Distant Worlds 2

Distant Worlds 2

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Conquest: Terran Frontier Wars - Return to Terra (Update Sept 2025)
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38.659 MB
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!!!
https://gtm.steamproxy.vip/workshop/filedetails/discussion/3536887117/598534026474784519/
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 (6)
5
1
30 Oct @ 1:34pm
Return to Terra: A complete experience
Nightskies
9
16 Sep @ 4:27am
General Feedback here!
Chris Gbau
3
16 Aug @ 1:55pm
New add-ins after August 2025 Patch
Chris Gbau
118 Comments
Chris Gbau  [author] 28 Oct @ 4:35am 
@NaitNait: Terran Republic is already somewhat OP...however once Shadows is out and I got to fiddle around with the Shakturi to up their difficulty I may revisit the Gov part to replace the Way of the Ancients with another one you can find on Terra :steamhappy:
NaitNait 27 Oct @ 5:15pm 
I wish there was a government upgrade in this mod, a counterpart and alternative to the Way of the Ancients.
Chris Gbau  [author] 26 Oct @ 6:17am 
@Dex Thanx for your kind words. I have honestly no idea why the Galactopedia does what it does. I have never touched it so I´m at a complete loss to why this happens. I noticed the same but since all this can be read on the race selection screen on game start including all the race tech and bonuses they have I choose to ignore it as it has no influence on the game anyway and honestly I never looked at the race tab on the Galactopedia while playing :steamhappy:
Dex 26 Oct @ 3:22am 
Hi Chris,

Thank you for your great mod.

The Galactopedia only shows the Races information for the four alien races allowed as independents. Is this intended?
Chris Gbau  [author] 25 Oct @ 1:14pm 
@Krada: It literally says so in the Manual !
Krada 25 Oct @ 12:48pm 
@Chris Gbau is it intended that I cannot add multiple mining engines to mining stations?
Chris Gbau  [author] 21 Oct @ 6:13am 
@Nightskies certain is that only with the PreWarp start all events and all home ruins are created for all the races
Chris Gbau  [author] 20 Oct @ 2:54pm 
@Nightskies They already have decent buffs and the player is behind in first FTL drive (they get 80% finished at start and player get 35%). By any means giving them an agreeable home system should be enough. Next update exploring will take the player way longer and that will mitigate a lot of the early advantage a human player has. I never give the AI +tech level and by mid game I almost always find 2-4 bigger empires than mine :steamhappy: All this based on the on the game creation options from the manual. Right now AI buffs come from Race file so it not matter you give them +tech I think. Next update you cant do that anymore as there is new events that need game start from 0 level.
Nightskies 20 Oct @ 12:42pm 
In General Discussions, you said I shouldn't have raised the tech level of the AI empires, implying it denies them the boosts that are event-generated for them through this mod, right?
Massive 16 Oct @ 2:39pm 
After playing your fantastic mod for quite a while, I started experimenting with the XL mod and different submods that are hard to get working together without meeting some hard game-breaking bugs. When I finally got 5 gameplay mods working, I added everything else that I could for other content; music, sounds, symbols, flags and other visuals. The total ended up at 35 combined mods.
I then figured I could do the same with your Terran Conquest, and now the the work is done. The total is 32 mods, including really huge capital ships. I tested it just now and the tech tree seems to be as it should be.
Here is the link: https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3588204750