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Other Projects => Other Games => Topic started by: Knave on June 06, 2020, 03:45:43 pm

Title: SHADOW EMPIRE: Procedural Sci-fi 4x wargame - Kaiju Warning
Post by: Knave on June 06, 2020, 03:45:43 pm
Did a scan and didn't see a thread, so thought I would do a quick post! Feels like it would check a lot of DF player boxes.

(https://www.matrixgames.com/images/products/457/product_landscape_image.jpg)

Quote
"Shadow Empire is an immersive 4x game, putting players as leaders of small cities on random-generated planets, besieged by threats of all kind and forced to gather every imaginable natural resource in order to survive. Face the post-apocalypse, rebuild civilization and write your own destiny!"

(https://www.matrixgames.com/images/screens/457/screen_5ed79b05c1dd3.jpg)

Definitely has that mid-nineties feel. You start by generating your planet type including size, star type, rainfall, planetary age, atmosphere and then how badly it was blown up during the giant Galactic Republic civil war. One game you might be fighting over a barren, but mineral rich moon, and the next a poisonous jungle-world with 10 meter tall land squids.
You then have to work your city state up from Mad Max tech-level and rediscover all the old tech through conquest and Ruin-excavation. Next thing you know you have plasma guns, mechs and the occasional nuke.

Leans heavy on the wargame, so logistics and supply are king to keeping your army and people running smoothly. You also have to deal with your cabinet leaders who have a range of skills and stats from wizard to incompetent. The happier they are the more bonuses you will get, but if they're very unhappy they might try to rebel.

Steam: https://store.steampowered.com/app/1154840/Shadow_Empire/ (https://store.steampowered.com/app/1154840/Shadow_Empire/)
Matrix:https://www.matrixgames.com/game/shadow-empire
 (https://www.matrixgames.com/game/shadow-empire)

EDIT: And here's a {NEW!} link to SET-UP series by Dastactic w/ new aircraft. Very good for learning the game and a lot of the under-the-hood mechanics:
(HERE) (https://www.youtube.com/watch?v=idJWDKed9Zk[/url)
Title: Re: SHADOW EMPIRE: Sci-fi 4x wargame on a procedurally generated world
Post by: Trolldefender99 on June 06, 2020, 04:48:07 pm
I was thinking of making this, since the game looks amazing. Gives a Dune feel to it for me. But I didn't feel I'd do the game justice in the opening post so was hoping someone would make this thread for the game. Thanks :)

The cool part is you can even start on a Dune style desert planet. Though from reading, it doesn't seem water is needed except for farms. But the developer I believe plans to add water supply in the future in a free update. He also plans to add modding support down the line (though he isn't 100% on this). And naval/air stuff, but that is only depending how good the game sells. If the game sells poorly, don't think will be much developer support so I hope it does well. And if modding ever happens, there needs to be a Dune mod :P
Title: Re: SHADOW EMPIRE: Sci-fi 4x wargame on a procedurally generated world
Post by: forsaken1111 on June 06, 2020, 05:54:07 pm
Thanks for making this, I wasn't even aware of the game. Picking it up now. Will post my thoughts
Title: Re: SHADOW EMPIRE: Sci-fi 4x wargame on a procedurally generated world
Post by: Dostoevsky on June 06, 2020, 08:45:20 pm
Thanks from me as well for sharing. A more 4X-like grognard wargame is something I've always been hoping for. Time-limited panzer generals and the like really get my goat for some reason (I know turn limits are realistic, just not my cup of tea for gaming).

Do you know what the victory conditions or diplomatic options are, by chance? Conquest-only would make sense, I suppose, but having more options would be lovely.
Title: Re: SHADOW EMPIRE: Sci-fi 4x wargame on a procedurally generated world
Post by: ChairmanPoo on June 07, 2020, 02:31:47 am
At a glance reminds me of Emperor of the Fading suns... which if well implemented is a GOOD thing.
Title: Re: SHADOW EMPIRE: Sci-fi 4x wargame on a procedurally generated world
Post by: Majestic7 on June 07, 2020, 05:36:15 am
Did someone say Emperor of the Fading Suns? That is the best way to summon me and my interest. Though I must admit the ground war was the least interesting aspect in the game, I just appreciated the exploration and the general feel of the world.
Title: Re: SHADOW EMPIRE: Sci-fi 4x wargame on a procedurally generated world
Post by: Yoink on June 07, 2020, 07:55:22 am
I usually suck at this kind of game, but for some reason this one really excites me. I like the sound of the setting a lot more than the usual historical (where I feel like I ought to be doing whatever really happened back then) or galaxy-spanning kinds (I just don't find watching/running an empire on that scale engaging).   

Sixty bucks seems a bit friggin' steep, but then I have some disposable income at the moment that isn't currently ear-marked for anything else.   
Also, I really dig the fact that they give you the option to buy a physical copy, complete with a printed manual. *swoon*   
Title: Re: SHADOW EMPIRE: Sci-fi 4x wargame on a procedurally generated world
Post by: Majestic7 on June 07, 2020, 08:35:29 am
Matrix prices their games too high, though. I can't help but think they'd make more money if the games cost 30 bucks, so more people would buy them. Maybe they count on being niche enough that people will buy them no matter the cost. *shrug* It is a shame though - I'm pretty sure Distant Worlds, for example, had been a lot more popular at cheaper price and despite being an excellent game, it was left with a small audience.
Title: Re: SHADOW EMPIRE: Sci-fi 4x wargame on a procedurally generated world
Post by: dehimos on June 07, 2020, 08:43:43 am
Matrix prices their games too high, though. I can't help but think they'd make more money if the games cost 30 bucks, so more people would buy them. Maybe they count on being niche enough that people will buy them no matter the cost. *shrug* It is a shame though - I'm pretty sure Distant Worlds, for example, had been a lot more popular at cheaper price and despite being an excellent game, it was left with a small audience.

Until tomorrow, you can pay 30.39€ with this:


https://www.matrixgames.com/game/shadow-empire
 (https://www.matrixgames.com/game/shadow-empire)
currently 20% (UNTIL THE 8TH) with Wargamer20
Title: Re: SHADOW EMPIRE: Sci-fi 4x wargame on a procedurally generated world
Post by: EuchreJack on June 07, 2020, 09:55:10 am
Looks interesting, but that price...
Eh, looks like it'll do a good job squashing free time, but I wouldn't blame anyone for waiting 1-2 years for its price to hopefully drop to the $20-30 range.
Title: Re: SHADOW EMPIRE: Sci-fi 4x wargame on a procedurally generated world
Post by: Shooer on June 07, 2020, 10:32:06 am
It should be up on Steam later this year.

I would rather get it from Steam than deal with updating it through Matrix games.

Very interested to play though.  Been a fan of the devs previous games.  Just wish they had been more popular so the modding scene could have been bigger.
Title: Re: SHADOW EMPIRE: Sci-fi 4x wargame on a procedurally generated world
Post by: Knave on June 07, 2020, 10:50:46 am

Do you know what the victory conditions or diplomatic options are, by chance? Conquest-only would make sense, I suppose, but having more options would be lovely.

I believe the victory conditions are conquest only at the moment. Controlling a certain % of hexes and population while ensuring none of the other major territories are close.

Looks interesting, but that price...
Eh, looks like it'll do a good job squashing free time, but I wouldn't blame anyone for waiting 1-2 years for its price to hopefully drop to the $20-30 range.

Yeah the matrix prices are always a bit steep, but the 20% off discount with promise of steam key made me pull the trigger as the setting really spoke to me. Once it hits steam Matrix have been pretty good about having sales recently.

Been having fun trying to hold my territory between bands of roving freemen, and giant squids. And a theocratic regime has rolled up on my border and doesn't seem to happy either. Think I'm going to have to recruit another brigade soon!
Title: Re: SHADOW EMPIRE: Sci-fi 4x wargame on a procedurally generated world
Post by: EuchreJack on June 07, 2020, 11:08:34 am
It should be up on Steam later this year.

I would rather get it from Steam than deal with updating it through Matrix games.

Very interested to play though.  Been a fan of the devs previous games.  Just wish they had been more popular so the modding scene could have been bigger.

As Knave mentioned, they'll probably provide Steam Keys, so it should eventually be updating via Steam.

Also, the manual is 181 pages.  While Matrix does price their games high, they are good games.
Title: Re: SHADOW EMPIRE: Sci-fi 4x wargame on a procedurally generated world
Post by: dehimos on June 07, 2020, 11:46:02 am
181 pages? Perhaps is a old version, actual manual is 349 pages, with lore: https://www.matrixgames.com/amazon/PDF/SE/Shadow_Empire_manual_EBOOK.pdf
Title: Re: SHADOW EMPIRE: Sci-fi 4x wargame on a procedurally generated world
Post by: Dostoevsky on June 07, 2020, 12:55:37 pm
Well, I ended up biting the bullet and picking it up.

The manual packaged with the game is the 181-page one, complete with self-mentions of 'fix this table for the final release' and things like that. Heh. So thanks for sharing the proper one.

I ended up playing it until about 4 AM last night, so here are a few initial observations:

Spoiler (click to show/hide)
Title: Re: SHADOW EMPIRE: Sci-fi 4x wargame on a procedurally generated world
Post by: LoSboccacc on June 07, 2020, 02:36:38 pm
very interesting. I always loved the depth of wargames and always hated how they presented you a strategic setup you had no hands in making and just forces you to deal with it.

is there a whole genre of these or is this more of a unique thing?
Title: Re: SHADOW EMPIRE: Sci-fi 4x wargame on a procedurally generated world
Post by: Trolldefender99 on June 07, 2020, 02:47:16 pm
Here are two Youtube channels that I watched before buying the game.

This one is more like a let's play than a tutorial, but he does show how some things are in the grand scheme of gameplay

https://www.youtube.com/watch?v=yrtwDgj_Px8&list=PL8cNlze3fGQgYVDLiqxvpMnlWo3-lEkR7

and two playlists from Dastactic

A let's play as well, though some of it goes in-depth

https://www.youtube.com/watch?v=3aN3NcybwiY&list=PLGB6RkFB7ZmMFY1EnIhYPDW3nv0oBvgzg

and dastactic again, with actual indepth tutorial videos without the let's play stuff

https://www.youtube.com/watch?v=BivVweJ5-iA&list=PLGB6RkFB7ZmPoXDAaR8FbM3xujwMsDgEv

Title: Re: SHADOW EMPIRE: Sci-fi 4x wargame on a procedurally generated world
Post by: Vivalas on June 07, 2020, 03:43:13 pm
Liking it so far, my only real qualm so far has been, well, that I did the "crackdown on crime" strategem and lost an entire regiment.

3600 troops to kill 19 syndicate cells? What the hell kinda criminals are these guys? At least the syndicate is dead, but, holy crap that was 3600 recruits gone in a blink.  :-[
Title: Re: SHADOW EMPIRE: Sci-fi 4x wargame on a procedurally generated world
Post by: EuchreJack on June 07, 2020, 04:15:40 pm
For those who recall the game "People's Tactics", this game is like it's Sci-Fi older brother.  Its the same guy. (https://www.vrdesigns.net/)
It's an awesome strategic command system, but don't expect the AI to just roll over.  Frankly, the AI is better able to handle the complexity than you are, at least initially.

...now if I can just get a ruler with a monocle, all will be right with the world.
Title: Re: SHADOW EMPIRE: Sci-fi 4x wargame on a procedurally generated world
Post by: Karlito on June 07, 2020, 04:33:06 pm
Haven't gotten far enough to see if diplomacy among major powers is fleshed out, but allied victory is an option. Diplomacy with minor powers is relatively sparse, unfortunately. Thankfully, that's offset by internal dynamics.

Pretty sparse, or at least, it requires you to be lucky enough to have a major willing to engage in diplomacy. For a lot of the cards like trade agreement or non-aggression pact I had 900+ difficulties. And once you get into a war with a Major, it seems pretty impossible to make peace, since you need 35+ relations to play Propose Peace, but you're at war- which lowers relations to zero...

Though I've had a lot of fun granting minors my protection which instantly annexes them once they're invaded. The AI seems not that great at actually following up their war declarations with troops on the ground as well.

I've been having a blast with the game in general.
Title: Re: SHADOW EMPIRE: Sci-fi 4x wargame on a procedurally generated world
Post by: E. Albright on June 07, 2020, 09:11:58 pm
The long Dastactics Tips & Tricks series took about 5.5 videos to break me and get me to pick this up. I'm still installing, but it appears to scratch a lot of the sorts of itches I've had regarding the kind of micromanaging I want in an emperor game instead of the kind that micro-heavy games tend to go for.
Title: Re: SHADOW EMPIRE: Sci-fi 4x wargame on a procedurally generated world
Post by: acidia on June 07, 2020, 10:09:50 pm
This is the 2nd game that I've ever bought of release day, really looking forward to sinking some hours in.
Title: Re: SHADOW EMPIRE: Sci-fi 4x wargame on a procedurally generated world
Post by: Shooer on June 07, 2020, 10:24:12 pm
very interesting. I always loved the depth of wargames and always hated how they presented you a strategic setup you had no hands in making and just forces you to deal with it.

is there a whole genre of these or is this more of a unique thing?
Anything from the same dev has been really open for scenarios/setting.

People's tactics is free and the earliest of his tactics series I've played.  Has a large amount of fairly unique scenarios.  Cops Vs. Robbers, zombie out break, two fighting banana republics are some that I remember.

Advance Tactics is built to represent WW1 to near modern (roughly ie. you upgrade unit types with research so you start with Rifle I which is outclassed by Rifle VI and so on) but with random maps and the ability to use real world cultures to flavor nations and locations.  You can then set different cultures to "like" each other more or less by setting a production modifier if they are occupied by enemy/friendly cultured nations.

Edit: Also grabbed this earlier.  $30 after the discount and steam key in future, I'm in.

Edit Edit: The game miss-spelled Carp.
Spoiler (click to show/hide)
I've now spent probably an hour generating worlds.  Do I go Siwa with carbon-oxygen giant squid or go Medusa with it's fluoride/hydrogen-peroxide/other !!FUN!! biologies.
Title: Re: SHADOW EMPIRE: Sci-fi 4x wargame on a procedurally generated world
Post by: Trolldefender99 on June 07, 2020, 11:15:48 pm
very interesting. I always loved the depth of wargames and always hated how they presented you a strategic setup you had no hands in making and just forces you to deal with it.

is there a whole genre of these or is this more of a unique thing?
Anything from the same dev has been really open for scenarios/setting.

People's tactics is free and the earliest of his tactics series I've played.  Has a large amount of fairly unique scenarios.  Cops Vs. Robbers, zombie out break, two fighting banana republics are some that I remember.

Advance Tactics is built to represent WW1 to near modern (roughly ie. you upgrade unit types with research so you start with Rifle I which is outclassed by Rifle VI and so on) but with random maps and the ability to use real world cultures to flavor nations and locations.  You can then set different cultures to "like" each other more or less by setting a production modifier if they are occupied by enemy/friendly cultured nations.

Edit: Also grabbed this earlier.  $30 after the discount and steam key in future, I'm in.

Edit Edit: The game miss-spelled Carp.
Spoiler (click to show/hide)
I've now spent probably an hour generating worlds.  Do I go Siwa with carbon-oxygen giant squid or go Medusa with it's fluoride/hydrogen-peroxide/other !!FUN!! biologies.

Personally been doing the desert planet, cause...wellllll...Dune :P
Title: Re: SHADOW EMPIRE: Sci-fi 4x wargame on a procedurally generated world
Post by: Dostoevsky on June 08, 2020, 12:00:09 am
I think I went unclassified (i.e. fully random) planet, tinkering with the generation until I got something fairly Siwa-like but with more water. Only after starting up did I realize the low natural vegetation levels meant open-air farming was off-limits. And the predators are certainly something... the smaller ones aren't too much trouble, but there are packs of 7-meter megacrustaceans that need either lots of bodies or serious armored firepower to take down. On the positive side, a 212 million pre-apocalypse population means plenty of ruins to sift through (and artifacts to find).

Can take a bit of time to get used to the fact that despite having exploration like a 4x, using the logistics of a wargame means you can't just send an explorer across the world.
Title: Re: SHADOW EMPIRE: Sci-fi 4x wargame on a procedurally generated world
Post by: Journier on June 08, 2020, 01:26:42 am
At a glance reminds me of Emperor of the Fading suns... which if well implemented is a GOOD thing.

no space, just a planet, but also got that feel. Matrix doesnt give refunds even if game doesnt function on your system. so id wait for steam release though.
Title: Re: SHADOW EMPIRE: Sci-fi 4x wargame on a procedurally generated world
Post by: ivanovic on June 08, 2020, 06:44:05 am
I usually suck at this kind of game, but for some reason this one really excites me. I like the sound of the setting a lot more than the usual historical (where I feel like I ought to be doing whatever really happened back then) or galaxy-spanning kinds (I just don't find watching/running an empire on that scale engaging).   

That's exactly my case... I can't fully enjoy games like Civilization because the real world empire and city names randomly placed on the map break the immersion for me (that's why I prefer mods that provide a fantasy setting like Fall from Heaven 2 for Civ IV or Faerun for Civ 5). And I don't fully enjoy games like Stellaris because for some reason I can't fully savor the sense of power in a galaxy-spanning empire.
Title: Re: SHADOW EMPIRE: Sci-fi 4x wargame on a procedurally generated world
Post by: ChairmanPoo on June 08, 2020, 07:21:27 am
I usually suck at this kind of game, but for some reason this one really excites me. I like the sound of the setting a lot more than the usual historical (where I feel like I ought to be doing whatever really happened back then) or galaxy-spanning kinds (I just don't find watching/running an empire on that scale engaging).   

That's exactly my case... I can't fully enjoy games like Civilization because the real world empire and city names randomly placed on the map break the immersion for me (that's why I prefer mods that provide a fantasy setting like Fall from Heaven 2 for Civ IV or Faerun for Civ 5).
Same here. Glad to hear I'm not a freak about this.  :P


Quote
And I don't fully enjoy games like Stellaris because for some reason I can't fully savor the sense of power in a galaxy-spanning empire.

I do get a kick out of Stellaris. But TBH I liked CK2 better. Even more so if modded, and even more so in random maps.
Title: Re: SHADOW EMPIRE: Sci-fi 4x wargame on a procedurally generated world
Post by: Knave on June 08, 2020, 08:12:30 am
For anyone interested The dev has been releasing beta patches (save game compatible) here: https://www.matrixgames.com/forums/tm.asp?m=4824133 (https://www.matrixgames.com/forums/tm.asp?m=4824133)

fixing CTDs and updating balance already. Expect an official patch to probably land within a week through the actual installer.

Changelogs
Spoiler (click to show/hide)


EDIT: Getting reports that the 20% off wargamer coupon is no longer valid "Order creation failure due to problematic input.. Coupon has exceeded maximum use limit ."
Maybe it was getting more use than they thought it would!
Title: Re: SHADOW EMPIRE: Sci-fi 4x wargame on a procedurally generated world
Post by: EuchreJack on June 08, 2020, 09:54:16 am
Pretty sure the planet generator is actively hostile.  I managed to generate a planet with alien life that was actually edible ("reduced nutritional value", which is pretty good considering), and then in the Descent stage a Solar Flare just irradiates the whole planet.
Title: Re: SHADOW EMPIRE: Sci-fi 4x wargame on a procedurally generated world
Post by: LoSboccacc on June 08, 2020, 10:35:53 am
as a welcome
Title: Re: SHADOW EMPIRE: Sci-fi 4x wargame on a procedurally generated world
Post by: EuchreJack on June 08, 2020, 11:21:32 am
As clarification about the included manual, the game actually comes with two (three technically) manuals.  One in the main install folder, and an E-Book and printable manual in the Manual folder.  The E-Book is 349 pages.
Title: Re: SHADOW EMPIRE: Sci-fi 4x wargame on a procedurally generated world
Post by: Shooer on June 08, 2020, 11:30:13 am
Had a pretty nice nearly perfect habitable world.  Only problem was that of the 800,000 people still alive 23% were scavengers and 77% were raiders.  No farmers.  Got over run early on by being flanked by thousands of dino calvary.  Also got set in the heart of the tropic zone, average winter lows of 45c, so no open farming.

Also a religious cult nuked all of their neighbors close to the start so 1/3 of the world was irradiated.

I love this game.

Saw Dastactic genned a world were you couldn't grow normal crops, but you could grow local moss/slime in the clay fields for food.
Title: Re: SHADOW EMPIRE: Sci-fi 4x wargame on a procedurally generated world
Post by: Urist McScoopbeard on June 08, 2020, 11:45:54 am
Just picked this up! Can't wait for Mr Bones Wild Ride
Title: Re: SHADOW EMPIRE: Sci-fi 4x wargame on a procedurally generated world
Post by: Iceblaster on June 08, 2020, 01:03:06 pm
This game sounds really cool, sadly it's not on steam yet, so I'm gonna have to wait a bit to get it.
Title: Re: SHADOW EMPIRE: Sci-fi 4x wargame on a procedurally generated world
Post by: forsaken1111 on June 08, 2020, 06:29:55 pm
This game sounds really cool, sadly it's not on steam yet, so I'm gonna have to wait a bit to get it.
You could just buy it and install it, and then run it via steam. I do that for a lot of my non-steam games.
Title: Re: SHADOW EMPIRE: Sci-fi 4x wargame on a procedurally generated world
Post by: Trolldefender99 on June 08, 2020, 06:49:34 pm
The lava planet cerberus can have algae, moss, grass and (primitive) lifeforms. Mine generated grass and moss, and had a primitive herbivore. The way I generated it was largest size, low 40 temp (did 43 degrees, lowest I've seen generation go is 40 which is better) and also (probably) needs to be 1+ billion year old planet. Older planets tend to have better life. Gravity was around 1 but forgot exactly the number. And then get...life on a magma world...no idea how, but it looks cool
Title: Re: SHADOW EMPIRE: Sci-fi 4x wargame on a procedurally generated world
Post by: EuchreJack on June 08, 2020, 08:28:23 pm
I feel kinda guilty whenever I eat food in front of my computer with this game up.  I mean, the worst food that you've ever eaten would be considered a luxury good reserved for the rich on most of the generated worlds...
Title: Re: SHADOW EMPIRE: Sci-fi 4x wargame on a procedurally generated world
Post by: Shooer on June 08, 2020, 09:30:14 pm
Nothing like slavers who get so mad that you don't want to buy their slaves that they decide to attack you.

Their army definitely outnumber me.  Worse it was made of as many bikes as troops, and way too many irregular buggies and tanks.  Also they were attacking out of a desert.  So Mad Max slavers.

The thing that won the war against them was the large mountain ranges that litter the map.  Specifically the range known as The Death Alps.  Just held them in the pass and flattened them with artillery.

Now to pay the cost of getting more/better roads across these mountains.
Title: Re: SHADOW EMPIRE: Sci-fi 4x wargame on a procedurally generated world
Post by: Urist McScoopbeard on June 08, 2020, 10:00:29 pm
Anyone have any starting out tips?

Making money seems the hardest part, although I'm not sure how important that actually is. Also how important is radiation and how do I approach/deal with it other than with the anti-rad buildings?
Title: Re: SHADOW EMPIRE: Sci-fi 4x wargame on a procedurally generated world
Post by: Dostoevsky on June 08, 2020, 10:36:26 pm
The flow of money seems a bit tricky to get a handle on (which, based on what I've seen in my time doing government-related work is quite accurate). There isn't anything quite so clear or simple as 'digging a gold mine' like in civ, though selling resources to the traders can help a lot at times. I try to prioritize getting a metal mining operation early on as, in addition to the values of having metal, a good mining operation yields far more metal than one can quickly process. Selling early surplus to traders can help plug gaps.

Long-term, though, you just need to get a private economy growing. As time passes your folks will start to fill that out, but you have the option (via talking to the zone governor) of stimulating investment. Costs credits to make credits and all that. I think raising one's economics profile (as opposed to enforcement/government) also raises private investment. There are also strategic cards (I assume associated with the economics profile) that will bring forth new private facilities.

As to radiation, I haven't had to deal with it yet so can't comment.
Title: Re: SHADOW EMPIRE: Sci-fi 4x wargame on a procedurally generated world
Post by: EuchreJack on June 09, 2020, 12:35:12 am
When I steered hard into Commerce-Democracy, money wasn't an issue, although the free credits from all my neighbors wanting to be my friends (they were republics) helped.  I also spammed each and every private investment stratagem I found, and avoided nationalizing anything.

Radiation can be ignored up to a point.  It takes 400 rads to penetrate envirosuits and buildings, from what I can tell.
Title: Re: SHADOW EMPIRE: Sci-fi 4x wargame on a procedurally generated world
Post by: Yoink on June 09, 2020, 05:56:17 am
Quick question: if you buy an edition with the boxed game, you get a digital copy right away, right?
Just wanted to make sure, since there's no telling when the physical edition will actually get here. Their website is... kinda not the most helpful.   
Title: Re: SHADOW EMPIRE: Sci-fi 4x wargame on a procedurally generated world
Post by: EuchreJack on June 09, 2020, 07:21:31 am
Hey, I recognize that planet!
Spoiler (click to show/hide)
Title: Re: SHADOW EMPIRE: Sci-fi 4x wargame on a procedurally generated world
Post by: Knave on June 09, 2020, 08:10:15 am
Quick question: if you buy an edition with the boxed game, you get a digital copy right away, right?
Just wanted to make sure, since there's no telling when the physical edition will actually get here. Their website is... kinda not the most helpful.   

My understanding is that if you buy the physical box you get digital download as well :)

Quote
PHYSICAL SHIPMENT
When you select this option you can use our digital download option to get the game right away and start playing. Then have a boxed copy of the game shipped to you as a backup for permanent storage. With a backup, you'll be prepared for whatever comes your way-whether it's a system crash, a computer virus damaging your files or the software simply no longer functioning as it should. You will be billed to have the game shipped in a printed DVD box with a printed DVD and your serial number.
Title: Re: SHADOW EMPIRE: Sci-fi 4x wargame on a procedurally generated world
Post by: Yoink on June 09, 2020, 09:18:28 am
Ahh, right! Yeah I saw that text somewhere but couldn't find it again at a glance.   
Definitely thinking I might pick this up.   
Title: Re: SHADOW EMPIRE: Sci-fi 4x wargame on a procedurally generated world
Post by: Shooer on June 09, 2020, 10:25:25 am
When checking out it will list the game as download.  Right below is a check box to change it to physical+download.  Never saw an option for just physical.

Just got a nice bonus in my current game.  Activated an archive and it gave me Battledress (sealed power armor) before I even unlocked combat armor.  Now to build a heavy industry to produce machine parts, on this mineral poor and young world.
Title: Re: SHADOW EMPIRE: Sci-fi 4x wargame on a procedurally generated world
Post by: Dostoevsky on June 09, 2020, 12:34:26 pm
Yeah, I like the ways to get access to certain things early - while handy, they also illustrate that one isolated tech/unit up the tree is only so good on its own. Infrastructure feels kind of interdependent with resource requirements, and the occasional GR unit is great but needs to be treated like the priceless treasure it is.

Spoiler (click to show/hide)
Title: Re: SHADOW EMPIRE: Sci-fi 4x wargame on a procedurally generated world
Post by: Urist McScoopbeard on June 09, 2020, 12:43:11 pm
the GR units are a great treat! It can be hard not to waste them or let them sit somewhere safe.

Speaking of which, I feel like I am constantly floundering for resources. Usually metals and IP, what do y'all build in the first few turns to get to the right foot?
Title: Re: SHADOW EMPIRE: Sci-fi 4x wargame on a procedurally generated world
Post by: Dostoevsky on June 09, 2020, 01:13:53 pm
I've done a few early game iterations (in part thanks to the recent patches), and my quick take is that getting metal is definitely priority #1. If there's no metal resource or city ruins to 'recycle' near the starting point, then things become quite a bit more rough. If I recall, in the one game I lacked any nearby metal or ruins any I pushed to develop other resources (food & fuel) to trade for metal, but it was still relatively painful.

Go for the economic council first - in addition to researching needed infrastructure buildings, they're also in charge of prospecting your territory for resource nodes.

Initial IP production is enough to get by for a bit, but do try to save up for a first industry building before too long. Try to resist building roads if possible, as those costs easily add up over several turns - try to keep to existing roads for exploration to keep supply going okay.

Making your first army a bunch of footsloggers also reduces the industry costs compared to motorized troops. Early armor like APCs are tempting, but the IP investment is pretty huge and is probably better spent on infrastructure buildings (depending on one's military situation).
Title: Re: SHADOW EMPIRE: Sci-fi 4x wargame on a procedurally generated world
Post by: E. Albright on June 09, 2020, 02:08:12 pm
Activated an archive and it gave me Battledress (sealed power armor) before I even unlocked combat armor.  Now to build a heavy industry to produce machine parts, on this mineral poor and young world.

Pffft, that's nothing. In my current game I'm maybe 15 turns in and an archive gave me fusion missiles. Not that I have the technical infrastructure to build them, of course. I also got a GR tacnuke mobile rocket launcher (which ofc I can't reload, so it's one and done). The RNG seems to be not-so-subtly making suggestions as to how I should be looking at the world...
Title: Re: SHADOW EMPIRE: Sci-fi 4x wargame on a procedurally generated world
Post by: Knave on June 09, 2020, 05:11:57 pm
Looks like upcoming 1.02 patch tomorrow (or now if you download the beta patch released today) will ruin the archive late-game-tech fun  :P

Quote
-Increased the cost of the Ancient Archive Fate Stratagem from 2 FP to 4 FP *
-Ancient Archive and other random Tech picks are now limited to Tech Groups you have access too. I am sorry some people liked this, but it was really more overpowered than intended.
Title: Re: SHADOW EMPIRE: Sci-fi 4x wargame on a procedurally generated world
Post by: Majestic7 on June 09, 2020, 05:27:51 pm
Yeah, I got this too, couldn't resist. It is great.

My only complaint so far (other than barebones diplomacy and sometimes weird internal politics) is that the fate point economy is quite unbalanced. I've received fate cards that cost 5 points and only give you a feat you can add to one unit. That feat can be destroyed in combat with bad RNG. Compare that to, say, receiving ten robotic walkers with 1 FP or kickstarting private industry with 2 FP.

I really don't see a situation where I'd pay that many FP to boost one unit in a way where I could lose the investment immediately.
Title: Re: SHADOW EMPIRE: Sci-fi 4x wargame on a procedurally generated world
Post by: Il Palazzo on June 09, 2020, 08:37:33 pm
Saw all you fine people praising this, so I went and bought it. What a gem!
Title: Re: SHADOW EMPIRE: Sci-fi 4x wargame on a procedurally generated world
Post by: Majestic7 on June 10, 2020, 01:07:19 am
So how does the militia reinforcement actually work? I've had new cities build new militia units on their own. But my original city has these lame duck units that don't get reinforced. For example, I have a division of motorized infantry that lost their trucks and MGs, leaving 100 rifle militia. The division doesn't seem to get any replacements. I was under the impression militia units would reinforce on their own, including replacing lost sub-units inside the divisions. I'm wondering if this is working as intended or if there is a bug or if I'm doing something wrong.
Title: Re: SHADOW EMPIRE: Sci-fi 4x wargame on a procedurally generated world
Post by: Dostoevsky on June 10, 2020, 01:48:39 am
So how does the militia reinforcement actually work? I've had new cities build new militia units on their own. But my original city has these lame duck units that don't get reinforced. For example, I have a division of motorized infantry that lost their trucks and MGs, leaving 100 rifle militia. The division doesn't seem to get any replacements. I was under the impression militia units would reinforce on their own, including replacing lost sub-units inside the divisions. I'm wondering if this is working as intended or if there is a bug or if I'm doing something wrong.

Click the militancy button (the fist) at the bottom of the zone the militia originates from, and you'll get details of its resources including how much reserves they have left to work with. The manual notes that if different zones within an SHQ share a culture, however, then they'll share reinforcements with each other.

Generally speaking, raising a standing military lowers militancy (just in the zone originated from? not sure on that) which means that eventually they'll run very low on volunteers and equipment. Roughly page 167 of the illustrated manual has a bit of detail on that. For example, my capitol once had high militancy and a militia over 12,000 strong, but now their militancy is rock-bottom and they have only a pittance of reserves and reserves. One part I'm unsure about is whether going over the max manpower level means that they won't field any replacements until they go back under it, as opposed to just not raising any new formations.

Various pro-militia stratagems (e.g. pumping them with cash) can help raise the rating, along with various events. Or possibly getting your militia destroyed?

There's also logistics limitations, of course, as militia do seem to use your own network.
Title: Re: SHADOW EMPIRE: Sci-fi 4x wargame on a procedurally generated world
Post by: Majestic7 on June 10, 2020, 02:19:20 am
Thanks, but it seems militia has reserves. I have a depleted division sitting in my original capital, so logistics network or different zone shouldn't be an issue either. The depleted units are original militia with improvised buggies and whatnot, I wonder if that matters. It would suck if I'd need to get divisions killed intentionally to have them replaced. Now I just keep those divisions back as city guards.
Title: Re: SHADOW EMPIRE: Sci-fi 4x wargame on a procedurally generated world
Post by: ( Tchey ) on June 10, 2020, 05:45:24 am
Hello,

I know this forum is filled with genius, so maybe someone has managed to run the game on a PC Linux via WINE or something ?

Thanks for sharing your knowledge and wisdom.
Title: Re: SHADOW EMPIRE: Sci-fi 4x wargame on a procedurally generated world
Post by: Knave on June 10, 2020, 08:11:05 am
For those of you who haven't been using the beta patches - Patch 1.02 has officially dropped but apparently there is an issue with the autopatcher this time around: people should get the update here!: https://www.matrixgames.com/forums/tm.asp?m=4827870 (https://www.matrixgames.com/forums/tm.asp?m=4827870)

After this update it should auto-detect new stable branch updates.
Title: Re: SHADOW EMPIRE: Sci-fi 4x wargame on a procedurally generated world
Post by: E. Albright on June 10, 2020, 11:53:11 am
Just to make sure I didn't miss something - no naval units/logistics whatsoever, right?
Title: Re: SHADOW EMPIRE: Sci-fi 4x wargame on a procedurally generated world
Post by: Knave on June 10, 2020, 12:15:01 pm
Just to make sure I didn't miss something - no naval units/logistics whatsoever, right?

I've heard that naval/air units would be on the table in the future if the game manages to sell well, but none currently :(
Title: Re: SHADOW EMPIRE: Sci-fi 4x wargame on a procedurally generated world
Post by: Urist McScoopbeard on June 10, 2020, 12:32:00 pm
I don't know if you mean NAVAL logistics specifically, but there is a lot of logistics. Your armies will basically disintegrate outside their operational range.

EDIT: Also for anyone struggling a bit, Mountain valleys are your best friend... my current mountain world run is going sooo much better due to actually having some time and space.
Title: Re: SHADOW EMPIRE: Sci-fi 4x wargame on a procedurally generated world
Post by: E. Albright on June 10, 2020, 12:37:49 pm
I specifically mean naval logistics. My latest start:
Spoiler (click to show/hide)
:'(

Edit: this new setup still makes me want waterborne logistics, but it's not as hopeless as that last one, where my thin line clinging to the coast constantly got cut.

Spoiler (click to show/hide)
Title: Re: SHADOW EMPIRE: Sci-fi 4x wargame on a procedurally generated world
Post by: Dostoevsky on June 10, 2020, 02:15:11 pm
Huh, what planet types are you playing on? I've had trouble finding anything larger than a lake, and was wondering if that was intentional due to the lack of naval features.
Title: Re: SHADOW EMPIRE: Sci-fi 4x wargame on a procedurally generated world
Post by: E. Albright on June 10, 2020, 02:28:01 pm
That one is unknown classification - IIRC yellow G0 star, roughly 1AU out, 0.6g, 5bi old, maybe 8% surface water?

(Unrelated to the water, etc. it also had 3.3bi population before the fall; hence how many huge city ruins it has...)

If you want to have a look, here's the pre-game save: https://gofile.io/d/aDuHL4

Siwas (or whatever that's called) and Medusa both also have no problem having seas, but there's no proper oceans, presumably due to the lack of naval stuff. I'd say 15% water is the most I've seen (I've seen mountains as high as 36%, for comparison)...
Title: Re: SHADOW EMPIRE: Sci-fi 4x wargame on a procedurally generated world
Post by: LoSboccacc on June 10, 2020, 02:35:49 pm
where do logistic come from? do they come from the capital or the nearest city?
Title: Re: SHADOW EMPIRE: Sci-fi 4x wargame on a procedurally generated world
Post by: Knave on June 10, 2020, 03:08:41 pm
where do logistic come from? do they come from the capital or the nearest city?

There are a few inventories:

Quote
5.11.4.1. zone Inventory Production from Assets goes directly to this inventory. Excess Items will be sent to the SHQ of the Zone. The Zone will take consumption costs for the next turn into account and will keep some Items in reserve. Missing Items will be requested from the SHQ of the Zone.

5.11.4.2. unit Inventory Each Unit has its own Item reserves (Ammo, Fuel, Food, etc..) and most turns they’ll request fresh supplies from their SHQ.

5.11.4.3. shq Inventory Each SHQ has its own inventory. It is used to send Items to Zones and Units that are requesting them. Furthermore, it will pick-up excess items from Zones. And last but not least it will send Replacement Troops to Units that are missing Troops (or pickup excess Troops).

Logistics are sent through truck/rail stations AP, and units request assets/supplies from their SHQ, so I believe (Logistics is complicated, so I could be wrong) they will flow out from where your SHQ is found.
Title: Re: SHADOW EMPIRE: Sci-fi 4x wargame on a procedurally generated world
Post by: Urist McScoopbeard on June 10, 2020, 03:16:33 pm
I believe thats correct! The in depth explanation in the manual is also fairly easy to make sense of.

Total Production (actual supplies) -> Logistics Nodes (I.E. Truck Stations, Rail Stations) (generates logistics points) -> Road/Rail network (defines range and distribution of logistics) -> operational logistics (range from roadway in which a unit can resupply itself)

EDIT: theres also supply bases but im not sure exactly how they work. Vaguely, they extend the range of certain areas of your logistics network.

EDIT: Also, railways carry a ton of logistics points along their paths but have to be unloaded at railheads or stations for those points to flow onto the roads and into the field. Mostly.

EDIT: ALSO, the way I understand it is that all your production is divided up by your SHQs... so if you only have one you'll be having all your resources flow outwards from a single point... but you can have more I believe, though im not sure how resources get divided between them.

3000 EDITs later: AAAALLLLLSSSSOOOOO, according to the manual a logistics network is required to feed your workers and can be used to transfer units and resources between theaters (presumably governed by separate SHQs)
Title: Re: SHADOW EMPIRE: Sci-fi 4x wargame on a procedurally generated world
Post by: E. Albright on June 10, 2020, 03:54:21 pm
One other thing that may not jump out at you is that you can use your logistics network to move military units via Strategic Move commands. I didn't need to explore this particular function 'til I found some GR Automata (little machineguns pillboxes) that can't move on their own.
Title: Re: SHADOW EMPIRE: Sci-fi 4x wargame on a procedurally generated world
Post by: Trolldefender99 on June 10, 2020, 04:06:31 pm
So I tried a long time and realized Seth can't get life. I hope in the future there is more customization to the non-earthlike planets. The only non-earthlike planet that has most customization is Ceberus, which despite being a harsh world with giant seas of magma can generate plants AND "complex" life with actual skeletal body structures. my current Ceberus world has actual giant lizard-like things roaming around and lots of moss/grass. Looks cool.

Kinda disappointing I can't get a Seth planet like that, but maybe in the future the creator will allow more planet customization like he did with Ceberus
Title: Re: SHADOW EMPIRE: Sci-fi 4x wargame on a procedurally generated world
Post by: Il Palazzo on June 10, 2020, 04:22:25 pm
Yeah, logistics, how do they work anyway? Getting through the manual was a slog. I would not call any of it fairly easy to make sense of.
(Reminds me of when I tried to come up with rules for a Dwarf Fortress game for playing cards. Ended up with 10 pages of wargaming lingo for what was supposed to be a fun, casual party game.)

Here's me trying to organise what I've just read in my head, maybe somebody will find it useful.
Truck or rail stations provide transport ('logistic') capacity that is spread over applicable roads/rail up to a distance beyond which it diminishes if not picked up by the range of another truck/rail station or extended (once only?) by a supply base.
This transport capacity is used to send excess items from all zones (cities) to their assigned SHQ. No capacity used here if SHQ is in the only city.
SHQ sends items where needed, be it units or cities, using the same transport capacity.
Units can pick up the last leg of supplies from nearby roads/rail, less efficiently the farther (in terms of movement cost) they are. Food is always supplied at 100% efficiency, up to the maximum range.

Rural buildings need at least 100 logistic capacity per highest building level present on hex to send output to their cities. I think it just has to be there, and is not being used up?

EDIT: Also, railways carry a ton of logistics points along their paths but have to be unloaded at railheads or stations for those points to flow onto the roads and into the field. Mostly.
I haven't yet built it, but the manual clearly states the supplies can be offloaded from any railway hex? Dead-end (no railhead or station closing the track) railways have just vastly reduced capacity.

So I tried a long time and realized Seth can't get life. I hope in the future there is more customization to the non-earthlike planets. The only planet that has most customization is Ceberus, which despite being a harsh world with giant seas of magma can generate plants AND "complex" life with actual skeletal body structures.

Kinda disappointing I can't get a Seth planet like that, but maybe in the future the creator will allow more planet customization like he did with Ceberus
Have you tried unclassified? AFAIK it's a 'anything goes' option.
Title: Re: SHADOW EMPIRE: Sci-fi 4x wargame on a procedurally generated world
Post by: Trolldefender99 on June 10, 2020, 04:25:29 pm
Yeah, logistics, how do they work anyway? Getting through the manual was a slog. I would not call any of it fairly easy to make sense of.
(Reminds me of when I tried to come up with rules for a Dwarf Fortress game for playing cards. Ended up with 10 pages of wargaming lingo for what was supposed to be a fun, casual party game.)

Here's me trying to organise what I've just read in my head, maybe somebody will find it useful.
Truck or rail stations provide transport ('logistic') capacity that is spread over applicable roads/rail up to a distance beyond which it diminishes if not picked up by the range of another truck/rail station or extended (once only?) by a supply base.
This transport capacity is used to send excess items from all zones (cities) to their assigned SHQ. No capacity used here if SHQ is in the only city.
SHQ sends items where needed, be it units or cities, using the same transport capacity.
Units can pick up the last leg of supplies from nearby roads/rail, less efficiently the farther (in terms of movement cost) they are. Food is always supplied at 100% efficiency, up to the maximum range.

Rural buildings need at least 100 logistic capacity per highest building level present on hex to send output to their cities. I think it just has to be there, and is not being used up?

EDIT: Also, railways carry a ton of logistics points along their paths but have to be unloaded at railheads or stations for those points to flow onto the roads and into the field. Mostly.
I haven't yet built it, but the manual clearly states the supplies can be offloaded from any railway hex? Dead-end (no railhead or station closing the track) railways have just vastly reduced capacity.

So I tried a long time and realized Seth can't get life. I hope in the future there is more customization to the non-earthlike planets. The only planet that has most customization is Ceberus, which despite being a harsh world with giant seas of magma can generate plants AND "complex" life with actual skeletal body structures.

Kinda disappointing I can't get a Seth planet like that, but maybe in the future the creator will allow more planet customization like he did with Ceberus
Have you tried unclassified? AFAIK it's a 'anything goes' option.

Arrakis is a desert planet not unclassified planet :P
Title: Re: SHADOW EMPIRE: Sci-fi 4x wargame on a procedurally generated world
Post by: forsaken1111 on June 10, 2020, 04:42:07 pm
Arrakis is a desert planet not unclassified planet :P
Maybe so, but a Seth planet is not just a desert planet. It specifically says a Seth planet has 'not a single drop of liquid water' on its surface, and can only host non-water-based life. Arrakis had quite a bit of water collected by the fremen and imported, and at least some of its life was water based. If the fremen can collect water with wind traps that means there is at least some moisture in the air. There were also dew farmers collecting the dew precipitating out of the air onto plants and other surfaces in the morning. By itself that means there is probably some little rainfall somewhere on the planet even disregarding the pseudo magical rain that Paul caused. This means Arrakis wouldn't neatly fall into any of the categories. Probably the closest would be a very dry Siwa/Medusa but unclassified would be easier to get similar conditions I think.
Title: Re: SHADOW EMPIRE: Sci-fi 4x wargame on a procedurally generated world
Post by: Urist McScoopbeard on June 10, 2020, 05:01:40 pm
You can get quite varied results on the unclassified (random) planet gen.

