 5 Sep @ 3:44pm 
@Teranos yes, all vanilla values. Changing sizes of ships and projectile effects should not have any other effect on the mod than it has on the vanilla game. So, fire away and let me know how it goes. :steamthumbsup:
Teranos 5 Sep @ 10:24am 
Your mod looks very promising to try. There is one thing - I can't stand vanilla enormous ship scales compared to the planets and always change them by myself. Do I understand correctly that in your mod the scales of ships and projectile effects have retained their vanilla values? So I will have to try to edit them myself(ShipHulls and ComponentDefinitions)? Will this affect the stability?
SgtScum 5 Sep @ 9:26am 
Good to hear! Take your time and recharge I know how exhausting xml modding can be as a vet of the old homeworld games modding scene. Luckily we had some very talented people helping out and they wrote a ton of tools to make it accessible to anyone with an idea. We are not anywhere near that point yet in this game so notepad+ it is. ;^p
Chris Gbau  [author] 5 Sep @ 6:28am 
@SgtScum Totally feasible! Since a while back I was thinking on making a generic version to be playable with all races with all the generic and race specific tech expansions present in the mod and some additional ones.
However I'm way too exhausted right now from building this mod to embark on a new project just yet and on top some real life constraints that limit my time I be able to spend on it...but its still on the table - just not right now - :steamthumbsup:
SgtScum 4 Sep @ 11:14pm 
Digging the expanded tech tree with more end choices for stuff like shields and hyperdrives if you want to go for max end game speed or fuel efficiency etc. Could you export that research tree minus the mod specific stuff like the recon cruisers etc as a stand alone mod for vanilla dw2? That would be really popular I would imagine especially if you could expand the extra stuff like heavy frigates and xl stations for all ai though I imagine thats a lot more work. Just the stuff that the ai could easily use like the expanded warp drives etc would be very nice on its own.
Chris Gbau  [author] 2 Sep @ 6:48am 
@Massive - thank you for your kind words! Took about 300-400h all in all- including the learning curve of the engine and countless CTDs - lol. Now that I know what I know its still time consuming but fun to try new things. Lets hope the Devs bring some more fixes and new mechanics to play around with for the next Expansion and Race DLCs.
Massive 2 Sep @ 5:53am 
This is awesome! Exacty what I didn't know that I needed! Great work! Some of the changes from last update failed to show in vanilla while I was looking for the perfect campaign, but I noticed them when I first tested your mod. Somehow a sound glitch that made me restart the game about once an hour is also actually non-existent now.
Now THIS was the perfect campaign with tons of new stuff! Thank you very much for your work!
I cannot imagine how many hours you must have used...