Also, man I suck at prospecting. I'm like 40 turns in and I ran out of scavenging w/o ever setting eyes on a metal deposit.
Title: Re: SHADOW EMPIRE: Sci-fi 4x wargame on a procedurally generated world
Post by: Majestic7 on June 10, 2020, 05:16:53 pm
So, when starting a game, my production priorities are metal - industry - food - water (if it is not readily available). When expanding, I take care to build roads and truck depots. Plus I build stuff like barracks and universities whenever the population level can support it.

As a result, I never seem to have enough industrial capacity to build mechanized infantry corps, for example.I wonder if I should be saving IP and not building roads, but then I can't expand because of logistics...and if I don't expand, the enemies do. Annoying problem. 
Title: Re: SHADOW EMPIRE: Sci-fi 4x wargame on a procedurally generated world
Post by: forsaken1111 on June 10, 2020, 05:25:29 pm
Also, man I suck at prospecting. I'm like 40 turns in and I ran out of scavenging w/o ever setting eyes on a metal deposit.
Could be there just aren't any metals in your territory. It doesn't magically create them, iirc deposits are seeded in the geology phase and you have to find them.
Title: Re: SHADOW EMPIRE: Sci-fi 4x wargame on a procedurally generated world
Post by: Trolldefender99 on June 10, 2020, 05:34:55 pm
not having any luck with unknown world either. Rarely generates old worlds for me, and when it does gravity is super low.

My luck with the RNG in this game in generating planets is really really bad lol. No idea how anyone was able to generate Seth life and one person even had giant worms in his world. I guess some people have super good luck. I still don't believe anyone got worms on Seth, I think its a lie because never once has that happened in 14 hours in my game of continual regenerating over and over and over and over.

I give up unknown though, that planet type is worse than any of the ones I've tried. Literally 95% of the worlds are low gravity or/and super young worlds.

I wish there was a bit less RNG in planet generation, because I ALWAYS have the worst luck with RNG in games. If I had a 100 sided dice (in real life in some game my friend brought over), and all I had to do was roll a one. I'd literally roll a zero...not just once but multiple times because my friends felt bad for me of how bad my RNG luck is so kept letting me retry until we all gave up. I hate RNG ever since then.

its just annoying because I see someone post on the forums "oh yeah got a seth world with worms". here I am rolling nothing but junk for so many hours lol
Title: Re: SHADOW EMPIRE: Sci-fi 4x wargame on a procedurally generated world
Post by: Shooer on June 10, 2020, 05:42:15 pm
Currently playing on a fairly mineral rich, moderately colonized Boreas class.  Generated one that was warm and had a large tilt so the center 1/3 of the world has melted water through out the year and was a cold desert.  1400 years of human colonization introduced greenery to cover that desert with plains and forests.  The plants have added enough oxygen for people to walk the surface, if only for that pesky ammonia. 

Also the planet is fuel poor, only getting any from scavenging(no dinos to be gooified).  If I want to roll over these plains then we're going to have to go with ethanol fueled tanks.


You can get a hint on planetary wealth by how much mining gets set up during the colonization step.  I think age can have an effect.
Title: Re: SHADOW EMPIRE: Sci-fi 4x wargame on a procedurally generated world
Post by: Urist McScoopbeard on June 10, 2020, 05:50:25 pm
So, when starting a game, my production priorities are metal - industry - food - water (if it is not readily available). When expanding, I take care to build roads and truck depots. Plus I build stuff like barracks and universities whenever the population level can support it.

As a result, I never seem to have enough industrial capacity to build mechanized infantry corps, for example.I wonder if I should be saving IP and not building roads, but then I can't expand because of logistics...and if I don't expand, the enemies do. Annoying problem.

This is where mountainous worlds level things out a bit, you can expand into separate valleys at your own pace!
Title: Re: SHADOW EMPIRE: Sci-fi 4x wargame on a procedurally generated world
Post by: E. Albright on June 10, 2020, 06:05:45 pm
Re: Seth and life, I think the main issue is how rare non-water-based life is. I haven't paid as much attention as I could have, and have probably only generated 100 or so biospheres over a variety of worlds, but so far I only clearly remember seeing one non-water lifeform (sulfuric-acid-based, on an  unclassified 8% water world) and I didn't play on that world because I didn't like some of the other stuff generated alongside it.
Title: Re: SHADOW EMPIRE: Sci-fi 4x wargame on a procedurally generated world
Post by: Trolldefender99 on June 10, 2020, 06:16:37 pm
I reinstalled the game, maybe I'll have better luck. Generated 106 planets in a row of seth (actually more, but didnt start keeping track until I realized I kept getting super young cold seth planets), not one 6billion+ age planet and every single one was too cold anyway to have life. I think my map generation was bugged, so hopefully its fixed. I think I spammed generation too much in frustration so I just spam clicked and it then got stuck on cold young planets lol. Its back to normal now where I'm actually getting a variety of seth planets.

In any case. I'm pretty sure at this stage that I'll have to wait to play when planet generation is more customizable.
Title: Re: SHADOW EMPIRE: Sci-fi 4x wargame on a procedurally generated world
Post by: Urist McScoopbeard on June 10, 2020, 06:26:08 pm
Thus ends my first big boy empire! Four mountain valleys with a strong army and large grain supply. On the turn I screencapped this I had 2 metal and received 2 metal every turn and dont have much money so... RIP, can't even build a new scavenger w/o some extremely painful strats. Time to start again!
Spoiler (click to show/hide)

EDIT: Also I have 3 zones here so... idk if that's overkill or what, not really sure what the best zone strategy is.
Title: Re: SHADOW EMPIRE: Sci-fi 4x wargame on a procedurally generated world
Post by: Il Palazzo on June 10, 2020, 06:33:10 pm
Anyone else is swimming in political points? The game makes it out like its supposed to be a scarce resource, but there doesn't seem to be much to spend it on.
Title: Re: SHADOW EMPIRE: Sci-fi 4x wargame on a procedurally generated world
Post by: Urist McScoopbeard on June 10, 2020, 06:35:46 pm
Anyone else is swimming in political points? The game makes it out like its supposed to be a scarce resource, but there doesn't seem to be much to spend it on.

Political Points seems to be the one thing I have in excess tbh
Title: Re: SHADOW EMPIRE: Sci-fi 4x wargame on a procedurally generated world
Post by: Dostoevsky on June 10, 2020, 07:10:18 pm
Logistics!

I think that all sounds more or less right? I find that the visualization tools - particularly the 'current points', 'preview points', and whatever the '6' key is that colors the landscape based on military logistics access -- are generally sufficient. Combine that with the general mantra that if you're having logistics problems, the answer is usually to build another truck station at about the point where your logistics starts dropping. Haven't had much use for supply bases.

The more complex bit about it is that you want to generally build roads sparingly - by default, at every fork in the road the logistics network will evenly split is distribution. So having a bunch of short forks can be very bad for logistics. There's a traffic light function to manually fiddle with those, but easier just to be mindful of road usage.

Edit: also worth noting that the total logistics value of your SHQ is quite important. In practice, this means you either ought to nationalize the truck station on your starting city at some point, and/or build a rail hub there. The private trucking station is not terribly great.

On planets, the defaults do seem a tad restrictive so I err towards unclassified and lots of rerolls. As you all have probably guessed, the initial star type + distance + tilt and all that have a pretty big effect on the range of the subsequent steps, so if you're looking for life akin to as we know it, it's good to aim for a goldilocks planet.

On Political Points, I generally have a decent surplus as well. There are some expensive and useful items (e.g. prospecting push) that I try to use sparingly, though.
Title: Re: SHADOW EMPIRE: Sci-fi 4x wargame on a procedurally generated world
Post by: E. Albright on June 10, 2020, 07:32:49 pm
This was a bit of a "duh" moment for me, but it might be worth noting that if you have a reasonable-ish temperature damp planet with no native life but also no atmospheric hazards for plants, if colonization lasts long enough Earth plants can end up giving you a breathable atmosphere.

Re: PP, I've had one of my many abortive starts where PP was scarce - all the rest have been comfortable or abundant.
Title: Re: SHADOW EMPIRE: Sci-fi 4x wargame on a procedurally generated world
Post by: Urist McScoopbeard on June 10, 2020, 09:02:14 pm
Any conditions to look for if you want more ruins/larger pre-war population?
Title: Re: SHADOW EMPIRE: Sci-fi 4x wargame on a procedurally generated world
Post by: E. Albright on June 10, 2020, 09:22:19 pm
A hospitable environment seems to help, but is not necessary - that 3.3bi I posted required envirosuits for heat. That's large planet size, though - and by far the largest pop I've seen, compared to my next best of 500mi on another large planet (I've seen up to... 300mi, I think?... on small). Still, probably go for water, air, moderate temperature, no 8 meter archno-coelacanth predators, etc. I.e., Goldilocks.
Title: Re: SHADOW EMPIRE: Sci-fi 4x wargame on a procedurally generated world
Post by: Majestic7 on June 11, 2020, 01:17:17 am

This is where mountainous worlds level things out a bit, you can expand into separate valleys at your own pace!

Extolling the virtues of mountains is a such dwarven thing to do. :D All we lack is underground cities and alcohol as a strategic resource.

On political points, they are generated by the Supreme Council using your Bureaucracy resource. Basically, if you expand into too many councils while not building bureaucracies to generate more resources for them, you will end up running out of political power. Since the source material will be split among more councils, which in turn refine it into research, political power and so forth. I think the palace in your capital might generate PP too, though I'm not certain about that.
Title: Re: SHADOW EMPIRE: Sci-fi 4x wargame on a procedurally generated world
Post by: George_Chickens on June 11, 2020, 04:48:14 am
I hope they release a demo. The price is nuts.
Title: Re: SHADOW EMPIRE: Sci-fi 4x wargame on a procedurally generated world
Post by: Karlito on June 11, 2020, 08:38:02 am
Anyone else is swimming in political points? The game makes it out like its supposed to be a scarce resource, but there doesn't seem to be much to spend it on.

Political Points production is something you have a high degree of control over, but yeah, I often find myself with a healthy surplus. Throttle down the Supreme Command council budget and spend more on research.
Title: Re: SHADOW EMPIRE: Sci-fi 4x wargame on a procedurally generated world
Post by: Yoink on June 11, 2020, 09:03:09 am
Fuggit, I just bought it. Downloading now.   
Not sure exactly when I'll try it out, it would obviously be best to set aside enough time to go on an all-night, Monster-fuelled gaming binge sink my teeth into it and see what all the fuss is about.   
Title: Re: SHADOW EMPIRE: Sci-fi 4x wargame on a procedurally generated world
Post by: E. Albright on June 11, 2020, 10:31:37 am
Fooled around with Cerebus planets last night. If you can get an otherwise-goldilocks one of those with an age of 3-4bi (which appears to be the upper limit on them), they're a good source of water-peroxide and sulferic acid lifeforms as opposed to water-based ones. Don't expect much colonization, though - the best I saw was 69mi, and that was on a large Cerebus.

(The above suggests that anyone looking for desert planets with life should probably similarly aim for almost-goldilocks.)
Title: Re: SHADOW EMPIRE: Sci-fi 4x wargame on a procedurally generated world
Post by: Trolldefender99 on June 11, 2020, 02:41:09 pm
Fooled around with Cerebus planets last night. If you can get an otherwise-goldilocks one of those with an age of 3-4bi (which appears to be the upper limit on them), they're a good source of water-peroxide and sulferic acid lifeforms as opposed to water-based ones. Don't expect much colonization, though - the best I saw was 69mi, and that was on a large Cerebus.

(The above suggests that anyone looking for desert planets with life should probably similarly aim for almost-goldilocks.)

Cerebus is actually really easy to get life. Its one reason was getting frustrated with Seth yesterday, but I think its actually a balance issue in the generation. I don't see how Cerebus can have life easier than Seth. My last cerebus game had seas of magma and rivers of magma everywhere, but supported as much life as giant lizard-like things with "complex lifeforms with skeleton body structure" and the planet looked like a jungle lol.

Cerebus is actually the best non-earthlike planet (medusa/siwa) to generate alien life and has the most dynamic planet generation. It has by far the most variety besides the two earth-like ones. One time it even had meadows of flowers that generated on the world.
Title: Re: SHADOW EMPIRE: Sci-fi 4x wargame on a procedurally generated world
Post by: Xardalas on June 11, 2020, 04:06:50 pm
Oh man, I am getting my ass utterly handed to me by this minor regime. I have no idea how they did it, but they have somehow managed to get their hands on like 90 walkers by turn ten. I realllllllly regret declaring war now.
Title: Re: SHADOW EMPIRE: Sci-fi 4x wargame on a procedurally generated world
Post by: Dostoevsky on June 11, 2020, 04:14:21 pm
There is one type of minor regime that's actually a surviving AI enclave. To quote the manual, "this can be a very tough foe to face early in the game (if many Sentinels survive). However, due to their programming they usually only become aggressive once you reach Tech Level 4." So, uh, yeah.

Also be aware that if they take cities/settlements, they purge all humans. And no diplomacy, so no chance of trying for peace.
Title: Re: SHADOW EMPIRE: Sci-fi 4x wargame on a procedurally generated world
Post by: Trolldefender99 on June 11, 2020, 04:43:45 pm
Got a rather good Siwa world. Before apocalypse it generated 3 billion people, and the world put me super close to the edge of the map in an actual rather defensive area. Lake on one side, mountains on the other. Though there is a city at the very edge of the map belonging to a minor regime. Been quite a long war to take the city, since they have quite a lot of troops.
Title: Re: SHADOW EMPIRE: Sci-fi 4x wargame on a procedurally generated world
Post by: Il Palazzo on June 11, 2020, 04:59:42 pm
What's the range of OHQs, anyone knows?
Title: Re: SHADOW EMPIRE: Sci-fi 4x wargame on a procedurally generated world
Post by: EuchreJack on June 11, 2020, 05:21:11 pm
I actually can't see it mentioned anywhere, either in the manual or in-game.

My rule of thumb is 2 hexes.  Maybe I read that somewhere in the tutorial bits, but it seems to work.
Title: Re: SHADOW EMPIRE: Sci-fi 4x wargame on a procedurally generated world
Post by: Urist McScoopbeard on June 11, 2020, 05:44:00 pm
yknow I never thought I'd say this but the early game pacing is actually too fast lol, if in an even remotely open area you get SWARMED, the AI just pulls armies outta its butt.
Title: Re: SHADOW EMPIRE: Sci-fi 4x wargame on a procedurally generated world
Post by: EuchreJack on June 11, 2020, 07:03:23 pm
Well, the player can certainly do the same.  As I understand, the player can recruit about 5% of their people per turn, and in most playthroughs the player is just shy of the 100,000 necessary to upgrade to City Level 4.  90,000 people times 5% means about 4,500 new recruits, or an whole Brigade every turn or so (until you drain your pops).

So just start recruiting armies outta your butt if you're getting swarmed.  The MG brigade is perfect for this task: They're highly effective on defense, so even the greens will slaughter droves of enemies.

Also, most minors have a live-and-let live philosophy.  I originally though Raiders were evil and I needed to go to war with them.  I was wrong: In fact I've never had problems with Raiders.  They always try their best to become my best-est buddies.  Makes sense when you think about it: Raiders survive by extracting resources from those weaker than themselves, and are usually weaker than the player by the time that diplomacy starts.  So by their own cultural norms, they should be subservient to the player.  They basically assume that the only reason you don't just take everything they have, which would be perfectly proper by their code of conduct, is that you have more important things to do and thus allow them to rule in your name.

Protip: Fuck slavers.  You can't afford to keep them happy by constantly buying slaves, and every time you do, they get stronger by using your credits to build up their army.  So if you get a slaver demand, say "NO", then prepare to fight their swarms.  It'll only be worse later...
Title: Re: SHADOW EMPIRE: Sci-fi 4x wargame on a procedurally generated world
Post by: Shooer on June 11, 2020, 07:32:37 pm
yknow I never thought I'd say this but the early game pacing is actually too fast lol, if in an even remotely open area you get SWARMED, the AI just pulls armies outta its butt.
Last 3 games I've been on middle sized maps that generated low population during colonization and post apoc.  Talking less than 3 mil across the planet.  Very large zones, very large non-aligned zones.  Lots of empty space to expand and explore.

I usually have 2-3 neighbors right away, and any non-friendly farmer can be handled one at a time after waiting to get the first machine-gun armed battalion army out.  Back up the troops with a few independent recon buggy battalions to scout/flank (fuel permitting) and 1-2 independent motorized arty (metal/ammunition permitting) to reduce enemy readiness. 

Current game I went with a Regiment sized independent arty unit and it was to much.  180 guns RUINED the religious fanatic's city.  Really wanted to take all of it intact, but most buildings survived with over 97% damage after the troops were sent in.  Felt bad watching that light industry melt in the initial barrage, but our total population went up 50% with the capture of that zone.  Time to betray the next farmer.

Once I secure my immediate threats and get the economy going I then focus on expanding the army.  Currently wished I had more pop and I could have the manpower to run a bio-fuel-refinery III, so my tank and APC army will have to be smaller than planned.

Oh well, archives gave me advanced gauss small arms and 50MT nuclear missiles.  The gauss is great for now, will be awhile before I can deploy the nukes.  Just ignore the thousands we are making selling food and then buying to stockpile radioactives.
Title: Re: SHADOW EMPIRE: Sci-fi 4x wargame on a procedurally generated world
Post by: Vivalas on June 11, 2020, 08:49:52 pm
Huh, reading this thread I've had a far different experience than everyone else here, and that's why I'm starting to love this game, it's just so diverse it seems in what can happen and what a playthrough is like.

Slow and steady expansion from a huge lake on a water-restricted world, so I made hella cash just selling water to traders. The units, organizations, and logistics are really immersive, and all the little feats too you can add to the units adds character and flavor to them that I start to remember them by.

PP was very abundant early on but once I started needing more leaders for expansion (governors) and generals and diplomacy strategems for convincing the majors not to gank me, it started draining really fast.

Like that you can make bad things purposely happen to your empire for fate points. Kinda sad to hear that the more advanced archive strategms are being removed. Right now I'm sitting on a mobile chemical launcher unit that I really want to buy, and don't think I would have gotten it in the newer versions.

And raiders are indeed pretty chill. I've had more trouble with nomads actually who seem to be everywhere that has good resources. Nothing my motorized and mechanized rifle brigades can't handle :)

I actually befriended a raider early on without realizing it, and balanced the sovreignty of my country with keeping good relations of them, and I actually really like the diplomatic game in SE. Got a client state eventually out of that raider minor. Have two majors on my border now, one is apparently theological dudes who I can't convince to not be hostile to me no matter how much relation I give them, which I assume only delays their attack, and someone to my north with the BLACKMAIL mood who tried to blackmail me and failed... and those two are at war with each other so right now I'm just stockpiling and getting armies built on both borders so that I can swoop in once they're both exhausted from their war and run down their forces...

As for minors, they seem pretty weak once you get past initial early game, as long as you avoid the AI sentinel ones. Generally I would avoid invading nomads though unless they have good resources in their lands, since they don't seem to have large cities, or any cities at all really. I had a protracted war with a nomad faction early on that didn't get me much other than a vast expanse of land and a new border with a major, and my second war with a farming minor ended almost instantly once I capped their capital in the first turn because it was the first part of their nation I explored, and got a whole city that was almost the size of my capital.

I do like the way fog of war works, in that you can't really see the definite borders of nations you encounter, since the game just assumes they extend out infinitely from you until you explore them. Placing spies in nations you fight really helps clear up their fog of war and find their cities.
Title: Re: SHADOW EMPIRE: Sci-fi 4x wargame on a procedurally generated world
Post by: Karlito on June 11, 2020, 10:15:51 pm
yknow I never thought I'd say this but the early game pacing is actually too fast lol, if in an even remotely open area you get SWARMED, the AI just pulls armies outta its butt.

I've been playing on slow speed, and the pacing feels real good.
Title: Re: SHADOW EMPIRE: Sci-fi 4x wargame on a procedurally generated world
Post by: Il Palazzo on June 12, 2020, 12:25:36 pm
Jesus, is this obscure. Kinda reminds me of Iron Seed, what with all that trying to figure out what means what and what works how.

Speaking of which, anyone managed to piece together what makes what kind of farming possible? I want to eat alien food, but there's always a something...

If only there was an indicator that yes/no you will/won't be able to do open farming on this planet. Or at least if the manual and the game used consistent labelling for various conditions, and kept those all in one place with unambiguous descriptors. (e.g. is 'reduced' value nutrition level 1 or 2? do you need at least shrubs to farm local life? when is a hex too arid?)
Title: Re: SHADOW EMPIRE: Sci-fi 4x wargame on a procedurally generated world
Post by: Urist McScoopbeard on June 12, 2020, 12:38:02 pm
I believe it has to do with the atmospheric farming suitability in world gen, you won't be able to grow food outside if its toxic.

ALSO, can someone verify or refute this: open air farms next to water sources use that water instead of what you mine?
Title: Re: SHADOW EMPIRE: Sci-fi 4x wargame on a procedurally generated world
Post by: Il Palazzo on June 12, 2020, 12:43:01 pm
I believe it has to do with the atmospheric farming suitability in world gen, you won't be able to grow food outside if its toxic.
Would that it were so simple.
Title: Re: SHADOW EMPIRE: Sci-fi 4x wargame on a procedurally generated world
Post by: Culise on June 12, 2020, 02:18:47 pm
I've been primarily settling inimical worlds where any sort of exposed biosphere is impossible for a host of reasons (inimical atmosphere, cold/hot temperatures, etc), so I'm consulting the manual here:

Page 114: 4.3.11 Production modifiers. Temperature and rainfall of the tile are seasonal and will affect open-air farming: cold/hot and arid tiles cannot be farmed regardless of average planetary characteristics.  Atmospheric conditions and biohazards also play a role, but these are not elaborated on here.

Page 152-153: 5.2.1 Planet Stats  These break down as follows:

Page 196: 5.5.2 Open Farming Rules.  This is basically all of the above in a single place, with separate modifiers for Terran and Xeno crops.  BHL 4 or TAATL 4 will eliminate open-air harvests, which matches the descriptions from above.  Terran crops cannot be grown below 0C or above 60C, and will have reduced yields below 10C or above 35C.  Interestingly, this does not include ANTL in its tables for Terran crops, which is rather logical.  I'm inclined to take this as the primary source, however, pending any observations to the contrary.

You can also verify your planet's overall agricultural potential once you've finished generating your world and have started your game.  Open REPorts, select Help, and check the Planetary Statistics Overview that appears as the first window: the very last entry is the recommended farming method for this planet overall.  This won't include tile-specific conditions like rain or temperature and it is a trifle late for actually generating a world to spec, but it can be nice to verify.  Also, as indicated earlier in the thread, the colonization phase of planet generation includes atmospheric terraforming.  If your world isn't completely inimical to Terran plant life, initial colonization will typically see the establishment of Terran plants and an increase in atmospheric free oxygen, which builds on itself over a long colonization phase to reduce the TAATL hazard rating as low as 0.  This obviously won't help with BHL, but it does make verifying your atmosphere in the Colonization phase (either in that phase itself or on the final screen before confirming your planet) worthwhile.

Water collection is also in this section (5.5.3), so I'll add it in as well:
Manual indicates that farms will use Rain*2 for the current round directly, where Rain is the average rainfall in mm/year.  All remaining requirements are taken from Zone Inventory.  However, if the zone touches any source of water, it will also harvest part of that water for free: 500-3000 for a single river bonus based on size of the largest river, plus additional bonuses for (presumed-saline) seas (2000), (presumed-freshwater) lakes (5000), and rainfall (Rain*4).  Anything further requires explicit collection and/or purification equipment.  I assume seas and lakes are different types of water tiles: for obvious reasons, they don't appear as often as open tiles on Boreas, Seth, or Cerberus class worlds.
Title: Re: SHADOW EMPIRE: Sci-fi 4x wargame on a procedurally generated world
Post by: Vivalas on June 12, 2020, 03:23:30 pm
Jeez, well, I under estimated the guy to my north.

Just fought through (and lost) my first major campaign and playthrough, and I have to say I'm really impressed by both the strategic AI and the feel of war in this game.

Turns out he was a juggernaut who, despite also being at war with the other major I bordered, was able to send a pretty sizeable infantry force at me. I was able to hold off his main force on my border, and sent a mechanized unit and a whole mg infantry brigade through a mountain pass to open another front, and then watched as the other guy slowly pushed his front in.

Granted I played waayyy too offensively for the amount I was out-gunned and out-teched, and when he brought in a whole light armor brigade against me my damaged and overextended lines melted against the onslaught. I was playing too way too fast and wasn't really stopping to think, and despite already having AT I didn't realize until too late in the war (when I brought everyone back to the capital and turtled and entrenched) that the formations with the AT were on the other pages of the raise formo dialogue. Even still I held out pretty damn good, and it turned into a nasty war of attrition as I started fighting him in every defensible spot I could. My casualties soared from a steady 1k (from my earlier war with the nomads and a few skirmishes with marauders) into the 70k range, and soon I was burning all my PP on "All for the front!" cards to convince my populace not to revolt from the absolutely staggering casualties. That and managing the logistic situation and shuffling lorries around to move troops to the front, really feels almost like a sort of Great War sim once you get into total war and mobilize your entire economy, and I was loving it, even after having my ass handed to me by the AI who kept breaking through my weaker lines and encircling me.

There's something great about cranking up recruitment to max, and playing recruitment push cards to just spam out brigade after brigade of infantry to hold back the armored onslaught of the techogermans who were invading me. I played pretty sloppy, but even still I can tell I put a huge hurt on his economy and the attrition was dragging him out too thin to hold off the other major who was slowly advancing through his territory. This, at least, does seem almost flawed from a strategic standpoint. He lost a ton of ground to his other enemy just to destroy me, which I suppose somewhat makes sense, but if I had played better and actually realized I could build anti-tank and instead of trying to attack, just held the line and fortified like crazy, I definitely could have held him off long enough that the other guy would have started taking his cities (although, at that point, I would still be screwed because the other guy also hated me and now would be twice as powerful as me). Definitely gonna go back to that save once I have more time in the game and experience with large wars, since I loved the atmosphere of that game and the culture I had built in my regime. Starting a new playthrough now, because I understand the game a lot more now. Oh, yeah, that's the other thing. I don't know if there's actually a losing screen, because the game crashed after he captured my capital, but I assume the rest is obvious.


The other thing I noticed is that starting new zones can grow your economy extremely fast, because of the influx of migration it causes that lowers your pop in other cities and attracts more free folk. That and it seems to also gather free folk at the same speed other zones do. Abusing this probably wouldn't end well, but it was noticable that the small zone I had anticpated to found over a cluster of ruins to scavenge, quickly soared in population from mass migration because of the high worker salaries I have and the number of empty worker jobs there. I would definitely say be careful with worker salaries in new zones, especially if they're higher than normal private income, because the zone grew way faster than I could provide food for it and eventually became a constantly unrest-ridden slum that I just couldn't manage to bring back to normal, what with everything else that was going on. But this kind of behavior is also pretty cool in a game.

I would say the game really does feel almost like a planet-based Distant Worlds, what with how the private economy works, since they trade with you, and your traders, which trade with other empires. The in game commodity market doesn't make resources from thin air, anything you buy with credits is imported from other nations with a surplus, and anything you export goes to other nations with a defecit, and if you try to sell too much eventually the market just gets clogged with very low price resources that nobody needs and they stop buying from you. Very neat.

To those daunted by the manual, I would say just to jump in. I skimmed the manual, read the quickstart, and followed the in-game advice prompts and mostly did alright. Granted I love these sorts of games and can pick up games quickly, but I think experience is the best way to get a feel for the systems. I just kinda referred back to it when I had a question about a mechanic I couldn't figure out.
Title: Re: SHADOW EMPIRE: Sci-fi 4x wargame on a procedurally generated world
Post by: ChairmanPoo on June 12, 2020, 03:37:17 pm
Jesus, is this obscure. Kinda reminds me of Iron Seed, what with all that trying to figure out what means what and what works how.


same feeling. I really want to get into it and yet at the same time with all the stress I have in my life I can´t really afford to get into crazy micromanagement
Title: Re: SHADOW EMPIRE: Sci-fi 4x wargame on a procedurally generated world
Post by: Dostoevsky on June 12, 2020, 03:39:25 pm
Yeah, worker salaries is something I need to get a better sense of managing. I initially focused on building my capital city really tall, only to realize that paying the massive public workforce was slamming my pocketbook. Starting focusing more on the other zones, which I still keep at a lower worker salary level. Not sure if it's cheaper on the whole though, given that I have to negotiate with / pay off the occasional near-protest in those zones. (Going Democracy this time so no violent quelling, even though I somehow still haven't unlocked even the very first Democracy profile even at 27% per turn.)

Title: Re: SHADOW EMPIRE: Sci-fi 4x wargame on a procedurally generated world
Post by: Vivalas on June 12, 2020, 03:59:40 pm
Ah, that reminds me of another flaw I think the game has, is how I think there should be more ways to influence or bolster the private economy.

For instance, my capital zone was booming. Middle civ level, high QOL, 100 happiness. My other zones... were barbaric. Emergency food to sustain the population, no private industry, very little private income to allow the private industies to grow.. etc.

I think there needs to be a sort of "investor" mechanic or such where private economy can move from richer zones to poorer zones. I don't know where I would suggest this to, but it's something I feel the game very strongly needs. It would make sense for the private economy of my capital to invest in the massive empty markets of my newer and empty zones with no QOL buildings or really anything at all, but it was really up to me to build all of that stuff. The micro in this game is pretty chill... until you try to build a new zone, since it takes so long for the private economy there to grow. That and the ability to sell state assets to the private economy, to get credits but also to bolster the private economy and denationalize things, for instance, if you had to during a war to support the war effort.
Title: Re: SHADOW EMPIRE: Sci-fi 4x wargame on a procedurally generated world
Post by: Dostoevsky on June 12, 2020, 04:11:53 pm
Being able to privatize just like you can nationalize would be an interesting option. And yeah, I agree that different zones' economies should be able to interact more than they do - while more alive than most 4x games, they do still feel kind of in service to / dependent on the nation to share between zones. (Insert political commentary here, har har.) At least people migrate over pretty quick and (after the initial tech hump) there are public QOL buildings to make. If you're having trouble getting migrants over, you can always hire up some colonists and plop them into the new zone.

You can (through speaking to the zone governor about options) use your own credits to stimulate the private economy, at least. And there are some pretty potent stratagems on the private asset side - in addition to the 'this private asset is now built' cards, there are ones that just pump up to a couple thousand credits into the zone's private economy (this does not cost you money, just PP).

When I take a new zone I usually give it a per-turn stimulus for a while, at least if I can afford it.
Title: Re: SHADOW EMPIRE: Sci-fi 4x wargame on a procedurally generated world
Post by: Majestic7 on June 12, 2020, 04:25:03 pm
There is an investment option in the form of private economy and investor cards. You get them more with high commerce and if you have a good relationship with a megacorporation, I think. Of course, that is different from private money flowing between zones. It would be interesting if your private money could start buying chunks out of other factions as well. Economic victory option?



Title: Re: SHADOW EMPIRE: Sci-fi 4x wargame on a procedurally generated world
Post by: Vivalas on June 12, 2020, 04:29:04 pm
Being able to privatize just like you can nationalize would be an interesting option. And yeah, I agree that different zones' economies should be able to interact more than they do - while more alive than most 4x games, they do still feel kind of in service to / dependent on the nation to share between zones. (Insert political commentary here, har har.) At least people migrate over pretty quick and (after the initial tech hump) there are public QOL buildings to make. If you're having trouble getting migrants over, you can always hire up some colonists and plop them into the new zone.

You can (through speaking to the zone governor about options) use your own credits to stimulate the private economy, at least. And there are some pretty potent stratagems on the private asset side - in addition to the 'this private asset is now built' cards, there are ones that just pump up to a couple thousand credits into the zone's private economy (this does not cost you money, just PP).

When I take a new zone I usually give it a per-turn stimulus for a while, at least if I can afford it.

I've never gotten those cards, but I did do the investing, it's more just that I wish the wealthy entrepreneurs in my capital would go to the wild frontier, where they can presumably.. make even more money.
Title: Re: SHADOW EMPIRE: Sci-fi 4x wargame on a procedurally generated world
Post by: Karlito on June 12, 2020, 04:55:01 pm
Ah, that reminds me of another flaw I think the game has, is how I think there should be more ways to influence or bolster the private economy.

Call the governor. There's a slider called "public budget" which takes money out of your pile and dumps it straight into the zone economy.

ALSO, can someone verify or refute this: open air farms next to water sources use that water instead of what you mine?
Zones will produce water outside of mining if they have rivers, lakes, oceans, or rain water to harvest.
Title: Re: SHADOW EMPIRE: Sci-fi 4x wargame on a procedurally generated world
Post by: Il Palazzo on June 12, 2020, 06:46:21 pm
Here's another question that the manual didn't bother to provide an answer to: with ease of mining, is low level harder or easier than high level?
Title: Re: SHADOW EMPIRE: Sci-fi 4x wargame on a procedurally generated world
Post by: Shooer on June 12, 2020, 07:06:54 pm
I love the planet generator and the scenarios you can get.
Large Siwa, goal is a high pop world.  Cool temperature and old age.
Geology leaves no water and nearly no rainfall in the north hemisphere.  It's a barren waste. 
The south ends up being a flat plains of rough shrubbery (no trees evolve after 4600 years) cut by a few small mountain ranges.
The south plains are also stalked by 14m Bitetrapods. 

New plan: Jurassic world survivors.  If we end up in the dead north we will have time to prep for the coming monsters, in the south I hope the food is worth being hunted.

Colonization ended at a population of only 5.2 mil.  Only lost 3.4 mil in the collapse, over 80% of the survivors are hunters.  1% farmers.

Final cherry on top: nuclear war, so much nuclear war.  Of all the worlds I've played they never suffered full civil war.  Let alone one that lead to nuclear missile exchanges. 

So now more than half of the green belt and dead belt is irradiated.


Nuclear Jurassic Park World
Title: Re: SHADOW EMPIRE: Sci-fi 4x wargame on a procedurally generated world
Post by: Knave on June 12, 2020, 08:11:33 pm
Here's another question that the manual didn't bother to provide an answer to: with ease of mining, is low level harder or easier than high level?

I believe the lower levels are harder to reach as I've seen my asst levels fall over time.

Quote
Nuclear Jurassic Park World

That sounds really dope, but I would hate to face off against those in combat! My first planet had 11m tall tyrannid things and they would just eat up nothing short of an army  :P
Title: Re: SHADOW EMPIRE: Sci-fi 4x wargame on a procedurally generated world
Post by: Majestic7 on June 13, 2020, 03:04:30 am
I wish there were different presets for the world conflict, so it could be more man vs nature than factions versus factions, if you lived on a planet of monsters. That would make an interesting co-op between human players.  If we get naval stuff, just imagine playing on a water world with huge Lovecraftian sea monsters that can eat entire installations.

I'd like to see more victory options too, such as building a quantum transreceiver thingy to summon the Shadow on the planet or building a warp ship to recontact the rest of the galaxy. Then other players could nuke your building site before you are finished, just because they are dicks like that.
Title: Re: SHADOW EMPIRE: Sci-fi 4x wargame on a procedurally generated world
Post by: Taricus on June 13, 2020, 05:47:05 am
Just picked this up, but I'm curious; how on earth are you meant to get a non-toxic atmosphere?
Title: Re: SHADOW EMPIRE: Sci-fi 4x wargame on a procedurally generated world
Post by: Knave on June 13, 2020, 11:06:04 am
Just picked this up, but I'm curious; how on earth are you meant to get a non-toxic atmosphere?

Depends on the planet type and rolling. I believe some will always have a toxic atmosphere.
a planet's size also affects it, because if the gravity is low it won't have enough pull to keep an atmosphere. Larger planets will have higher gravity.

Gen yourself a siwa class and roll a few times on the step that talks about the atmosphere and vegetation.
Title: Re: SHADOW EMPIRE: Sci-fi 4x wargame on a procedurally generated world
Post by: EuchreJack on June 13, 2020, 01:46:17 pm
Yeah, planet size truly matters, in that anything less than the largest option is likely to be too small to approximate old terra.

I wish there were different presets for the world conflict, so it could be more man vs nature than factions versus factions, if you lived on a planet of monsters. That would make an interesting co-op between human players.  If we get naval stuff, just imagine playing on a water world with huge Lovecraftian sea monsters that can eat entire installations.

I'd like to see more victory options too, such as building a quantum transreceiver thingy to summon the Shadow on the planet or building a warp ship to recontact the rest of the galaxy. Then other players could nuke your building site before you are finished, just because they are dicks like that.

Largest size is also important, plus generating a small colonization population.  You can also see how many zones were colonized and compare to total zones that was given in an earlier step of planet generation.  It's all about just rerolling for each stage until you get what you want.  Go Hydra if you want more monsters, otherwise you're more likely to be fighting Free Folk Marauders.  Cerberus also seems to produce rock monsters.  Hopefully, the planet generation will someday allow more fixing of settings so its less reroll based.

Frankly, most worlds my people have been trapped on are so horrible that just building a warp ship and leaving would be truer victory than conquering the hellscape.  Most generated worlds aren't worth fighting over from a terran survival standpoint, except for the fact you're trapped there and can't leave.
Title: Re: SHADOW EMPIRE: Sci-fi 4x wargame on a procedurally generated world
Post by: E. Albright on June 13, 2020, 02:28:46 pm
Anyone know what conditions are most likely to produce non-greenscale plantlife, or are the e.g. pale fuchsia forests, etc. just a really rare but totally random occurrence?

Also, is anyone having trouble updating from 1.02 to 1.03 from the launcher?
Title: Re: SHADOW EMPIRE: Sci-fi 4x wargame on a procedurally generated world
Post by: Trolldefender99 on June 13, 2020, 02:37:41 pm
Highest pop world I've seen

https://i.imgur.com/hlJVqIi.jpg

Thats insane. And its pretty much a perfect Siwa too, though alien biology farming is no good at all but not a big deal for that since outside farming is perfect.
Title: Re: SHADOW EMPIRE: Sci-fi 4x wargame on a procedurally generated world
Post by: E. Albright on June 13, 2020, 02:44:01 pm
Wow. Is it pretty much solid city?
Title: Re: SHADOW EMPIRE: Sci-fi 4x wargame on a procedurally generated world
Post by: EuchreJack on June 13, 2020, 02:53:54 pm
Fun fact: People can't live on eating Moss.  Planet plant development level must be over 1 in order for alien plant life to be edible.

Highest pop world I've seen

https://i.imgur.com/hlJVqIi.jpg

Thats insane. And its pretty much a perfect Siwa too, though alien biology farming is no good at all but not a big deal for that since outside farming is perfect.

Wow, and they only inhabit 22 zones.  My 20 million worlds inhabit similar numbers.  We're talking Megalopoli here.
Title: Re: SHADOW EMPIRE: Sci-fi 4x wargame on a procedurally generated world
Post by: Trolldefender99 on June 13, 2020, 02:54:42 pm
Wow. Is it pretty much solid city?

Sadly no, that was what I was kinda aiming for though. Where I started its pretty empty. But the planet is one of the bigger ones. There'll however certainly be somewhere or multiple locations with tons and tons of ruins to explore.

(edit: Well this is a big ruin. Just discovered it and probably a lot more of it to discover. But already its one of the biggest ruins I've seen.

https://i.imgur.com/GzaghkW.png

Also got dinosaurs roaming around, 3 meters high so not biggest I've seen but lots of independents and pretty big independent armies.

(edit 2:
Even bigger

https://i.imgur.com/7yUNn46.png

This is gonna be an awesome game as it continues on. Never had a world with so many people and such a big metropolis in ruins.
Title: Re: SHADOW EMPIRE: Sci-fi 4x wargame on a procedurally generated world
Post by: sunrakhan on June 13, 2020, 03:41:09 pm
Those massive ruins... I'm in awe.
Title: Re: SHADOW EMPIRE: Sci-fi 4x wargame on a procedurally generated world
Post by: E. Albright on June 13, 2020, 04:23:30 pm
Hmm... do you think you could post the "last planet generated" save for that? I think I might be interested in flubbing about a bit on it, even if it means I'm that much more unlikely to ever get past the early game any time soon...
Title: Re: SHADOW EMPIRE: Sci-fi 4x wargame on a procedurally generated world
Post by: Trolldefender99 on June 13, 2020, 04:29:56 pm
Hmm... do you think you could post the "last planet generated" save for that? I think I might be interested in flubbing about a bit on it, even if it means I'm that much more unlikely to ever get past the early game any time soon...

Sure might as well, I posted it on the official forums too for shadow empires. Keep in mind, sadly didn't realize you can't customize planet options after generating a planet. I kinda like playing on Epic speed, but for those who rather have faster time it sadly can't be changed. It isn't really a seed like I thought it would be, but it generates a save after planet is already generated.

https://drive.google.com/file/d/1KOGx8WcVPHQ2aeX1KEhDkTgTwfPR22gE/view?usp=sharing

Just move to save folder wherever game is installed

Also keep in mind its quite intense. Lots of rebels/independents and animals roaming around.

Interestingly. The independents actually don't seem to fight the animals but combine armies together. There is an independent army toward the east in my game which also has this lizard thing in the army stack.
Title: Re: SHADOW EMPIRE: Sci-fi 4x wargame on a procedurally generated world
Post by: Trolldefender99 on June 13, 2020, 05:27:43 pm
I set the download link to public, didn't realize it was set to semi-private by default.
Title: Re: SHADOW EMPIRE: Sci-fi 4x wargame on a procedurally generated world
Post by: Majestic7 on June 13, 2020, 07:15:57 pm
Free folk marauders are ignored by animals. You can roleplay this as supreme wilderness skills, but it is likely just a coding limitation where they share a faction. Some independent small states can have a special quality where they can actually control alien beasts as troops.
Title: Re: SHADOW EMPIRE: Sci-fi 4x wargame on a procedurally generated world
Post by: Il Palazzo on June 14, 2020, 09:46:44 am
https://drive.google.com/file/d/1KOGx8WcVPHQ2aeX1KEhDkTgTwfPR22gE/view?usp=sharing
Do you remember what the difficulty and speed settings are on this one?
Title: Re: SHADOW EMPIRE: Sci-fi 4x wargame on a procedurally generated world
Post by: Trolldefender99 on June 14, 2020, 01:28:52 pm
https://drive.google.com/file/d/1KOGx8WcVPHQ2aeX1KEhDkTgTwfPR22gE/view?usp=sharing
Do you remember what the difficulty and speed settings are on this one?

Epic/beginner.

If I was to do it over I'd have done slower/normal speed, but didn't realize couldnt re-do it since dont think too many like playing on epic or maybe there is.

Beginner is just cause I'm a noob :P Its still a super hard game. The AI seems rather good or maybe its cause I suck lol. I lost my first game of the metropolis planet because couldnt defend my supply lines. So as I was trying to lay siege to a nearby city, animals kept blocking the supply route. Its actually a pretty hard map that got generated.
Title: Re: SHADOW EMPIRE: Sci-fi 4x wargame on a procedurally generated world
Post by: EuchreJack on June 14, 2020, 03:23:29 pm
Epic with vast ruins should advance about as quick as slow with no ruins. Plus there should be vast amounts of GR equipment. If you prioritize your regular forces, the GR units can be regular units instead of militia, and attached to OBQs.
Title: Re: SHADOW EMPIRE: Sci-fi 4x wargame on a procedurally generated world
Post by: Il Palazzo on June 14, 2020, 03:33:15 pm
I don't think ruins influence how many GR units you can find, since you get them upon first capturing free folk settlements. One should be swimming in artefacts after a while, though.
Title: Re: SHADOW EMPIRE: Sci-fi 4x wargame on a procedurally generated world
Post by: Majestic7 on June 14, 2020, 05:33:17 pm
The trouble with GR units is that I never dare to actually use them other than for garrisoning important supply routes, for the fear of losing them. :P With the exception of the heavy tanks, those are beasts.
Title: Re: SHADOW EMPIRE: Sci-fi 4x wargame on a procedurally generated world
Post by: EuchreJack on June 14, 2020, 06:10:50 pm
Might as well use the infantry, as they at least will eventually be available to your units.  I mix them in with my infantry swarms, figure they can add their attack power and hopefully my militia and regular infantry can absorb most of the hits.  Which is why I was so stoked when I saw GR units manned by regular army instead of militia.

Thanks for clarifying Il Palazzo, I wasn't really clear on how I actually got them.  Actually, I'm still a bit unclear on what everyone means when they say "artifacts".

Unrelated, this game is tough.  From experience and reading this forum and the Shadow Empire forum on Matrix Game's site, I'd say that this is one of those games where Hard means Hard.
Title: Re: SHADOW EMPIRE: Sci-fi 4x wargame on a procedurally generated world
Post by: Vivalas on June 14, 2020, 06:49:45 pm
Wow, that massive ruin. I'm truly in awe. My immediate reaction is to conquer as much population as possible before spamming recycling centers and building a massive army of mechanized apcs and tanks. Holy crap.

That world is just gonna be war between whoever controls the largest ruins and who builds the most tanks. I'm truely in awe. Also all the artifacts and archaelogical sites you can find, wow.
Title: Re: SHADOW EMPIRE: Sci-fi 4x wargame on a procedurally generated world
Post by: Il Palazzo on June 14, 2020, 06:52:25 pm
Actually, I'm still a bit unclear on what everyone means when they say "artifacts".
Artefacts are a category of stratagems. You find them by building recycling centres on hexes marked with little pyramids (i.e. a resource maker). I think you discover those by regular prospecting, (only?) on ruins.
I've never had the Archeological Push stratagem do anything, but it might be for finding those sites, specifically. There's at least one fate stratagem that gives you a few artefacts as well.
They're free to play, and if the few that I've had so far are representative, they seem to be fairly strong - but not overpowered - unit or leader buffs.
Title: Re: SHADOW EMPIRE: Sci-fi 4x wargame on a procedurally generated world
Post by: Shooer on June 14, 2020, 07:36:08 pm
I got a medium world with 2bil pop, if anyone wants.  Regular dif, normal speed, corporations, cults, epochs.  The start area is a good area to farm, high rain and it's cold enough in the south.  Also in the middle of a decent city ruin.
Download (https://drive.google.com/file/d/1U7M4eT_FFVfVESrhG6a7-qgFzN8KfgAP/view?usp=sharing)
Spoiler: Preview Image (click to show/hide)

I'm going to have to take another shot at this start.  I went way to aggressive to early.  Keeping the roads open from wildlife cutting off a newly conquered city while attacking another farmer was a little much.  Was rolling out 50+ medium tanks a turn just to try and fight the animals.  Emphasis on try.

Also download (https://drive.google.com/file/d/1Yh-0Wg0m6wKHzZuf9nnswWCt7TpVALez/view?usp=sharing) for the Nuclear Jurassic Low Pop world.  Warning; 1/3 of your starting territory is lightly irradiated, it's not enough to be bad, but your capitol is in the middle of it.
Title: Re: SHADOW EMPIRE: Sci-fi 4x wargame on a procedurally generated world
Post by: Majestic7 on June 15, 2020, 01:37:14 am
Did you notice that the icon for wind traps is directly from Dune 2? Nice easter egg, but hope there won't be any copyright issues.

Edit: So I seem to be addicted to starting new games. Now a jungle planet with hostile alien life and lots of ruins. I got almost immediately artifact stash card and played it. Now my first independent motorized infantry brigade is equipped with a shield generator, a killer android and an energy lance weapon. You bet those are getting destroyed by the first lucky hit, but maybe they'll cut some aliens before it.
Title: Re: SHADOW EMPIRE: Sci-fi 4x wargame on a procedurally generated world
Post by: Il Palazzo on June 15, 2020, 06:01:30 am
Anyone else getting crashes when clicking the order of battle tab in the latest version?
Title: Re: SHADOW EMPIRE: Sci-fi 4x wargame on a procedurally generated world
Post by: Il Palazzo on June 15, 2020, 11:33:40 am
Here's another populated planet if somebody wants to play on different settings (hard diff, slow speed, the rest on default):
https://drive.google.com/file/d/1dcg-LQr0mowvB_ng0KjbI6VBSdCuu5cH/view?usp=sharing

A large Siwa, slightly on the warmer side. Cloud forests, with lots of surface water and rain. Perfect habitability for humans and all kinds of farming. 10m tall animals roaming the countryside.
16.5 billion initial population, 125 zones inhabited (should be most of them). ~5 million final pop.
Title: Re: SHADOW EMPIRE: Sci-fi 4x wargame on a procedurally generated world
Post by: E. Albright on June 15, 2020, 11:49:11 am
Incidentally, if there's anyone who's a member of the Matrix forums reporting bugs, I found a major one but can't be bothered to go through yet another registration just to report it.

You can currently perform infinite artillery bombardments if there's a normal army that can attack the target. Initiate the attack with the non-artillery unit, and switch to ranged attack. All adjacent artillery units, regardless of their current AP, will be available to join. They will all perform a minimum of 1 artillery attack before reporting their AP are exhausted. As the initiating non-artillery unit obviously did not participate, they can now choose to launch another attack... and switch to ranged attack again... etc. In effect, as long as you're willing to slog through long barrages on a volley-by-volley basis, you can launch as many of these attacks as you have patience for.
Title: Re: SHADOW EMPIRE: Sci-fi 4x wargame on a procedurally generated world
Post by: Shooer on June 15, 2020, 01:01:37 pm
Generated another 2bil pop world.  Start is probably the worst I've ever had.  Start right against the north pole, immediate contact with 3 of the 5 other majors, and the closest ruins is well through and past two of the hostile majors.  Was fun to watch the two hostile majors lose territory to the animals, until the animals turned on me.

New personal challenge:  What's the highest population Boreas world can I get.  Medium size, will have to roll a perfect or near perfect atmo.  So nothing hazardous, like ammonia.  Then hope that during colonization the planet get's perfected.

Why am I doing this?  I want a high pop world that I don't have to worry about 14m carnivore land squids and 8m top predator land octopi.

All else fails I'll get another shot at ethanol fueled tank army.

First Attempt: 72 mil pop, perfect to farm along the equator, no hazard for humans to walk the surface anywhere, except that over half the world is irradiated.  Start is pretty good though.  Good amount of ruins, little-no radiation, starting land is half green half rocky plains.  Either go west into the radioactive grassy plains or east into the desert.

Second Attempt: Little warmer, but almost the exact same results.  Right down to the radiation.  Start is in the middle of a desert.  Ok, so switching to try and just generate young Siwa.

If anyone wants either of the starts, just ask.  I might go back to the first one.

Title: Re: SHADOW EMPIRE: Sci-fi 4x wargame on a procedurally generated world
Post by: Knave on June 15, 2020, 01:39:42 pm
Yeah currently I'm of the opinion that the natural predators seem to be a little on the tough side. I understand that a 14m tall dinomonster should be tough, but why are their 1,400 of them running around in an army ready to blow up a whole brigrade?
Title: Re: SHADOW EMPIRE: Sci-fi 4x wargame on a procedurally generated world
Post by: Dostoevsky on June 15, 2020, 01:41:43 pm
It's like Alpha Centauri, except the human factions can only think like the evil corporation in Avatar. No peace, only exploitation. (I kid, sort of.)
Title: Re: SHADOW EMPIRE: Sci-fi 4x wargame on a procedurally generated world
Post by: Il Palazzo on June 15, 2020, 01:46:24 pm
Also, depending on the rng, those animals can have pretty nuts stats. The worst I've seen had ~700 soft/hard defence.
Some of those in the world I posted above have both attack and defence in the range of 150, and they already roll over everything one can field in the beginning without breaking a sweat.
Title: Re: SHADOW EMPIRE: Sci-fi 4x wargame on a procedurally generated world
Post by: Shooer on June 15, 2020, 01:56:53 pm
I want to play on Medusa more often, but the animals can get absurd if they stack up.  Though in one game they stopped being a problem once I had charged Gauss machine-guns on my buggies, though that isn't as feasible to hope for in the early game anymore.

I'm thinking of looking into modding the archive stratagem card to be able to give you bigger leaps in tech again.  I think it would be fair, with the new cost.  Maybe increase it to 5.  Right now paying 4 FP to unlock rocketry just isn't worth it.  The archive card was great in the early game and still good in the late, now it's maybe ok early and great late.  Rather make it great in the early game again.

Also want to see if I can mod it so majors start with a random advanced tech, Tier 3 or 4.  Nothing end game.  Want majors to feel like they have a reason to be, well, major.  Other than being the only organizations trying to conquer the world.

Also also want to look into making new world types.  Mainly I want to make a orbital/artificial habitat.  Rings would be easy to represent, what with how the map already works.  You can represent damage to the hab having an effect on the environment.  Thinking like a habitat that lost atmo pressure and water because a section was holed in a fight during the collapse.
Title: Re: SHADOW EMPIRE: Sci-fi 4x wargame on a procedurally generated world
Post by: Majestic7 on June 15, 2020, 02:28:46 pm
I'm personally most bothered by the unit add-ons that cost like five fate points, those seem incredibly expensive for the benefit. Especially since you can lose them to RNG. In my opinion, those cards should give you the unit feat permanently with a small chance to gain per unit, like the ones unlocked with ideology.
Title: Re: SHADOW EMPIRE: Sci-fi 4x wargame on a procedurally generated world
Post by: Dostoevsky on June 15, 2020, 02:49:41 pm
The latest (and previous, I think?) patch lowered the cost of those to... 2, I think. (It also nerfed the random tech card, which I agree is a darn shame.)
Title: Re: SHADOW EMPIRE: Sci-fi 4x wargame on a procedurally generated world
Post by: Shooer on June 15, 2020, 03:42:18 pm
Ooo, beta/coming patch the random tech card gets a buff.  Can get a tech from a connected tech group.  As opposed to the very nerfed currently only getting a tech from an unlocked tech group.

Also once you get recon 5 on a zone it reveals neighboring zones.  Which means you don't have to wait until you border someone to start diplomacy.

And worlds with little rain will have chance for more pop during world gen.
Title: Re: SHADOW EMPIRE: Sci-fi 4x wargame on a procedurally generated world
Post by: Trolldefender99 on June 15, 2020, 03:53:41 pm
You can destroy roads now. Thats an awesome addition.
Title: Re: SHADOW EMPIRE: Sci-fi 4x wargame on a procedurally generated world
Post by: Dostoevsky on June 15, 2020, 04:00:13 pm
Woof. So I finally got around to fielding heavy tanks, and... is it just me, or are they as hilariously impractical as they often were in real life? I'm assuming tech advances will help, but with basic diesel engines & steel armor the fuel costs for just moving them around are staggeringly high - not just in the cost, but also the logistics footprint. I'm not even using the heaviest models available, but I basically get to choose between moving my independent heavy tank group or getting food and ammo to the rest of my nearby troops.
Title: Re: SHADOW EMPIRE: Sci-fi 4x wargame on a procedurally generated world
Post by: Il Palazzo on June 15, 2020, 04:15:51 pm
You can always detach a cute litte kampfgruppe that won't eat up your everything while still adding that extra punch where needed.

On the other side of the spectrum, fielding a pure heavy tank army must be hilarious.
Title: Re: SHADOW EMPIRE: Sci-fi 4x wargame on a procedurally generated world
Post by: Majestic7 on June 15, 2020, 04:58:15 pm
I suppose heavy tanks are a bit like battleships in fleet-in-being -doctrine, their main usage is having them sit somewhere looking menacing so the enemy must plan around them.
Title: Re: SHADOW EMPIRE: Sci-fi 4x wargame on a procedurally generated world
Post by: Dostoevsky on June 15, 2020, 04:59:47 pm
This is with a tiny little 5-unit independent group (i.e. 50 tanks). To give a sense of scale... an example group of 5 buggies keeps a stockpile of roughly 60-100 fuel around, replenishing as needed. Light tanks, maybe 200-400. Medium tanks, in the range of 1,000. My first heavy tank group, over 6,000 in reserve. Moving them their full distance (and that's with -20% move mod thanks to the engine basically guaranteed being outclassed) costs over 3,000 fuel.
Title: Re: SHADOW EMPIRE: Sci-fi 4x wargame on a procedurally generated world
Post by: Majestic7 on June 15, 2020, 05:08:38 pm
I haven't played long enough to see them, but I suppose you get electric engines fed with energy at some point. You could then keep some units on diesel to even out the resource cost. Somehow the thought of gigantic smoking monster tanks rumbling around while all other vehicles are elegantly gliding electrics is amusing.
Title: Re: SHADOW EMPIRE: Sci-fi 4x wargame on a procedurally generated world
Post by: EuchreJack on June 15, 2020, 05:45:32 pm
Well, fuel is basically free*, so it's really only the logistics issues, which again are historically accurate.
Heavy Tanks were generally best used sitting in ambush or pushing forward when literally nothing else would do.

*Fuel is food, which is basically free because food is water (build more wind traps, syphon the sea, melt snow) and energy (solar power to infinity).  Your mileage may vary...
Title: Re: SHADOW EMPIRE: Sci-fi 4x wargame on a procedurally generated world
Post by: Urist McScoopbeard on June 15, 2020, 05:59:15 pm
Also you could try moving them thru logistics? Not sure if that would lower fuel costs?
Title: Re: SHADOW EMPIRE: Sci-fi 4x wargame on a procedurally generated world
Post by: Dostoevsky on June 15, 2020, 09:59:08 pm
Yep, strategic move does indeed work - another case of what is often done with tanks both back in WW2 and still today in many cases. (After all, tanks today are still massive gas guzzlers.)

And yeah, I have no shortage of fuel at all, I'm just marveling at the logistics headache that using them is. (Again, as you say is historically accurate.) I like it. Also need to make sure to have enough production, as despite being free/easy to obtain that's still quite a chunk of fuel consumed in a single action.
Title: Re: SHADOW EMPIRE: Sci-fi 4x wargame on a procedurally generated world
Post by: Majestic7 on June 16, 2020, 01:58:24 am
Heavy tanks moved around by train..hmm... you know what this makes me think? Armored trains. Armored trains and huuuuuge siege artillery guns. That is what the game needs.
Title: Re: SHADOW EMPIRE: Sci-fi 4x wargame on a procedurally generated world
Post by: Vivalas on June 16, 2020, 02:45:31 am
Are these "heavy tanks" truly the highest class of tank? I recall reading in the manual about so-called "monitor tanks". One can only imagine.
Title: Re: SHADOW EMPIRE: Sci-fi 4x wargame on a procedurally generated world
Post by: Yoink on June 16, 2020, 02:46:52 am
Okay, I have no idea what I am doing. Aaaaaahh.   
Title: Re: SHADOW EMPIRE: Sci-fi 4x wargame on a procedurally generated world
Post by: EuchreJack on June 16, 2020, 03:21:00 am
Are these "heavy tanks" truly the highest class of tank? I recall reading in the manual about so-called "monitor tanks". One can only imagine.
Well, they are on the unit tree, but I've never seen one, so I can't say for sure they exist.
Title: Re: SHADOW EMPIRE: Sci-fi 4x wargame on a procedurally generated world
Post by: Majestic7 on June 16, 2020, 04:36:56 am
Now that I've been playing with monsters, I must say they'd need a different AI from other enemies. It feels weird when dinosaurs go directly to cut your supply lines like they had a general directing them instead of, you know, wandering randomly or targeting food and water sources.
Title: Re: SHADOW EMPIRE: Sci-fi 4x wargame on a procedurally generated world
Post by: Il Palazzo on June 16, 2020, 08:15:01 am
Are these "heavy tanks" truly the highest class of tank? I recall reading in the manual about so-called "monitor tanks". One can only imagine.
Well, they are on the unit tree, but I've never seen one, so I can't say for sure they exist.
The GR Cataphracts you can sometimes find in settlements are monitor tanks, iirc.
Title: Re: SHADOW EMPIRE: Sci-fi 4x wargame on a procedurally generated world
Post by: Yoink on June 16, 2020, 08:17:55 am
I am literally following the manual word-for-word and shit still ain't working, with no explanation offered as to why.   
Trying to attack these unaligned enemies (who attack me every turn and whom I was able to attack once in the past) yet there is so sign of the red arrow or any option to attack. Do I have to wait until they all kill themselves attacking us, or what?

Who am I kidding, combat's the least of my worries. I don't know how to do anything. I can't even figure out how to appoint the officers I've supposedly be hiring - there doesn't seem to be a screen for that, or one for my economic council which I think I was supposed to be doing stuff with.   
Title: Re: SHADOW EMPIRE: Sci-fi 4x wargame on a procedurally generated world
Post by: Il Palazzo on June 16, 2020, 08:36:46 am
The manual does need a serious rewrite. Ask here - people with too much time on their hands will have probably figured it out.

To attack you just need enough action points to enter the hex. You might not be able to, if the terrain is rough and you didn't start next to the target. Sometimes your AP might be low for other reasons, like poor readiness (the colour of the unit bar, or the number by the lightning icon) due to having lost a fight recently or having no supply (the colour of the little square box next to the unit bar).
This game does combat like a typical WWII-style wargame, so don't expect frontal attacks to do much damage apart from pushing enemy out of the hex. You kill troops by cutting off their retreat route (i.e. surrounding them with your controlled hexes), and individual fights are won the easiest against units with low readiness (so, again, after they've failed an attack, after you've bombarded them with artillery, or after you've cut off their supply - the last one doesn't work with independent units).

The decision to appoint anyone ever appears the next turn after you've created the position. So creating e.g. the economy council on turn one means you'll be prompted to pick a director on turn two. You need some unemployed appointees to do that, which you can hire by playing stratagems occasionally appearing in the 'nation' category. Sometimes your political parties will ask you to hire one of their members too.

The various councils do the stuff they're supposed to be doing automatically, by spending a proportion of bureaucratic points you generate mostly in your HQ building (initially) or bureaucratic offices. You can change the proportion used for various tasks the turn after you've created a council, or by talking to the director.
Title: Re: SHADOW EMPIRE: Sci-fi 4x wargame on a procedurally generated world
Post by: Urist McScoopbeard on June 16, 2020, 08:37:17 am
combat with independents can be a bit funky sometimes, also movement drains your units action points (AP), so if you be stepping to an enemy you might find your units exhausted before they can attack.

also all officer appointments are done via decision, usually the turn after you CREATE a new council or OHQ unit, or a turn after whenever you delay appointment. It's a bit unwieldy, but you can also fire officers from the management > leaders tab

EDIT: also Il Palazzo explained it all better lol.

EDIT: Also what council discovers OOBs? I'd like some artillery units finally!
Title: Re: SHADOW EMPIRE: Sci-fi 4x wargame on a procedurally generated world
Post by: Dostoevsky on June 16, 2020, 10:05:03 am
Staff Council handles OOBs, if I recall. Thus far the only artillery formations I've found are actually mostly infantry, meaning that if you want saturated artillery you're probably better off using independent groups and attaching them to OHQ formations.

I've encountered at least one Monitor GR unit, so can confirm they exist. I think you only really get access to constructing them once you've got access to better engines and lighter armor, though, which would make sense.

And regarding basics: I think Il Palazzo covered it pretty well but a few extra bits: AP is always out of 100, and shown by the rotating arrow symbol under unit stats. See screenshot below, the pink/purple marking. Also make sure you're in one of the move modes (as opposed to just inspecting, etc.) - M for single unit movement, G to move a full stack at once. See red circle indicating I'm in move mode.

Spoiler: Hopefully this works? (click to show/hide)

(Link at https://imgur.com/a/BUxoG4R in case I got that in wrong; I've lately had trouble loading images here for some reason.)

I think the manual already mentions this, but be wary of attacking when at less than 100 AP (in other words, both moving and attacking within a single turn). A battle lasts 1 round for every 10 AP, meaning that a given unit needs to call off its attack early if it lacks the AP. Furthermore, most (all?) troop types have a penalty to their attack value for the first 2 rounds of combat to simulate approaching the defenders. Furthermore, moving decreases readiness which you'll want as high as possible before fighting (it regains naturally every turn).

Thus, the safe/methodical thing to do is approach the enemy in one turn, then attack in the next. Or at least have a decent fraction of your troops attacking fresh. If, e.g., you have a 50 AP unit and a 100 AP unit attacking, the 50 AP unit will pull out after round 5 but the other unit will keep attacking until round 10. So for flanking elements and the like it's less important (and less feasible) to attack with 100 AP.
Title: Re: SHADOW EMPIRE: Sci-fi 4x wargame on a procedurally generated world
Post by: Il Palazzo on June 16, 2020, 10:56:08 am
Spoiler: imgur embedding (click to show/hide)
Title: Re: SHADOW EMPIRE: Sci-fi 4x wargame on a procedurally generated world
Post by: Dostoevsky on June 16, 2020, 11:58:06 am
Thanks. I swear I have to re-learn how to do it every time I want to link an image. Still, your method is better than whatever I was doing previously.
Title: Re: SHADOW EMPIRE: Sci-fi 4x wargame on a procedurally generated world
Post by: E. Albright on June 16, 2020, 01:40:12 pm
Whoever it was above who said that Slavers are the worst neighbors wasn't wrong. Those prats are more aggressive than monsters and better organized too.

I also second the "monsters need their own AI" statement. They have a better understanding of the importance of logistics than most military officers I've known.

If you're having a hard time getting a handle on the basics, the DasTactics tutorial series - it's like 12-15 videos with overviews followed by deep dives of how to do your first 10 turns or so - really does a good job explaining the basic mechanics. I've barely touched the manual so far and I'm at least merely incompetent! *smugly buffs knuckles on shirt*
Title: Re: SHADOW EMPIRE: Sci-fi 4x wargame on a procedurally generated world
Post by: Majestic7 on June 16, 2020, 02:40:19 pm
Fallout: Jurassic Park just happened, since I had to nuke some dinosaurs. Literally.

I had received two nukes from ruins and a horde of monsters threatened to overrun my supply lines while I'm fighting two friggin' slavers at the same time. I had a paltry garrison in reserve, but stack of three different dinos is just impossible to deal with infantry. So yeah. I suppose pieces of irradiated dinos will be raining down in the local area for the next week.

It is kind of funny my only way to deal with beasties is using artillery. I imagine a pack of hyenas chilling on a savannah and suddenly it starts raining 150mm artillery shells. Since that is the best way to keep the population under check.
Title: Re: SHADOW EMPIRE: Sci-fi 4x wargame on a procedurally generated world
Post by: Dostoevsky on June 16, 2020, 03:22:21 pm
Wait until you get rockets / missiles / katyusha. They have 3+ range for nice distance suppression.

But yes, less savanna and more endless WW1 hellscape. Filled with giant beasties, like the giant trench rat stories all being true and back for vengeance.
Title: Re: SHADOW EMPIRE: Sci-fi 4x wargame on a procedurally generated world
Post by: Il Palazzo on June 16, 2020, 03:37:31 pm
27m tall trench rats, though.
Title: Re: SHADOW EMPIRE: Sci-fi 4x wargame on a procedurally generated world
Post by: Shooer on June 16, 2020, 05:48:00 pm
Finally got what can be called a easy start.  Start is right on the south edge, so have access to infinite water from the never melting snow.  Warm world so farming is viable not far from the snow line.  Perfect native life, no dangerous animals. 

Right next to you is a peninsula with 2 farmers on it, you trap them in making them easy targets.  North is a bunch of friendly farmers.  West is Arachnids, but 40 turns in and I haven't seen one try and cross the 8 tile wide mountain.

Finlay made contact with a major around turn 34.  Only border is a 1 tile wide land bridge.  Also they were immediately friendly and started trade right away.

On the way to the major was a small series of ruins.  3 sitting on top of fuel deposits, and at least one has artifacts.
Title: Re: SHADOW EMPIRE: Sci-fi 4x wargame on a procedurally generated world
Post by: Il Palazzo on June 16, 2020, 05:51:04 pm
Can HQ stances be removed?
Title: Re: SHADOW EMPIRE: Sci-fi 4x wargame on a procedurally generated world
Post by: LoSboccacc on June 16, 2020, 06:11:39 pm
27m tall trench rats, though.

dunno a 3m rat seems more scary, a human will barely register interest in a colossal creature while a 3m rat can decide to attack because it feels threatened and can fit in any place you might find shelter against a larger creature
Title: Re: SHADOW EMPIRE: Sci-fi 4x wargame on a procedurally generated world
Post by: sunrakhan on June 16, 2020, 06:28:12 pm
Can HQ stances be removed?

Yes, in the OHQ's Unit Admin screen.
I only know it because I asked and somebody else told me. Now my debt is paid off, and it is your turn to spread the knowledge.
Title: Re: SHADOW EMPIRE: Sci-fi 4x wargame on a procedurally generated world
Post by: EuchreJack on June 16, 2020, 07:12:59 pm
Are these "heavy tanks" truly the highest class of tank? I recall reading in the manual about so-called "monitor tanks". One can only imagine.
Well, they are on the unit tree, but I've never seen one, so I can't say for sure they exist.
The GR Cataphracts you can sometimes find in settlements are monitor tanks, iirc.

Research: The Monitor Tank requires the Extreme Vehicles tech, which is found in the Heavy Machinery Tech group, which is dependent on Machinery, Engineering, and Basic Tech Groups.  You could sort of steer towards it specifically by always prioritizing techs in those groups over all other techs, maximizing research when one of those techs is available and maximizing discovery when the available options aren't one of the three in the next highest group in that sequence.  Probably not worth it from a tactical standpoint, since they're basically competing with nukes.

EDIT: Anyone know how to review stratagems without actually having them available to play?  I'm suspecting that the Covert Ops is basically useless against non-city minor regimes, but can't be sure unless I'm able to find out what all their stratagems actually DO.  And they vary based upon whether the player regime has gone Autocratic, Meritocratic, or Democratic.  So three very different options there, requiring three different and involved playthroughs just to answer what should be a fairly simple question.  I've noticed the stratagems are pretty straightforward when you have the card info text that appears in-game under the stratagem, but the text on the stratagem itself can be downright misleading.
Title: Re: SHADOW EMPIRE: Sci-fi 4x wargame on a procedurally generated world
Post by: Vivalas on June 17, 2020, 02:23:00 am
Finally got what can be called a easy start.  Start is right on the south edge, so have access to infinite water from the never melting snow.  Warm world so farming is viable not far from the snow line.  Perfect native life, no dangerous animals. 

Right next to you is a peninsula with 2 farmers on it, you trap them in making them easy targets.  North is a bunch of friendly farmers.  West is Arachnids, but 40 turns in and I haven't seen one try and cross the 8 tile wide mountain.

Finlay made contact with a major around turn 34.  Only border is a 1 tile wide land bridge.  Also they were immediately friendly and started trade right away.

On the way to the major was a small series of ruins.  3 sitting on top of fuel deposits, and at least one has artifacts.

You found a peaceful major? Every major I've found have been either genocidal assholes or extortionists.

Are these "heavy tanks" truly the highest class of tank? I recall reading in the manual about so-called "monitor tanks". One can only imagine.
Well, they are on the unit tree, but I've never seen one, so I can't say for sure they exist.
The GR Cataphracts you can sometimes find in settlements are monitor tanks, iirc.

Research: The Monitor Tank requires the Extreme Vehicles tech, which is found in the Heavy Machinery Tech group, which is dependent on Machinery, Engineering, and Basic Tech Groups.  You could sort of steer towards it specifically by always prioritizing techs in those groups over all other techs, maximizing research when one of those techs is available and maximizing discovery when the available options aren't one of the three in the next highest group in that sequence.  Probably not worth it from a tactical standpoint, since they're basically competing with nukes.

EDIT: Anyone know how to review stratagems without actually having them available to play?  I'm suspecting that the Covert Ops is basically useless against non-city minor regimes, but can't be sure unless I'm able to find out what all their stratagems actually DO.  And they vary based upon whether the player regime has gone Autocratic, Meritocratic, or Democratic.  So three very different options there, requiring three different and involved playthroughs just to answer what should be a fairly simple question.  I've noticed the stratagems are pretty straightforward when you have the card info text that appears in-game under the stratagem, but the text on the stratagem itself can be downright misleading.

Nice, when I inevitably get overrun in my current game, my next milestone is a 20 billion pop ruin world where I rush monitor tanks and power them with hundreds of tiles of recyclers.
Title: Re: SHADOW EMPIRE: Sci-fi 4x wargame on a procedurally generated world
Post by: LoSboccacc on June 17, 2020, 09:45:04 am
I found a 30% discount code and I've soo many questions.

but first: is there a proper way to exit? I've had to alt+f4 out of it and idk if that saved anything
Title: Re: SHADOW EMPIRE: Sci-fi 4x wargame on a procedurally generated world
Post by: Il Palazzo on June 17, 2020, 09:59:34 am
The game autosaves at end of turn. You can save manually in the same menu from which you can quit - in the preferences (cog icon, F1).
Title: Re: SHADOW EMPIRE: Sci-fi 4x wargame on a procedurally generated world
Post by: George_Chickens on June 17, 2020, 10:34:19 am
I found a 30% discount code and I've soo many questions.

but first: is there a proper way to exit? I've had to alt+f4 out of it and idk if that saved anything
Where did you find it?
Title: Re: SHADOW EMPIRE: Sci-fi 4x wargame on a procedurally generated world
Post by: LoSboccacc on June 17, 2020, 11:13:46 am
I found a 30% discount code and I've soo many questions.

but first: is there a proper way to exit? I've had to alt+f4 out of it and idk if that saved anything
Where did you find it?

I missed the official discount and I remember I got an email "you've been there 6 years here a small gift" and lo and behold it was a coupon, I lucked out.

looked like this, if you have an account maybe you have something floating around without even realizing like I had
Spoiler (click to show/hide)

edit: checking out I got mails from 4 and 5 years too. dunno what's inside or if the coupon are transferable, hit me up in pms if you feel adventurous and want to give it a chance. no guarantees!
Title: Re: SHADOW EMPIRE: Sci-fi 4x wargame on a procedurally generated world
Post by: Shooer on June 17, 2020, 11:16:11 am
You found a peaceful major? Every major I've found have been either genocidal assholes or extortionists.

All 3 flavors of Republic major can be friendly, only one will never ally.  Only one of the Theocratic major type will never ally, friendliness of the three is variable.  One of the Militarist can be friendly, can be.  One other might not be overtly hostile.  None of the Militarist will ally.

The Major I first met was a Syndic Republic, so friendly but no ally.  I'm manipulating their politics to change their ruling party to be a possible ally.  Once allied you can win cooperatively.

Edit: I'm afraid to see what kind of collateral damage my 360 heavy rocket launchers will do to this raider city.  I've seen 180 of my rocket launchers kill so many raiders and their tanks with just a single volley, while they were fortified in mountains.

Edit Edit:  Now I got a spaghetti nest of a territory map with that Republic major.  I took the raiders capitol, while they were at war with the Republic.  The raiders had nearly taken a whole zone and it's city.  Now I have a ton of good salvage sites woven around their city.  What a mess.
Title: Re: SHADOW EMPIRE: Sci-fi 4x wargame on a procedurally generated world
Post by: EuchreJack on June 17, 2020, 02:38:21 pm
You found a peaceful major? Every major I've found have been either genocidal assholes or extortionists.

All 3 flavors of Republic major can be friendly, only one will never ally.  Only one of the Theocratic major type will never ally, friendliness of the three is variable.  One of the Militarist can be friendly, can be.  One other might not be overtly hostile.  None of the Militarist will ally.

The Major I first met was a Syndic Republic, so friendly but no ally.  I'm manipulating their politics to change their ruling party to be a possible ally.  Once allied you can win cooperatively.

Edit: I'm afraid to see what kind of collateral damage my 360 heavy rocket launchers will do to this raider city.  I've seen 180 of my rocket launchers kill so many raiders and their tanks with just a single volley, while they were fortified in mountains.

Edit Edit:  Now I got a spaghetti nest of a territory map with that Republic major.  I took the raiders capitol, while they were at war with the Republic.  The raiders had nearly taken a whole zone and it's city.  Now I have a ton of good salvage sites woven around their city.  What a mess.

I'm reasonably sure that Majors are generally nice to you if you are stronger and are mean if you are significantly weaker.  They tend to take a wait-and-see approach if you are on basically equal footing.  They've usually been Friendly when I first encounter them early in the game, for example.

I also suspect that your country's politics in relation is also a significant factor.  Shooer, what sort of regime do you have?
Title: Re: SHADOW EMPIRE: Sci-fi 4x wargame on a procedurally generated world
Post by: Shooer on June 17, 2020, 03:27:26 pm
Meri/Demo (Switching every few turns, right now tied at the same value)
Commerce
Mind

Leading faction is
Meritocracy
Enforcement
Mind

Pretty easy to keep mind factions happy "Hey, you know how we are progressing technologically?  We DEMAND that you keep doing that."

Now at war with a militant major.  They declared war when they took some of the disconnected spaghetti.  Jokes on them, I have 950 light tanks, 360 heavy rockets and an amount of mixed infantry sitting bored after taking the raiders that can all be aimed at their heartland.  Also a tech advantage with heavy combat armor and replacement tanks coming up with polymer armor.

Second main force of mine is getting ready to set a border with another militant major.  70k troops (more pop than I have in two zones), 250 medium tanks(polymer armor), and 50 conventional missile launchers.  Building more launchers soon, plan is to just destroy any of their structures in range from the border if they attack.  Total war.
Title: Re: SHADOW EMPIRE: Sci-fi 4x wargame on a procedurally generated world
Post by: Dostoevsky on June 17, 2020, 04:18:19 pm
So I had forgotten that fuel efficiency is one of the possible linear techs - makes fielding diesel heavy tanks quite a bit more reasonable, as getting into the 60s on it cuts fuel costs by more than half.

I wish there was an easier way to assign special units to troops. Having to insert them one at a time into a new formation of 5 units is rather a pain.
Title: Re: SHADOW EMPIRE: Sci-fi 4x wargame on a procedurally generated world
Post by: Il Palazzo on June 17, 2020, 04:33:44 pm
I wish there was an easier way to assign special units to troops. Having to insert them one at a time into a new formation of 5 units is rather a pain.
What do you mean?
Title: Re: SHADOW EMPIRE: Sci-fi 4x wargame on a procedurally generated world
Post by: Shooer on June 17, 2020, 05:03:39 pm
Takes way to many clicks to assign priests to a newly created army.
Title: Re: SHADOW EMPIRE: Sci-fi 4x wargame on a procedurally generated world
Post by: Il Palazzo on June 17, 2020, 05:10:04 pm
Oh, right. True dat.
Title: Re: SHADOW EMPIRE: Sci-fi 4x wargame on a procedurally generated world
Post by: EuchreJack on June 17, 2020, 06:13:09 pm
Well, the priests usually don't cost PP, so I guess they have to cost something  :P
Title: Re: SHADOW EMPIRE: Sci-fi 4x wargame on a procedurally generated world
Post by: Shooer on June 17, 2020, 06:48:37 pm
Something I didn't know and am now strongly amused by.  It seems once you get to some point militia start spawning equipped, using your designs.  I've got heavy combat armored militia backed up by the only heavy tanks in the nation.

Just wondering how that got negotiated out.  "You guys need to stop driving those junkers around, we can provide some tanks left over from production"  "Bigger"  "No, we have light ta" "Has to be biggest, mine has got to be biggest."

Spoiler (click to show/hide)
Title: Re: SHADOW EMPIRE: Sci-fi 4x wargame on a procedurally generated world
Post by: Dostoevsky on June 17, 2020, 08:04:14 pm
It is indeed neat, but I think there might be a bug going on - the manual mentions that militia can "produce (licensing and second-hand sales) their own versions of Models older than 5 Earth Years (30 Rounds) of the Regular Military." But I think I've seen militia units using rather newer equipment than that? Haven't done a careful track of it, though.
Title: Re: SHADOW EMPIRE: Sci-fi 4x wargame on a procedurally generated world
Post by: EuchreJack on June 18, 2020, 02:12:15 am
I've been studying how best to maximize research.  Mind is clearly the best, as it gives a straight research bonus.  Government gives BP bonus, so that converts into research, although Commerce boosts the private economy, which "might" lead to research buildings being built early on.  Government seems more reliable.

I'm not as sure about government type.  They all seem to have some way of recruiting the talented people to run the councils.  Until I know more, my preference will probably be to pick whatever government makes most of my starting leaders happy, since with this setup I'm not really listening to them on the other two.
Title: Re: SHADOW EMPIRE: Sci-fi 4x wargame on a procedurally generated world
Post by: Vivalas on June 18, 2020, 04:11:04 am
Just realized that the wierd one tile lakes that don't make sense are probably bomb craters. Nifty.

Then again that would mean they're 200x200 km bomb craters. I don't see why they would be lakes, but those are some massive craters. Then again, hundreds of millions died in apocalyptic nuclear exchange on every single planet apparently, and given the other ridiculous tech that the GR had, I guess those sized craters would make sense.
Title: Re: SHADOW EMPIRE: Sci-fi 4x wargame on a procedurally generated world
Post by: Ekaton on June 18, 2020, 04:13:59 am
Well, the priests usually don't cost PP, so I guess they have to cost something  :P

They do, cults have some debuffs as well. Eternity movement, for example, might help your soldiers’ morale, but also lowers productivity. Shadow cult can make your soldiers more deadly, but also has a tendency to kill followers of other cults.
Title: Re: SHADOW EMPIRE: Sci-fi 4x wargame on a procedurally generated world
Post by: Dostoevsky on June 18, 2020, 08:43:09 am
Cults seem to have upsides and downsides outside of their priest bonuses, yeah.

Eternity lowers private asset productivity; Mystic lowers soldier recruitment; Shadow causes unrest with "disturbing rituals"; not sure about Apocrypha since I've only just encountered them. Haven't had any Church of Syndic in my towns yet, so not sure about them either. May well be more of them.

It does seem like certain cults (Shadow, Apocrypha, maybe others) can cause religious violence if there's significant other cult presence in a town. That can not only kill cult followers (populace) but even garrisoned soldiers. Also causes fear, which is a mixed bag - less unrest, but also less happiness.

It also looks like they may have bonuses if the favored cult or something? I started with Eternity and favor them, which leads to loyalty bonuses "from meditations" at cities with significant Eternity presence and loyalty issues. Edit edit: may just be a dominant thing? My recently-captured town with Apocrypha cult presence is now showing that they're causing additional free folk migration through proselytizing and conversion.

Then there's the priest bonuses, which are all pretty good. Eternity raises morale, Mystic keeps readiness up, Shadow prevents retreat, Apocrypha gives +100 attack on the offense and a 25% higher chance to kill on a hit (!).

Edit: And on the 200x200 craters, near the end of the manual there's a section on design compromises, which notes several issues with the large hex scale chosen (e.g. a battalion unit of ~1000 troops can't really secure a 200x200 hex).
Title: Re: SHADOW EMPIRE: Sci-fi 4x wargame on a procedurally generated world
Post by: sunrakhan on June 18, 2020, 10:50:13 am
Takes way to many clicks to assign priests to a newly created army.

A shortcut you might not know about: when a unit is selected and the first button (the unit counter in the second box from the left) has been clicked on, you can see the HQ it is under. If you click the Strat button, you can bring up the Stratagems view and attach a priest to this specific unit from there.

The tooltip (« Play a Stratagem on this Commander ») is somewhat misleading. This Strat button is mainly useful to activate a Posture on the whole formation when clicked on from the HQ counter itself, but can also be used to attach priests when clicked on from a fighting unit.
Title: Re: SHADOW EMPIRE: Sci-fi 4x wargame on a procedurally generated world
Post by: Dostoevsky on June 18, 2020, 11:31:01 am
Felt this was worth sharing.

Title: Re: SHADOW EMPIRE: Sci-fi 4x wargame on a procedurally generated world
Post by: Shooer on June 18, 2020, 11:49:07 am
At difficulty 18 that AI wanted to teach who ever came by how to make nukes.
Title: Re: SHADOW EMPIRE: Sci-fi 4x wargame on a procedurally generated world
Post by: EuchreJack on June 18, 2020, 12:29:34 pm
I only got Assault Rifles from that event, and I think it was a much higher difficulty.  I feel cheated!
Title: Re: SHADOW EMPIRE: Sci-fi 4x wargame on a procedurally generated world
Post by: Urist McScoopbeard on June 18, 2020, 12:31:09 pm
At difficulty 18 that AI wanted to teach who ever came by how to make nukes.

Shadow Empire VR but the AI is Gandhi
Title: Re: SHADOW EMPIRE: Sci-fi 4x wargame on a procedurally generated world
Post by: Il Palazzo on June 18, 2020, 12:32:14 pm
You know you can keep talking to the AI every turn? (but it gets harder each time)
Title: Re: SHADOW EMPIRE: Sci-fi 4x wargame on a procedurally generated world
Post by: Dostoevsky on June 18, 2020, 01:18:49 pm
Neat, thanks. Subsequent just got me energy weapon optimization, which only holds humor because I don't actually have any energy weapons yet to optimize...
Title: Re: SHADOW EMPIRE: Sci-fi 4x wargame on a procedurally generated world
Post by: E. Albright on June 18, 2020, 01:51:26 pm
Hmm, I got that AI on turn 1 and have been ignoring it since it was difficulty 115 IIRC. Perhaps it's time to open the door again; our civilization score HAS increased...

[Difficulty 63 with a listed bonus of 60 to the roll. Roll of 65 got me Laser Guns. I'll take it. ^^]
Title: Re: SHADOW EMPIRE: Sci-fi 4x wargame on a procedurally generated world
Post by: Il Palazzo on June 18, 2020, 02:07:29 pm
So how multiplayer look in this one? I can't see any relevant options for setting it up, but it is mentioned in the manual. Or is it just not implemented yet?
Title: Re: SHADOW EMPIRE: Sci-fi 4x wargame on a procedurally generated world
Post by: Shooer on June 18, 2020, 03:38:09 pm
When you set up a game you can set the number of players.  Multi is by PBE(Play by Email) only from what I can tell.
Title: Re: SHADOW EMPIRE: Sci-fi 4x wargame on a procedurally generated world
Post by: EuchreJack on June 18, 2020, 03:46:23 pm
You know you can keep talking to the AI every turn? (but it gets harder each time)

What happens if I fail the roll?
Would I be correct in assuming that its a decision triggered by calling the zone governor and paying PP, or do I have to do something else?
Title: Re: SHADOW EMPIRE: Sci-fi 4x wargame on a procedurally generated world
Post by: Dostoevsky on June 18, 2020, 03:55:41 pm
You know you can keep talking to the AI every turn? (but it gets harder each time)

What happens if I fail the roll?

When I failed, at least, the AI got angry with me and told me to go away. Purely coincidentally, a few turns later a small group of hostile AI sentinels popped up nearby the city.
Title: Re: SHADOW EMPIRE: Sci-fi 4x wargame on a procedurally generated world
Post by: Il Palazzo on June 18, 2020, 05:28:55 pm
Yeah, you call the guvnor and pay 3 PP, iirc. The two times I failed the roll I also got 10 sentinels pop up in the zone. I don't know if other outcomes are possible.

Some other events have similar repeatable mechanics. I think it was the union leader and the old militia general?

When you set up a game you can set the number of players.  Multi is by PBE(Play by Email) only from what I can tell.
Right. So it's an EoFS style PBEM. The turns don't take all that long though, and there seems to be more of them per game than in EoFS.
I'm trying to figure out how would a multiplayer match be best organised. It looks to me that just sending emails to the next person would take too long - at least with more than 2 players or on the tiniest of maps.
Title: Re: SHADOW EMPIRE: Sci-fi 4x wargame on a procedurally generated world
Post by: Vivalas on June 18, 2020, 06:14:13 pm
"After a long discussion on 'high galactic ethics' the AI has chosen to instruct you on how to build nukes."

Yep, either this is definitely GhandiOS, or the GR had it coming.
Title: Re: SHADOW EMPIRE: Sci-fi 4x wargame on a procedurally generated world
Post by: EuchreJack on June 18, 2020, 07:06:06 pm
Yeah, you call the guvnor and pay 3 PP, iirc. The two times I failed the roll I also got 10 sentinels pop up in the zone. I don't know if other outcomes are possible.

Some other events have similar repeatable mechanics. I think it was the union leader and the old militia general?

When you set up a game you can set the number of players.  Multi is by PBE(Play by Email) only from what I can tell.
Right. So it's an EoFS style PBEM. The turns don't take all that long though, and there seems to be more of them per game than in EoFS.
I'm trying to figure out how would a multiplayer match be best organised. It looks to me that just sending emails to the next person would take too long - at least with more than 2 players or on the tiniest of maps.

I suspect if the players set up a weekend with a schedule, they could crank through the first 20 turns or so, then it would probably slow down to 1 turn apiece during the week, picking up to 2-4 turns during the weekend.  A moon should be playable to completion.  The game seems to process one player's turns one-at-a-time, so I don't think it can go any quicker than that.
Title: Re: SHADOW EMPIRE: Sci-fi 4x wargame on a procedurally generated world
Post by: Karlito on June 18, 2020, 08:55:51 pm
For some games Slitherine has a server to automatically transfer save files which saves the hassle of having to check your email and download files, so hopefully they bring that functionality to Shadow Empire at some point.
Title: Re: SHADOW EMPIRE: Sci-fi 4x wargame on a procedurally generated world
Post by: Dostoevsky on June 18, 2020, 09:03:43 pm
Some other events have similar repeatable mechanics. I think it was the union leader and the old militia general?

Thus far I've encountered: AI bunker; sensei; mad scientist; union leader; retired general; murderous monster; and maybe one or two others I can't recall.
Title: Re: SHADOW EMPIRE: Sci-fi 4x wargame on a procedurally generated world
Post by: Vivalas on June 18, 2020, 09:15:54 pm
Yeah, you call the guvnor and pay 3 PP, iirc. The two times I failed the roll I also got 10 sentinels pop up in the zone. I don't know if other outcomes are possible.

Some other events have similar repeatable mechanics. I think it was the union leader and the old militia general?

When you set up a game you can set the number of players.  Multi is by PBE(Play by Email) only from what I can tell.
Right. So it's an EoFS style PBEM. The turns don't take all that long though, and there seems to be more of them per game than in EoFS.
I'm trying to figure out how would a multiplayer match be best organised. It looks to me that just sending emails to the next person would take too long - at least with more than 2 players or on the tiniest of maps.

I suspect if the players set up a weekend with a schedule, they could crank through the first 20 turns or so, then it would probably slow down to 1 turn apiece during the week, picking up to 2-4 turns during the weekend.  A moon should be playable to completion.  The game seems to process one player's turns one-at-a-time, so I don't think it can go any quicker than that.

I'd definitely be down for this, if anyone else is interested
Title: Re: SHADOW EMPIRE: Sci-fi 4x wargame on a procedurally generated world
Post by: Il Palazzo on June 19, 2020, 09:20:02 am
Anyone else would want to give it a go? Just to try it out. Just to see how it feels.
Mostly to work out the schedule.
I'm thinking four players on the first small unclassified map we roll, but it's all open to discussion.
Title: Re: SHADOW EMPIRE: Sci-fi 4x wargame on a procedurally generated world
Post by: EuchreJack on June 19, 2020, 09:36:46 am
Might want to try a small moon: It's the smallest map possible, so should* be the shortest game possible.  "Should" qualified by the fact that resources are also scarce, so there is a greater need to build up the war machine.  It's estimated that against the AI that a small moon is beatable in 20 turns, but I doubt the AI could survive being overwhelmed for a long as human players.

I may be able to devote a weekend to testing multiplayer out, but if it lasted beyond that then I'd probably drop out or pass the torch.
Title: Re: SHADOW EMPIRE: Sci-fi 4x wargame on a procedurally generated world
Post by: E. Albright on June 20, 2020, 01:37:15 am
Even if it's not the least pleasant world I've generated, this has to be one of the most viscerally unsettling ones I've seen...

Spoiler: Note: not lava (click to show/hide)
Title: Re: SHADOW EMPIRE: Sci-fi 4x wargame on a procedurally generated world
Post by: LoSboccacc on June 20, 2020, 04:08:00 am
is there a way to know if I'm having too few or too many military units? what do you all do? just recruit to cap? I didn't see upkeeps mentioned anywhere in the ux
Title: Re: SHADOW EMPIRE: Sci-fi 4x wargame on a procedurally generated world
Post by: E. Albright on June 20, 2020, 04:11:23 am
Upkeep is soldier salary, which is set with other salaries (i.e., call your Secretary).
Title: Re: SHADOW EMPIRE: Sci-fi 4x wargame on a procedurally generated world
Post by: LoSboccacc on June 20, 2020, 08:44:24 am
Upkeep is soldier salary, which is set with other salaries (i.e., call your Secretary).

jesus I've taken up gaming as a hobby because I hate interacting with people and now this, simulated conference calls XD
Title: Re: SHADOW EMPIRE: Sci-fi 4x wargame on a procedurally generated world
Post by: Karlito on June 20, 2020, 11:03:49 am
There's also the food all your recruits eat, and the logistics that uses.
Title: Re: SHADOW EMPIRE: Sci-fi 4x wargame on a procedurally generated world
Post by: E. Albright on June 20, 2020, 11:12:40 am
As well as ammo/energy if they fight and fuel/energy if they travel, if we're being thorough. I suppose if the unit is a robot they might take energy as upkeep instead of food, for that matter.

On a related-ish note, let me voice my irritation that if you have a nice full nutrition alien biomatter world with forests, etc. but no surface water/rainfall (i.e., non-water-based plants) you still can't build xeno agriculture b/c it's "too arid for farming". Grr...
Title: Re: SHADOW EMPIRE: Sci-fi 4x wargame on a procedurally generated world
Post by: EuchreJack on June 20, 2020, 06:01:28 pm
Even if it's not the least pleasant world I've generated, this has to be one of the most viscerally unsettling ones I've seen...

Spoiler: Note: not lava (click to show/hide)

Did you finally find Alpha Centauri?
Title: Re: SHADOW EMPIRE: Sci-fi 4x wargame on a procedurally generated world
Post by: Il Palazzo on June 20, 2020, 06:25:04 pm
Eh, bummer. Now that I'm starting to feel like I've got the game figured out, it seems to have lost much of its allure. Still, a good couple weeks of fun.
Title: Re: SHADOW EMPIRE: Sci-fi 4x wargame on a procedurally generated world
Post by: Shooer on June 20, 2020, 09:12:31 pm
At least 180 conventional missiles don't seem to wipe out a medium-large city.  In one shot.
Spoiler (click to show/hide)
Only 11k more machine gun troops to displace from it.
Title: Re: SHADOW EMPIRE: Sci-fi 4x wargame on a procedurally generated world
Post by: EuchreJack on June 20, 2020, 11:31:14 pm
Eh, bummer. Now that I'm starting to feel like I've got the game figured out, it seems to have lost much of its allure. Still, a good couple weeks of fun.

In that case, maybe you can comment on whether or not Arachnids are soft or hard targets, or to what degree that makes sense.

I was going to save this for multiplayer, but what is the "best" first light tank design?  I was thinking a Small Engine, 20mm Cannon, 25mm Armour, hope the design roll doesn't go on the heavy side.

Are Recon Buggy rushes the end-all-be-all?  With the first model design being to upgrade the Armour to 25mm, so they don't have to be replaced so often?

Note: For the test game that I ran in order to find out that "second level of armour" is 25mm, I rolled the City of Seattle in ruins with post-apocalyptic troops in Environmental Suits.  I feel like somebody made this game before...
Title: Re: SHADOW EMPIRE: Sci-fi 4x wargame on a procedurally generated world
Post by: Vivalas on June 21, 2020, 01:47:50 am
At least for caliber, I've noticed the higher caliber guns weigh more, and use more ammo per firepower compared to lower caliber, but cost less per firepower. That and there's a massive exponential decrease to attack power when you're attacking with a caliber of weapon below that of what the armor you're attacking has.

e.g. if an RPG and a infantry with a rifle had the same hard attack damage, the RPG would have much higher chance of killing a tank, because it has a higher "caliber"
Title: Re: SHADOW EMPIRE: Sci-fi 4x wargame on a procedurally generated world
Post by: Dostoevsky on June 21, 2020, 12:20:49 pm
Are Recon Buggy rushes the end-all-be-all?

I don't really have a multiplayer mindset so I may well be missing something obvious, but while buggies are great on paper they do have some limitations in practice:

a) When it comes to operating outside friendly territory, logistics (of course).

b) Buggies don't really have effective options when it comes to OHQ usage. As far as I know there aren't any buggy-centric (or even buggy-at-all?) OHQ formations, which means at the most having your 2 integrated-independent detachments for every OHQ. But even then OHQ bonuses only apply in a relatively close distance to the commander, so it'd have to be a (likely expensive) mobile formation to begin with.

Why is OHQ so important? Not only can postures make a big difference, but the overall OHQ skills can yield multiple times the effective strength (e.g. +300%!) for units under them. This isn't something you'll notice against non-aligned forces and minors since they don't have commanders, but non-integrated independent groups do seem to falter against an OHQ formation with a decent commander.

At least for caliber, I've noticed the higher caliber guns weigh more, and use more ammo per firepower compared to lower caliber, but cost less per firepower. That and there's a massive exponential decrease to attack power when you're attacking with a caliber of weapon below that of what the armor you're attacking has.

e.g. if an RPG and a infantry with a rifle had the same hard attack damage, the RPG would have much higher chance of killing a tank, because it has a higher "caliber"

For some detail on this, see page 322 of the manual. Generic small arms count as 20mm, which means 25mm armor has further advantages than just the health numbers compared to minimal 5mm.

(Also note that combat armor counts as 40mm, meaning it gets a pretty major boost against small arms compared to padded armor.)
Title: Re: SHADOW EMPIRE: Sci-fi 4x wargame on a procedurally generated world
Post by: Yoink on June 21, 2020, 07:46:34 pm
Wowww, I think I've worked out why I was having such issues with attacking the unaligned twerps near my home city. A lot of the terrain around here seems to be really mountainous (read: high mountains), which most of my rag-tag units can't even travel on, apparently. Perhaps only my ranged units and artillery were able to attack, though even that seems hit-and-miss. Not entirely sure what I'm supposed to do about this, since y'all were talking about encircling enemy forces and it turns out my start is mostly enclosed by these bloody high mountains. :-\   
I'm guessing you can build specific units/vehicles that are capable of mountain travel, but I'm having enough trouble figuring out how to produce anything, haha.   

Oh well, I am learning, albeit slowly. Thanks to whoever recommend the Dastactics videos; at first I was like "uhhh, which videos? I don't wanna watch an LP" but then I found the tutorial, skipped a few videos about metagamey strategies and world generation, and am now onto episode five, Turn One Decisions.   
Already I've learned how to show/hide units and use the strategic map. I've a long way to go, but maybe New Regalio won't fail quite as totally as expected.   
Title: Re: SHADOW EMPIRE: Sci-fi 4x wargame on a procedurally generated world
Post by: A Thing on June 21, 2020, 08:17:56 pm
Posting to watch since I picked this up.

By the way, I saw it mentioned on the second page but I didn't see anything else, so I'll mention that this game is sort of based off of VR Designs (dev of this and AT:G) randomly generated WW2 game Advanced Tactics: Gold. Saw DasTactics mentioned and remembered his tutorials on that. Never got far in it, but it seemed really good. Check that out if that sounds cool, I think it's pretty moddable so it's not just WW2 stuff; I mean the combat engine is similar to this game after all.
Title: Re: SHADOW EMPIRE: Sci-fi 4x wargame on a procedurally generated world
Post by: Il Palazzo on June 21, 2020, 08:23:11 pm
@Yoink: Only infantry (and walkers) can move over roadless mountains, so if you have any trucks or buggies in the unit they won't be able to enter.
Title: Re: SHADOW EMPIRE: Sci-fi 4x wargame on a procedurally generated world
Post by: Sime on June 22, 2020, 01:45:42 pm
Wowww, I think I've worked out why I was having such issues with attacking the unaligned twerps near my home city. A lot of the terrain around here seems to be really mountainous (read: high mountains), which most of my rag-tag units can't even travel on, apparently. Perhaps only my ranged units and artillery were able to attack, though even that seems hit-and-miss. Not entirely sure what I'm supposed to do about this, since y'all were talking about encircling enemy forces and it turns out my start is mostly enclosed by these bloody high mountains. :-\   
I'm guessing you can build specific units/vehicles that are capable of mountain travel, but I'm having enough trouble figuring out how to produce anything, haha.   

Oh well, I am learning, albeit slowly. Thanks to whoever recommend the Dastactics videos; at first I was like "uhhh, which videos? I don't wanna watch an LP" but then I found the tutorial, skipped a few videos about metagamey strategies and world generation, and am now onto episode five, Turn One Decisions.   
Already I've learned how to show/hide units and use the strategic map. I've a long way to go, but maybe New Regalio won't fail quite as totally as expected.   

I get the impression that the learning curve is steep for non-wargamers who aren't used to the logistics and wargaming of slitherine titles.   

 Since I'm currently learning the three Gary Grigsby's war in the X games in parallel as a break from studying the Haskell programming language,  I think i'll defer SE for a bit. 
Title: Re: SHADOW EMPIRE: Sci-fi 4x wargame on a procedurally generated world
Post by: Wieniawa on June 22, 2020, 06:43:23 pm
It’s way better than Civilisation and Paradox games. Must buy.
Title: Re: SHADOW EMPIRE: Sci-fi 4x wargame on a procedurally generated world
Post by: E. Albright on June 22, 2020, 09:29:08 pm
...on the one hand, my current game has been going pretty well despite me starting right near a hostile major theocracy. On the other hand, I'm really starting to get sick of how all the hostile wildlife on the planet seems to be gradually converging on my capital. On the third hand, I suppose this is my fault for choosing to play on a planet inhabited by 13m carnivorous shrimps...
Title: Re: SHADOW EMPIRE: Sci-fi 4x wargame on a procedurally generated world
Post by: A Thing on June 22, 2020, 09:49:22 pm
...on the one hand, my current game has been going pretty well despite me starting right near a hostile major theocracy. On the other hand, I'm really starting to get sick of how all the hostile wildlife on the planet seems to be gradually converging on my capital. On the third hand, I suppose this is my fault for choosing to play on a planet inhabited by 13m carnivorous shrimps...

Come join us on the Seth class we've got: rocks, sand, and no life of any sort. You just have to deal with the mass of slavers and raiders, since that is the only way people can survive on this awful planet it seems.

Has anyone else noticed that whenever a planet has no resources really in generation it becomes a service industries planet during colonization? Did the Galactic Republic really love having malls and IT companies on garbage rock planets or something? Was working retail and IT some sort of penal colony thing?
Title: Re: SHADOW EMPIRE: Sci-fi 4x wargame on a procedurally generated world
Post by: Yoink on June 22, 2020, 10:11:28 pm
Speaking of hellish planets, I think I picked a pretty harsh one for my stumbling introduction into this confusing game, haha.   
Next to no rainfall, it's mostly desert and craggy mountains with snow and ice further south, and I seem to remember seeing something about residual toxicity making it near impossible to grow crops. Then again, I didn't exactly pick it, I just went with fully random.   
Title: Re: SHADOW EMPIRE: Sci-fi 4x wargame on a procedurally generated world
Post by: Karlito on June 22, 2020, 10:18:01 pm
On the other hand, I'm really starting to get sick of how all the hostile wildlife on the planet seems to be gradually converging on my capital.

Blame The Shadow.
Title: Re: SHADOW EMPIRE: Sci-fi 4x wargame on a procedurally generated world
Post by: E. Albright on June 22, 2020, 10:49:15 pm
Ugh. You know, that's actually a mostly-reasonable explanation.
Title: Re: SHADOW EMPIRE: Sci-fi 4x wargame on a procedurally generated world
Post by: nautilu on June 23, 2020, 04:43:52 am
Does the AI cheat?
I started two hexes away from another major. Friendly minors north, south and east of me. Slavers on the other side of the major. Major was able to one hex snake his way into a minor and started a war there. I took advantage and attacked with everything I had at 1:1 odds. He had artillery. I was wiped out by 2 units of 500 men.

Tried a different approach and waited. The minor started winning the war and we both got it down to a single hex city but no matter how many we killed, they doubled their numbers. From 2 units to 107 many turns later. The odds kept going down for me all the way to 1:660.
My economy was booming but my happiness and morale were single digits because of all the death and danger nearby.

Its ridiculous. This is my first time fighting a major and I dont want to continue if they get endless buffs on regular diff.
Title: Re: SHADOW EMPIRE: Sci-fi 4x wargame on a procedurally generated world
Post by: Karlito on June 23, 2020, 08:58:19 am
There's a section at the back of the manual which explains all the rules differences between the player and the AI.
Title: Re: SHADOW EMPIRE: Sci-fi 4x wargame on a procedurally generated world
Post by: Il Palazzo on June 23, 2020, 09:03:04 am
Jesus, don't attack an entrenched city at 1:1. Or anything for that matter. Defender always has an advantage. 4:1 is minimum for me, 6:1 is almost safe - if recon is good, that is. And that's while keeping in mind that the odds are more of a general suggestion than actual helpful gauge of victory chance. If you know the enemy is fresh, entrenched, and has high-quality units, better wait for higher odds.

Surround the city. Then bring enough artillery to reliably lower entrenchment and readiness (if you don't care for collateral damage), and a dedicated assault unit to do the actual job (like an infantry corps with some aggressive stance or a better model). Take your time - breaking out of the siege is hard, since all the defender bonuses are on your side.

According to the manual the AI doesn't cheat on supply or production. It should still mean they can raise troops while supplies last. What they will do, unlike the minors, is improve their models (like you should remember to do). So what looks like 'just infantry' might have double the stats of your starting units.
Title: Re: SHADOW EMPIRE: Sci-fi 4x wargame on a procedurally generated world
Post by: Knave on June 23, 2020, 09:16:12 am
Wonder if the AI starts with all councils unlocked, or if they have to open them like the player (on default mode that is).
I often see the AI with upgraded models before me, wonder if that's just because they have all the councils unlocked, or if they place a higher precedence on the model design council when I'm usually opening economic and the basic military council first  :-\
Title: Re: SHADOW EMPIRE: Sci-fi 4x wargame on a procedurally generated world
Post by: nautilu on June 23, 2020, 09:18:05 am
I surrounded them on turn 1. By Turn 2 they are at war with the minor faction. I waited until turn 3 to where they only had 2 units at home and backup was far away. Completely surrounded they didnt even lose 1 man. So I tried a different tactic and waited. The minor surprisingly started winning the war and brough it to the majors doorstep. I surrounded 4 hexes of the city and the minor 2.
The major went from 2 units at home on turn 3 to 107 units by turn 14ish. All with just one city hex. They had arties and advanced soldiers.
It was a militia only start.
I dont know what to do. Restart and let it fight the minor battle while I deal with the slavers for more territory and time? The danger on my doorstep is wrecking havoc on my happiness.
How are we supposed to beat majors in a normal game? Cheese tactics or wait until we are as advanced as they quickly get?
Title: Re: SHADOW EMPIRE: Sci-fi 4x wargame on a procedurally generated world
Post by: nautilu on June 23, 2020, 09:19:05 am
Oh and the major kept losing about 500 men or more a turn by attacking me each round.
Title: Re: SHADOW EMPIRE: Sci-fi 4x wargame on a procedurally generated world
Post by: George_Chickens on June 23, 2020, 09:23:15 am
I surrounded them on turn 1. By Turn 2 they are at war with the minor faction. I waited until turn 3 to where they only had 2 units at home and backup was far away. Completely surrounded they didnt even lose 1 man. So I tried a different tactic and waited. The minor surprisingly started winning the war and brough it to the majors doorstep. I surrounded 4 hexes of the city and the minor 2.
The major went from 2 units at home on turn 3 to 107 units by turn 14ish. All with just one city hex. They had arties and advanced soldiers.
It was a militia only start.
I would normally immediately assume it was cheating, but I have had a start like this myself. I got sentinels, plasma troopers and all sorts of stuff from random events, and also had the recruitment manpower to shit out thousands upon thousands of troops.
Title: Re: SHADOW EMPIRE: Sci-fi 4x wargame on a procedurally generated world
Post by: Il Palazzo on June 23, 2020, 09:25:40 am
Wonder if the AI starts with all councils unlocked, or if they have to open them like the player (on default mode that is).
I often see the AI with upgraded models before me, wonder if that's just because they have all the councils unlocked, or if they place a higher precedence on the model design council when I'm usually opening economic and the basic military council first  :-\
Page 346. They don't have councils at all. They spend BP on models, techs etc. directly.
Title: Re: SHADOW EMPIRE: Sci-fi 4x wargame on a procedurally generated world
Post by: Knave on June 23, 2020, 09:31:32 am
Wonder if the AI starts with all councils unlocked, or if they have to open them like the player (on default mode that is).
I often see the AI with upgraded models before me, wonder if that's just because they have all the councils unlocked, or if they place a higher precedence on the model design council when I'm usually opening economic and the basic military council first  :-\
Page 346. They don't have councils at all. They spend BP on models, techs etc. directly.

Ah right, thanks! I remember reading that now. I should have just re-read that section.
I guess it makes sense from a coding perspective, but can't help but think it would be more fair if it only mirrored available options from things you've unlocked. That way they grow more in step with your own abilities.
But I guess it's not meant to be fair! :D

Title: Re: SHADOW EMPIRE: Sci-fi 4x wargame on a procedurally generated world
Post by: nautilu on June 23, 2020, 09:34:21 am
I surrounded them on turn 1. By Turn 2 they are at war with the minor faction. I waited until turn 3 to where they only had 2 units at home and backup was far away. Completely surrounded they didnt even lose 1 man. So I tried a different tactic and waited. The minor surprisingly started winning the war and brough it to the majors doorstep. I surrounded 4 hexes of the city and the minor 2.
The major went from 2 units at home on turn 3 to 107 units by turn 14ish. All with just one city hex. They had arties and advanced soldiers.
It was a militia only start.
I would normally immediately assume it was cheating, but I have had a start like this myself. I got sentinels, plasma troopers and all sorts of stuff from random events, and also had the recruitment manpower to shit out thousands upon thousands of troops.
The other amazing thing was that when the major did get a hold of some territory next to it, a town would appear and it would build a farm in 3 turns while fighting this two sided war.
Title: Re: SHADOW EMPIRE: Sci-fi 4x wargame on a procedurally generated world
Post by: Il Palazzo on June 23, 2020, 09:51:46 am
The other amazing thing was that when the major did get a hold of some territory next to it, a town would appear and it would build a farm in 3 turns while fighting this two sided war.
That's expected, no? They need food to feed their troops. If you have the city surrounded, then it's a priority.
Title: Re: SHADOW EMPIRE: Sci-fi 4x wargame on a procedurally generated world
Post by: E. Albright on June 23, 2020, 10:16:39 am
Re: figuring out how odds work, doing some savescumming is rather useful for getting a feel for how odds correspond to outcomes. 1:1 something only to do if you're desperate or don't care at all about the units you're attacking with.
Title: Re: SHADOW EMPIRE: Sci-fi 4x wargame on a procedurally generated world
Post by: EuchreJack on June 23, 2020, 02:43:06 pm
Also recon.  Usually there is at least one unit that you don't know about.

I surrounded them on turn 1. By Turn 2 they are at war with the minor faction. I waited until turn 3 to where they only had 2 units at home and backup was far away. Completely surrounded they didnt even lose 1 man. So I tried a different tactic and waited. The minor surprisingly started winning the war and brough it to the majors doorstep. I surrounded 4 hexes of the city and the minor 2.
The major went from 2 units at home on turn 3 to 107 units by turn 14ish. All with just one city hex. They had arties and advanced soldiers.
It was a militia only start.
I dont know what to do. Restart and let it fight the minor battle while I deal with the slavers for more territory and time? The danger on my doorstep is wrecking havoc on my happiness.
How are we supposed to beat majors in a normal game? Cheese tactics or wait until we are as advanced as they quickly get?

I don't really "get" the question here (and I'm not singling you out nautilu, this is a common complaint on the Matrix forum).  Why does the major need to be destroyed?  The player "beats" all the majors by having more population and controlled hexes than any of other majors.  If a major is trapped to one city, and is bleeding their population on your defenses, then you've "beaten" them: They're certainly not going to be winning this game.

Also note that majors start on ruins, same as the player, which is the easiest terrain to defend.  I'd suggest surrounding with MG infantry, load with defense stratagems, and moving on.  Any luck taking their newly-built farm?  Dunno if it spawned on a ruins, if not then it might be easier to take.

This also reminds me of another player that wanted to destroy The Corporation when playing a Commerce profile.  It made sense on the surface: Commerce reduces happiness.  Yet The Corporation also slowly corrupts all the leaders into liking Commerce, making good relations really easy with the leaders if they continue to exist, since they are being corrupted into liking the regime's profile.  So The Corporation is actually a great thing for a Commerce Regime.
Title: Re: SHADOW EMPIRE: Sci-fi 4x wargame on a procedurally generated world
Post by: Knave on June 23, 2020, 04:14:12 pm
I think this sort of thing comes up every now and then because very often on regular difficulty and above you begin directly beside 1 or sometimes 2 majors even if you gen the largest map possible due to how the designer wanted civilisation to be clumped together instead of spread out.

If you're just starting out you probably have the tools and the ability to push the AI back into his home city, but you often don't have the tech or the councils to actually improve your soldiers or even get artillery or new strats (unless you get lucky!) to finish them off Meanwhile they have enough resources to keep building up infantry and improve designs leading to a long drawn out slog.

Not sure what the best way to handle this would be really. On one hand if you've beaten an enemy down to their capital space to the point of a stalemate, is there really much point in drawing it out for the player? If I'm thinking of this from a 4x standpoint, they should be easier to conquer and have their resources added to yours.
But from a wargame perspective capitals are valuable resources and you don't want to make a meta built on rushing majors to become OP.

Maybe it would be better if starts were actively more spread out, that way all the majors have a bit more room to grow and tech up, and you feel less obligated to try and rush a war so you don't have a huge hostile power breathing down your neck?
Title: Re: SHADOW EMPIRE: Sci-fi 4x wargame on a procedurally generated world
Post by: Dostoevsky on June 23, 2020, 05:25:45 pm
Re: figuring out how odds work, doing some savescumming is rather useful for getting a feel for how odds correspond to outcomes. 1:1 something only to do if you're desperate or don't care at all about the units you're attacking with.

I think one of the various Youtube videos mentions this, but (perhaps in part thanks to situations with less than 400 intel) I sometimes find odds really misleading. That's on both ends of the spectrum, too. There are situations where the odds given to me look really really bad (well, like 1:1) but I can tell based on the troops on both sides, the relative situation, etc., that it's going to be an easy battle - and it generally is. Other times the odds look really easy, but I have a good feeling there are e.g. more troops there than current intel indicates.

And as to taking major cities, I probably wouldn't do it without a healthy balanced attacking force preluded by significant rocket/missile barrages (or at least artillery). While they don't cause many casualties on their own, they can do a decent number against entrenchment and really ruin readiness.

While a capital is only a single hex, if that hex is a ruins space then they can have food, metal, IP, etc. all on that one hex. Combine that with long-term unsustainable (but short-term okay?) recruitment levels, and one could hold out pretty well for a while.
Title: Re: SHADOW EMPIRE: Sci-fi 4x wargame on a procedurally generated world
Post by: a1s on June 23, 2020, 06:14:31 pm
I've taken my first sector (yay!) and I can't for the life of me figure out how to extend my logistical network there. It says I don't have a logistical connection when I try to build anything there (like a truck stop,) and I need troops to be stationed there to reduce the unrest.
What am I missing?
Title: Re: SHADOW EMPIRE: Sci-fi 4x wargame on a procedurally generated world
Post by: Il Palazzo on June 23, 2020, 06:37:29 pm
I've never had that problem. Where does it say that?
Title: Re: SHADOW EMPIRE: Sci-fi 4x wargame on a procedurally generated world
Post by: a1s on June 23, 2020, 06:45:21 pm
Spoiler: on the build screen (click to show/hide)
Title: Re: SHADOW EMPIRE: Sci-fi 4x wargame on a procedurally generated world
Post by: Il Palazzo on June 23, 2020, 07:04:27 pm
Ok, I managed to replicate it. So apparently you need the city hex to be in supply. It doesn't seem to need actual road connection with logistics points on it, just to be in off-road range like your units (I think).
Try extending your existing supply lines by building a truck stop or a supply base somewhere along the road to the city, so that the city is in supply range. Turn on the 'Show Op. Log.' overlay in the map layers tab on the right to see which hexes are in supply.
Title: Re: SHADOW EMPIRE: Sci-fi 4x wargame on a procedurally generated world
Post by: sunrakhan on June 23, 2020, 08:33:53 pm
I doubt you could get away with that hex not being connected by road.
I suspect it's more of a case of wanting to build something there instantly after conquest, before waiting for the turn resolution in order to ensure your logistics can spread to that hex.
A screen capture with the Current Pts logistics map filter turned on would allow us to ascertain if that's indeed the case.
But by the time I'm posting this, a1s probably advanced at least a turn, and the issue is most certainly solved.
Title: Re: SHADOW EMPIRE: Sci-fi 4x wargame on a procedurally generated world
Post by: Il Palazzo on June 23, 2020, 08:39:08 pm
I tested that before posting. You can build w/o road connection. Immediately after conquest you can't even access the construction screen. The turn after you can build normally, as long as it's within operational supply range.
Title: Re: SHADOW EMPIRE: Sci-fi 4x wargame on a procedurally generated world
Post by: E. Albright on June 23, 2020, 10:31:03 pm
Has anyone gotten any of the special local militias that the manual vaguely alludes to? It seems like any game where I conquer any meaningful amount of neighbors ends up being a game I'm next to nothing but generic farmers.

I'm wondering if any of those include things like dino riders, though I haven't seen those even as enemies since my first game or three. I do wish there was a bit more by-planet uniqueness like that in the units you can put together...
Title: Re: SHADOW EMPIRE: Sci-fi 4x wargame on a procedurally generated world
Post by: EuchreJack on June 23, 2020, 11:15:04 pm
You know the event where rebels agree to join you, if you fund them and declare war? I'm pretty sure I had one play-through where the rebels that joined me had animal riders.
Title: Re: SHADOW EMPIRE: Sci-fi 4x wargame on a procedurally generated world
Post by: A Thing on June 23, 2020, 11:30:36 pm
Has anyone gotten any of the special local militias that the manual vaguely alludes to? It seems like any game where I conquer any meaningful amount of neighbors ends up being a game I'm next to nothing but generic farmers.

I'm wondering if any of those include things like dino riders, though I haven't seen those even as enemies since my first game or three. I do wish there was a bit more by-planet uniqueness like that in the units you can put together...

As in actual unique units? Not really, but I have fought 'slaver' infantry. They don't seem to be any different from normal rifle militia though, just a different unit icon and description. Might be something that's going to be added in patches maybe.
Title: Re: SHADOW EMPIRE: Sci-fi 4x wargame on a procedurally generated world
Post by: Vivalas on June 24, 2020, 02:23:58 am
Re: figuring out how odds work, doing some savescumming is rather useful for getting a feel for how odds correspond to outcomes. 1:1 something only to do if you're desperate or don't care at all about the units you're attacking with.

I think one of the various Youtube videos mentions this, but (perhaps in part thanks to situations with less than 400 intel) I sometimes find odds really misleading. That's on both ends of the spectrum, too. There are situations where the odds given to me look really really bad (well, like 1:1) but I can tell based on the troops on both sides, the relative situation, etc., that it's going to be an easy battle - and it generally is. Other times the odds look really easy, but I have a good feeling there are e.g. more troops there than current intel indicates.

And as to taking major cities, I probably wouldn't do it without a healthy balanced attacking force preluded by significant rocket/missile barrages (or at least artillery). While they don't cause many casualties on their own, they can do a decent number against entrenchment and really ruin readiness.

While a capital is only a single hex, if that hex is a ruins space then they can have food, metal, IP, etc. all on that one hex. Combine that with long-term unsustainable (but short-term okay?) recruitment levels, and one could hold out pretty well for a while.

This. Odds are very broken. Ive even seen the odds screen's troop counts be in direct conflict to the amount of troops declared by the strategic map.

The game's battle system is very nuanced and takes timr to get used to when is and isn't a good time to attack, but some general tips:

1.Infantry are generally better at defense than offense.
2. Armor excels at leading encirclements and punching through lines.
3. counterattacks are great, if you can support them (although I thought I saw a "counterattack" penalty once while attacking? dunno. but in general failed attacks can plummet enemy readiness and give you a better chance)
4. Multiple flanks not only increases attack power but also max stack size
5. People sitting still generally are heavily entrenched after a turn or two. Combine this with infantry tanking their readiness after long marches and being prepared to push before the enemy even gets to your lines is very important.

Some other things I forgot
Title: Re: SHADOW EMPIRE: Sci-fi 4x wargame on a procedurally generated world
Post by: nautilu on June 24, 2020, 07:12:20 am
Odds are unreliable. I have won on 1:1 odds when they are surrounded, I have arty and they dont, or some other hard hitting unit. I guess it makes sense that a city is heavily fortified. I should of taken their peace offer. I love the AI in this game. It makes logical decisions. I was afraid that the majors would just steamroll me when they found me. If Im bigger then they try to make peace.

I had a game yesterday where I made peace and inherited every minor except arachs and AI. So I got slavers, raiders and farmers. Its super annoying that minors dont need resources because my armies increased by 6 times but my food didnt. Desert worlds seam easiest. If you get the right neighbors you can win.
I played an earth world and was wrecked by farmers. I didnt know they would take half my territory and towns. Never happened before. Also, when the slavers got me down to a single hex, my economy was doing fine.

I wish the advanced tech start didnt give you bigger territory. Its hard to defend.
Title: Re: SHADOW EMPIRE: Sci-fi 4x wargame on a procedurally generated world
Post by: Shooer on June 24, 2020, 07:45:49 am
Unless you have 400/400 Recon on the hex the odds are 100% a guess.

It's pretty fine at 200, good at 100.  It's representing that you don't know what's there and have to guess.  I'm wary of attacking below 100 recon, had 1 to many surprises.

Add to that with low recon you don't know their readiness or entrenchment.  Those two have a HUGE factor in battle.
Had 30 Recon on a tile, said 1.2 to 1 chance, got it to 46, said 1.3, got it to 130 when the recon buggies drove by and changed to 12 to 1 since I now had an idea of what was there.


I've destroyed armies that out numbered mine by just shoving them onto the back foot with artillery and never relenting with the attacks for several turns.  Eventually I could send in 50 light tanks and watch them run over hundreds of infantry and routing the remaining thousands.  Cutting them off from supply also helped.  Of course cutting supply doesn't help fight minors.

Also the odds aren't the rolls you are going to get, just a guess.  The battle is still a bunch of dice rolls, and even at a 99/100 chance, that 1 can still be rolled.
Title: Re: SHADOW EMPIRE: Sci-fi 4x wargame on a procedurally generated world
Post by: nautilu on June 24, 2020, 12:16:46 pm
All in all its a great game. The developer said he had to take some short cuts on some things but its still unique. He's still working on adding things. I would willingly pay for an expansion pack or a part 2. More options, an air force and a navy would be great. It already does army combat better than anything else Ive ever played in 20 years.
Title: Re: SHADOW EMPIRE: Sci-fi 4x wargame on a procedurally generated world
Post by: Dostoevsky on June 24, 2020, 01:00:39 pm
Agreed, generally speaking. Not perfect by any means, but it's the first completed attempt in a long while (I'm aware of, at least) to combine fully-fledged 4X and wargame genres in a randomized map to boot. It's nice to have the time limits for campaigns be organic from the 4x context instead of a semi-arbitrary turnclock; I get the point of them, but they've always turned me off from most of the classic wargames.

Taking a look at the recent set of beta patchnotes it looks like the dev might be making some significant changes to logistics. They're not final yet (and are currently in a fair amount of back-and-forth on the Matrix forums), but a combination of nerfing roads/trucks (a lot), trains (a fair bit), and causing degradation of points over the course of multiple branches from a 'root' line. The dev is also debating making road costs matter more (i.e. at all) for AI to reduce spaghetti roads in major AI territory.

Oh, and there's a tool to remove roads, which will definitely help in dealing with major AI territory once it's taken over.

A side/intended effect of these logistics changes are to cut down significantly on turn times as logistics calculations become less drawn out.

On the whole not sure how I feel about the proposed branch change, but otherwise I think it's a decent move.
Title: Re: SHADOW EMPIRE: Sci-fi 4x wargame on a procedurally generated world
Post by: nautilu on June 24, 2020, 04:07:47 pm
It def needs a lot of polish. Maybe the dev should make free towns produce their own logistics points that get added to a connected road line, just like in Supreme Ruler.
Title: Re: SHADOW EMPIRE: Sci-fi 4x wargame on a procedurally generated world
Post by: E. Albright on June 29, 2020, 10:47:12 am
Update appears to allow significantly larger pre-Dissolution populations. E.g., I rolled a 3.1b (okay, not THAT huge) pop on a planet that had been settled for 2100y (!!!).

Sidenote: finally got another world with raider cavalry, but the weird thing was that these biped riders were on a Limos-class world with (obviously) no native life...
Title: Re: SHADOW EMPIRE: Sci-fi 4x wargame on a procedurally generated world: 1.04 update!
Post by: Knave on June 29, 2020, 10:55:27 am
Yes seems like they've released the beta updates into the 1.04 branch

You can download the update by either clicking the Check for Update button on the launcher or downloading it from your My Page (https://www.matrixgames.com/member/downloads/shadow-empire)

Changes:

Spoiler (click to show/hide)

Those Raider calvary must be non-nnative! Brought to the planet like the arachnids
Title: Re: SHADOW EMPIRE: Sci-fi 4x wargame on a procedurally generated world: 1.04 update!
Post by: Karlito on June 29, 2020, 11:52:32 am
Alright, eager to see how the logistics changes destroy my empire when I load the save.

EDIT: actually only seeing a minor decrease in throughput in the more distant cities.
Title: Re: SHADOW EMPIRE: Sci-fi 4x wargame on a procedurally generated world: 1.04 update!
Post by: E. Albright on June 30, 2020, 01:06:23 am
Playing on a new world whose logistics network has yet to be developed, I really feel the logistics changes.
Title: Re: SHADOW EMPIRE: Sci-fi 4x wargame on a procedurally generated world: 1.04 update!
Post by: EuchreJack on June 30, 2020, 09:02:06 pm
Can somebody explain the logistics changes?  While everyone complained about the old logistics system, at least I could reasonably understand it.  I'm afraid these "changes" have broken that.

Also, I've been watching a lot of Star Trek and Stargate SG-1 lately.  Wow, they really lucked out, compared to the worlds usually generated on Shadow Empire.  Basically take the number of worlds where the intrepid landing party had to wear environmental suits compared to the total and invert the percentage to get your Shadow Empire world percentage...
Title: Re: SHADOW EMPIRE: Sci-fi 4x wargame on a procedurally generated world: 1.04 update!
Post by: Il Palazzo on June 30, 2020, 09:57:03 pm
I think it's mostly just shorter ranges for trucks (and trains?), and that thing with intersections causing extra drop in logistic points. So I guess just build your logistic network more densely and clean up any unnecessary road gore.
Title: Re: SHADOW EMPIRE: Sci-fi 4x wargame on a procedurally generated world: 1.04 update!
Post by: lemon10 on July 01, 2020, 03:42:40 am
Can somebody explain the logistics changes?  While everyone complained about the old logistics system, at least I could reasonably understand it.  I'm afraid these "changes" have broken that.

Also, I've been watching a lot of Star Trek and Stargate SG-1 lately.  Wow, they really lucked out, compared to the worlds usually generated on Shadow Empire.  Basically take the number of worlds where the intrepid landing party had to wear environmental suits compared to the total and invert the percentage to get your Shadow Empire world percentage...
To some extent it seems like the Shadow Empire people just care less about their new homes not being horrible.
Like if they find a world with no significant useful natural resources, no native life AND a toxic atmosphere they just plop down cities and go "Whelp, guess we can turn this entire planet into a giant paperwork factory".

Whereas in star trek or star wars or (presumably) SG-1 they just uh... leave that barren hellscape alone and go colonize other places that have actual value?
Title: Re: SHADOW EMPIRE: Sci-fi 4x wargame on a procedurally generated world: 1.04 update!
Post by: Hanzoku on July 01, 2020, 04:03:08 am
Yeah, that's sort of my problem with this game - outside pressing emergencies, I can't see humans bothering to colonize 90%+ of the uninhabitable hellholes that the game generates. The worlds with significant natural resources I could see them plopping down remote mining centers, but there would be no significant human presence because the planet is so inimical to life.

Basically I was expecting more Mars/Titan barren worlds where technologically advanced survival is possible, and less Venus/Mercury with bonus murderous alien swarms.

Title: Re: SHADOW EMPIRE: Sci-fi 4x wargame on a procedurally generated world: 1.04 update!
Post by: Majestic7 on July 01, 2020, 06:25:37 am
There might be military or political reasons to colonize worlds that would be useless otherwise. Alternatively, maybe they were in the process of being terraformed or something. Still, it would be nice to get a reason for the colonization in the planet generator.
Title: Re: SHADOW EMPIRE: Sci-fi 4x wargame on a procedurally generated world: 1.04 update!
Post by: E. Albright on July 01, 2020, 09:28:49 am
We're introducing some bias here - we get to pick what hellholes get generated, and TBH barren planets with little or no atmosphere aren't terribly interesting. In principle, I'd assume most of the Galactic Republic was Limos, etc. and the reason we see 3b people crammed into domes under sulfuric acid rain while 23m tetrapods rampage through the surrounding toxic jungle... is because we kept rolling new worlds until we got that abomination.

I'd add, though, that Liquid Energy seemed a bit nebulous in the fluff (though perhaps I've just forgotten what sort of phlebotinum it is), so perhaps all these vicious hellscapes formerly produced the junk before everyone forgot how to make it.
Title: Re: SHADOW EMPIRE: Sci-fi 4x wargame on a procedurally generated world: 1.04 update!
Post by: Il Palazzo on July 01, 2020, 09:33:44 am
Judging by the artefacts I'm digging up, the Republic had the means of 'harvesting gravity' for free energy, so all that liquid stuff seems superfluous.
Title: Re: SHADOW EMPIRE: Sci-fi 4x wargame on a procedurally generated world: 1.04 update!
Post by: EuchreJack on July 01, 2020, 10:12:35 am
There might be military or political reasons to colonize worlds that would be useless otherwise. Alternatively, maybe they were in the process of being terraformed or something. Still, it would be nice to get a reason for the colonization in the planet generator.

I think its more logistics reasons.  The Warp Drive in the setting had a limited range: In order to colonize that new Siwa world, you have to set up one or more hubs on less desirable worlds to get there.  If you're lucky, that new Cerberus world will have valuable minerals.  Note in the lore that most of the effort in the Galactic Republic was focused on expanding outward and not so much on developing what they had.   I'm actually surprised more worlds aren't essentially truck stops.

We're introducing some bias here - we get to pick what hellholes get generated, and TBH barren planets with little or no atmosphere aren't terribly interesting. In principle, I'd assume most of the Galactic Republic was Limos, etc. and the reason we see 3b people crammed into domes under sulfuric acid rain while 23m tetrapods rampage through the surrounding toxic jungle... is because we kept rolling new worlds until we got that abomination.

I'd add, though, that Liquid Energy seemed a bit nebulous in the fluff (though perhaps I've just forgotten what sort of phlebotinum it is), so perhaps all these vicious hellscapes formerly produced the junk before everyone forgot how to make it.

This does make me want to do a "planetary survey" of just randomly generating 100 worlds and cataloging them.  Would that number be sufficient for statistical analysis?
Title: Re: SHADOW EMPIRE: Sci-fi 4x wargame on a procedurally generated world: 1.04 update!
Post by: Dostoevsky on July 01, 2020, 01:39:00 pm
That raises an question in itself - is the random planet generator actually weighted at all towards likelihood of being a colony world? I kind of doubt it, and figure it's just random-random. (Don't recall the manual describing the rubric.)

Also, based on my experience the initial planet position/tilt/etc. (that first screen) has a really heavy weight on the subsequent range of outcomes, which makes sense but also might make a pile of random worlds more about that first page?

Would be worth raising the question on the official forums for those who have an account, though - the dev may respond?
Title: Re: SHADOW EMPIRE: Sci-fi 4x wargame on a procedurally generated world: 1.04 update!
Post by: EuchreJack on July 01, 2020, 03:41:10 pm
I'd be surprised if it didn't get buried on their forum.

I have an account, but I'm not really sure of the question.
Title: Re: SHADOW EMPIRE: Sci-fi 4x wargame on a procedurally generated world: 1.04 update!
Post by: E. Albright on July 01, 2020, 06:44:14 pm
I've reported two issues and the dev responded to both, but I haven't seen interactions from him WRT simple discussions/suggestions.
Title: Re: SHADOW EMPIRE: Sci-fi 4x wargame on a procedurally generated world: 1.04 update!
Post by: EuchreJack on July 01, 2020, 10:06:26 pm
I've reported two issues and the dev responded to both, but I haven't seen interactions from him WRT simple discussions/suggestions.

Yeah, he seems kinda busy to comment on lore.  It's more likely to see a response in a couple months, although I don't know how mysterious everything is supposed to be.  I sort of think that he doesn't want to answer any pointed questions about the inner workings, but that could be just me.  He has been spending a lot of time putting out fires and filling out features.

Hence my hesitation on the right question: Too direct/accusatory might be avoided, whereas too vague/speculative might be ignored.
Title: Re: SHADOW EMPIRE: Sci-fi 4x wargame on a procedurally generated world: 1.04 update!
Post by: Dostoevsky on July 01, 2020, 11:38:42 pm
I think the question is whether the random planet generation is weighted in any way (e.g. for AU distance from star is it random or err towards the goldilocks zone).

Honestly though it's not a critically important question, and as you say the dev has quite a lot on their hands already.
Title: Re: SHADOW EMPIRE: Sci-fi 4x wargame on a procedurally generated world: 1.04 update!
Post by: E. Albright on July 02, 2020, 01:00:38 am
AU seems weighted somewhat towards Goldilocks - different classes get different aims, but temperature is always gonna end up in the -75C to 75C degrees or so range (ish? I think?), after star class and age is accounted for. That could mean 0.2 AU, or it could mean 50AU+.
Title: Re: SHADOW EMPIRE: Sci-fi 4x wargame on a procedurally generated world: 1.04 update!
Post by: Majestic7 on July 02, 2020, 01:44:47 am
Mmmh trying for Goldilocks is plausible for colonization, but it would be fun to have real outlier hellworlds sometimes. Colonized for strategic reasons, stuff like a world that is always hundreds of degrees hot, baked with radiation from a gas giant or so cold gasses freeze. Fighting on them would be pretty hard, though, considering habitation would be underground and so forth.

Does the game already take enviromental factors in account when applying casualties? Like, if the atmosphere is totally toxic or vacuum, slighter injuries would likely kill people than in a friendly enviroment. Breaching your suit or vehicle might be straight deadly versus just scary.
Title: Re: SHADOW EMPIRE: Sci-fi 4x wargame on a procedurally generated world: 1.04 update!
Post by: nautilu on July 03, 2020, 07:47:13 am
Restricting logistics even more is the wrong direction to go. After so many hours I realized its a logistics puzzle, not a wargame. Which I dont mind, but major factions should have access to 'raider' troops that use barely any logistics. Right now you can declare war, but nothing happens until you build that road/rail right up to their door. Even then you better have the economy to get a few tanks to their capital. Free towns should be more valuable.

Games end too soon for any interesting tactics to take place. You can barely supply a front line, nevermind an encirclement action.
Maybe the option of playing a broken down world where there are random supply depots and run down bases scattered across the map, to jumpstart wars.
Title: Re: SHADOW EMPIRE: Sci-fi 4x wargame on a procedurally generated world: 1.04 update!
Post by: EuchreJack on July 03, 2020, 11:22:59 am
If you played People's Tactics, then you know that the logistics puzzle is the root of the sort of game that this dev specializes in.  If logistics weren't a major factor, you'd be playing someone else's game.

Your ideas are pretty good, although I'd modify the idea of 'raider' troops to adopt the Offensive supplies feature of HOI4, in essence allow the player to build units that store more resources, so they can survive longer out-of-supply.  There are leader skills that help with supply usage (mostly food).

I love the idea of random supply depots and run down bases on the map.  It makes sense that these abandoned worlds would have warehouses full of trucks that just need to be dug out and fixed up.  It's also a mistake that any minor faction with a city doesn't at least have a private transportation hub.  I understand their logistics aren't modeled in-game, but they would at least need something to aid in their private trading with other factions, or hauling back loot if they're raiders.

Honestly, shouldn't free folk settlements also contribute to the logistics network?  I mean, it should be easy to find a bunch of people willing to help load/unload the trucks (supply depot), and hire some traders to help ferry supplies (truck depot).  Maybe like half of whatever the private versions would be, at least.
Title: Re: SHADOW EMPIRE: Sci-fi 4x wargame on a procedurally generated world: 1.04 update!
Post by: E. Albright on July 03, 2020, 01:10:45 pm
The issue with further logistics restrictions has more to do with how computationally expensive they are than a keen desire to do so. Still, it's really annoying that roadbuilds must precede every campaign - we had some vigorous debate on their forums about the problems that causes with a couple of decisions/events where you get units cut off from everything next to a village or asset who then starve to death when they'd previously been self-sufficient.

It's even worse if you annex/unify with a minor and inherit 20+ stacks of militia; suddenly all these units that had survived just fine on their own are out of supply and starving to death unless you extend your logistics network to them or create a new SHQ (and even with a new SHQ they'll probably starve).
Title: Re: SHADOW EMPIRE: Sci-fi 4x wargame on a procedurally generated world: 1.04 update!
Post by: nautilu on July 03, 2020, 02:58:13 pm
Supreme ruler solves this problem with supply trucks and villages add to the logistical supply if connected by road. If navies and planes are added to the game they can be used to deliver supplies as well. Biological planets should have some scavenging value. Minors break the game because they dont use supply. They should either use supply or use units that dont need supply so you arent screwed when you inherit them.
Title: Re: SHADOW EMPIRE: Sci-fi 4x wargame on a procedurally generated world: 1.04 update!
Post by: EuchreJack on July 03, 2020, 07:10:04 pm
Biological planets should have some scavenging value.

They do, there is a skill for that.  But it's tied to the leader, so unless the SHQ commander has it, the militia won't benefit from it.  Although, militia should be a little less strict on the starvation rules in general, as they would presumably be getting at least some supplies from Militia HQ and be more likely to be used to living on the land.

The issue with further logistics restrictions has more to do with how computationally expensive they are than a keen desire to do so. Still, it's really annoying that roadbuilds must precede every campaign - we had some vigorous debate on their forums about the problems that causes with a couple of decisions/events where you get units cut off from everything next to a village or asset who then starve to death when they'd previously been self-sufficient.

I actually like that logistics need to proceed the campaign, it reminds me of the expansion of the Roman Republic/Empire.  They had to build roads before/during their campaigns, and set up their logistics.  WWII had similar issues with keeping front-line units supplied with oil.

It's even worse if you annex/unify with a minor and inherit 20+ stacks of militia; suddenly all these units that had survived just fine on their own are out of supply and starving to death unless you extend your logistics network to them or create a new SHQ (and even with a new SHQ they'll probably starve).

Personally, this makes sense to me.  You just killed off the logistics network that was supplying them: if you want to keep those FREE units, you now need to start supplying them.  Might make more sense if we thought of them deserting instead of dying off.  The problem is that the supply situation is immediate, not giving the player any breathing room to really fix it.  At least one free turn of supply (I dunno, program new units in a newly conquered zone to not have to pay supply costs for one turn) would be a pretty decent idea.
Title: Re: SHADOW EMPIRE: Sci-fi 4x wargame on a procedurally generated world: 1.04 update!
Post by: E. Albright on July 03, 2020, 08:42:35 pm
The thing is, these are peaceful diplomatic takeovers rather than hostile conquest, so you shouldn't have just killed off the logistics network, you should have taken it over. Their former ruler just became your new governor, after all, so it's not like it's a full-blown regime change; it's a re-alignment.
Title: Re: SHADOW EMPIRE: Sci-fi 4x wargame on a procedurally generated world: 1.04 update!
Post by: EuchreJack on July 03, 2020, 10:07:06 pm
The thing is, these are peaceful diplomatic takeovers rather than hostile conquest, so you shouldn't have just killed off the logistics network, you should have taken it over. Their former ruler just became your new governor, after all, so it's not like it's a full-blown regime change; it's a re-alignment.

Sorry, I had thought it was via conquest.  Either "militia takes care of its own supplies" and "get a few turns (5-6?) to fix this" would make sense.

As I'm recalling that militia are generally weaker than regular army, exempting them from supply might not be so horrible of an idea.  They're not going to suddenly become able to unite the planet.  They take care of everything other than logistics all on their own, so this wouldn't be too out of line with their current situation.
Title: Re: SHADOW EMPIRE: Sci-fi 4x wargame on a procedurally generated world: 1.04 update!
Post by: E. Albright on July 04, 2020, 12:43:39 am
Well... they're weaker than regular armies to varying degrees. In my current game, while the oldest units are still running around with improvised autorifles and envirosuits, their newest regiments have medium tanks and combat armor. Slower tech development will lead to a much smaller lag between regulars and newly raised militias even though it's still 30 turns either way.
Title: Re: SHADOW EMPIRE: Sci-fi 4x wargame on a procedurally generated world: 1.04 update!
Post by: EuchreJack on July 04, 2020, 03:50:45 pm
...along with my cheapness on outfitting regular forces.  I don't need better tanks, I just need more of them!
Title: Re: SHADOW EMPIRE: Sci-fi 4x wargame on a procedurally generated world: 1.04 update!
Post by: nautilu on July 05, 2020, 10:37:16 am
There is fun somewhere to be found in this game if its polished up some more. The funny thing is that the dev could drastically change the TYPE of game it is very easily. Im not exactly sure what it is yet. The more it goes towards Emperor of the Fading Suns, the more I like it. But in that game you could capture actual supply UNITS. Then not only capture them, but have to get them back to your base before the enemy recaptured them. There needs to be more capture points than just the cities. Ive had too many wars where neither of us could push into each others lands.

I hope the dev knows about similar games from the past. Im not subscribed to their forum, yet.
Title: Re: SHADOW EMPIRE: Sci-fi 4x wargame on a procedurally generated world: 1.04 update!
Post by: Majestic7 on July 07, 2020, 02:32:33 am
When and why do you build new SHQ's? I still haven't made a new one.

I wish the game had rivers and river/naval logistics. That is what even the ancient romans did, after all, even if naval forces would still be out. Water is great for transporting large amounts of supplies.

If we ever get naval and aerial forces, I hope the planet specs affect them. In dense enough atmosphere, say a desert planet with lots of sand in the air, maybe we will get ornithopters...
Title: Re: SHADOW EMPIRE: Sci-fi 4x wargame on a procedurally generated world: 1.04 update!
Post by: Dostoevsky on July 07, 2020, 08:59:03 am
The game explicitly warns you to generally avoid making additional SHQs. I think the only situations where it would make sense are when one has either a very distant territory, or when one has non-contiguous (e.g. cut off) territory.

Agree on the all the rest. While the dev is interested in bringing in additional features, in the near term I believe they're focusing on having a good Steam release. That means more accessibility and the like instead of new features, I think.
Title: Re: SHADOW EMPIRE: Sci-fi 4x wargame on a procedurally generated world: 1.04 update!
Post by: Karlito on July 07, 2020, 09:11:50 am
All goods produced by your zones have to be transported to the SHQ. When that puts too much of a strain on your logistics  it's time to decentralize your empire a bit and make a second SHQ. It's very costly to, for example, transport thousands of food half-way across the planet and then back again to feed your units.
Title: Re: SHADOW EMPIRE: Sci-fi 4x wargame on a procedurally generated world: 1.04 update!
Post by: E. Albright on July 11, 2020, 12:15:52 pm
Woo-hoo, something I whined about is fixed in the latest beta!

Quote
-Rare case, but still: Xeno- Farming with plants with non Water solvent will not require water to farm now.
-Also fixed Alien Plants ideal temperatures calculation if using a different solvent than water.

This feels noteworthy since it outright changes how some things functions on very different types of planets.

Also another thing I haven't had a chance to look at yet that seems interesting, albeit vague:

Quote
-Big one. Added History Classes to Planet Generation to allow players some variants to regular Planet Generation. Many options to explore here.

[Edit:
Spoiler: Ooooooooooooh...:D (click to show/hide)
Title: Re: SHADOW EMPIRE: Sci-fi 4x wargame on a procedurally generated world: 1.04 update!
Post by: Il Palazzo on July 11, 2020, 12:30:22 pm
Yeah, but instead of sandworms on Dune I'm getting forests and jungles.
Title: Re: SHADOW EMPIRE: Sci-fi 4x wargame on a procedurally generated world: 1.04 update!
Post by: E. Albright on July 11, 2020, 12:35:31 pm
Yeah, that was a common complaint, though Vic suggested plantlessness *should* be possible. Haven't tried it myself yet though.
Title: Re: SHADOW EMPIRE: Sci-fi 4x wargame on a procedurally generated world: 1.04 update!
Post by: ChairmanPoo on July 11, 2020, 12:38:03 pm
Does anyone have a getting started guide?  I drown inmenus in this game and I'm not sure as to what I have to do
Title: Re: SHADOW EMPIRE: Sci-fi 4x wargame on a procedurally generated world: 1.04 update!
Post by: Knave on July 11, 2020, 02:24:56 pm
Quote
And here's a link to the Tips & Tricks series by Dastactic. Very good for learning the game and a lot of the under-the-hood mechanics:
https://www.youtube.com/watch?v=BivVweJ5-iA&list=PLGB6RkFB7ZmPoXDAaR8FbM3xujwMsDgEv

This stuff was posted for version 1 of the game, but it shoulstill be mainly relevant for learning purposes!
Title: Re: SHADOW EMPIRE: Sci-fi 4x wargame on a procedurally generated world: 1.04 update!
Post by: Il Palazzo on July 13, 2020, 08:38:50 pm
Has anyone ever started with the Shadow cult or the Apocrypha? I never have, but am not sure if it's hardcoded to be so, or just a product of me not picking the right starting government stats.
Title: Re: SHADOW EMPIRE: Sci-fi 4x wargame on a procedurally generated world: 1.04 update!
Post by: E. Albright on July 13, 2020, 09:46:33 pm
Hmm. Shadow maybe? Not 100% sure on that, though. I've definitely gotten them by the time I've conquered my first neighbor, but unfortunately sometimes the cult doesn't really feel like it's there until turn 5 or 10 so it's hard to remember if I started with them or not.

Is your cult based on the 3 culture questions at the start? I tend to answer those pretty similarly every time, so it wouldn't surprise me if that was why I seem to get the same cults every time...
Title: Re: SHADOW EMPIRE: Sci-fi 4x wargame on a procedurally generated world: 1.04 update!
Post by: ChairmanPoo on July 13, 2020, 10:01:51 pm
argh, anything text based? I hate youtube guides
Title: Re: SHADOW EMPIRE: Sci-fi 4x wargame on a procedurally generated world: 1.04 update!
Post by: EuchreJack on July 14, 2020, 03:36:01 pm
argh, anything text based? I hate youtube guides

That was why I've never watched them either.  The manual has a basic tutorial that should help getting started.  If you want a new counsel, go to the leader screen and call your secretary (make sure you have some PP saved).  I've flipped through their forums a bit, and this topic has a lot of info.
Title: Re: SHADOW EMPIRE: Sci-fi 4x wargame on a procedurally generated world: 1.04 update!
Post by: E. Albright on July 14, 2020, 05:06:19 pm
Even if you don't like watching videos, watching DasTactic's "what to do on turn 1" is incredibly helpful for getting a general idea of how to muck about, figuring out what you don't know, etc.
Title: Re: SHADOW EMPIRE: Sci-fi 4x wargame on a procedurally generated world: 1.04 update!
Post by: EuchreJack on July 14, 2020, 06:18:39 pm
Even if you don't like watching videos, watching DasTactic's "what to do on turn 1" is incredibly helpful for getting a general idea of how to muck about, figuring out what you don't know, etc.

Kinda douche that "I have to watch the video", as opposed to anyone actually giving the information in the video. 
Does DasTactic say in the video "Don't tell anyone this super secret info, make them watch the video"?

Granted, I'm sure it is more of a "it is hard to summarize everything as well as he does", but I've still found it really annoying that everyone keeps saying that.
Title: Re: SHADOW EMPIRE: Sci-fi 4x wargame on a procedurally generated world: 1.04 update!
Post by: E. Albright on July 14, 2020, 08:26:31 pm
It's more "a picture is worth a thousand words" and it'd take any of us probably at least a half-hour if not an hour to take all the screenshots and notes it'd be necessary to provide the same level of detail the video already has. Showing you how to do something with static images is more time-consuming than showing you with a video, and it's made all the worse by the fact that the hypothetical shower would like as not miss stuff that the video would show unless we were cribbing directly from the video... and at that point we're watching the video for you and transcribing it. Which is not exactly what I'd call a particularly charitable thing to ask of us.

It's one thing to ask for specific answers to concise questions. It's quite another to ask "explain everything to me"... particularly when other people have already done that work.
Title: Re: SHADOW EMPIRE: Sci-fi 4x wargame on a procedurally generated world: 1.04 update!
Post by: ChairmanPoo on July 14, 2020, 09:22:21 pm
its more asking if there is not a written guide somewhere dude (and if there isn't, there isn't). Obviously I dont expect you to do a frigging transcript of hours long youtube videos. I'm surprised enough you had the stamina to sit through them in the first place. Gah, I hate let's plays
Title: Re: SHADOW EMPIRE: Sci-fi 4x wargame on a procedurally generated world: 1.04 update!
Post by: Dostoevsky on July 14, 2020, 11:43:03 pm
Helps to watch them at 1.25 or 1.5 speed. I'm not a fan of video tutorials either over written, but the DacTactic stuff does have some useful information I wasn't able to find elsewhere in easy form.

That said, I think one can get by without it. Just read the manual - ideally starting from section 3.3, or even 3.1 if you want to fiddle with planet gen, all the way through the end. Or just skim starting from section 4.1, and be ready to refer to the manual a lot. And get familiar with the '6' key (it shows operational logistics at a glance).

And then, as you play, keep referring to the manual a lot via text searches and the like. There's a heck of a lot of info in there, and hard to digest all at once, but repeated exposure will help.

Edit: I should add that the manual has a lot of helpful pictures as well. Arguably DasTactic's video showing some of the concepts in motion is a little better, but certainly eats up more time than looking at the manual.
Title: Re: SHADOW EMPIRE: Sci-fi 4x wargame on a procedurally generated world: 1.04 update!
Post by: E. Albright on July 15, 2020, 08:58:03 pm
Here's a slightly... odd... question. What does everyone think of the level of abstraction presented by the combat in the game? Would this level of abstraction feel "right" for e.g. a game along the lines of Chapter Master if the granularity was increased by an order of magnitude? I.e., rather than company-sized elements of 100 infantry, squad-sized elements of 10 infantry?
Title: Re: SHADOW EMPIRE: Sci-fi 4x wargame on a procedurally generated world: 1.04 update!
Post by: EuchreJack on July 15, 2020, 09:59:46 pm
I feel the actual battle screen with its hits and kills works, but the abstractions that lead to it are poorly-presented.  I see a screen that means nothing, like its funneling a ton of barely-documented stats into a formula with hidden variables and applying it without telling me.

It should work fine overall, since vehicles are currently represented in units of 5 vehicles.  5 Tanks or 10 Astartes seems about right to me.  And that system is the one that would make the most sense, comparing armor to weapon penetration.  The unit feats system could be a good base for attachment of special units like Techmarines, Apothecaries, or Champions.
Title: Re: SHADOW EMPIRE: Sci-fi 4x wargame on a procedurally generated world: 1.04 update!
Post by: E. Albright on July 16, 2020, 12:28:07 am
If you want more info about all the calculations that are happening in combat, turn off autocombat under general preferences.
Title: Re: SHADOW EMPIRE: Sci-fi 4x wargame on a procedurally generated world: 1.04 update!
Post by: Dostoevsky on July 16, 2020, 12:35:09 am
Yeah, I would think that arbitrary units of 10 actually works better than 100. Somehow 100 feels a little too big and small at the same time?

As to battle outcomes, I kind of wish all the meat wasn't hidden behind several layers of UI. Takes a while to get a sense of how to figure out what a particular unit died to, and can lead to 'hunt for the death' situations among the various turns and remembering which unit is which.
Title: Re: SHADOW EMPIRE: Sci-fi 4x wargame on a procedurally generated world: 1.04 update!
Post by: Ekaton on July 18, 2020, 05:25:19 am
Here's a slightly... odd... question. What does everyone think of the level of abstraction presented by the combat in the game? Would this level of abstraction feel "right" for e.g. a game along the lines of Chapter Master if the granularity was increased by an order of magnitude? I.e., rather than company-sized elements of 100 infantry, squad-sized elements of 10 infantry?

The game would definitely benefit from smaller units. Groups of 100 are used for both military and population changes, and it feels too abstract.
Title: Re: SHADOW EMPIRE: Sci-fi 4x wargame on a procedurally generated world: 1.04 update!
Post by: Il Palazzo on July 18, 2020, 10:49:10 pm
So, what's a blather anyway?
Title: Re: SHADOW EMPIRE: Sci-fi 4x wargame on a procedurally generated world: 1.04 update!
Post by: E. Albright on July 18, 2020, 11:27:37 pm
My working assumption is that it's the archaic sense of the word that means the same thing as "bladder", so a living - possibly at least somewhat flaccid - sack of fluid/gas/teeth/hatred/whatever.

It would be nice if the icons reflected general shapes, and not just so we'd know for certain WTH a blather is - I feel a bit ripped off that my current game's 21-48-meter carnivorous dicephaloids, multi-squids, and unioctoposes look like grainy dinosaurs rather than the unimaginably horrific writhing masses of tentacles they should be.
Title: Re: SHADOW EMPIRE: Sci-fi 4x wargame on a procedurally generated world: 1.04 update!
Post by: ChairmanPoo on July 19, 2020, 12:37:56 am
(https://www.gstatic.com/onebox/dictionary/etymology/en/desktop/4a4e91cc15a144017dce0dd8d8d7b9af66c286bf1c4d11981418442ce5c223a9.png)
Quote

Bladder: Old English blǣdre, of Germanic origin; related to Dutch blaar and German Blatter, also to blow1.

Quote
Blather:late Middle English (as a verb; originally Scots and northern English dialect): from Old Norse blathra ‘talk nonsense’, from blathr ‘nonsense’.

FATALITY!
Title: Re: SHADOW EMPIRE: Sci-fi 4x wargame on a procedurally generated world: 1.04 update!
Post by: E. Albright on July 19, 2020, 08:13:51 pm
I feel my hunch is basically confirmed; while rolling a bunch of planets to try to get something cute like fully edible sulphuric-acid-based-plants, I saw a pile of blather analogs with names like Foo Sack or Foo Ball.
Title: Re: SHADOW EMPIRE: Sci-fi 4x wargame on a procedurally generated world: 1.04 update!
Post by: E. Albright on July 20, 2020, 12:44:04 pm
I had a terrible realization last night: I think what I like most about this game is the logistics - not even the field logistics, but the organizational logistics. The sheer satisfaction I felt when I upgraded the last straggling companies fighting with generation 1 padded envirosuit designs to shiny new [well, newest - the wheels of the supply chain turn slowly and the design was several years old before it was finally fully adopted] generation 4 heavy combat armor designs is not something anyone outside of active duty military quartermasters should ever feel. That satisfaction was probably more sincere than any I've felt from combat or campaign victories in this game either. Siiiiiiiiiiigh...
Title: Re: SHADOW EMPIRE: Sci-fi 4x wargame on a procedurally generated world: 1.04 update!
Post by: Il Palazzo on July 22, 2020, 02:30:12 am
Speaking of logistics, does anyone else get these weird 1 hex-long bottlenecks right next to your SHQ?
e.g.:
Spoiler (click to show/hide)
As you can see there are thousands leftover log pts on each of the three roads, but the very first connection to the city, going each way, is completely used up. Supplies seem to be mostly getting where they're needed, but I haven't been able to replace losses for a long time now.
I thought I could fix this by building additional truck stations on the hexes next to the city, but they're not sending any truck points towards the SHQ - only away from it (assuming that would be of any help). So e.g. the truck station south of the city sends all of its log pts southwards.

Anyone knows what's causing it or how to fix it?
I'm playing the latest beta patch, or the one before it, btw. Meaning, the pull point system is in (although I seem to remember the same thing happening in pre-pull versions as well).
Title: Re: SHADOW EMPIRE: Sci-fi 4x wargame on a procedurally generated world: 1.04 update!
Post by: Karlito on July 22, 2020, 08:49:52 am
Yeah, I think that's just what happens when the SHQ is the ultimate destination of every single item in your empire. I solved that mostly by upgrading the logistics stations inside the city itself. I think the truck stations in the adjacent hexes do help, they just aren't efficient at putting their point in the problem area, and also low level so they don't have enough capacity to satisfy the deficit. If your empire is very large you might also consider making a second SHQ to gather resources at, or shutting down distant farms if you already have a surplus.
 
Title: Re: SHADOW EMPIRE: Sci-fi 4x wargame on a procedurally generated world: 1.04 update!
Post by: E. Albright on July 22, 2020, 10:27:42 am
The latest beta introduced a change which dramatically alters how log points work: when log points radiating from one source meet those from another source, both stop radiating. E.g. [log source]->10->9->8->7->...->1 meeting [log source]->1000->999->...->991 on a road would in theory mean half the road would have single-digit log points. So when you build a truck station right next to another truck station, half the points immediately die - and if you have a city truck station entirely surrounded by first-hex-on-the-road suburban truck stations, the city station will literally do nothing. I quite hopefully tried the outlying station method, too, and things worked better (admittedly still not well) after I axed the suburban stations again.

I like pull points in principle, and sometimes they seem to work well, but the current system is evolving, poorly documented, and frequently feels like a spilled plate of spaghetti. The fact that logistic point spread separate from pull points is being tweaked and overhauled simultaneously to pull point development makes it unfathomable at times.
Title: Re: SHADOW EMPIRE: Sci-fi 4x wargame on a procedurally generated world: 1.04 update!
Post by: Karlito on July 22, 2020, 11:59:55 am
Yeah, I haven't been playing the betas but the latest changes seem like they'd have a huge impact. At least the "soldiers try to supply closer downstream" should help with the drain on the SHQ hex logisitcs, at least in theory.
Title: Re: SHADOW EMPIRE: Sci-fi 4x wargame on a procedurally generated world: 1.04 update!
Post by: Il Palazzo on July 22, 2020, 12:27:48 pm
The latest beta introduced a change which dramatically alters how log points work: when log points radiating from one source meet those from another source, both stop radiating. E.g. [log source]->10->9->8->7->...->1 meeting [log source]->1000->999->...->991 on a road would in theory mean half the road would have single-digit log points. So when you build a truck station right next to another truck station, half the points immediately die - and if you have a city truck station entirely surrounded by first-hex-on-the-road suburban truck stations, the city station will literally do nothing. I quite hopefully tried the outlying station method, too, and things worked better (admittedly still not well) after I axed the suburban stations again.
This can't be right. Looking at the traffic log, the logistics points leave the city just fine, together with a plethora of those coming from further away. It's just those directly neighbouring stations that don't send their output towards the city.

Anyway, I still don't get what drains all those points between the city and the neighbouring hexes, while leaving them on the remainder of the road.

I've now built rail (the one on the pic is inactive), and it does the same thing. About 1000 pts is put on most of the railway, but all is drained by something (what??) right next to the city and only there.
Title: Re: SHADOW EMPIRE: Sci-fi 4x wargame on a procedurally generated world: 1.04 update!
Post by: E. Albright on July 22, 2020, 02:44:33 pm
This can't be right. Looking at the traffic log, the logistics points leave the city just fine, together with a plethora of those coming from further away. It's just those directly neighbouring stations that don't send their output towards the city.

Hmm. I'm slightly more awake than when I posted my prior comment, and thinking about how neighbor-stations worked it does seem like my prior explanation doesn't even explain what my own experience was. Is the "canceling out when it hits a runner" change killing the weaker spread, so log points from a subsidiary hex station won't go to the monster SHQ station hex, but the stronger log source will continue to push past the little one? This may require more experimenting, although I wish it didn't. It's getting messier and messier...
Title: Re: SHADOW EMPIRE: Sci-fi 4x wargame on a procedurally generated world: 1.04 update!
Post by: Dostoevsky on July 22, 2020, 02:51:23 pm
I've gotten something like your road bottleneck issues, and found the way to get around it seemed to be building additional roads then fiddling with the traffic signs to exclusively use the new road. This was a somewhat older version, though, as it's been a bit since I played (got sucked back into Total Warhammer 2).
Title: Re: SHADOW EMPIRE: Sci-fi 4x wargame on a procedurally generated world: 1.04 update!
Post by: Il Palazzo on July 22, 2020, 07:44:26 pm
This can't be right. Looking at the traffic log, the logistics points leave the city just fine, together with a plethora of those coming from further away. It's just those directly neighbouring stations that don't send their output towards the city.

Hmm. I'm slightly more awake than when I posted my prior comment, and thinking about how neighbor-stations worked it does seem like my prior explanation doesn't even explain what my own experience was. Is the "canceling out when it hits a runner" change killing the weaker spread, so log points from a subsidiary hex station won't go to the monster SHQ station hex, but the stronger log source will continue to push past the little one? This may require more experimenting, although I wish it didn't. It's getting messier and messier...
FWIW I did update the game a couple times while it was already underway, so maybe newly built truck stations are using the new ruleset while the older ones aren't?
Title: Re: SHADOW EMPIRE: Sci-fi 4x wargame on a procedurally generated world: 1.04 update!
Post by: E. Albright on July 22, 2020, 10:05:41 pm
I'd try to experiment to figure out what exactly is going on, but my ongoing game has CTD more or less irredeemably (rolling back a few turns still ends up with an eventual CTD). Getting rid of next-to-city stations seemed to help, but it still seemed worse than it should, and how logistic points do and don't branch makes no sense in certain cases (and why those are the cases where they don't also makes no sense).
Title: Re: SHADOW EMPIRE: Sci-fi 4x wargame on a procedurally generated world: 1.04 update!
Post by: E. Albright on July 23, 2020, 11:56:49 am
The Cancel Runners log change has been reworked as refocus runners in the new beta, and it seems less awful (though still annoying. It also seems to have fixed the silent CTD I had, so I can resume that messy game rather than starting a new one. :)
Title: Re: SHADOW EMPIRE: Sci-fi 4x wargame on a procedurally generated world: 1.04 update!
Post by: EuchreJack on July 23, 2020, 03:37:38 pm
Am I the only one that finds it strange HILARIOUS that in response to heavy player criticism of the hard Logistics system that was clearly laid out and explained, the game now has a Logistics system that is confusing, buggy, and still isn't easy?
Title: Re: SHADOW EMPIRE: Sci-fi 4x wargame on a procedurally generated world: 1.04 update!
Post by: Majestic7 on July 23, 2020, 04:03:08 pm
Honestly, I don't care if the details of the logistics are arcane. Only things I really need to know is why something is fucked and how I can fix it. Plus how I can fuck the logistics of the enemy, if so inclined.
Title: Re: SHADOW EMPIRE: Sci-fi 4x wargame on a procedurally generated world: 1.04 update!
Post by: E. Albright on July 23, 2020, 07:58:57 pm
Am I the only one that finds it strange HILARIOUS that in response to heavy player criticism of the hard Logistics system that was clearly laid out and explained, the game now has a Logistics system that is confusing, buggy, and still isn't easy?

In fairness, they're trying to make it easier (but also to cut down on processing times). So there's an effort (but there's simultaneously an effort that has some unclear tradeoffs with the other effort). Documentation REALLY needs worked on, though - it's totally obscure and vague now...
Title: Re: SHADOW EMPIRE: Sci-fi 4x wargame on a procedurally generated world: 1.04 update!
Post by: EuchreJack on July 24, 2020, 09:54:26 am
Well, they probably need to actually finalize the logistics system and move on to something else before the logistics system can be properly documented.  Hard to pin down a moving target and all that.

I have enjoyed the efforts to reduce processing time.  Those turns in the early days were LONG.
Title: Re: SHADOW EMPIRE: Sci-fi 4x wargame on a procedurally generated world: 1.04 update!
Post by: Journier on July 26, 2020, 04:47:41 pm
they were so long i couldnt get past turn 120 in my first game. It was crazy, the turn times were like WITP AE.
Title: Re: SHADOW EMPIRE: Sci-fi 4x wargame on a procedurally generated world: 1.05 is here
Post by: Knave on August 04, 2020, 05:53:48 pm
Looks like the betas are no longer beta.

1.05 is officially here: https://www.matrixgames.com/forums/tm.asp?m=4866337 (https://www.matrixgames.com/forums/tm.asp?m=4866337)


CHANGES:
Spoiler (click to show/hide)

I've admittedly put this one to bed for a bit while they work on logistic changes and balance. How about everyone else? Time to jump back in?
Title: Re: SHADOW EMPIRE: Sci-fi 4x wargame on a procedurally generated world: 1.05 is here
Post by: EuchreJack on August 05, 2020, 07:44:04 pm
Give it a couple of days to get out all the bugfixes maybe?  :P
Title: Re: SHADOW EMPIRE: Sci-fi 4x wargame on a procedurally generated world: 1.05 is here
Post by: Il Palazzo on August 06, 2020, 03:19:54 am
I've admittedly put this one to bed for a bit while they work on logistic changes and balance. How about everyone else? Time to jump back in?
The new logistics system automates some aspects, but at the cost of being unsolvable. With the new system, logistic points are kinda-sorta redirected to where they're needed, so you don't have to meticulously place traffic signs everywhere and/or rebuild the road network to do its job.
But previously, by doing so you could have spent enough time on your network to make the LPs go exactly where you wanted them to. Now there's just too many moving parts with varying parameters as the pull points shift and change constantly.
The overall experience is more user-friendly out of the box, but can frustrate players looking to min-max strained logistics in later game stages.

Other changes are mostly cosmetic (maybe apart from more control over planet generation).

IMHO whether you want to play this version or not depends on how you felt about the old logistic system.
Title: Re: SHADOW EMPIRE: Sci-fi 4x wargame on a procedurally generated world: 1.05 is here
Post by: EuchreJack on September 16, 2020, 01:01:41 pm
I had mentioned that I think aircraft could wait for a while because different planets would have different requirements for being flyable. 
This article discusses it in far more depth, and it is a bigger problem than I imagined (https://what-if.xkcd.com/30/)

For one thing, you can't fly in the traditional sense without an atmosphere.  The closest thing to flight on an airless world would be rockets and orbital paths.  I also hadn't realized that the thinner the atmosphere, the harder and less practical aviation becomes.  Look at how long it took to get the terran plants worked out.  Yeah, aircraft, rocket ships, and satellites would probably be more of an expansion project.

I still think the game needs naval craft, however.  Many worlds have something liquid that blocks the way, and crossing it comes down to finding something that can survive the heat and/or corrosion.  And frankly, if the planet is survivable by the people with their Environmental Suits, they've probably come a long way towards solving that problem, even if us primitive Terrans haven't quite figured it out yet.
Title: Re: SHADOW EMPIRE: Sci-fi 4x wargame on a procedurally generated world: 1.05 is here
Post by: Karlito on September 16, 2020, 07:46:17 pm
Of course, diesel engines seem to work fine no matter what the atmosphere is.
Title: Re: SHADOW EMPIRE: Sci-fi 4x wargame on a procedurally generated world: 1.05 is here
Post by: EuchreJack on September 17, 2020, 12:45:43 pm
LOL, I hadn't noticed that before!  Yes, a system based upon the compression and expansion of air probably shouldn't work without an atmosphere... :P
Title: Re: SHADOW EMPIRE: Sci-fi 4x wargame on a procedurally generated world: 1.05 is here
Post by: E. Albright on September 17, 2020, 03:01:51 pm
Chemical combustion firearms work fine too - which is a pity, b/c it would actually give the gas-pressure firearms a niche instead of "they use a small amount less supply". If nothing else, including atmosphere in munitions so they could combust to fire should mean they need even more supply in that sort of atmosphere...
Title: Re: SHADOW EMPIRE: Sci-fi 4x wargame on a procedurally generated world: 1.05 is here
Post by: LukeRM on September 17, 2020, 03:18:12 pm
Chemical combustion firearms work fine too - which is a pity, b/c it would actually give the gas-pressure firearms a niche instead of "they use a small amount less supply". If nothing else, including atmosphere in munitions so they could combust to fire should mean they need even more supply in that sort of atmosphere...

As far as I know, smokeless powder functions perfectly fine without atmosphere as it carries its own oxidizer.

The dev has stated that he would likely prioritize navies over air forces in future expansions or updates because it'd allow for many more interesting planet types and map designs. The main reasons all our planets are so dry compared to Earth is because lolnonavies.  :D
Title: Re: SHADOW EMPIRE: Sci-fi 4x wargame on a procedurally generated world: 1.05 is here
Post by: E. Albright on September 17, 2020, 03:28:17 pm
Hmm. TIL.

IIRC, the biggest reason navies are getting prioritized is that there was a poll for additions and navies were top of the list.
Title: Re: SHADOW EMPIRE: Sci-fi 4x wargame on a procedurally generated world: 1.05 is here
Post by: EuchreJack on September 17, 2020, 05:43:20 pm
Well, the poll had the disclaimer "I'll do what I want, but let me know what you want and maybe we'll agree".

Actual disclaimer:
Quote
I hope that within a few weeks I can shift time to actually adding stuff to the game. And I would like to have some player input by that time. I am not going to do what the majority wants, but I do want to take it into account. I don’t want to spend my time on something only a small minority of players wants to see added :)
https://www.vrdesigns.net/ (https://www.vrdesigns.net/)

So a bit of both perhaps?
Title: Re: SHADOW EMPIRE: Sci-fi 4x wargame on a procedurally generated world: 1.05 is here
Post by: A Thing on September 17, 2020, 06:50:23 pm
Time to have all my navies sunk those horrific abominations in the ocean that have previously been nothing but fluff.
Title: Re: SHADOW EMPIRE: Sci-fi 4x wargame on a procedurally generated world: 1.05 is here
Post by: E. Albright on November 18, 2020, 09:35:45 pm
Anyone try the air forces beta patch yet? I've not had a chance but I'm happy to see it's described as taking atmosphere and gravity into account when determining what is viable and what isn't - it feels like a step in the right direction WRT the saminess that afflicts this so much more than it seems like it should...
Title: Re: SHADOW EMPIRE: Sci-fi 4x wargame on a procedurally generated world: 1.05 is here
Post by: The_Explorer on November 18, 2020, 09:56:11 pm
This looks like a ton of fun. Some of the screenshots look great, especially the worlds with huge city ruins sprawling across the map. Though I imagine generating that is rare.

Can you create a world like Arrakis? Or a civilization alpha centuari (the original, not the remake) style world?
Title: Re: SHADOW EMPIRE: Sci-fi 4x wargame on a procedurally generated world: 1.05 is here
Post by: E. Albright on November 18, 2020, 10:28:25 pm
Sorta, and yes, in that order. It's easy to get very arid worlds, but it's hard to get very arid worlds that support life. It's not terribly difficult to get moss-and-grass-covered weird-colored planets with fauna that wants to eat your face.

[Edit: somehow I forgot they added start options to force alien life to exist on planets. So yeah, you can pretty easily Dune your own thing if you want.]
Title: Re: SHADOW EMPIRE: Sci-fi 4x wargame on a procedurally generated world: 1.05 is here
Post by: Vivalas on November 19, 2020, 01:54:26 pm
:o air forces beta?

that sounds amazing. surprised it came before boats but still, amazing.
Title: Re: SHADOW EMPIRE: Sci-fi 4x wargame on a procedurally generated world: 1.05 is here
Post by: forsaken1111 on November 19, 2020, 02:11:01 pm
:o air forces beta?

that sounds amazing. surprised it came before boats but still, amazing.
Not all planets have water but all planets have air some kind of atmosphere space above the ground in which to fly!
Title: Re: SHADOW EMPIRE: Sci-fi 4x wargame on a procedurally generated world: 1.05 is here
Post by: Vivalas on November 19, 2020, 02:50:58 pm
:o air forces beta?

that sounds amazing. surprised it came before boats but still, amazing.
Not all planets have water but all planets have air some kind of atmosphere space above the ground in which to fly!

ha, yep. There's a huge ocean in my current (non air force) game that woulda been amazing had I been able to build a navy and control it. I think for air forces update (since they have ornithopters) I'm gonna do a dune style run. Naturally..
Title: Re: SHADOW EMPIRE: Sci-fi 4x wargame: Hit the skies and Steam Dec 3rd!
Post by: Knave on November 19, 2020, 03:16:09 pm
Yes indeed - Looks like we'll be getting our airforce and a Steam release on Dec 3rd!

https://www.matrixgames.com/news/shadow-empire-will-be-released-on-steam-on-december-3rd (https://www.matrixgames.com/news/shadow-empire-will-be-released-on-steam-on-december-3rd)

Looking forward to jumping back in after taking a bit of a break to let logistics, roads, etc. solidify mechanically.
Title: Re: SHADOW EMPIRE: Sci-fi 4x wargame: Hit the skies and Steam Dec 3rd!
Post by: Majestic7 on November 19, 2020, 03:25:13 pm
I assume we can switch our Matrix purchase to Steam? Makes upgrades easier to handle.
Title: Re: SHADOW EMPIRE: Sci-fi 4x wargame: Hit the skies and Steam Dec 3rd!
Post by: The_Explorer on November 19, 2020, 03:26:38 pm
I assume we can switch our Matrix purchase to Steam? Makes upgrades easier to handle.

yeah, it'll come with a steam key. I bought the game and see an area in the game list where a steam key looks like it'll be available in the future. And I think it said they'll send a steam key with steam release as well
Title: Re: SHADOW EMPIRE: Sci-fi 4x wargame: Hit the skies and Steam Dec 3rd!
Post by: Vivalas on November 19, 2020, 05:33:37 pm
Speaking of, does anyone know if it's possible to get a desert planet with a breathable atmosphere? Or, how to make insidious less likely?

Just for roleplay anyways, I suppose, but making a strict Arrakis is hard.
Title: Re: SHADOW EMPIRE: Sci-fi 4x wargame on a procedurally generated world: 1.05 is here
Post by: EuchreJack on November 19, 2020, 05:46:42 pm
Anyone try the air forces beta patch yet? I've not had a chance but I'm happy to see it's described as taking atmosphere and gravity into account when determining what is viable and what isn't - it feels like a step in the right direction WRT the saminess that afflicts this so much more than it seems like it should...

Downloading now!
Title: Re: SHADOW EMPIRE: Sci-fi 4x wargame: Hit the skies and Steam Dec 3rd!
Post by: Karlito on November 19, 2020, 09:02:44 pm
Anyone try the air forces beta patch yet? I've not had a chance but I'm happy to see it's described as taking atmosphere and gravity into account when determining what is viable and what isn't - it feels like a step in the right direction WRT the saminess that afflicts this so much more than it seems like it should...

I was playing on a few of the patches last weekend. Makes the game a bit easier since even early aircraft seem very powerful. Independent forces and minor regimes don't really have air defenses, and majors (that I've seen) aren't too effective at protecting themselves either. Maybe things balance out a bit more once SAMs get researched...

Oh, and the aircraft model design taking 7 steps has made the need for a UI overhaul there very apparent.
Title: Re: SHADOW EMPIRE: Sci-fi 4x wargame: Hit the skies and Steam Dec 3rd!
Post by: A Thing on November 20, 2020, 12:18:55 am
(https://i.imgur.com/IAF2wOV.png)

This got posted to the forums and Vic replied that he was toying with the idea of navies. He also said it would happen in 2021, if it does.
Title: Re: SHADOW EMPIRE: Sci-fi 4x wargame: Hit the skies and Steam Dec 3rd!
Post by: Death Dragon on November 26, 2020, 04:12:35 pm
Hell yes, Shadow Empire thread.

SE is currently 20% off on the publisher store:
https://www.matrixgames.com/game/shadow-empire
Buy it there, just so Vic gets a bit of a bigger cut than on steam. You still get a steam key anyway.

The airforce stuff is apparently getting pushed out of beta very soon. Probably still some bugs in there though.
Title: Re: SHADOW EMPIRE: Sci-fi 4x wargame: Hit the skies and Steam Dec 3rd!
Post by: The_Explorer on November 26, 2020, 04:17:59 pm
I've probably spent 100 hours wasting time on rerolls as I watch shows on my other monitor. Nothing else to do since waiting for cyberpunk and was doing other stuff so time went by fast. And not all in one day. But I can't get a dune planet with life, that isnt filled with moss or whatever that plant life is. Its supposedly possible, but someone else earlier in the thread didn't have much luck either and they tried longer than me.
Title: Re: SHADOW EMPIRE: Sci-fi 4x wargame: Hit the skies and Steam Dec 3rd!
Post by: Journier on November 26, 2020, 09:15:59 pm
someone doing vids early on in shadow empire got a arrakis type planet with sandworms after rerolling alot. I remember the playthrough pretty well, pure luck though.
Title: Re: SHADOW EMPIRE: Sci-fi 4x wargame: Hit the skies and Steam Dec 3rd!
Post by: Death Dragon on November 27, 2020, 07:39:49 am
I've probably spent 100 hours wasting time on rerolls as I watch shows on my other monitor. Nothing else to do since waiting for cyberpunk and was doing other stuff so time went by fast. And not all in one day. But I can't get a dune planet with life, that isnt filled with moss or whatever that plant life is. Its supposedly possible, but someone else earlier in the thread didn't have much luck either and they tried longer than me.
I think if you want a Dune-like planet in SE, you have to make some compromises.
A true Arrakis would:
- Be a dry desert planet, but with water in the atmosphere (no windtraps without atmospheric water)
- Have a human breathable atmosphere, without plant life
- Have alien animals, without plant life
I'm not sure if any of these three things are actually possible. If they're possible, then it might be a ridiculously low chance.
You're probably gonna have to settle with a planet that has some surface water and/or one that has some minimal alien shrubs like this one: https://cdn.discordapp.com/attachments/382518915630366721/781862233642762261/alien_shrubs.jpg (https://cdn.discordapp.com/attachments/382518915630366721/781862233642762261/alien_shrubs.jpg).

someone doing vids early on in shadow empire got a arrakis type planet with sandworms after rerolling alot. I remember the playthrough pretty well, pure luck though.
If you mean Tortuga's Arrakis LP, I'm pretty sure he just did a planet without alien life and without water. That was from before the history classes were added, too, else he might have tried a bit more.
Title: Re: SHADOW EMPIRE: Sci-fi 4x wargame: Hit the skies and Steam Dec 3rd!
Post by: E. Albright on November 27, 2020, 02:25:58 pm
I've seen arid planets with fewer plants than that despite having cloud forests. The trick is to get one tilted to the point where you can have polar regions cool enough for plants but everything in the middle is too hot, even the mountain ranges.
Title: Re: SHADOW EMPIRE: Sci-fi 4x wargame: Hit the skies and Steam Dec 3rd!
Post by: Majestic7 on November 28, 2020, 07:04:12 pm
So I started a new game with airforces beta and it is really promising, but I haven't researched power plants. Despite being several steps ahead in tech tree, power plants or solar plants just never got discovered. This is very annoying and I don't think there is any way to get them otherwise. Maybe there should be some basic power plant available at basic tech. Now the lack of power limits the growth of my entire empire, since I can't build anything that uses power in cities. The few special power hexes I've captured help, but... they aren't really enough. Annoying.
Title: Re: SHADOW EMPIRE: Sci-fi 4x wargame: Hit the skies and Steam Dec 3rd!
Post by: Journier on November 28, 2020, 09:19:12 pm
so how you avoid this is you dont progress down the tech tree until you have power plants. If you progress your making the chances of getting the tech worse.

Slow and steady till you get power plants, then do whatever.
Title: Re: SHADOW EMPIRE: Sci-fi 4x wargame: Hit the skies and Steam Dec 3rd!
Post by: Majestic7 on November 29, 2020, 05:31:13 am
Well, you can't really avoid progressing down the tech tree if the dice choose so. I've now put research in economic tech to zero and all to discovery, but still keep getting discoveries in just other stuff than power.
Title: Re: SHADOW EMPIRE: Sci-fi 4x wargame: Hit the skies and Steam Dec 3rd!
Post by: E. Albright on November 29, 2020, 12:36:53 pm
Power plants are so weak in this game. Or rather, solar is so OP. Solar output really needs curbed according to e.g. rainfall and/or atmosphere type. It's sad that the special power plant techs like the volcanic one is straight-up trash compared to solar...
Title: Re: SHADOW EMPIRE: Sci-fi 4x wargame: Hit the skies and Steam Dec 3rd!
Post by: Death Dragon on November 29, 2020, 02:08:19 pm
Well, you can't really avoid progressing down the tech tree if the dice choose so. I've now put research in economic tech to zero and all to discovery, but still keep getting discoveries in just other stuff than power.
You definitely can avoid progressing down the tech tree. New tech tree sections get unlocked when you research 3  (I think that's the number) techs in the previous section, not when you discover them. So an early focus on discovery will make sure you get the power plants in a timely fashion.

If you want to start with the ability to build power plants, you can actually do that, too. Just increase the starting tech level when you start a new game.
Title: Re: SHADOW EMPIRE: Sci-fi 4x wargame: Hit the skies and Steam Dec 3rd!
Post by: Journier on November 29, 2020, 07:15:41 pm
yup.

my first few games of this game was without power plant tech for what seemed like over 100 turns. it was insane. then got this tip.
Title: Re: SHADOW EMPIRE: Sci-fi 4x wargame: Hit the skies and Steam Dec 3rd!
Post by: Death Dragon on December 01, 2020, 10:47:50 am
The airforce update has moved out of beta by the way. You can update with the "check for updates" button in the launcher now.

I'm sure there still are a lot of bugs anyway though. :P
This game is just so hard to properly bugtest with how complex everything is.

There apparently just was a little devlog post thing about the new alien fauna from the airforce update:
https://www.matrixgames.com/forums/tm.asp?m=4918751
Title: Re: SHADOW EMPIRE: Sci-fi 4x wargame: Hit the skies and Steam Dec 3rd!
Post by: E. Albright on December 01, 2020, 12:37:49 pm
Matrix is also having their holiday sale, so Shadow Empire is 20% off through 10 Jan.
Title: Re: SHADOW EMPIRE: Sci-fi 4x wargame: Hit the skies and Steam Dec 3rd!
Post by: E. Albright on December 01, 2020, 09:08:34 pm
If you haven't seen the new fauna, BTW, they REALLY can end up being a lot more, um, "interesting" than the older, simpler ones. A single stack of less than 1000 of these has kept ~8000 of my low-tech-except-for-a-few-GR-lasers troops (and a handful of artillery, rovers, ultralight planes, and 20 Sentinels) tied up for going on 20 turns. I've probably killed 600-800 keeping them contained but they replace their losses so fast that I've not been able to press any advantage gained by entrenched defenders killing a couple hundred:

Spoiler (click to show/hide)

My best hope lies with the Model Design Council which is hard at work trying to put together a prototype tactical bomber...
Title: Re: SHADOW EMPIRE: Sci-fi 4x wargame: Hit the skies and Steam Dec 3rd!
Post by: Vivalas on December 02, 2020, 11:18:20 am
That soft defense is, uh, incredibly high.

I wanna try air forces beta but I actually really hate the early game and I don't think you can convert existing ones
Title: Re: SHADOW EMPIRE: Sci-fi 4x wargame: Hit the skies and Steam Dec 3rd!
Post by: E. Albright on December 02, 2020, 11:45:32 am
Beyond the soft defense, the fauna feats added that they count as having polymer armor & get +40%HP/lvl, ignore hits that don't inflict damage higher than their HP, reproduce faster than normal, and are aggressive. I'm really luck there was only one stack.

I eventually savescummed it to death rather than waiting for bombers (the sentinels to the north and aggressive imperium to the east made that no longer feasible), but it took A LOT of reloading. This was the fight that actually killed them. And by them, I mean one of them:

Spoiler (click to show/hide)

Title: Re: SHADOW EMPIRE: Sci-fi 4x wargame: Hit the skies and Steam Dec 3rd!
Post by: Death Dragon on December 02, 2020, 07:31:31 pm
I wanna try air forces beta but I actually really hate the early game and I don't think you can convert existing ones
You can start with higher tech level, additional zones, and starting military, if you don't know. You can pretty much skip the whole early game.
Title: Re: SHADOW EMPIRE: Sci-fi 4x wargame: Hit the skies and Steam Dec 3rd!
Post by: Urist McScoopbeard on December 02, 2020, 10:04:43 pm
So coming back to this after a while, does anyone have any reccs on settings for a slower, logistics focused game instead of a lot of combat?
Title: Re: SHADOW EMPIRE: Sci-fi 4x wargame: Hit the skies and Steam Dec 3rd!
Post by: E. Albright on December 03, 2020, 12:08:24 pm
Depending on how far you want to go down the low combat rabbit hole, I''d say a mix of: large planet; don't pick Unclassified, Siwa, or Medusa for class; Haven of Calm, Robinson Crusoe, Outpost Colony history; re-roll if you happen to get hostile alien life or larger starting pop sizes. Probably start with low/slow tech, no starting councils, fog of war, 1 zone, no easy logistics as well, though if you hate the early game you could ditch most of those.
Title: Re: SHADOW EMPIRE: Sci-fi 4x wargame: Mind the Donkeys - Steam Release!
Post by: Knave on December 03, 2020, 04:54:19 pm
Shadow Empires has now released on the all-mighty steam platform for those of you who enjoy having all games on Steam.
Those who purchased on Matrix previously can access their Steam key in their Matrix Acct.

20% off currently!
Steam: https://store.steampowered.com/app/1154840/Shadow_Empire/ (https://store.steampowered.com/app/1154840/Shadow_Empire/)
Matrix:https://www.matrixgames.com/game/shadow-empire
 (https://www.matrixgames.com/game/shadow-empire)

And here's a {NEW!} link to SET-UP series by Dastactic w/ new aircraft. Very good for learning the game and a lot of the under-the-hood mechanics:
(HERE) (https://www.youtube.com/watch?v=idJWDKed9Zk[/url)
Title: Re: SHADOW EMPIRE: Sci-fi 4x wargame: Hit the skies and Steam Dec 3rd!
Post by: a1s on December 07, 2020, 10:58:15 am
SE is currently 20% off on the publisher store:
https://www.matrixgames.com/game/shadow-empire
Buy it there, just so Vic gets a bit of a bigger cut than on steam.
Are we sure this is true?
Title: Re: SHADOW EMPIRE: Sci-fi 4x wargame: Hit the skies and Steam Dec 3rd!
Post by: Journier on December 07, 2020, 01:48:44 pm
SE is currently 20% off on the publisher store:
https://www.matrixgames.com/game/shadow-empire
Buy it there, just so Vic gets a bit of a bigger cut than on steam.
Are we sure this is true?

doubt it, matrix takes high percentage of sales price compared to steam, IIRC 40% or some crazyness, steam is far less.
Title: Re: SHADOW EMPIRE: Sci-fi 4x wargame: Hit the skies and Steam Dec 3rd!
Post by: Journier on December 07, 2020, 01:49:27 pm
SE is currently 20% off on the publisher store:
https://www.matrixgames.com/game/shadow-empire
Buy it there, just so Vic gets a bit of a bigger cut than on steam.
Are we sure this is true?

doubt it, matrix takes high percentage of sales price compared to steam, IIRC 40% or some crazyness, steam is far less.

however, what i am sure is occurring is matrix makes a sale on steam for his game, then keeps the 40% and cuts him a check
Title: Re: SHADOW EMPIRE: Sci-fi 4x wargame: Mind the Donkeys - Steam Release!
Post by: forsaken1111 on December 07, 2020, 04:35:35 pm
You're sure, based on what?
Title: Re: SHADOW EMPIRE: Sci-fi 4x wargame: Hit the skies and Steam Dec 3rd!
Post by: Death Dragon on December 14, 2020, 08:41:45 am
SE is currently 20% off on the publisher store:
https://www.matrixgames.com/game/shadow-empire
Buy it there, just so Vic gets a bit of a bigger cut than on steam.
Are we sure this is true?

doubt it, matrix takes high percentage of sales price compared to steam, IIRC 40% or some crazyness, steam is far less.
If you buy it on Steam, then both Valve and Matrix get a cut.
Title: Re: SHADOW EMPIRE: Sci-fi 4x wargame: Mind the Donkeys - Steam Release!
Post by: a1s on December 14, 2020, 09:44:57 am
I e-mailed and asked him which he prefers I buy it from, and he said Matrix.
Title: Re: SHADOW EMPIRE: Sci-fi 4x wargame: Mind the Donkeys - Steam Release!
Post by: E. Albright on December 14, 2020, 03:33:41 pm
My current game has rather different (but in some ways just as unpleasant) fauna as my last game's Donkeys:

Spoiler (click to show/hide)

This particular swarm doesn't look too bad, but the last one I took down was over 3x as large and took ~10k troops to contain it while an artillery regiment culled a couple thousand every turn. When we'd launch full-encirclement attacks, we'd take minor casualties, kill one or two thousand, and be forced to retreat b/c the swarm just didn't care. It lasted around 15-20 turns from when we started picking at it* with encircling siege infantry battalions to when we finally overran the remaining paltry 8k or so (after being repulsed at least 10 times prior).

Of all the things I expected to get out of Shadow Empire, a sci-fi strategic-level recreation of the Great Emu War was not something I ever even imagined.

*In the beginning, the Headers had a vile fifth column of human thralls reinforcing them and protecting their flank, but those foul apostates died quickly compared to their uncaring chitinous overlords.
Title: Re: SHADOW EMPIRE: Sci-fi 4x wargame: Mind the Donkeys - Steam Release!
Post by: A Thing on December 14, 2020, 03:42:33 pm
My first (and only so far, got another game started up though) game was on a desert planet so I haven't experienced fauna really, but it seems every time they get mentioned on here it's in an emu war context. Absolute units, all of them.
Title: Re: SHADOW EMPIRE: Sci-fi 4x wargame: Mind the Donkeys - Steam Release!
Post by: E. Albright on December 14, 2020, 07:53:28 pm
I figured out a better way to chronicle the campaign in the Great Arachnocrab War against the aforementioned (one single) 34k-ish Header stack:


Pretty sure that doesn't include those that surrendered themselves to canneries after the final battle of the campaign, nor does it show the human toll in this noble crusade, but the numbers and timelines at least aren't completely produced a posteriori...
Title: Re: SHADOW EMPIRE: Sci-fi 4x wargame: Mind the Donkeys - Steam Release!
Post by: MCreeper on December 15, 2020, 12:13:56 pm
How about ohmu wars?  :P

The game sounds cool, but damn it doesn't look cool. Any patches to wait for, or is it just fine to try out right now?
Title: Re: SHADOW EMPIRE: Sci-fi 4x wargame: Mind the Donkeys - Steam Release!
Post by: E. Albright on December 15, 2020, 01:42:12 pm
It's fine now. It can be a little flat, and it's not for everyone, but if you're more of a logistics than tactics person, it's great. I get a perverse satisfaction out of seeing iterative improvement in successive model designs, successfully executed model rollouts and field upgrades, and improved performance in the field.

There are some graphic mods out there, but I haven't messed with them much, and IIRC they don't touch the fullscreen event images, which IMO are the clunkiest looking parts.
Title: Re: SHADOW EMPIRE: Sci-fi 4x wargame: Mind the Donkeys - Steam Release!
Post by: Majestic7 on December 17, 2020, 04:50:50 am
Is there a way to tone the number of major regimes or their type? Seems I always get surrounded by several militaristic majors who all gang up on me. Fighting that kind of conflict a few times is fun, but it gets boring when it is repetitive. It would be nice to have allies for a change sometimes.
Title: Re: SHADOW EMPIRE: Sci-fi 4x wargame: Mind the Donkeys - Steam Release!
Post by: Dostoevsky on December 17, 2020, 09:11:28 am
If I recall correctly the pre-game history does affect who the minors are... I think it also affects majors, though can't recall for sure. I can say I've generally had fewer raging antagonists when playing more calm pre- and post-apocalypse histories. (This doesn't necessarily mean picking the "Haven of Calm" history class, though that should help. Having more natural agriculture/hunting options for a post-apocalypse population can help here.)
Title: Re: SHADOW EMPIRE: Sci-fi 4x wargame: Mind the Donkeys - Steam Release!
Post by: EuchreJack on December 17, 2020, 11:47:28 am
You can directly influence the number of Majors via the History Class options, reducing it to either zero or one mostly hostile Major.
Title: Re: SHADOW EMPIRE: Sci-fi 4x wargame: Mind the Donkeys - Steam Release!
Post by: E. Albright on December 17, 2020, 11:51:13 am
The most dramatic ways to reduce the number of majors are the Robinson Carusoe (no other majors) and Nemesis (one major is stronger-than-normal) histories. Take the first one and it'll just be you and minors; take both and it'll be you, minors, and one other major (who IME will be farther away from you, presumably to give you time to catch up with them). Past that, just doing a bigger planet usually helps, but it's still a crapshoot, ofc.

(ninja'd)

(Note that "mostly hostile" for Nemesis feels like "not a major with regime types given to allying with you" rather than "an openly aggressive major" - I've had one who was quite happy to sign everything I put in front of them as long as it wasn't an actual alliance-type agreement.)
Title: Re: SHADOW EMPIRE: Sci-fi 4x wargame: Mind the Donkeys - Steam Release!
Post by: EuchreJack on December 17, 2020, 12:04:34 pm
So, my map spawned with Trampler Sheep.

17 meters long (or is it tall), metallic skin, shoot laser beams, aggressive to humans, and 30% of not dying to otherwise lethal damage.

I'm calling them Sheep Tanks.  The only thing they're missing is turrets.

Oh, and there are 1900 of them.
Title: Re: SHADOW EMPIRE: Sci-fi 4x wargame: Mind the Donkeys - Steam Release!
Post by: AlStar on December 17, 2020, 12:19:03 pm
Is there a way to harness the local fauna, or are they entirely there as a nuisance / hinderance to your operations?
Do they at least harass the AI players as well?
Title: Re: SHADOW EMPIRE: Sci-fi 4x wargame: Mind the Donkeys - Steam Release!
Post by: E. Albright on December 17, 2020, 12:44:08 pm
My understanding is they're hostile to everyone who's not Freman Freefolk, but they're just a nuisance in my experience. I'd really like to see cavalry like some of the Freefolk have, to be accompanied by some non-WWII-style OOBs. I'd really like to have Cavalry Brigades, Dragoon Brigades, Motorized Dragoon Brigades (i.e., bike), etc. And if there are 30m squids oozing around, I'd love to slap polymer barding on those monsters...
Title: Re: SHADOW EMPIRE: Sci-fi 4x wargame: Mind the Donkeys - Steam Release!
Post by: LoSboccacc on December 17, 2020, 02:00:46 pm
is there a way to do multi turn orders?

a way to regroup all brigate units in a single hex?

I'm only having 2 brigates and some militia and already getting mad tracking them, I settled of moving them around with the group order in a stack, but after encircling the local fauna I've to regroup them and move them back to the capital and it's being annoying af


also, I see I've one zone which food production jumps up and down, where can I go check where resources are expended?

like the zone ux is actively mocking me

"Assets that consumed:"
https://i.imgur.com/xgqoPmi.png
Title: Re: SHADOW EMPIRE: Sci-fi 4x wargame: Mind the Donkeys - Steam Release!
Post by: EuchreJack on December 17, 2020, 05:41:18 pm
Is there a way to harness the local fauna, or are they entirely there as a nuisance / hinderance to your operations?

The only way to harness them, from what I understand, is that if a minor power uses them in their militia, and you take over said minor power, then you inherit militia that will use the local fauna.

The big problem there being that they're militia, so they're diluted versus if they were regular forces.
Title: Re: SHADOW EMPIRE: Sci-fi 4x wargame: Mind the Donkeys - Steam Release!
Post by: Vivalas on December 17, 2020, 09:06:44 pm
Zone supply can be a bit confusing. The biggest thing to remember is that militia produce their own supply from the zone, which can be confusing when militia start going away, (since they'll produce food and ammo which amounts to the upkeep of their units but then has to be distributed through your supply network so it shows up as zone production), and the fact that farming is actually seasonal, depending on the weather and climate, unless it's domed.

You also get industry from service tax and it's probably the foremost reason to expand early on (conquering zones and minors), unless you have a resource bottleneck, since building factories is insanely expensive.
Title: Re: SHADOW EMPIRE: Sci-fi 4x wargame: Mind the Donkeys - Steam Release!
Post by: Shooer on December 17, 2020, 10:01:30 pm
I've found it very worth while to buy machines and build a light factory as soon as possible, usually after buying the private truck station.  Especially with how important roads are.  A single light fact 1 can give you a few roads a turn, or help accelerate early military build up to fight off things and capture minors.
Title: Re: SHADOW EMPIRE: Sci-fi 4x wargame: Mind the Donkeys - Steam Release!
Post by: Mkok on December 18, 2020, 09:37:06 pm
Is it just me or is minor integration OP? You can very easily get hundreds of soldiers just in two turns. Just did a game where I had a very hard start, major just two tiles from capital who turns out to be nemesis, arachnids to the south who liked to chill near my capital, nomads to the east who want to fertilize the fields with my troops, raiders declaring war very quickly from the north, all other neighbors behind these. I integrated another raider minor, used their troops to quickly seize city of the ones attacking me, then another raiders declared war so I repeated, integrated another raider minor and seized undefended city. Then I found two more raider factions in the area, integrated both of them and had easily 500+ raider units ready to take over nemesis. Turn 28, 9 cities and half the world is under my control, including both original enemy regions fully under my control, their last city besieged by another raider faction from one side and by my hordes that finally made the long march to the frontlines that kept moving faster then they could walk on the other. And what more, if I actually started running out of soldiers I could just integrate another raider clan which I have already vassalized and get 400+ more troops, this is just crazy.

There is really no downside to this strategy, you get TONS of free troops along with a free fully loyal region, if you fail you can just try again, stratagems are generated reliably, , all at the cost of some PP. It even felt OP in the previous game where I used it on farmers, you get less troops, but it is still a huge ammount. Best thing is, I didnt have to build a single thing in single city outside of the capital the whole time, only roads to connect the newly united clans.

But it felt great, I kinda felt like genghis khan, uniting all the divided raider clans, some by diplomacy some by force, and then swarming over the more advanced developed nation  :D
Title: Re: SHADOW EMPIRE: Sci-fi 4x wargame: Mind the Donkeys - Steam Release!
Post by: EuchreJack on December 18, 2020, 10:25:22 pm
I believe integration only works when a major declares war on a minor, which is the balancing factor on that strategy.  If you are able to integrate without a Major declaring war on them, then its not working as intended and indeed bugged

In most of my games, the AI usually doesn't declare war on any minor that I've declared protected, because they don't want what you're mentioning.  Maybe the Nemesis AI is just stupid and belligerent.
Title: Re: SHADOW EMPIRE: Sci-fi 4x wargame: Mind the Donkeys - Steam Release!
Post by: E. Albright on December 18, 2020, 10:34:51 pm
I'm pretty sure they mean Unification/Annexation minor regime strategy cards. Which are both fairly easy to pull off with a good diplomat and very powerful.
Title: Re: SHADOW EMPIRE: Sci-fi 4x wargame: Mind the Donkeys - Steam Release!
Post by: Mkok on December 19, 2020, 07:59:26 am
Yes, I meant unification.... First I used Offer client, had difficulty cca 60 on 5 of my raider minors, which is easy to get, and the two raider minors who had 700+ difficulty fell to my new raider armies. Then I used unification the next turn, had always difficulty 2d100, and my roll was even without temporary bonuses 1d100+47, on a failed roll there is no downside other then wasted PP, so I just kept rolling until success. I actually failed my first two Offer clients and first two unifications in that game. This strategy did eat up all my PP as well as leader enhancement cards, but little else.

I feel like the next game I play I will forbid myself from ever creating foreign affairs council to actually have any sort of difficulty.

I never used annexation as it had higher difficulty than integration higher PP cost and had a chance of going to war instead. Does this mean Unification is bugged? It has exactly the same requirements as annexation for me.
Title: Re: SHADOW EMPIRE: Sci-fi 4x wargame: Mind the Donkeys - Steam Release!
Post by: E. Albright on December 19, 2020, 12:28:12 pm
Are you playing a beta version or stable? Client had too low a difficulty and protectorate too high; that's fixed in the beta. Admittedly, that's just meant that my go-to is protectorate now...

(If annexation and unification have wildly disparate difficulties, they may be similarly bugged - IDK)

Unification feels like it should have a downside when you fail, yes. Not that I think I've ever failed.
Title: Re: SHADOW EMPIRE: Sci-fi 4x wargame: Mind the Donkeys - Steam Release!
Post by: Mkok on December 20, 2020, 07:14:21 pm
I see, Im on stable, good to know this has already been fixed  :D

Unification definitely needs some sort of change, maybe if it was realistically possible to succeed only with very hard relation and having new stratagem that can increase the relation to make it actually take more then just one turn after establishing client state  ::) And somehow reducing the amount of militia you get upon unification/annexation might be a good idea as well, as right now you get crazy amounts as minors seem to get more and more militia every turn to protect themselves. Maybe if they actually started to slowly reduce their militia after they become client state? As in they would depend on you for protection so no need to keep such huge army or something ::) It might be just militia, but in those numbers it just zerg rushes everything...
Title: Re: SHADOW EMPIRE: Sci-fi 4x wargame: Mind the Donkeys - Steam Release!
Post by: E. Albright on December 20, 2020, 07:51:24 pm
The really scary thing isn't seeing a raider minor with 15-20 militia BNs and RGTs flip, giving you several thousand raider militia, irregular artillery, irregular armor, etc. It's if it's a size IV or V raider city with both a huge population and a massive militancy giving you all that, and then the next turn having another 15-20 units show up when recruitment zeal sweeps the city-state... but since these are fresh-spawned militia, they're decked out in your military surplus...
Title: Re: SHADOW EMPIRE: Sci-fi 4x wargame: Mind the Donkeys - Steam Release!
Post by: EuchreJack on December 21, 2020, 06:53:24 am
It's even better if the Raider militia that flips used the fauna as cavalry...
Title: Re: SHADOW EMPIRE: Sci-fi 4x wargame: Mind the Donkeys - Steam Release!
Post by: E. Albright on December 21, 2020, 12:41:41 pm
Enh. I have yet to see rideable fauna that's nastier than tanks - and my current game's big raider nation that flipped spewed out probably 5 "mechanized raider battalions" that were slightly-outdated infantry with my current light tanks, trucks, bikes, and artillery - mostly b/c I intentionally bottlenecked my research while trying desperately to get power plant or solar power, so my troops had stagnated for a goodly long while. That still gave me a whole lot of troops that en masse could materially impact battles with the two majors fighting each other and me right north of them...
Title: Re: SHADOW EMPIRE: Sci-fi 4x wargame: Mind the Donkeys - Steam Release!
Post by: EuchreJack on December 21, 2020, 05:28:20 pm
So, my map spawned with Trampler Sheep.

17 meters long (or is it tall), metallic skin, shoot laser beams, aggressive to humans, and 30% of not dying to otherwise lethal damage.

I'm calling them Sheep Tanks.  The only thing they're missing is turrets.

Oh, and there are 1900 of them.

Those things are nastier than tanks due to sheer numbers.  Dunno, could be rideable?
Title: Re: SHADOW EMPIRE: Sci-fi 4x wargame: Mind the Donkeys - Steam Release!
Post by: E. Albright on December 22, 2020, 04:44:12 am
Those would be worse than tanks, certainly. But. As near as I can tell, none of the really unpleasant stuff is rideable. All I've ever seen are generic biped cavalry.
Title: Re: SHADOW EMPIRE: Sci-fi 4x wargame: Mind the Donkeys - Steam Release!
Post by: gomez on December 22, 2020, 08:25:32 am
I am playing most recent beta and I noticed a couple of oddities. I was the protector of a minor state and a major state declared war on them, which gave me the whole minor state and their troops for nothing so I peaced out the major state straight away and kept the minor states la d and troops.

Secondly the minor states that have no cities, you normally  have to kill them all to wipe them out, but one of them wandered in to a city I had just build and left unattended. So I declared war on them and took the city back next turn, thus winning the war and keeping all their land.
Title: Re: SHADOW EMPIRE: Sci-fi 4x wargame: Mind the Donkeys - Steam Release!
Post by: EuchreJack on December 22, 2020, 03:17:14 pm
Well, that first point where a minor state joins a major state they like in order to avoid being taken over by a major state they hate, and that deal remaining done when the two majors just restore their relations, that is totally and completely realistic.  It's been a while since Nations have been doing it, but corporations and businesses do it all the time.

You don't get your business back that you sell to one company because you're afraid another company will put you out of business.  And its generally understood that these much larger companies are going to be relatively stable in regards to one another.

....now that second point may very well be Shadow Empire's Exploit of the Year.  Does it work if one of those Non-Aligned factions that owns like 40% of the map takes over a new mine that I declared a city then yanked the troops from, then swiftly recapturing it to now own 40% more of the map? What if I "lose" a forward base to a Slaver faction, then reclaim it along with dominion over their slaver armies?

Which ironically is also historically accurate.  The best way to conquer a nomadic tribe is to first convince them to put all their women and children in a city, then quickly assume dominion over the city. How well it simulates what happens when your troops leave the city, I can't say.
Title: Re: SHADOW EMPIRE: Sci-fi 4x wargame: Mind the Donkeys - Steam Release!
Post by: Knave on December 22, 2020, 03:39:06 pm
Think I'm going to have some time over the holidays to jump back in on this.

What are your favourite starting settings? I think my original play-throughs were always tech 3/no councils. But maybe that's too masochistic? Am I right in assuming tech 4 leads to a bit more fun of the bat?
Title: Re: SHADOW EMPIRE: Sci-fi 4x wargame: Mind the Donkeys - Steam Release!
Post by: E. Albright on December 22, 2020, 03:50:28 pm
It depends. I kinda like the raw start, and have had good starts like that, but I've also done well with 4 and even full councils - more councils can lead to sociopolitical challenges like e.g. being forced to plot for years about how to get safely rid of that wretched seniority 100 SHQ commander with capability I and war 18 w/o totally alienating 12 or 15 other people who know and love them. I've found if you don't want to risk being bottlenecked by not getting an energy tech, tech 3 is safer (or tech 5 and totally eliminate the risk), but I wouldn't recommend T3 if you're on a world with really hostile humans.
Title: Re: SHADOW EMPIRE: Sci-fi 4x wargame: Mind the Donkeys - Steam Release!
Post by: E. Albright on December 23, 2020, 03:03:45 am
I see, Im on stable, good to know this has already been fixed  :D

Unification definitely needs some sort of change...

Quote from: Changelist for v1.06.14
-Unification and Annexation Stratagems are a bit more difficult in general now, but also a bit more variable in difficulty (based on the aggression of the target culture) *
Title: Re: SHADOW EMPIRE: Sci-fi 4x wargame: Mind the Donkeys - Steam Release!
Post by: Mkok on December 23, 2020, 01:14:04 pm
I feel that tech 4.0 start is easier then tech 3.0 simply because in tech 4.0 you already have all the basic infrastructure in place and do not need to set it up while defending from minors/unaligneds.

In my new game I started in a level 4 irradiated zone, and it didnt feel to actually do anything, does radiation actually do anything?

Also, is there any reason why to care about running out of credits other than not having money to invest? I ran few turns in deficit while being at 0 and did not notice a single penalty...

And for chemical troops... are they completely useless on lifeless planets without breathable atmosphere?

P.S. so I just had a raider minor steamroll 10 tiles into my territory to capture a city in a single turn... interesting
Title: Re: SHADOW EMPIRE: Sci-fi 4x wargame: Mind the Donkeys - Steam Release!
Post by: EuchreJack on December 23, 2020, 03:42:17 pm
Radiation kills over time, represented by maluses on units.  Buildings are usually fine.

Running out of credits does limit the options on decisions, so you might have to make sub-optimal choices if you can't sell enough resources to make your preferred decision.  But you can select that decision after selling your surplus.

Doesn't running in the negative trigger unrest penalties over time, representing workers not getting paid and such?  Or maybe it affects worker happiness?  I thought there was something like that, but could be mistaken.

I think you're generally right about chemical troops.  They're more a breathable atmosphere weapon.
Note that in the research screen, what appears to be chemical weapons are instead weapons that need chemicals to operate, AKA rockets and other explody things.  So that tech line is very useful.

Assuming the manual is right, this might also prove problematic:
Quote
5.3.12.4. Losing Workers
Workers can leave your employment whenever they desire so. They will do this
to some measure when Worker Happiness is lower than Population Happiness.
They will leave in droves if you do not feed them (due to Food shortages) or
fail to pay them their promised Salaries.

So your workers leave, then your buildings stop functioning because they don't have workers.  Suddenly your resources are depleted, so you can't trade for more credits or buy replacement resources.  More of a long term thing, if working as intended.
Title: Re: SHADOW EMPIRE: Sci-fi 4x wargame: Mind the Donkeys - Steam Release!
Post by: E. Albright on December 23, 2020, 06:09:12 pm
Also note re: the Chem weapons card, it's utterly useless against almost all humans b/c everyone but the very lowest level of troops will have envirosuits. That bit right there feels annoying - there really should be variable protections with tradeoffs in terms of mobility for infantry up until you get Battle Dress.
Title: Re: SHADOW EMPIRE: Sci-fi 4x wargame: Mind the Donkeys - Steam Release!
Post by: Mkok on December 23, 2020, 06:19:34 pm
I think chem. weapons would be nice if they cost only 1 FP and were to appear only on worlds with either breathable atmosphere or alien fauna. Would serve as a damage boot in early game, like docile AI.

I dont know about unpaid workers leaving, but at the very least running out of money does not affect their happiness, and they still get happiness bonus for getting paid. I wonder what would happen if I maxed out all salaries and whenever I need cash just sold some rare metals  ???

Yeah, it also feels a bit strange that on earth-like worlds you want your infantry to also wear envirosuits cause it gives better armor...
And it feels a bit weird that on planets with toxic atmosphere it is not easier to kill someone in envirosuit... you know, a minor wound would be so much more dangerous there... Overall this game really does not feel like being on some alien uninhabitable planet, personally I think of it more like being on earth that has been devastated by war, makes it a lot better...
Title: Re: SHADOW EMPIRE: Sci-fi 4x wargame: Mind the Donkeys - Steam Release!
Post by: Majestic7 on December 25, 2020, 05:21:49 am
I really think enviroment should increase casualties. So hostile atmosphere or no atmosphere or aggressive alien microbiology would increase casualties among both infantry and vehicles. Hmm, not sure about vehicles though - if vehicles represent literal vehicles, then maybe vacuum breach would just kill the crew but leave the vehicle usable.
Title: Re: SHADOW EMPIRE: Sci-fi 4x wargame: Mind the Donkeys - Steam Release!
Post by: forsaken1111 on December 25, 2020, 09:31:37 am
I really think enviroment should increase casualties. So hostile atmosphere or no atmosphere or aggressive alien microbiology would increase casualties among both infantry and vehicles. Hmm, not sure about vehicles though - if vehicles represent literal vehicles, then maybe vacuum breach would just kill the crew but leave the vehicle usable.
On the flip side, some environments would be absolute hell on vehicle systems. Corrosive atmospheres, or driving through salty bogs and ankle deep brine, etc. I could see it going both ways
Title: Re: SHADOW EMPIRE: Sci-fi 4x wargame: Mind the Donkeys - Steam Release!
Post by: Majestic7 on December 26, 2020, 06:32:10 pm
I really think enviroment should increase casualties. So hostile atmosphere or no atmosphere or aggressive alien microbiology would increase casualties among both infantry and vehicles. Hmm, not sure about vehicles though - if vehicles represent literal vehicles, then maybe vacuum breach would just kill the crew but leave the vehicle usable.
On the flip side, some environments would be absolute hell on vehicle systems. Corrosive atmospheres, or driving through salty bogs and ankle deep brine, etc. I could see it going both ways
[/quote]

Yeah, you are correct, especially when the game kind of rides on "you can play Dune on this", isn't that exactly what the Arrakis sand did to most vehicles?
Title: Re: SHADOW EMPIRE: Sci-fi 4x wargame: Mind the Donkeys - Steam Release!
Post by: EuchreJack on December 26, 2020, 08:12:04 pm
Just read up on the weatherproofing and reliability of Martian and Lunar probes, and you'll see that sand can kill electronics.
Title: Re: SHADOW EMPIRE: Sci-fi 4x wargame: Mind the Donkeys - Steam Release!
Post by: Mkok on December 30, 2020, 01:00:30 pm
So just won my first maximum difficulty game against nemesis. This game is tooooooo easy. The only difficulty I see is if you start right next to the nemesis who declares on you in 5 turns, or in fighting off large minor invasions at the very beginning. Hell, I didnt even fight a single battle against the nemesis before having been declared victor, I jut declared war, steamrolled my light tanks to take over 3 border cities and immidietly gained victory screen, while the enemy had all of its troops on the other side of the planet. The only battles happened after this for the lulz where I attacked some enemy unit that just changed from armor wearing rifle gunners to heavy-battlesuit laser guys and steamrolled them hard with my light tanks.

Few things I noticed: Air bridges are damn useful, just few ultralight aircraft provided for my troops when rebels cut my rail lines. Air bridges love to scream "you bastards!". Tech level 8.5 AI loves to use firearms, combat armor and howitzers on tnaks while my tech level 7 army was already using battlesuits, laser rifles and beam gun heavy walkers. Airbases are a pain in the ass to built, I just used ultralight aircraft the whole game, although I did have cca 0,8 bar atmosphere while only 0,3g gravity, and after lots of aerodynamic + propeller optimizations all my planes had 20+ range with just ultralight turbo propeller even at max load. Metal is always in shortage. After having like 6+ cities people kept revolting and I had no idea why or where, nor did I even care, was too much micro. If you get event you dont like just ignore it, you save PP, and I didnt notice any downside. Aliens with lots of health bonuses and hard armor are a pain in the ass to kill, aircraft are your best friend against them. Artifacts are the boss, even uncommon sites give you the best artifacts like cloning or gravimetric generators, I researched solars around the time I got hi-tech industry just cause I had so much power from gravimetrics I scavenged from my single uncommon artifact site. Solars >> power plants. Get large enough population and you are swimming in so much cash you dont care about salaries at all.
Title: Re: SHADOW EMPIRE: Sci-fi 4x wargame: Mind the Donkeys - Steam Release!
Post by: Glloyd on December 30, 2020, 01:14:39 pm
It's funny, I played one game with the give AI more time to think option on, and one with it off, and the one with it on was way more difficult. Part of that was my planet and starting location, I was nowhere near any other factions and didn't find another until like 30 turns in. My second game by turn 30 I'd steamrolled 6 minors already, both through conquest and using the unification strategem, which is very OP. But in combat with the minors in that game, I found their AI so bad and completely unable to respond to any threats. One major was at war with a minor for 30+ turns and hardly touched him. I later steamrolled that minor in one turn. Conpare that to my first game, where I watched one major get steamrolled by two others, then somehow survive and pushing back from a tight circle around his capital. This after he conquered three minors earlier in the game. From that anecdotal experience it seems necessary to tick that AI option in the world generation, because it seems to make a huge difference. It does really increase turn times though, so it is a tradeoff
Title: Re: SHADOW EMPIRE: Sci-fi 4x wargame: Mind the Donkeys - Steam Release!
Post by: Mkok on December 30, 2020, 02:00:27 pm
I tried playing with that option. After a few turns they took 30+minutes making it totally unplayable (without it they took less then 2 minutes). Unless it gets hella optimized it might just as well not be there.

Also I played one game with it ticked on, and on that game I defeated the nemesis who was my closest neighbor at the very beginning before turn 30 using unifications. And in that game the AI was definitely bad, as they just kept giving me territory by withdrawing their troops every turn. Given that a single militia battalion was able to hold of my entire non-militia army that fully surrounded them for several turns, I suppose that if the AI actually bothered to mount some kind of real defense they might actually have had a chance. Not large as I had 500+ raiders but still better then giving up without putting up fight. The way they were fighting I only had some trouble taking cities, having me to throw few thousands raiders over several turns to overrun them, but as they only had three of them, and the first one was so close to my borders it was practically undefended...
Title: Re: SHADOW EMPIRE: Sci-fi 4x wargame: Mind the Donkeys - Steam Release!
Post by: EuchreJack on December 30, 2020, 06:52:29 pm
The Majors aren't the real enemies.  Its the Slavers, Spiders, Walker AI faction, and wildlife that are the true obstacles to your dominion of the planet.  You get hit with all that by turn 5, you'll be in a real fight.  It's doable, but it might be the sort of map that you may need to play a second/third/fourth time to win.

It's also the sort of map you should keep your starting save and tell everyone about.
Title: Re: SHADOW EMPIRE: Sci-fi 4x wargame: Mind the Donkeys - Steam Release!
Post by: Glloyd on December 30, 2020, 09:26:05 pm
Really? I've had slavers a few times in my games and all they ever did was sell me people and help get my democracy score up. Beating them is annoying because you need to eliminate all their armies, but I was able to do it with just militia, so it's not too bad. Militaristic majors on the other hand, those can be a challenge.
Title: Re: SHADOW EMPIRE: Sci-fi 4x wargame: Mind the Donkeys - Steam Release!
Post by: Mkok on December 31, 2020, 08:32:14 am
I had a game where I got attacked by raiders, nomads and spiders at the very beginning and had very little trouble holding them back, just recruit few MGs and make a defensive wall until you research light tanks, minors have really weak units and none of them has anything to counter tanks and most of their units are weak vs defensive MGs, at least as far as I can tell as I have yet to encounter religious minors.

I had a game where I started in a mountain valley, surrounded by 3tiles wide mountains on all sides except for one where militaristic nemesis declared on me on turn 5, oh, and the other side of mountains was no-man wasteland for half the map. That could have been a bit of a challenge, yes. Unfortunatelly I did not continue on that save, so I cant tell if a line of MGs would have worked there as well, though I can imagine if they fielded tanks then not. That is why I said the only difficulty in this game is at the beginning, if you make it to like turn 20+ and have more then a single city you might just as well stop playing as you have practically won already.

I hope the AI gets improvements, as this game has a lot of very interesting ideas and I think it would be fun to play vs a opponent who doesnt surrender the moment they see you are weaker then them, and the first 20-30 turns offer almost zero replayability.
Title: Re: SHADOW EMPIRE: Sci-fi 4x wargame: Mind the Donkeys - Steam Release!
Post by: E. Albright on December 31, 2020, 11:57:55 am
I've had fauna that laughed off aircraft and took a lot of troops to contain and whittle down. The new fauna patch made those a lot trickier. They're still dumb, but some of them can break containment. They're still more of a logistics problem than a strategy problem, though.

I'd generally say that's my overall experience here: when I've been challenged, it's the logistics of the situation that is daunting, not the cunning AI. I'm currently in a game where I've just killed my second major and have a hostile one on my western flank and a blackmailer theocrat eating the last few minors on my eastern flank where I had most of my forces tied up in a long war making peace (or rather, piece) between the two feuding majors there. I'm actually a bit concerned about my situation, as the eastern major looks pretty advanced and has a decent setup. The western one is fielding multiple corps that I'm currently holding back with two brigades and several bomber wings, but they've been slowed by the mountains so we've only been face-to-face fighting for two or three Terran years and their superior numbers really haven't been brought to bear. The biggest problem I've had this game has been logistic; there's really nasty fauna that takes concerted effort to destroy (though it's getting easier as my tech moved into WWIII territory) who threaten my supply lines, and I'm at the point where I'm really thinking it would make sense to make a second SHQ. My rail backbone is managing to supply both fronts, but troop replacement is slow.

Here's a question: how big are the planets you lot are playing on, and how fast is tech development set to? I tend to go large and slower - that seems to make a huge difference. Majors still like to give ground, but I'm not at risk of winning any time soon - I expect I need to kill off one or both of these majors before that will become a possibility. The idea of winning after conquering my immediate neighbors sounds like something I've only seen messing around on small moons or planetoids.
Title: Re: SHADOW EMPIRE: Sci-fi 4x wargame: Mind the Donkeys - Steam Release!
Post by: Mkok on December 31, 2020, 12:51:47 pm
I was playing on default size earth-like world with normal speed on max difficulty, 3.0 start minimal. I was afraid that going for larger maps would make turn times unbearable after playing on one with extra long AI turns on. For supply issues, I just keep upgrading my trucks/rails all the time, build a few redundant rails/roads, and air bridges seem to be able to supply quite a decent amount of units in the case my lines are cut even with very small load aircraft (had cca 9 ultralight aircraft and they were enough for my entire army). The only supply issues I had were when I annexed three minors that were too far from my other cities as I had to build a truck/rail station midway while half the militia I "inherited" starved to death, or when my advance forces made it too far too fast into no-mans land. Although upon researching new infantry model I only had cca 60 units to replace, so logistic strain was not even noticeable when I replaced them. and I didnt bother with replacing non-infantry given that even my first tanks were OP for anything they faced (except one fauna, but that one was too much for anything but bombers).
Title: Re: SHADOW EMPIRE: Sci-fi 4x wargame: Mind the Donkeys - Steam Release!
Post by: E. Albright on December 31, 2020, 03:04:03 pm
I'd definitely recommend larger/slower then. When I took out my first major, my mk II light tanks were reasonably strong, even if all the heavy lifting was done one hex per turn by a GR Monitor Tank. When I slowly ground down the second major, I took heavy casualties in my light armor battalions, my  armor battalion was a bad joke, my two GR heavy tanks quickly became one, and while my GR monitor made it within maybe 2 hexes of their capital, it did not live to see it even with substantial support. Mk III light tanks (polymer armor and some optimization) were reasonable but not dominant, mk II tanks (mixed with mk I & II assault guns, which were superior to the normal tanks owing to ill fortune in the design lab) were strong but not dominant. The capital held out for ~8 turns or so before falling to a massed armor/artillery assault to soften it followed by a human wave attack to overrun what remained. Their AA was too strong for my RW CAS to do much once we pushed the front back near the capital (and FW CAS and strategic bombing was more-or-less ineffectual owing to distances involved, airbase availability, and enemy tech levels).

If you want I can post my current save or a save from any intermediate stage since game start. I'm sure I'm horridly inefficient given that I'm playing on the... 2nd easiest? difficulty level, but unless I'm wildly incompetent (which is possible; I'm a builder, not a fighter) it really sounds the setup I'm running would have been more challenging for you than what you've been doing despite the difficulty setting.

(The fauna is also pretty nasty. That hasn't helped. Nor did the fact that I didn't get reliable power generation until right around when my tanks were pushing towards the first major's capital.)
Title: Re: SHADOW EMPIRE: Sci-fi 4x wargame: Mind the Donkeys - Steam Release!
Post by: Mkok on December 31, 2020, 05:25:16 pm
If you want I can post my current save or a save from any intermediate stage since game start. I'm sure I'm horridly inefficient given that I'm playing on the... 2nd easiest? difficulty level, but unless I'm wildly incompetent (which is possible; I'm a builder, not a fighter) it really sounds the setup I'm running would have been more challenging for you than what you've been doing despite the difficulty setting.

Might not be that bad of an idea if you could post the initial save :D At least I will get to see if I simply figured how to play after few games or if I just had good starts :D
Title: Re: SHADOW EMPIRE: Sci-fi 4x wargame: Mind the Donkeys - Steam Release!
Post by: E. Albright on December 31, 2020, 06:50:16 pm
Here's a 24h link to the the initial turn and my most recent one: https://a.uguu.se/nMTgBshi.rar
Title: Re: SHADOW EMPIRE: Sci-fi 4x wargame: Mind the Donkeys - Steam Release!
Post by: Mkok on December 31, 2020, 08:12:30 pm
thx, gonna try it out. The start looks nice.

Just a bit of things I noticed upon quick glance at your save: you seem to have your profile all over the place and your models are spread quite a bit. Also at least the aliens I found should be easy to handle with few precision bombers  8)

Also how long are your turn times, I tried advancing your turn and it took 12 minutes  :D
Title: Re: SHADOW EMPIRE: Sci-fi 4x wargame: Mind the Donkeys - Steam Release!
Post by: E. Albright on December 31, 2020, 09:41:26 pm
I wanna say they're around 5m to process?

Re: fauna, hard attack didn't seem to do a lot to those things, but you may not be looking at what I mean by "those things" when I say "those things". I *might* have killed them off. If so, they'll be a fun surprise for ya on the new game, hehehe.

What do you mean my "models are spread quite a bit"? D'ya mean my units? If so, that's b/c I had just knocked off a major in the NE, and was cleaning up scraps while moving to re-deploy to focus on the active war in the west. While also not entirely trusting the theo-blackmailers in the SE. If you mean my models, I'm just confused.

Profile-wise, the only thing that's ever consistent for me is Democracy through the roof - the rest tends to go wherever and I end up spread about with low-level feats in most areas but few high-level ones. This has always worked pretty well for my playstyle. This game has had lower commerce and gov't than I usually have, though.
Title: Re: SHADOW EMPIRE: Sci-fi 4x wargame: Mind the Donkeys - Steam Release!
Post by: Mkok on January 01, 2021, 09:15:21 am
So I think I figured out why turns take so long for me  :D ... You see, my CPU has this little feature called hyperthreading... meaning I have double the amount of cores but only half CPU power per core... and as this game is mostly single threaded... this effectively means I am playing on cca 1,5 GHz processor  :D

You seem to have only a single model type with 115+ structural design, I feel that if you were to develop few more designs per models you use a lot you should be able to get better designs. Most notably your infantry is only average, one or two more model lines should get you a line with better structural design easily and after some iterations they should be better then your current ones.
Title: Re: SHADOW EMPIRE: Sci-fi 4x wargame: Mind the Donkeys - Steam Release!
Post by: E. Albright on January 01, 2021, 10:14:42 am
Ah, that. I usually only do variations until I get 100-ish. I so rarely see higher structural that it seems like it'd be idle hope to aim for higher. I know that the range is 70-130, but it feels like it's a normally distributed curve rather than a uniformly distributed curve. As you said, I only have one over 115, and I have at least one model line of most possible model types. You're right that I didn't re-design my workhorse models for structural designs in the tail of the distribution, and that may be an optimization flaw. I may try that over the next few turns, though it seems like it'd be hard-pressed to catch up to my main model's base design in a reasonable amount of time. I may be falling victim to sunk costs, though.  :P

[Edit: I'd guess the distribution is 10d6; if so, you're looking at ~4% to be >= 115. 6d10 OTOH would be ~5%. Neither of these are promising targets;  at 1 new model per 2 turns, I'd need to spend an average of 32 turns (or 25 for 6d10) before I got one in the range you're hoping for. That's really not very enticing...]
Title: Re: SHADOW EMPIRE: Sci-fi 4x wargame: Mind the Donkeys - Steam Release!
Post by: Karlito on January 01, 2021, 10:37:14 am
[Edit: I'd guess the distribution is 10d6; if so, you're looking at ~4% to be >= 115. 6d10 OTOH would be ~5%. Neither of these are promising targets;  at 1 new model per 2 turns, I'd need to spend an average of 32 turns (or 25 for 6d10) before I got one in the range you're hoping for. That's really not very enticing...]

Gotta wonder how the Director's technician roll can affect that.
Title: Re: SHADOW EMPIRE: Sci-fi 4x wargame: Mind the Donkeys - Steam Release!
Post by: E. Albright on January 01, 2021, 11:00:49 am
Interesting question. The design log says nothing about that, nor does the manual; I assumed it affects design speed rather than quality. I really don't see many >=115 SDes, but I see fewer <=85, so it may indeed be an issue. Then again, it may not.
Title: Re: SHADOW EMPIRE: Sci-fi 4x wargame: Mind the Donkeys - Steam Release!
Post by: Mkok on January 01, 2021, 07:38:52 pm
So my progress so far: turn 58, just found my first metal deposit, constructed industry II, conquered the hunter tribe to the east making my empire 4 cities large, secured the ruined megacity to the northwest, finally weeded out hostile fauna from southern mountain passage, had private sector build a road accross the mountain range and developed combat armor. Oh, and some major to the east I dont even share borders with declared war on me :D Now Im in process of weeding the eastern plain from all the natives to connect my 4th city with the rest of my empire  8)

One thing I noticed is that if you look at details of airplane designs it says structural design is 70-130 + aircraft design optimization/2, so if this is true it could theoretically reach 180 for airplanes I guess  ;D But land units do not seem to have this plus part...
Title: Re: SHADOW EMPIRE: Sci-fi 4x wargame: Mind the Donkeys - Steam Release!
Post by: E. Albright on January 01, 2021, 09:19:17 pm
...I added a 3rd infantry design to see if I could get better than the 101 SDes I had, and I immediately remembered why I just get ~100 and stop: making a 4th design to try to do better than the 3rd (102 SDes) I rolled would take... 1200 BP. The additional cost per new design grows too quickly, so unless you're savescumming there's no reasonable way to assure yourself a high Structural Design.

(At this point it would need to be extraordinarily good to be worth it anyway, as my workhorse infantry model has been refined up to 156 Base Design. The new design is 96. It has ~5/6ths the HP and 3/4s the attack/def values, and would take A LOT of fieldtesting followed by re-designs to make up the difference.)
Title: Re: SHADOW EMPIRE: Sci-fi 4x wargame: Mind the Donkeys - Steam Release!
Post by: EuchreJack on January 02, 2021, 08:28:54 am
Isn't there a way to obsolete designs, so that you're always on your second design by obsoleting the bad ones?
Title: Re: SHADOW EMPIRE: Sci-fi 4x wargame: Mind the Donkeys - Steam Release!
Post by: E. Albright on January 02, 2021, 03:24:10 pm
No, the design never goes away. Obsoleting it just makes all examples of it get recalled to SHQ and lets you filter it out in the design screen. You can still "upgrade" units to it and/or change it back to non-obsolete to re-introduce it.
Title: Re: SHADOW EMPIRE: Sci-fi 4x wargame: Mind the Donkeys - Steam Release!
Post by: E. Albright on January 04, 2021, 10:53:17 am
The Majors aren't the real enemies.  Its the Slavers, Spiders, Walker AI faction, and wildlife that are the true obstacles to your dominion of the planet.  You get hit with all that by turn 5, you'll be in a real fight.  It's doable, but it might be the sort of map that you may need to play a second/third/fourth time to win.

It's also the sort of map you should keep your starting save and tell everyone about.

As per your request: https://gofile.io/d/LLmrhG

(I'm waiting on a bug resolution on my long-slog game, so I started this ammonia-carbon-based world in the mean time. Alas, I didn't have the patience to hold out for the cherry-blossom ammonia-carbon color palate, and settled for the earth-tone ammonia-carbon color palate, so it's not as pretty as some of the biospheres I saw during generation.

You should get some hawt minor regime action in a hurry here. I don't know how bad the 15m squid analogs are, as they *might* be limited to the polar regions, but in any case they aren't in the starting neighborhood.)
Title: Re: SHADOW EMPIRE: Sci-fi 4x wargame: Mind the Donkeys - Steam Release!
Post by: EuchreJack on January 06, 2021, 04:44:20 pm
So, I just discovered a Hidden Village of 700 people.  In exchange for leaving them alone, they will give me 200 colonists per turn!

They must have a cloning machine.  Obviously, I left them alone as apparently only they know how to work the bloody thing... :-X

EDIT: For those who haven't ever touched the colonist tab, you CAN demobilize the colonists back into your regular population.  So its not like I'm even getting different types of people or anything.  Although if it was soldiers, I'd probably still take the deal (and I did chose to keep the Battle Dojo, because 200 regular soldiers per turn is worth more than making my militia slightly less inept).
Title: Re: SHADOW EMPIRE: Sci-fi 4x wargame: Mind the Donkeys - Steam Release!
Post by: forsaken1111 on January 06, 2021, 05:45:36 pm
I'm imagining trucks full of identical Bobs rolling in every few weeks and your own people trying to figure out what to do with 200 Bobs every delivery. An entire Bob placement industry would form around this, with Bob insurance and Bob placement contracts. Bob training programs with people who have studied and worked with Bobs all of their professional career. Eventually you'd get former Bobs, called Roberts, who take over. At some point your colony genetic makeup is 78% Bob and your leader, Bob, declares a national emergency looking desperately for new genetic material. A BobWatch app becomes the most downloaded phone app, showing you the level of Bob-ness of a potential mate so you can avoid too much inbreeding.
Title: Re: SHADOW EMPIRE: Sci-fi 4x wargame: Mind the Donkeys - Steam Release!
Post by: E. Albright on February 20, 2021, 12:18:06 am
Eww. I'm... really not looking forward to fighting these, but the zone border is 7 hexes from my capital. Eww. At least this is a tech 4 start and not a tech 3 one...


Title: Re: SHADOW EMPIRE: Sci-fi 4x wargame: Mind the Donkeys - Steam Release!
Post by: Vivalas on February 20, 2021, 01:06:19 am
Everyone gangsta until the worm pope calls a crusade on your faction.
Title: Re: SHADOW EMPIRE: Sci-fi 4x wargame: Mind the Donkeys - Steam Release!
Post by: E. Albright on February 20, 2021, 01:13:26 am
Fortunately, so far only the worm pope is doing that. We've managed to contain the reptiloid overlords of the above-pictured worms at 5 hexes from our border while our xeno-linguists try to move beyond gestures for communication. Still, the worm pope's unaligned and undomesticated forces (same stats, but come in stacks ~5x as big) are *also* 5 hexes from our capital. And this isn't even getting into the metallic energized cats marauding on our *other* boarders. New patch, new challenges...
Title: Re: SHADOW EMPIRE: Sci-fi 4x wargame: Mind the Donkeys - Steam Release!
Post by: Mkok on February 20, 2021, 10:40:44 am
Nothing few bombers cannot manage  :D And if they fail to communicate just tell them to release the bombs and get back for another round  ;D 

Just be glad they are not entangler III  8)
Title: Re: SHADOW EMPIRE: Sci-fi 4x wargame: Mind the Donkeys - Steam Release!
Post by: Urist McScoopbeard on February 20, 2021, 11:44:36 am
Hey did they happen to add the ability to destroy roads and rails by any chance???
Title: Re: SHADOW EMPIRE: Sci-fi 4x wargame: Mind the Donkeys - Steam Release!
Post by: E. Albright on February 20, 2021, 01:58:33 pm
AFAIK, no. Given how logistics works the idea terrifies me.

Re: my morpher problem, it's not quite turn 20 so I'm not sure I can make light aircraft bombers that can reliably deliver 500 firepower of precision bombs. On the plus side, my xeno-diplomats managed to get a rough grasp of xenospeak/gestures so we could make peace with the reptiloids - now all we have to worry about are the wild morphers, various 11m metallic big cat analogues, and some amphibian-looking hellbeasts coming at us from two sides. OTOH, our xenoliguistics has advanced enough that maybe we can convince the xenos to give us some mercs, and maybe those mercs will include some morphers of our own and not just lizard tribesfolk, hehehe...

[Edit: To answer my own ponderings - I can make a range-6 bomber that has enough firepower to hopefully punch through morpher absorption - and yes, sacrificing 12 relation points was enough to get the reptiloids to send me 1500 lizardmen with 500 domesticated morphers as support...]
Title: Re: SHADOW EMPIRE: Sci-fi 4x wargame: Mind the Donkeys - Steam Release!
Post by: EuchreJack on February 20, 2021, 05:00:17 pm
Hey did they happen to add the ability to destroy roads and rails by any chance???

You can destroy roads and rail in territory that you control.  I don't think you can destroy road/rail in enemy territory, which makes sense because you'd basically be hurting your own advance far more than the enemy's reinforcements.

Nice, they implemented Xenos that can talk!
Title: Re: SHADOW EMPIRE: Sci-fi 4x wargame: Mind the Donkeys - Steam Release!
Post by: Vivalas on February 21, 2021, 12:05:55 pm
What qualifies as enemy territory though? I thought friendly territory was anywhere your troops are.

Is there a certain amount of time you need to hold it? Destroying roads could act as a sort of scorched earth tactic to delay a superior enemy while you reinforce
Title: Re: SHADOW EMPIRE: Sci-fi 4x wargame: Mind the Donkeys - Steam Release!
Post by: E. Albright on February 21, 2021, 06:16:03 pm
Nothing few bombers cannot manage  :D And if they fail to communicate just tell them to release the bombs and get back for another round  ;D 

Just be glad they are not entangler III  8)

IDK, these seem meek compared to those wretched Morphers.


Entangler makes things harder to kill on the ground, but to get rid of Morphers I've been dumping 1-2k of ammo from 18 bombers in order to kill 1-4 Morphers per attack. And they come in stacks of 10-20, and there's A LOT of them, with various metallic energy cats, landsharks, and other abominations protecting their flanks. If I'd started next to a major or more than one hostile minor regime (with the one I did have to fight being an AI, whose sentinels didn't fair much better against morphers than I did once the reptiloids gave me a stack or two of my own), I think I'd've been eaten by this jungle hellscape.
Title: Re: SHADOW EMPIRE: Procedural Sci-fi 4x wargame: Steam Release!
Post by: E. Albright on February 23, 2021, 03:12:01 am
Just in case anyone finds themself fighting something like those morphers in a future game: I found that the best way to kill them was not bombers (which was more-or-less working, but was very slow and expensive), but instead a regiment of anti-tank guns plus enough surrounding blockers to keep them safe and make routs fatal.

Also, an unstated advantage of even the scruffiest alien militia unit over human troops is that the aliens live off the land and need no supplies or logistic connections, which ofc is lovely for scouting.
Title: Re: SHADOW EMPIRE: Sci-fi 4x wargame: Mind the Donkeys - Steam Release!
Post by: E. Albright on February 25, 2021, 12:25:22 am
What qualifies as enemy territory though? I thought friendly territory was anywhere your troops are.

Is there a certain amount of time you need to hold it? Destroying roads could act as a sort of scorched earth tactic to delay a superior enemy while you reinforce

Enemy territory is territory you didn't hold at the start of your turn. As long as you start your turn holding it - and can draw a line from your logistic network to it through friendly territory - you can raze it. If you can't reach from your road to it at the start of your turn, demolition is impossible. The only exception to this is if you annex/unify with a minor power during your turn - at that point you can build/destroy into that territory, but you can't start a build/destroy path from within it. There's also an upper limit on how far you can stretch a build/destroy path from existing road to your target hex, but it's a pretty long distance.
Title: Re: SHADOW EMPIRE: Sci-fi 4x wargame: Mind the Donkeys - Steam Release!
Post by: Urist McScoopbeard on February 25, 2021, 08:22:47 am
Hey did they happen to add the ability to destroy roads and rails by any chance???

You can destroy roads and rail in territory that you control.  I don't think you can destroy road/rail in enemy territory, which makes sense because you'd basically be hurting your own advance far more than the enemy's reinforcements.

Nice, they implemented Xenos that can talk!

Thats good, when I was playing a lot I played defensively so I'm happy there is an option to remove roads that (for example) go over a mountain range if I can capture them.
Title: Re: SHADOW EMPIRE: Sci-fi 4x wargame: Mind the Donkeys - Steam Release!
Post by: EuchreJack on February 25, 2021, 09:56:20 pm
Hey did they happen to add the ability to destroy roads and rails by any chance???

You can destroy roads and rail in territory that you control.  I don't think you can destroy road/rail in enemy territory, which makes sense because you'd basically be hurting your own advance far more than the enemy's reinforcements.

Nice, they implemented Xenos that can talk!

Thats good, when I was playing a lot I played defensively so I'm happy there is an option to remove roads that (for example) go over a mountain range if I can capture them.

If you destroy a road that goes over a mountain range, you'll probably never get enough spare resources to rebuild it, and the enemy can build roads wherever it wants either without paying the extra cost or for free.
Title: Re: SHADOW EMPIRE: Procedural Sci-fi 4x wargame: Steam Release!
Post by: E. Albright on February 26, 2021, 01:48:20 am
...IDK about that - I tend to hit a point after 50-60 turns where metal is a far scarcer resource than IP. Right now in my current game I'm... turn 80? Ish? ...and I think I've got ~30-40k IP banked...
Title: Re: SHADOW EMPIRE: Procedural Sci-fi 4x wargame: Steam Release!
Post by: Karlito on February 26, 2021, 08:32:51 pm
Hey did they happen to add the ability to destroy roads and rails by any chance???

You can destroy roads and rail in territory that you control.  I don't think you can destroy road/rail in enemy territory, which makes sense because you'd basically be hurting your own advance far more than the enemy's reinforcements.

Nice, they implemented Xenos that can talk!

Thats good, when I was playing a lot I played defensively so I'm happy there is an option to remove roads that (for example) go over a mountain range if I can capture them.

If you destroy a road that goes over a mountain range, you'll probably never get enough spare resources to rebuild it, and the enemy can build roads wherever it wants either without paying the extra cost or for free.

With the most recent release, the AI is supposed to respect mountains a bit more with regard to road building. I haven't gotten to really see what it's like myself.
Title: Re: SHADOW EMPIRE: Procedural Sci-fi 4x wargame: Steam Release!
Post by: EuchreJack on February 26, 2021, 10:41:41 pm
Wow, it's like all the EFS players are into this game.  Makes sense really.
Title: Re: SHADOW EMPIRE: Procedural Sci-fi 4x wargame: Steam Release!
Post by: Dostoevsky on February 28, 2021, 01:58:11 pm
EFS? (As a person who very much likes this I'm curious what potentially-similar things are out there.)
Title: Re: SHADOW EMPIRE: Procedural Sci-fi 4x wargame: Steam Release!
Post by: E. Albright on February 28, 2021, 03:32:18 pm
Emperor of the Fading Suns (https://www.gog.com/game/emperor_of_the_fading_suns)
Title: Re: SHADOW EMPIRE: Procedural Sci-fi 4x wargame: Steam Release!
Post by: Majestic7 on February 28, 2021, 05:16:26 pm
Emperor of the Fading Suns has an excellent and unique atmosphere, but many game mechanics are..well.. lacking. Too much micro for my taste. I kind of wish someone would make a modern remake, though.
Title: Re: SHADOW EMPIRE: Procedural Sci-fi 4x wargame: Steam Release!
Post by: Dostoevsky on February 28, 2021, 05:41:46 pm
Emperor of the Fading Suns (https://www.gog.com/game/emperor_of_the_fading_suns)

Ah, that makes sense, thanks.
Title: Re: SHADOW EMPIRE: Procedural Sci-fi 4x wargame: Steam Release!
Post by: Coffeespoons on March 02, 2021, 06:50:56 am
Wondering if I should pick this up now or wait for a sale.  It sounds like a decent way of passing another month or so of lockdown anyway.
Title: Re: SHADOW EMPIRE: Procedural Sci-fi 4x wargame: Steam Release!
Post by: Majestic7 on March 02, 2021, 06:52:18 am
It was on sale recently on Steam, likely ended yesterday. So a new sale is unlikely soon.
Title: Re: SHADOW EMPIRE: Procedural Sci-fi 4x wargame: Steam Release!
Post by: Coffeespoons on March 02, 2021, 09:11:30 am
It was on sale recently on Steam, likely ended yesterday. So a new sale is unlikely soon.

Ain't that the story of my life.
Title: Re: SHADOW EMPIRE: Procedural Sci-fi 4x wargame: Steam Release!
Post by: Coffeespoons on March 02, 2021, 11:15:41 am
Bought it on the German Gamesplanet site which I think is genuine rather than a key reseller for 25% off.  Not as good as the recent Steam sale though.  I'm going in, wish me luck!
Title: Re: SHADOW EMPIRE: Procedural Sci-fi 4x wargame: Steam Release!
Post by: EuchreJack on March 02, 2021, 06:00:32 pm
Enjoy!  Don't get eaten by the Space Emus!
Title: Re: SHADOW EMPIRE: Procedural Sci-fi 4x wargame: Steam Release!
Post by: Coffeespoons on March 03, 2021, 01:21:16 pm
Okay so I thought given my mastery of Dominions 5, my subjugation of DF and my multiple ascensions of most of the roguelikes I had this covered. 

However it's totalling baffling beyond the rather pleasing game setup.   

I guess I'm going to have to roll my sleeves up and read / watch some stuff to make heads or tails of it.

On an unrelated note I dug from the recesses of my memory what it reminded me of so far as overall theme - another card based post-apoc game by another Vic - Armageddon Empires which I rather enjoyed nearly a dozen years ago.
Title: Re: SHADOW EMPIRE: Procedural Sci-fi 4x wargame: Steam Release!
Post by: E. Albright on March 03, 2021, 01:54:39 pm
I'd not say it's that much like AE. YMMV I suppose.

I'd recommend Das Tactic's bite-sized videos tackling one or two ideas at a time.
Title: Re: SHADOW EMPIRE: Procedural Sci-fi 4x wargame: Steam Release!
Post by: Dostoevsky on March 03, 2021, 02:15:15 pm
Same here, although are Das Tactic's videos still all up-to-date considering some of the logistics changes made?
Title: Re: SHADOW EMPIRE: Procedural Sci-fi 4x wargame: Steam Release!
Post by: E. Albright on March 03, 2021, 02:35:22 pm
I haven't looked at those since my first week playing, so I don't know if they added more videos to update that. OTOH, that's something you can figure out once you need to if you know the basics - and TBH, if you set it to easy logistics, you don't really need to worry too much about pull points. Even now Das Tactics should get a new player to the point where they can figure out the rest, I'd say.
Title: Re: SHADOW EMPIRE: Procedural Sci-fi 4x wargame: Steam Release!
Post by: EuchreJack on March 04, 2021, 11:59:04 pm
Okay so I thought given my mastery of Dominions 5, my subjugation of DF and my multiple ascensions of most of the roguelikes I had this covered. 

However it's totalling baffling beyond the rather pleasing game setup.   

I guess I'm going to have to roll my sleeves up and read / watch some stuff to make heads or tails of it.

On an unrelated note I dug from the recesses of my memory what it reminded me of so far as overall theme - another card based post-apoc game by another Vic - Armageddon Empires which I rather enjoyed nearly a dozen years ago.

Didn't realize that Armageddon Empires was the same developer.

The independents in Dominions 5 never posed the threat that wildlife poses in this game.  More like the Carp from older versions of DF, and Forgotten Beasts in the current version.  It helps to remember how much time was actually spent learning DF.
Title: Re: SHADOW EMPIRE: Procedural Sci-fi 4x wargame: Steam Release!
Post by: Majestic7 on March 05, 2021, 02:31:10 am
I don't think it is the same developer, just the same first name. Armageddon Empires had an excellent art style and atmosphere, but the game mechanics sort of rubbed me the wrong way in some places.
Title: Re: SHADOW EMPIRE: Procedural Sci-fi 4x wargame: Steam Release!
Post by: EuchreJack on March 07, 2021, 11:38:43 pm
Finally beat a game of XenoShyft (https://store.steampowered.com/app/429390/XenoShyft/) where you have to defend a mine from 9 increasingly harder waves of hostile lifeforms, by deploying ever tougher infantry weapons.

...for some reason, that reminds of Shadow Empire.  ;)
Title: Re: SHADOW EMPIRE: Procedural Sci-fi 4x wargame: Steam Release!
Post by: Coffeespoons on March 08, 2021, 11:56:57 am
So I'm making a little progress with this.  You want structural design high and basic design low incidentally.  Planet generation is great.  UI is a little confusing.  I've not played an out and out wargame before so some of what is taking me a while to get my head around others may find obvious.  Fun though.
Title: Re: SHADOW EMPIRE: Procedural Sci-fi 4x wargame: Steam Release!
Post by: EuchreJack on March 08, 2021, 04:44:22 pm
Actually, you want structural design high and basic design high.  It's just that basic design will grow with later models, but structural design is basically stuck once the first model is made.  You need a new model if structural design is low.
Title: Re: SHADOW EMPIRE: Procedural Sci-fi 4x wargame: Steam Release!
Post by: Coffeespoons on March 12, 2021, 05:36:20 am
Sorry my post very misleading - I meant with the initial rolls to give headroom for improvement.

I'm having a great deal of fun with this, not been as enthused by a game for quite some time.  There's some real depth to the systems and a genuinely wide variety of playstyles.  Strong reco!
Title: Re: SHADOW EMPIRE: Procedural Sci-fi 4x wargame: Steam Release!
Post by: kingofthescots on March 31, 2021, 07:59:48 am
This is a fantastic game. It certainly is tough to learn with just the manual, but Das Tactic's videos and Explorminate's "Life on Seth" playthrough have both helped me figure it out. The information is all there in the game, it's just not intuitive where to look for it. A healthy amount of restarting was useful too! I'm really looking forward to seeing how it continues to develop.
Title: Re: SHADOW EMPIRE: Procedural Sci-fi 4x wargame: Steam Release!
Post by: Digital Hellhound on April 06, 2021, 08:10:01 am
Having a blast and/or a major case of Just One More Turn Syndrome with this.

I'm getting a handle on things at last, but in my latest game I have an odd problem. The SHQ refuses to allocate any logistics points towards unit replacements, however high I put the setting in its admin panel. I can manually replace them just fine. There's plenty of supply to go around and the reinforcements won't get sent out even if I park the suffering unit right on top of the SHQ.

Any idea what could be causing this? Manually replenishing each unit is pretty tiresome.
Title: Re: SHADOW EMPIRE: Procedural Sci-fi 4x wargame: Steam Release!
Post by: Mkok on April 06, 2021, 10:18:51 am
hmm, no idea, but did you actually order them to be replaced? If I am not wrong you have to tell the unit which quality it is to use and then set the corresponding quality to models. Or set models as obsolete, otherwise they will not autoreplace.

Or do you mean replacing loses? In this case you must have a suitable unit in your SHQ, they will not autorecruit.
Title: Re: SHADOW EMPIRE: Procedural Sci-fi 4x wargame: Steam Release!
Post by: Vivalas on April 06, 2021, 11:09:52 am
Yeah there's a difference between reinforcements and replacements / upgrades. Upgrading units is generally a manual order, reinforcement of battle losses happens automatically so long as there is logistical points left over after the unit has everything else it needs sent to it, and you have the required units in your SHQ. You recruit reinforcement troops separately from creating new formations, so make sure there are enough troops on standby in the SHQ waiting to be sent out.
Title: Re: SHADOW EMPIRE: Procedural Sci-fi 4x wargame: Steam Release!
Post by: Shooer on April 06, 2021, 11:42:21 am
Also I like to leave reserve troops stocked up in my SHQ.  Each level of barracks you build in a city provides some XP to troops stationed in the city.  That includes troops sitting in a SHQ.

Means my reinforcements have some XP as opposed to being mostly green when arriving on the front.
Title: Re: SHADOW EMPIRE: Procedural Sci-fi 4x wargame: Steam Release!
Post by: E. Albright on April 06, 2021, 02:19:26 pm
There's been some language in recent patches suggesting that manual replacement isn't strictly necessary - can't remember if it was only if there were replacements, log points, and obsolescence in play. That aside though, in my experience, yes, you need to manually replace anything mechanical.
Title: Re: SHADOW EMPIRE: Procedural Sci-fi 4x wargame: Steam Release!
Post by: Digital Hellhound on April 06, 2021, 02:58:44 pm
Yes, I meant reinforcement of battle losses. It has worked just fine automatically in other games - I just use the Replenish button in the SHQ and create the needed amount and type of troops there, and it sends them to those who need them.

The SHQ sends supplies normally, just not replacements. The basic setting for it prioritizes supplies over replacements, but there's plenty of leftover LP in this case and forcing it to only send replacements just meant nothing at all was sent.

I hadn't considered the quality settings interfering. Will need to check that out. Suspect it could be a bug too, though, since it has been working before. Oh well.
Title: Re: SHADOW EMPIRE: Procedural Sci-fi 4x wargame: Steam Release!
Post by: Karlito on April 09, 2021, 08:34:26 am
The SHQ sends supplies normally, just not replacements. The basic setting for it prioritizes supplies over replacements, but there's plenty of leftover LP in this case and forcing it to only send replacements just meant nothing at all was sent.

I hadn't considered the quality settings interfering. Will need to check that out. Suspect it could be a bug too, though, since it has been working before. Oh well.

Are you certain there's no bottleneck somewhere along the path? If you move depleted units back to your capital, will they reinforce there?
Title: Re: SHADOW EMPIRE: Procedural Sci-fi 4x wargame: Steam Release!
Post by: Cthulhu on April 12, 2021, 07:45:04 am
I bounced off of this once but slowly getting the hang of it this time.  I really like the idea of hex-and-chit maneuver warfare games where the context for the battle comes out of your decisions instead of being predetermined from history or alt-history or whatever.  So I'm wondering, has anybody actually won a game of this?  How well does it do the wargame thing especially later on?  Is the AI any good?  Early game it's pretty easy to just surround and wipe out minor regime militaries cause they're so small they can't properly form a line, but what about bigger forces?

When I invade a major regime later in the game, can I expect to see big lines along my border that try to prevent me from just looping around?  Will the enemy know how to concentrate and try to punch through those lines at their weak points?  Similarly, is the enemy AI smart enough to actually keep up into the late game?  I worry about games like Civilization where outside the hardest difficulties eventually it's like 2030 tech vs WW1 and you just plow through them without any challenge at all.

Just in general, how do the later game wars feel?  Are they good, or is most of the challenge and fun in the earlier parts of the game?
Title: Re: SHADOW EMPIRE: Procedural Sci-fi 4x wargame: Steam Release!
Post by: E. Albright on April 12, 2021, 08:26:58 am
It's more challenging than early game, yes. I've only played to completion on the lowest two settings, so it's possible the AI is far more clever on higher ones, but it is at least reasonably competent at supporting its flanks and isn't a pushover - but it's flawed and beatable. Again, it may not be so easy on higher levels. But you'll get stretched-out supported battle lines and attempts to cut you off, plus units which may have tech parity.
Title: Re: SHADOW EMPIRE: Procedural Sci-fi 4x wargame: Steam Release!
Post by: Mkok on April 12, 2021, 01:24:10 pm
It seems to be kind of case to case. In my two games the AI barely resisted, in fact every single turn I gained ground simply from them retreating, no need o even engage in battles. The first game it was slow, about one hex per turn, plus the few I conquered, until they hunkered down in their only city, which I easily surrounded and took by repeated storming. The second time it was way easier, as the AI was also fighting another war on the opposite side of its borders and I literarilly marched my troops through their territory with nearly no resistance, and once I reached enemy troops they again started to retreat so fast my troops just barely kept up, until they ended in their single city as well (I had already taken the other two they mostly abandoned). I barely experienced any resistance except for the city garisons. And the AI had huge tech advantage as it was not even turn 30 yet, and they were nemesis, giving them more cities and tech at the start. Had they simply formed a defensive wall and not kept moving I might have seriously been unable to advance, or at least they might have had a chance. Did not have the will to try another game, as game turns get too long currently in late game, but dev said he plans to fix this, as well as many other improvements, and I am greatly looking towards those. There already were quite few changes from patch notes since then.

Minors never get better troops, so they are just there to be food the whole game, they only get more militia as game progresses.
Title: Re: SHADOW EMPIRE: Procedural Sci-fi 4x wargame: Steam Release!
Post by: E. Albright on April 12, 2021, 02:30:10 pm
Minors DO get better troops: they get your militia models at the same rate your militia gets them; i.e., on a 30-turn delay. If the game goes on long enough and tech is set to develop slowly enough, they can end up with more meaningful resistance though they're still mostly speedbumps.

I'd also point out that the games where I had a challenge from majors were engagement no earlier than turn 50 if not 100 - that makes for a much more involved opposition just in terms of muddled complexity. I'd also guess that I was dealing with a much larger planet if you were hitting endgame at turn 30-ish. Logistics become a lot more of an issue when you're dealing with more meaningful distances, especially if you've got incursions on multiple fronts. Aircraft are a lot more powerful on small maps as well; on a big map you need to keep pushing out airbases as the front moves until you've gotten to at least turboprops in most atmospheres.

The main enemy still felt like it was logistics, but that's pretty much feeling right in any case. It helped that clearing alien lifeforms was also never an easy task.
Title: Re: SHADOW EMPIRE: Procedural Sci-fi 4x wargame: Steam Release!
Post by: E. Albright on April 15, 2021, 06:05:19 pm
Okay, seriously got into it with a major for the first time in several patches. They're more passive and pacifistic than they used to be. Hopefully the forthcoming promised AI work in the next(ish?) patch will give them back their teeth.
Title: Re: SHADOW EMPIRE: Procedural Sci-fi 4x wargame: Steam Release!
Post by: EuchreJack on April 15, 2021, 09:14:02 pm
Yeah, but the best strategy is still to just force your enemy to extend their supply lines and let the local wildlife cut them off (aka retreat until they kill themselves).

AI sort of got lobotomized in the name of speeding up turn processing.  There is an option for better AI, if you don't mind looooooooooooooooong turns.
Title: Re: SHADOW EMPIRE: Procedural Sci-fi 4x wargame: Steam Release!
Post by: E. Albright on June 16, 2021, 11:17:06 am
Vic's doing a development feedback/direction poll: https://www.matrixgames.com/forums/tm.asp?m=5030276

I encourage everyone to hope over and whine that planet atmosphere/biosphere/climate doesn't have enough distinct impact on how combat, model design, etc. function from one planet to the wildly-different next one...  :P
Title: Re: SHADOW EMPIRE: Procedural Sci-fi 4x wargame: Steam Release!
Post by: EuchreJack on June 16, 2021, 10:19:37 pm
SIR YES SIR!

Quote from: Shadow Empire Poll #1
20.

Is there anything else you would like to share about Shadow Empire (positive, negative, as you wish!)

Quote from: me whining as ordered
http://www.bay12forums.com/smf/index.php?topic=176612.msg8287946#msg8287946

Planet atmosphere/biosphere/climate doesn't have enough distinct impact on how combat, model design, etc. function from one planet to the wildly-different next one.
Title: Re: SHADOW EMPIRE: Procedural Sci-fi 4x wargame: Steam Release!
Post by: E. Albright on June 23, 2021, 02:19:28 pm
Of curiosity, has anyone found custom formations that they're significantly fond of? Probably the most satisfying one I've found is Quads + LArmor + Bikes as an independent Cavalry sort of rapid strike formation. Adding Anti-Tank Guns to mechanized RPG units also feels strong, as does tacking Mech-Quad Machineguns to light or medium armored formations...
Title: Re: SHADOW EMPIRE: Procedural Sci-fi 4x wargame: Steam Release!
Post by: EuchreJack on June 23, 2021, 08:14:52 pm
I'm completely unfamiliar with "custom formations".  Are you referring to the BattleGroups, stacks of units going together into battle, or something else/new?

Recall that NO standard formations use Recon, my personal favorite early game unit, so color me interested!
Title: Re: SHADOW EMPIRE: Procedural Sci-fi 4x wargame: Steam Release!
Post by: E. Albright on June 23, 2021, 09:24:18 pm
Version 1.08.04 added a decision to customize formations (both independent and OOB) via the Staff council. Basically, it lets you add an extra model type to a formation based on what you know how to build and how big the formation already is. E.g., if you're customizing Independent Recon BN, you could add 1-3 units of another type to it (max of 50% of the current unit size, rounded up). If you added 3 Light Armor, forex, and then further customized THAT formation, you could add 1-4 units of a type other than Quad or Light Armor. A given unit can have up to 5 types in it, including transports, and if you add something that can use transports to a Motorized or Mechanized unit, you automatically get enough transports to cover the new stuff. E.g., if you were customizing a Mechanized AT Gun unit (base of 8 AT Guns and 8 Armored Transports) with RPG troops, you could add 1-8 units of them, and would automatically add 1-8 more Armored Transports as well. The customized units will scale up to RGT/DIV sizes. You can also upgrade base units already in existence to custom formation types that were based on that particular formation.
Title: Re: SHADOW EMPIRE: Procedural Sci-fi 4x wargame: Steam Release!
Post by: Karlito on June 23, 2021, 09:32:52 pm
I've mostly only done boring stuff, like turning my MG infantry into a knockoff siege grenadier formation, or mix light tanks into a mechanized formation.
Title: Re: SHADOW EMPIRE: Procedural Sci-fi 4x wargame: Steam Release!
Post by: EuchreJack on June 24, 2021, 04:32:03 pm
You could create authentic Panzergruppe.  You know, Self-Propelled AT guns and semi-motorized infantry!
With one or two Tank & Mechanized infantry being the base formation...
Title: Re: SHADOW EMPIRE: Procedural Sci-fi 4x wargame: Steam Release!
Post by: E. Albright on July 16, 2021, 12:34:25 pm
Someone said a while back they liked rough starts. Here's one: https://file.io/V88bpY3v3TJD

Started under the latest beta, so bunkers, etc. are in it. Too toxic for farming, but plenty of water. Lots of inedible alien plants and critters (none smart). Middle-of-the-road atmosphere/gravity combo so air power isn't OP. 28% mountains and 8% oceans - logistics will be one of your main enemies. You're surrounded by raiders, marauders, and critters - while there are mutants, sentinels, spiders, and slavers, all those are a bit further out. Only one major so you should be able to do more AI calculation w/o bogging down too much - in retrospect, I'll actually say "spread out start" may have done TOO good of a job here, but I've had too many games where I started right by majors despite it so I took it in stride. 1.4b pre-collapse pop so there are ruins to find, but you're not drowning in them. Oh, and very important - it's redscale plants and oceans. ;p

I'll also add that I've fallen further in love with adding 4xMechMachineguns to Light Armor/Assault Infantry formations. The synergy is outstanding.

And while it's not cost-effective in any way, I have to say I've found it to be immensely satisfying to use SRBMs to nuke a few thousand slavers/mutants/critters when they make the mistake of congregating somewhere that I don't mind irradiating. That's an issue on this planet b/c all of the above are good at slinking back into the copious mountains and being rather tedious to root out, even with aircraft.
Title: Re: SHADOW EMPIRE: Procedural Sci-fi 4x wargame: Steam Release!
Post by: EuchreJack on July 16, 2021, 03:39:01 pm
Someone said a while back they liked rough starts. Here's one: https://file.io/V88bpY3v3TJD

I almost think that was me...

So, beta.  It's been a while, does that mean that I need to manually install?
Title: Re: SHADOW EMPIRE: Procedural Sci-fi 4x wargame: Steam Release!
Post by: E. Albright on July 16, 2021, 04:54:35 pm
You might be able to do it via Steam - there's an opt-in "Open Beta" but I don't know if it's up-to-date compared to the purely Matrix one.

On the subject of old conversations, this one being about whether minors get better troops over time, here's the best 3 units from a minor (raider) regime on turn 116 on the above map. Their next-door neighbor has nothing but raider militia, militia bikes/buggies, and irregular tanks/arti/trucks. I really don't get why some minors get so much more advanced units than others over time. For comparison, I also included 2 militia regiments that formed in raider-culture zones I control during the last 20 turns.

Spoiler: High-tech Militia (click to show/hide)
Title: Re: SHADOW EMPIRE: Procedural Sci-fi 4x wargame: Steam Release!
Post by: EuchreJack on July 16, 2021, 07:06:48 pm
Oh, you like interesting starts? Watch what happens when I pick Life Finds a Way and Isolated Outpost:
Spoiler (click to show/hide)

I think the lizards have a pretty good chance of winning that one...
Spoiler (click to show/hide)
Title: Re: SHADOW EMPIRE: Procedural Sci-fi 4x wargame: Steam Release!
Post by: Mkok on August 29, 2021, 09:00:24 am
So I gave this another try after all the updates. Pleasant surprise that long turn times did not seem to be such a problem anymore, and the alien minors are nice as well.  Unfortunately the major AI still seems to be too stupid to pose any challenge as they still give free ground all the time, making it trivial to take their cities. Just form a defensive line, and whenever you can advance for free just do it. In just a few turns doing just that you will be in a position to attack a city from 3+ sides.  :-\ I wish the AI was at least smart enough to form a defensive line or something, as it is now there is not even a hint of challenge...

Plus from what I saw majors seem to be struggling a bit with minors as well now...
Title: Re: SHADOW EMPIRE: Procedural Sci-fi 4x wargame: Steam Release!
Post by: E. Albright on August 29, 2021, 09:37:18 am
There's a tradeoff b/tw runtimes and stupidity. What setting did you have it on under Prefs->AI Speed?
Title: Re: SHADOW EMPIRE: Procedural Sci-fi 4x wargame: Steam Release!
Post by: Karlito on August 29, 2021, 10:16:27 am
It's tactically good in the short term- e.g. withdrawing to prevent flanking attacks is generally a good idea, but it mostly lacks the ability to think long-term. I'd recommend Mkok turn up the overall difficulty, since without materiel superiority that trick will work a lot less well.
Title: Re: SHADOW EMPIRE: Procedural Sci-fi 4x wargame: Steam Release!
Post by: Mkok on August 29, 2021, 12:43:11 pm
I play only on extreme. This time I had fast AI, but the same issue was there few versions back even on the slowest AI.

Maybe, but withdrawing when there is nowhere to be flanked unless enemy punches through your lines? I dont ask why it does it, all I know is it lets you surround cities basically for free making it real easy to defeat. Though I guess now that unification is no longer broken it might no longer be so easy to defeat nemesis by turn 30...

AI material superiority does not matter, does not matter if AI is retreating with double your army size or triple, zero times anything is still zero. All that matters is you can establish a defensive line + few units extra to grab that free land, which is very easy to do even early on. And then you just want few tanks to take that city. In my last game AI had more troops than me, and better tech, yet it was still retreating allowing me to make it half way to their city with no fights in less then 5 turns. Also note that I was not the one who started that war, though I did have 6 units in the area in case they invaded.


edit:
So I gave it another try, extreme difficulty, medium lava world with harsh resolution war setting, gave the AI more time to think. Currently have been in a war with a major who has 1 tech lvl more than me for some time now. Still have to see any resemblance of a battle line from them, they keep doing nothing but retreating, giving me free land, and their army composition is just criminally terrible. We have both had laser rifles and heavy battlesuit researched for quite a while, but 90 percent of enemy army is still heavy armor charged gauss infantry (with the odd one with laser rifle and heavy battlesuit mixed in), only a few artillery and less then 100 tanks mixed in. And those tanks are still using steel armor, so there is absolutely nothing to even challenge my small group of terribly designed light tanks with 50mm armor and 60mm gun that are steamrolling the enemy. And once again, I was not the one who started the war, the entire army I am fighting with did not even exist when I was DOWed upon, and it cost me no more then a single turn of resource production (not counting the useless thousands of robotic infantry that for some reason are mandatory in every single infantry oob, those cost 10 turns of high-tech production). But once again I must say the dev did a very good job with turn times, I was afraid with slower AI it would be unplayable once again, but it was not so. Now just to make the AI at least somewhat capable to provide at least some kind of challenge and we will have a real gem of a game here
Title: Re: SHADOW EMPIRE: Procedural Sci-fi 4x wargame: Steam Release!
Post by: E. Albright on December 07, 2021, 08:37:04 pm
IDK if anyone would be interested, but I generated a reasonably interesting setup on the latest beta version. Hard, lvl 4 normal tech speed. 2.5b pop, fragmented dissolution, good xenoag on a large Seth-class w/water-peroxide-based forests, escarpments, and canyons in a cherry-blossom color palate. Slightly thin atmosphere plus slightly high grav means air power will be slow to develop. Surrounded by mostly raiders but also some sentinels, slavers, and wildlife (though the latter isn't particularly bad compared to the nonsense I normally end up with). Main attraction IMO is the geography - there's some neat stuff going on with that. I mean, yes, okay, I also am a big fan of this color of planet - I think it's the least common one - but there's more than just a pretty landscape!


Anyway, if anyone is interested, here's the starting save: https://file.io/jmdU3mA22Rr5
Title: Re: SHADOW EMPIRE: Procedural Sci-fi 4x wargame: Steam Release!
Post by: EuchreJack on December 07, 2021, 09:09:06 pm
Ooh, purple planet!
Title: Re: SHADOW EMPIRE: Procedural Sci-fi 4x wargame: Steam Release!
Post by: Il Palazzo on December 09, 2021, 10:49:29 am
I may have asked this before, but what the hell am I supposed to imagine as a 'blather analogue'? A long-winded substance-free speech made flesh?

Also, anyone knows how best to reliably push into high meritocracy? As I play, I inevitably end up with high democracy, due to all those unrest events and cults and whatnot random shit.
Title: Re: SHADOW EMPIRE: Procedural Sci-fi 4x wargame: Steam Release!
Post by: Karlito on December 09, 2021, 01:05:41 pm
I may have asked this before, but what the hell am I supposed to imagine as a 'blather analogue'? A long-winded substance-free speech made flesh?

Also, anyone knows how best to reliably push into high meritocracy? As I play, I inevitably end up with high democracy, due to all those unrest events and cults and whatnot random shit.
I can only assume it means a creature akin to the owl guy from Animal Crossing.
Spoiler (click to show/hide)

And yes, some profiles seem harder to raise than others. At least a lot of the Democracy giving events also have a Meritocracy option, though if you want to go that route, you probably really need to to dedicate yourself- i.e. oppress all the cults that have an unfavorable profile, and never ever take an option that gives points to the other profiles. I believe stratagems you get from scrap points usually (always?) raise a profile as one of their effects, so you can make those and only play the ones with the desired profile effects.

I haven't really figured this out yet, but it seems like it's possible to manage your factions in such a way to get desired profile effects- e.g. keeping a weak faction with incompatible ethics around just so you can refuse their demands, which is one of the better ways to get negative profile points. Getting negative points in the undesired profiles is much more efficient that just trying to boost your desired one all the time.


Title: Re: SHADOW EMPIRE: Procedural Sci-fi 4x wargame: Steam Release!
Post by: Il Palazzo on December 09, 2021, 01:17:51 pm
I may have asked this before, but what the hell am I supposed to imagine as a 'blather analogue'? A long-winded substance-free speech made flesh?

Also, anyone knows how best to reliably push into high meritocracy? As I play, I inevitably end up with high democracy, due to all those unrest events and cults and whatnot random shit.
I can only assume it means a creature akin to the owl guy from Animal Crossing.
Spoiler (click to show/hide)
Ain't that one a given name, though? It'd be like 'this 23m top predator resembles a Timmy analogue'.
Title: Re: SHADOW EMPIRE: Procedural Sci-fi 4x wargame: Steam Release!
Post by: E. Albright on December 09, 2021, 02:20:26 pm
I may have asked this before, but what the hell am I supposed to imagine as a 'blather analogue'? A long-winded substance-free speech made flesh?

Some of the names actually point to what they are. They're functionally living bags or balls. I'm not sure if they're supposed to be called bladder analogues, or what, but these are presumably roughly sacks of organs with mouths, limbs, tentacles, whatever. In Bay12 terms, they're like Stumpy-Wumples. If you're played No Man's Sky, they'd be like the random pineapples-with-spider-eyes beasties and other such bouncy critters you sometimes encounter.

[Edit: okay, just as a sanity check (heh) I loaded up No More Stumpy-Wumples for the first time in probably 15y, and Stumpy-Wumples are more humanoid than I remembered. So it's not as good of a parallel as I thought. The NMS one holds pretty well, though:


I believe stratagems you get from scrap points usually (always?) raise a profile as one of their effects, so you can make those and only play the ones with the desired profile effects.

Usually. Scrap buildings always raise a profile, but scrap leaders may or may not raise a profile - they're either characterized by a profile they raise, or by one of their personality traits. However, the leaders seem to get some profiles more than others, and meritocracy & autocracy seem to be favorites for them.
Title: Re: SHADOW EMPIRE: Procedural Sci-fi 4x wargame: Steam Release!
Post by: Il Palazzo on December 09, 2021, 02:54:40 pm
Wait, what's a scrap point/building/leader?
Title: Re: SHADOW EMPIRE: Procedural Sci-fi 4x wargame: Steam Release!
Post by: E. Albright on December 09, 2021, 03:09:18 pm
(https://i.imgur.com/UR0NAyW.png)

Strategum recycling, introduced in 1.07.02. Every card you ditch gives a certain number of points that you can use to craft random cards - either private city assets (w/bonus profile points) or leaders of fixed levels (which may or may not have bonus profile points).

For example:
Title: Re: SHADOW EMPIRE: Procedural Sci-fi 4x wargame: Steam Release!
Post by: Il Palazzo on December 09, 2021, 03:10:56 pm
Well I never. Time to do some cleaning.
Title: Re: SHADOW EMPIRE: Procedural Sci-fi 4x wargame: Steam Release!
Post by: E. Albright on December 09, 2021, 03:14:30 pm
If you don't do cleaning manually, when you hit your card limit the game will clean for you, so if you're in an ongoing game you may already have a whole lot of scrap points. It's better to scrap yourself b/c the engine doesn't always seem to have your best interests at heart when picking what needs to go...
Title: Re: SHADOW EMPIRE: Procedural Sci-fi 4x wargame: Steam Release!
Post by: Il Palazzo on December 09, 2021, 03:25:05 pm
Didn't realise there's a card limit either. Although I do remember missing some cards on occasion. Thought it had something to do with no longer meeting the profile requirements or something.
Title: Re: SHADOW EMPIRE: Procedural Sci-fi 4x wargame: Steam Release!
Post by: Il Palazzo on December 11, 2021, 10:20:44 am
Ugh, I feel like I've forgotten a bunch about the nuts and bolts of logistics in my time away from this game. Anyone wants to take a stab at telling me why all these fuckers are having supply issues? I've been gradually expanding the troop roster, and it looks like at some point they've become too much to handle for some reason. But they're all supplied pretty much directly from the home base, or from the short roads that still have logistics points on them. So why the shortages?
https://drive.google.com/file/d/121XOyV9BtrF1zrBjOahAipCaS86Fozhr/view?usp=sharing
Title: Re: SHADOW EMPIRE: Procedural Sci-fi 4x wargame: Steam Release!
Post by: Karlito on December 11, 2021, 10:58:26 am
Ugh, I feel like I've forgotten a bunch about the nuts and bolts of logistics in my time away from this game. Anyone wants to take a stab at telling me why all these fuckers are having supply issues? I've been gradually expanding the troop roster, and it looks like at some point they've become too much to handle for some reason. But they're all supplied pretty much directly from the home base, or from the short roads that still have logistics points on them. So why the shortages?
https://drive.google.com/file/d/121XOyV9BtrF1zrBjOahAipCaS86Fozhr/view?usp=sharing

Well you've got a food shortage, for one. Did you know you have a food shortage? Looking at your SHQ supply detail, your units requested 604 items (which would be mostly food, I assume), and only 217 food was actually delivered (your entire stock of food the previous turn). Now, readiness is still pretty good and only a few of the militia are starving, so they're all just requesting 2 or 3 times what they eat in a turn to replenish their reserves and then showing a red dot when they don't get that.

Some units are also reporting insufficient logistic points, and yeah, I'm not sure why we aren't seeing bottlenecks. Possibly the fact that there is so much off-road delivery messes up the display. It looks like you nationalized the truck station recently, and so even with the worker shortages you'll see a 66% increase in logistics points on the turn following the save which should clear up that problem.
Title: Re: SHADOW EMPIRE: Procedural Sci-fi 4x wargame: Steam Release!
Post by: Il Palazzo on December 11, 2021, 11:05:11 am
Ah, right. I kinda suspected the starvation had something to do with not having enough stock at the end of the turn. Somehow I went along with assuming it's fine until the stocks hit zero. Thanks.
Title: Re: SHADOW EMPIRE: Procedural Sci-fi 4x wargame: Steam Release!
Post by: Karlito on December 11, 2021, 11:12:47 am
Ah, right. I kinda suspected the starvation had something to do with not having enough stock at the end of the turn. Somehow I went along with assuming it's fine until the stocks hit zero. Thanks.
Yeah, food (and everything else) is first sent out from the SHQ, and only after does it collect the new production from zones. But, zones can also supply their own constructions from the current turn's production- so there might be some cases where you build a building without enough metal in the SHQ, but because the zone is producing the metal you still get 100% construction for the turn.
Title: Re: SHADOW EMPIRE: Procedural Sci-fi 4x wargame: Steam Release!
Post by: Il Palazzo on December 11, 2021, 10:51:18 pm
Gotta love the procedural fluff in this game. This latest world is infested with carnivorous cows and gigantic migratory beavers. They hunger.
Title: Re: SHADOW EMPIRE: Procedural Sci-fi 4x wargame: Steam Release!
Post by: axiomsofdominion on December 31, 2021, 09:05:32 pm
...
Title: Re: SHADOW EMPIRE: Procedural Sci-fi 4x wargame: Steam Release!
Post by: Vivalas on January 01, 2022, 03:33:34 am
I guess I somehow missed it on 7 december because for some reason google links to an archive version of the website blog and not the home version which has the latest posts, but naval combat is basically confirmed now, which makes me very excited. I remember my first ever semi-successful campaign, there was a very large open lake in the middle I wanted to traverse without having to slowly drive all the way around and it would have been very immersive so now that we have that option in the future (although I guess currently air bridges right now act to a certain similar extent) I'm stoked.

https://www.vrdesigns.net/ (https://www.vrdesigns.net/)
Title: Re: SHADOW EMPIRE: Procedural Sci-fi 4x wargame: Steam Release!
Post by: dehimos on January 01, 2022, 05:59:05 am
Is there anything like a fantasy version of this game? Shadow Empire is *almost* there for me in a lot of ways. Sure it isn't quite as deep as I'd like and I hate games with cards, same for Star Ruler as this one, but it has little competition in areas it is strong in. Even a mod that does Shadowrun style cyberpunk/urban fantasy mix would be awesome.

I do not know of anything similar, the logistics system does not usually appear in fantasy games or ancient world.

Others that may look similar are:

Deity Empires https://store.steampowered.com/app/889080/Deity_Empires/
Goblin Storm https://store.steampowered.com/app/713840/Goblin_Storm/
Title: Re: SHADOW EMPIRE: Procedural Sci-fi 4x wargame: Steam Release!
Post by: axiomsofdominion on January 01, 2022, 10:53:10 am
Is there anything like a fantasy version of this game? Shadow Empire is *almost* there for me in a lot of ways. Sure it isn't quite as deep as I'd like and I hate games with cards, same for Star Ruler as this one, but it has little competition in areas it is strong in. Even a mod that does Shadowrun style cyberpunk/urban fantasy mix would be awesome.

I do not know of anything similar, the logistics system does not usually appear in fantasy games or ancient world.

Others that may look similar are:

Deity Empires https://store.steampowered.com/app/889080/Deity_Empires/
Goblin Storm https://store.steampowered.com/app/713840/Goblin_Storm/

I have Deity Empires but I mostly got it as a policy purchase. Buy indie games that are at least trying to push the strategy/simulation/rpg genres forward even if they are 6/10s.
Title: Re: SHADOW EMPIRE: Procedural Sci-fi 4x wargame: Steam Release!
Post by: Glloyd on February 10, 2022, 04:44:17 pm
The dev's been working on Decisive Campaigns: Ardennes Offensive for a while, but now that that's out he's back to working on Shadow Empire. Latest blog post (https://www.vrdesigns.net/?p=2131) is laying the groundwork for some very cool future stuff:

Spoiler (click to show/hide)

That's right, oceans and watery planets, with player controlled navies coming at some point in the future after some AI development.
Title: Re: SHADOW EMPIRE: Procedural Sci-fi 4x wargame: Steam Release!
Post by: a1s on February 10, 2022, 04:54:59 pm
Incidentally, if you've still not got this game, but want it, it's currently on sale on Steam.
Title: Re: SHADOW EMPIRE: Procedural Sci-fi 4x wargame - Kevin Costner's Water World
Post by: Mkok on February 11, 2022, 04:43:00 am
Finally, he will soon get to improve the AI  :D The AI being trivially easy to beat is pretty much the only reason there is very little replayability. Looking forward to it.
Title: Re: SHADOW EMPIRE: Procedural Sci-fi 4x wargame - Kevin Costner's Water World
Post by: axiomsofdominion on February 11, 2022, 08:45:37 am
Finally, he will soon get to improve the AI  :D The AI being trivially easy to beat is pretty much the only reason there is very little replayability. Looking forward to it.

Is it too easy? I have followed the game for a while but not bought it yet. Mainly because making my own game means I rarely have time for fun. Ironic. Been really debating getting it cause of the sale but maybe I should wait.
Title: Re: SHADOW EMPIRE: Procedural Sci-fi 4x wargame - Kevin Costner's Water World
Post by: EuchreJack on February 11, 2022, 11:02:46 am
Finally, he will soon get to improve the AI  :D The AI being trivially easy to beat is pretty much the only reason there is very little replayability. Looking forward to it.

Is it too easy? I have followed the game for a while but not bought it yet. Mainly because making my own game means I rarely have time for fun. Ironic. Been really debating getting it cause of the sale but maybe I should wait.

It's worth playing if only to explore its game concepts.  And the logistics system is a game in itself.
Title: Re: SHADOW EMPIRE: Procedural Sci-fi 4x wargame - Kevin Costner's Water World
Post by: Il Palazzo on February 11, 2022, 11:48:46 am
It's definitely not easy in terms of complexity. And it can be very challenging to surmount the obstacles the rng (or yourself) can throw at you w/r to world generation/placement. But it can be easy in the sense that once you understand the mechanics well enough, you start to notice certain deficiencies in AI behaviour that can be exploited. It is in fact optimal to exploit them.

E.g. the AI can't properly deal with a contiguous frontline. If it has significant technological advantage, it can pose a threat. Otherwise it will not make and exploit breakthroughs - rather, it'll tend to gradually reposition in response to your actions, which in effect allows you to advance your troops up to and beyond the cities it is trying to defend. So, you see, this isn't a bug you're exploiting that you could justify not doing. It's more like you pretty much have to form a frontline to check the threat from flanking/raiding behaviour, at which point there's little threat left.

Or, another example, the independents (minors, animals, 'barbarians') will not invade their neighbours, unless it's another major power. Which means that once you begin to border an independent province, even with a single hex, they can (and will) decide to pour through that new border into your territory. Similarly, whether alien natives or majors begin to interact with you diplomatically (which often consists of significant/impossible demands and a threat of war) depends on having/not having a border. And since the major difficulty, once the front lines are secured, becomes supplying and reinforcing your ever growing armies, it is optimal for your scouts/raiders/armies to not claim the last line of hexes between whomever you're at war with and the neighbouring provinces so that you don't suddenly have to put another frontline up there. Or when you conquer/diplomatically annex a minor city, and all of their territory changes ownership to your regime, the up-to-this-point stable borders suddenly overflow with all the indie hordes because now it's a fair game apparently. So, you either deal with the unrealistic-looking and frustrating invasions, or you end up with unrealistic-looking and frustrating to create borders.

Having said that, I've had >a lot< of fun learning its various systems, building logistical networks, and even just generating new worlds.
Title: Re: SHADOW EMPIRE: Procedural Sci-fi 4x wargame - Kevin Costner's Water World
Post by: Salmeuk on February 11, 2022, 11:57:22 am
I like this game and the feeling of building towns from the scraps of the apocalypse, designing units from tech and making pushes through enemy territory. I do not enjoy the political system, and the constant need to appease political factions. I understand how this mechanic is supposed to provide internal conflict, you know, danger from within.. but the implementation is the exact kind of busywork that 4x games should be moving away from.

so like, good complexity but I wish it was easier to manage without constant, meaningless event spam
Title: Re: SHADOW EMPIRE: Procedural Sci-fi 4x wargame - Kevin Costner's Water World
Post by: axiomsofdominion on February 11, 2022, 12:37:17 pm
It's definitely not easy in terms of complexity. And it can be very challenging to surmount the obstacles the rng (or yourself) can throw at you w/r to world generation/placement. But it can be easy in the sense that once you understand the mechanics well enough, you start to notice certain deficiencies in AI behaviour that can be exploited. It is in fact optimal to exploit them.

E.g. the AI can't properly deal with a contiguous frontline. If it has significant technological advantage, it can pose a threat. Otherwise it will not make and exploit breakthroughs - rather, it'll tend to gradually reposition in response to your actions, which in effect allows you to advance your troops up to and beyond the cities it is trying to defend. So, you see, this isn't a bug you're exploiting that you could justify not doing. It's more like you pretty much have to form a frontline to check the threat from flanking/raiding behaviour, at which point there's little threat left.

Or, another example, the independents (minors, animals, 'barbarians') will not invade their neighbours, unless it's another major power. Which means that once you begin to border an independent province, even with a single hex, they can (and will) decide to pour through that new border into your territory. Similarly, whether alien natives or majors begin to interact with you diplomatically (which often consists of significant/impossible demands and a threat of war) depends on having/not having a border. And since the major difficulty, once the front lines are secured, becomes supplying and reinforcing your ever growing armies, it is optimal for your scouts/raiders/armies to not claim the last line of hexes between whomever you're at war with and the neighbouring provinces so that you don't suddenly have to put another frontline up there. Or when you conquer/diplomatically annex a minor city, and all of their territory changes ownership to your regime, the up-to-this-point stable borders suddenly overflow with all the indie hordes because now it's a fair game apparently. So, you either deal with the unrealistic-looking and frustrating invasions, or you end up with unrealistic-looking and frustrating to create borders.

Having said that, I've had >a lot< of fun learning its various systems, building logistical networks, and even just generating new worlds.

Oh this is good stuff. Things I want to avoid in my own project development. Sounds like the AI is very hacked together.

Shadow Empire is real time yes? Or is the event spam so heavy it even sucks in turn based.
Title: Re: SHADOW EMPIRE: Procedural Sci-fi 4x wargame - Kevin Costner's Water World
Post by: Il Palazzo on February 11, 2022, 12:47:55 pm
Oh no, it's turn-based. At its core it's a very traditional hexes and counters wargame. Only in an expansive SF setting.

Myself, I kinda liked the events. I thought they brought some role-playing life to the dry wargaming stuff.
Title: Re: SHADOW EMPIRE: Procedural Sci-fi 4x wargame - Kevin Costner's Water World
Post by: Mkok on February 11, 2022, 01:50:44 pm
The game is pretty good, but as said above, the AI fails to pose a challenge currently. It would be much better if it could at least form a battleline. If there was a challenge in the AI doing at least as much as the AI in HOI4 for example (but then again this game is more complex so it is probably harder to get such AI) I think this game would easily make it into one of my favorites.

There are also quite a bit of unique mechanics I have never seen in other games. While they do have its flaws as the game was made by a single developer, and it shows, but they are still pretty interesting. Personally I kinda like the stratagem system, which is basically kind of a card based system where if you want to do something you need a card for it, for example if you want to increase taxes you must have a card to play that increases taxes. It is not perfect, but it feels kinda nice, and if you really want to do something usually it is easy enough to get said card. The political system is unique as well, though I am not a huge fan of the current implementation as you basically have 2 options, either you pick event options to move the political scales in the way you want and ignore role-play completely (as some of the movements feel kinda arbitrary), or you role-play, which imho is more fun, but then your political scale is pretty much balanced which is notoptimal, and slightly breaks immersion if you want to for example roleplay some kind of specific political system. Another interesting part is that there is also a private economy in your nation, where some buildings are  owned and built by private sector, so not everything is state owned, though the way it is implemented currently you cannot roleplay for example a nation where everything is state-controlled or fully private-owned, as you need to have both.
Title: Re: SHADOW EMPIRE: Procedural Sci-fi 4x wargame - Kevin Costner's Water World
Post by: EuchreJack on February 11, 2022, 02:59:46 pm
Note: There are actually two AIs.  There is the dumb-as-bricks Quick Turn AI (which isn't that quick, but at least playable) and the Slower Turn AI (which runs so slow the game is unplayable).  So, it could be that the Slower Turn AI might be marginally better, if you can find someone with the patience to see it in action.
Title: Re: SHADOW EMPIRE: Procedural Sci-fi 4x wargame - Kevin Costner's Water World
Post by: a1s on February 11, 2022, 03:13:35 pm
Someone needs to figure out how Paradox does AI. I'm not saying it's good, but they are running like 100 AIs in a real time game. Why does something like Making History need over a minute to do it's turns?
Title: Re: SHADOW EMPIRE: Procedural Sci-fi 4x wargame - Kevin Costner's Water World
Post by: axiomsofdominion on February 11, 2022, 03:38:17 pm
Someone needs to figure out how Paradox does AI. I'm not saying it's good, but they are running like 100 AIs in a real time game. Why does something like Making History need over a minute to do it's turns?

We know how they do it. If you read the files it becomes pretty obvious. There is a reason the AI is so quiescent in their games. Paradox AI spends most time doing nothing but you don't know cause you can't see it. They have tons of AIs so compared to a turn based game the map seems active and complex but it is not.

I don't know that a turn based game needs a minute or more typically, especially because they often have few AIs. But the Paradox model is awful.
Title: Re: SHADOW EMPIRE: Procedural Sci-fi 4x wargame - Kevin Costner's Water World
Post by: Il Palazzo on February 11, 2022, 03:41:20 pm
But the Paradox model is awful.
It looks pretty and is fun to spend time with. I don't care if it's dumb.
Title: Re: SHADOW EMPIRE: Procedural Sci-fi 4x wargame - Kevin Costner's Water World
Post by: E. Albright on February 11, 2022, 03:51:28 pm
Note: There are actually two AIs.  There is the dumb-as-bricks Quick Turn AI (which isn't that quick, but at least playable) and the Slower Turn AI (which runs so slow the game is unplayable).  So, it could be that the Slower Turn AI might be marginally better, if you can find someone with the patience to see it in action.

3, actually. Normal is "Level 0", Slow is "Level 100", and Very Slow is "Level 250". The game I've been picking at for the last 2 months is on the 100 level, and the Major AI still has problems with maintaining a front and pursuing breakthroughs, but it's better than at 0. It doesn't feel as good as it was way back before the multiple settings were added, so I'm inclined to think that'd take 250. 100 doesn't seem dramatically slower than normal to me, but I wanna say 250 did? I don't feel like I have a good sense of what is or is not slow, though. I have a desktop that wasn't top tier but was pretty close 8y ago, but I also tend to play on max-sized worlds, so while I'm guessing slower AI is a bit more reasonable for me than for some, it's probably worse than how a lot of people play the game. I just let the turn run for however long it takes and do something else on the other monitor until it's done.

I probably should just end the current game and start a new one at 250 speed.
Title: Re: SHADOW EMPIRE: Procedural Sci-fi 4x wargame - Kevin Costner's Water World
Post by: EuchreJack on February 11, 2022, 03:55:34 pm
So, what does everyone else think of the strategy of splitting off Battlegroups to guard the borders?
I was initially skeptical, but the base unit returns to maximum strength if they have access to sufficient replacements.
My only real problem is that it generally means my border guards are more skilled than my base units.  But since they're a small detachment that has to hold off the enemy, it's probably a good thing that they're experienced.

Note: There are actually two AIs.  There is the dumb-as-bricks Quick Turn AI (which isn't that quick, but at least playable) and the Slower Turn AI (which runs so slow the game is unplayable).  So, it could be that the Slower Turn AI might be marginally better, if you can find someone with the patience to see it in action.

3, actually. Normal is "Level 0", Slow is "Level 100", and Very Slow is "Level 250". The game I've been picking at for the last 2 months is on the 100 level, and the Major AI still has problems with maintaining a front and pursuing breakthroughs, but it's better than at 0. It doesn't feel as good as it was way back before the multiple settings were added, so I'm inclined to think that'd take 250. 100 doesn't seem dramatically slower than normal to me, but I wanna say 250 did? I don't feel like I have a good sense of what is or is not slow, though. I have a desktop that wasn't top tier but was pretty close 8y ago, but I also tend to play on max-sized worlds, so while I'm guessing slower AI is a bit more reasonable for me than for some, it's probably worse than how a lot of people play the game. I just let the turn run for however long it takes and do something else on the other monitor until it's done.
I didn't know there were 3 options.  Eh, I usually prefer the game to go faster.  As I said before, getting your own nation to work correctly is enough of a challenge for me.  If the AI can just put bodies in front of me, it'll slow me down a bit just getting food, ammo, and fuel to the troops.

Game really should be called Logistic Empire.
Title: Re: SHADOW EMPIRE: Procedural Sci-fi 4x wargame - Kevin Costner's Water World
Post by: E. Albright on February 11, 2022, 04:24:08 pm
I tend to make custom formations if I want border patrol detachments. Usually a mix of bikes and quads, sometimes with motorized infantry or light tanks. Later on, I might shift to infantry + walkers. That avoids the org penalty for non-GR battlegroups. I can't remember exactly what that is, but I remember there is one, and strenuously avoid it.

Admittedly, since I realized I could manually reinforce militia that get depleted, I tend to just use militia as border patrols and/or bug hunters. They actually feature pretty heavily in my regular offensives too. Being able to update the quality and replace casualties in my militia forces pretty drastically reduced my impetus to make formal detachments, though I'll usually make one or two of the aforementioned dragoon/heavy recon battalions early on and keep them rolling for the whole game.
Title: Re: SHADOW EMPIRE: Procedural Sci-fi 4x wargame - Kevin Costner's Water World
Post by: Il Palazzo on February 11, 2022, 04:31:12 pm
^How do you even keep militia relevant into mid game, let alone past that? The militancy penalties for high civ levels and regular troop presence tend to wipe out nearly all reinforcement ability, unless I manage to prop it up with stratagems on time. And they lag terribly with equipment quality.
Maybe elaborate on that manual reinforcement, as I don't think I remember being able to do that.
Title: Re: SHADOW EMPIRE: Procedural Sci-fi 4x wargame - Kevin Costner's Water World
Post by: E. Albright on February 11, 2022, 05:00:18 pm
On the orders bar, there's the Transfer/BG button. Open that screen and select either a militia unit from the same zone, or more relevantly, a regular unit from the same SHQ. Not actually sure it even needs to be the same SHQ, TBH. Anyway, transfer the units to the militia unit; once you do this, the troops will be considered militia from whatever zone the militia hails from. If you want to know their TOE limits, that's under the Unit Admin button back on the orders bar. Note that there's a bug where militia buggies are classed as light armor, so you have to use light armor as replacements.

It's easiest to do this at the SHQ b/c then you don't have to worry about dropping the source unit under 3 Power (which isn't permitted unless you transfer the whole unit into the target unit and thus wipe out the source unit). However, that requires you to cycle your militia back from the front manually. I generally have enough log points to do strategic moves for that, though, and it feels worth the trouble to keep my militia strong and relevant for the whole game.

---

I'm kinda proud of my SHQ commander this game. I've had better ones from a raw potential standpoint - she's only cap III - but at turn 126 I don't think I've ever seen quite so overwrought a commander in practice:

Title: Re: SHADOW EMPIRE: Procedural Sci-fi 4x wargame - Kevin Costner's Water World
Post by: Il Palazzo on February 11, 2022, 05:03:35 pm
That sounds like a lot added micro. And what's the benefit over just having regular units? I.e. why raise regulars, and then transfer them to militia, and not just keep the troops in regular units?
Title: Re: SHADOW EMPIRE: Procedural Sci-fi 4x wargame - Kevin Costner's Water World
Post by: EuchreJack on February 11, 2022, 05:12:06 pm
Outdated Infantry don't upgrade like other units, so they at least are worth "donating to the militia" instead of just disbanding, if you want to retain use of them without your regular units using obsolete equipment.
Title: Re: SHADOW EMPIRE: Procedural Sci-fi 4x wargame - Kevin Costner's Water World
Post by: E. Albright on February 11, 2022, 05:21:19 pm
Generally, I don't raise regular units for this. I just dump a bunch of reinforcements into the SHQ, recall the militia I need to reinforce, reinforce them, and send them on their way. The main advantage is it takes less PP than raising new units. It gives a fair amount of flexibility in my experience - I need a lot of little flanking units to shore up fronts or to surround/herd hostile units/critters, so keeping militia up and then limiting my OHQ to 3-5 formations gives me what I need w/o having a lot of unaffiliated detachments.

EJ, I'm not sure what you mean about obsolete infantry. They directly upgrade rather than going through the "Replace" process armor [or bikes, jetpacks, or quad machineguns, etc.] needs to deal with. If you want to keep them modern, you can - there's no units in your regular forces you can't. You can even do that with GR units as long as you didn't send them to the militia.
Title: Re: SHADOW EMPIRE: Procedural Sci-fi 4x wargame - Kevin Costner's Water World
Post by: axiomsofdominion on February 11, 2022, 07:18:35 pm
But the Paradox model is awful.
It looks pretty and is fun to spend time with. I don't care if it's dumb.

The Paradox AI looks pretty? Erm. Can you see the Ai somehow?
Title: Re: SHADOW EMPIRE: Procedural Sci-fi 4x wargame - Kevin Costner's Water World
Post by: Il Palazzo on February 11, 2022, 07:54:55 pm
The game. The game looks pretty.  ::)
Title: Re: SHADOW EMPIRE: Procedural Sci-fi 4x wargame - Kevin Costner's Water World
Post by: axiomsofdominion on February 11, 2022, 08:10:08 pm
The game. The game looks pretty.  ::)

Okay sure, looks great. Just the line you quoted was about the AI so I didn't understand.
Title: Re: SHADOW EMPIRE: Procedural Sci-fi 4x wargame - Kevin Costner's Water World
Post by: Mkok on February 12, 2022, 06:28:24 am
Paradox AI is terrible, but it is enough to make the games fun and runnable. I reckon anything decent would take too much CPU to be fun with current computers. If I have to wait 10 minutes for a turn to process and there is nothing to do during those 10 minutes I aint playing your game.

As for the AI options in shadow empire, back when there were only 2 options, both of them had the issue with the AI. I think the third option was added as a compromise between those two, so I reckon even the level 250 AI would have this issue. I tested with the level 100 AI and it had the issue, though the game was at least playable with acceptable turn times.
Title: Re: SHADOW EMPIRE: Procedural Sci-fi 4x wargame - Kevin Costner's Water World
Post by: axiomsofdominion on February 12, 2022, 11:19:34 am
Paradox AI is terrible, but it is enough to make the games fun and runnable. I reckon anything decent would take too much CPU to be fun with current computers. If I have to wait 10 minutes for a turn to process and there is nothing to do during those 10 minutes I aint playing your game.

As for the AI options in shadow empire, back when there were only 2 options, both of them had the issue with the AI. I think the third option was added as a compromise between those two, so I reckon even the level 250 AI would have this issue. I tested with the level 100 AI and it had the issue, though the game was at least playable with acceptable turn times.

A proper turn based AI could handle something like EU4 pretty easily. Could it be 10 times as good? We'll well soon find out.
Title: Re: SHADOW EMPIRE: Procedural Sci-fi 4x wargame - Kevin Costner's Water World
Post by: E. Albright on February 25, 2022, 10:43:10 pm
New beta patch. Haven't tried it yet, but...

Quote
-AI work done on quality of tactical level movements.
-AI work done on reducing the tendency of giving ground in general.
-AI work done of making super aggressive regimes less likely to completely overextend
-AI work done on making the AI more likely to invest more in its current military than in its future military (by economic expansion) if threatened a lot.
-AI work done on making the AI wait a bit longer before constructing bigger units instead of more units.
-AI work done on reducing buying of Flak gun units/replacements at some points. And in general stop buying (much) replacements of troops we have less need of.
-AI stops playing some (often) stupid Stratagems on its OHQs
-AI improved OOB raising order (less chance to stay stuck in infantry formations only)
-AI improvements to moving to correct part of a frontArea
-AI improvements with entrenchment
-AI improvements with encircled troops
Title: Re: SHADOW EMPIRE: Procedural Sci-fi 4x wargame - Kevin Costner's Water World
Post by: EuchreJack on February 26, 2022, 01:51:32 am
So...I decided to test the new AI with an aggressive ideology on a small moon.

Cue my only two AI nations are Republics, and Friendly to boot.  I can probably just get them to sign a Victory Pact...

Nope.  One of them went Cold.  The two AI nations were at war, so I jumped on the Cold One with great relations.
...I'm probably going to call this one a loss.
Title: Re: SHADOW EMPIRE: Procedural Sci-fi 4x wargame - Kevin Costner's Water World
Post by: Mkok on February 26, 2022, 08:54:13 am
So... is the AI decent now?  ???
Title: Re: SHADOW EMPIRE: Procedural Sci-fi 4x wargame - Kevin Costner's Water World
Post by: EuchreJack on February 26, 2022, 09:38:09 am
Dunno, maybe I just suck.
Title: Re: SHADOW EMPIRE: Procedural Sci-fi 4x wargame - Kevin Costner's Water World
Post by: Il Palazzo on February 26, 2022, 10:24:17 am
Well, did you suck this much before? :P
Title: Re: SHADOW EMPIRE: Procedural Sci-fi 4x wargame - Kevin Costner's Water World
Post by: E. Albright on February 27, 2022, 01:14:07 am
Tech 4, Hard, Slow AI: took me 17 turns to conquer the (fanatic) minor AI that started next to me. Wanna say I was actually at war for half that. It was a lot harder to pin them down and surround them, though when I finally managed to push past their front lines to the zone city there was a lot lighter defense present than what I've grown used to. Flanks were being harassed by Sentinels, which probably had a pretty serious impact on how I could bring force to bear. There were ups and downs, and overall it felt more dynamic, and less inevitable. They managed to cut off and destroy one group of event-spawned rebels, and nearly cut off two more units.

Now, having said all that, from time to time in the past I'd get good fights out of minor regimes, and I've yet to see a major, but so far this feels different...
Title: Re: SHADOW EMPIRE: Procedural Sci-fi 4x wargame - Kevin Costner's Water World
Post by: Il Palazzo on March 02, 2022, 05:37:29 pm
I agree that there's some vague feeling of being different. Maybe a bit more proactive in mounting assaults? Not sure if it's not just what I want to see.
Though so far I can still gradually push the frontline with little actual combat, just by repositioning.


Q: anyone understands what the 'retreat at x% losses' in certain posture means, exactly? I can't figure out if it's a buff or debuff. Like, is it lose the percentage as extra casualties if retreating, or maybe reduce losses to the percentage when retreating?
Title: Re: SHADOW EMPIRE: Procedural Sci-fi 4x wargame - Kevin Costner's Water World
Post by: Knave on March 02, 2022, 09:31:07 pm
I always thought  'retreat at x% losses' was just an indication of how many losses a unit was willing to endure before having to disengage. All out assault would probably have a much higher % than postures that were leaning towards skirmishing?
Title: Re: SHADOW EMPIRE: Procedural Sci-fi 4x wargame - Kevin Costner's Water World
Post by: E. Albright on March 02, 2022, 11:41:23 pm
Generally postures with retreat % are less likely to engage in a(n orderly) retreat, but a few also make it more likely (as Knave pointed out, for skirmishing, or just straight-up for disengaging if attacked). Basically they're letting you fine-tune the command's casualty tolerance - the listed percentage is how many subunits need to have died or panic-retreated before the whole unit falls back. I'm not sure what the default retreat % is - the manual doesn't say. The relevant discussion is around page 295.

(Postures wouldn't directly prevent panic retreats - the best you could hope for there is ones that raise morale.)

[Edit: Checking in a game, Recon in Force sets orderly retreat to 20% and Hold the Line is 80%, so the default is probably... 40-60%? I'd assume 50%]
Title: Re: SHADOW EMPIRE: Procedural Sci-fi 4x wargame - Kevin Costner's Water World
Post by: Karlito on March 03, 2022, 09:31:12 am
I agree that there's some vague feeling of being different. Maybe a bit more proactive in mounting assaults? Not sure if it's not just what I want to see.
Though so far I can still gradually push the frontline with little actual combat, just by repositioning.


Q: anyone understands what the 'retreat at x% losses' in certain posture means, exactly? I can't figure out if it's a buff or debuff. Like, is it lose the percentage as extra casualties if retreating, or maybe reduce losses to the percentage when retreating?
In Vic's other wargame titles, this number is something you could just set- and whether you want it low or high depends on the circumstances. Usually when you order an assault on a fortified position, you'd rather have your units accept a high number of casualties to take the objective, but when defending, you might want them to give ground rather than their lives (but maybe if you're defending a river crossing or a critical city you'd rather the opposite).
Title: Re: SHADOW EMPIRE: Procedural Sci-fi 4x wargame - Kevin Costner's Water World
Post by: Il Palazzo on March 03, 2022, 10:37:57 am
Thanks, peeps. I get it now.
Title: Re: SHADOW EMPIRE: Procedural Sci-fi 4x wargame - Kevin Costner's Water World
Post by: EuchreJack on March 04, 2022, 02:49:30 am
I'm gonna hope/guess that the Commander chooses the percentage.  People's Tactics had that as a trait of the Commander.

For fun, Here is a link to my game (https://drive.google.com/file/d/1g5fQkM6NX1ewLgXCiQv-vJsfKCYExjZN/view?usp=sharing)
Title: Re: SHADOW EMPIRE: Procedural Sci-fi 4x wargame - Kevin Costner's Water World
Post by: Radsoc on April 24, 2022, 03:00:04 pm
Picked it up some time ago, but finally got around to playing it as part of reducing the backlog. The game is like a mix of Warlords 2, Revolution under Siege and Conquest of Elysium. The progression is superb. AI is not bad. It tries to hit at logistics and does outflank, surround units in reckless advances. AI time can be increased too, and the turn time is pretty long on standard even on 5950X.

However, I don't see AI helicopters or planes (yet).
Title: Re: SHADOW EMPIRE: Procedural Sci-fi 4x wargame - Kevin Costner's Water World
Post by: axiomsofdominion on April 24, 2022, 03:22:38 pm
Picked it up some time ago, but finally got around to playing it as part of reducing the backlog. The game is like a mix of Warlords 2, Revolution under Siege and Conquest of Elysium. The progression is superb. AI is not bad. It tries to hit at logistics and does outflank, surround units in reckless advances. AI time can be increased too, and the turn time is pretty long on standard even on 5950X.

However, I don't see AI helicopters or planes (yet).

How long would you say is a long turn time? A minute for the computer? Longer? Shorter?
Title: Re: SHADOW EMPIRE: Procedural Sci-fi 4x wargame - Kevin Costner's Water World
Post by: EuchreJack on April 24, 2022, 03:30:55 pm
Anything more than a minute feels like forever.

I can probably accept a turn that takes up to 60 seconds.
Title: Re: SHADOW EMPIRE: Procedural Sci-fi 4x wargame - Kevin Costner's Water World
Post by: E. Albright on April 24, 2022, 04:19:18 pm
However, I don't see AI helicopters or planes (yet).

IIRC, each major makes an initial decision to either make aircraft or ignore them in favor of nothing but AA countermeasures. I'm tempted to say it favors the latter.
Title: Re: SHADOW EMPIRE: Procedural Sci-fi 4x wargame - Kevin Costner's Water World
Post by: axiomsofdominion on April 24, 2022, 04:38:55 pm
Anything more than a minute feels like forever.

I can probably accept a turn that takes up to 60 seconds.

I've always been curious if there was a way to let the player keep doing read only stuff during the AI turns. I think that would help people deal with longer times. I agree though that a minute or so is the limit for an enjoyable experience. Which is why I can't understand people who do PBEM and other stuff, like in Illwinter games.
Title: Re: SHADOW EMPIRE: Procedural Sci-fi 4x wargame - Kevin Costner's Water World
Post by: Salmeuk on April 24, 2022, 09:18:43 pm
Anything more than a minute feels like forever.

I can probably accept a turn that takes up to 60 seconds.

I've always been curious if there was a way to let the player keep doing read only stuff during the AI turns. I think that would help people deal with longer times. I agree though that a minute or so is the limit for an enjoyable experience. Which is why I can't understand people who do PBEM and other stuff, like in Illwinter games.

this is a lovely idea, if you could say catch up with some of the bookkeeping while the A.I. took their turns. Setting up moves to then deploy once the game is finished with the calculations of the previous turn.

so I'm not the only one with rather lengthy and un-rewarding load times in this game? I suppose I am playing on planets that are large. It's frustrating when you cannot click through turns in a game, rapidly. It cheapens the experience of a turn based game when individual turns feel irrelevant compared to, say, chunks of 10 turns. But for many reasons it is tough to shift that around. Looking at Aurora 4x, with the choice of time segements as opposed to traditional single-turns, you can see the challenges of implementing such a granular system.
Title: Re: SHADOW EMPIRE: Procedural Sci-fi 4x wargame - Kevin Costner's Water World
Post by: axiomsofdominion on April 24, 2022, 09:45:13 pm
In my own project I have 10 day "weeks" as turns, 40 a year. Which is a very short turn time. Part of that is to enable the social simulation for the characters. Part of it is combined with an "Attention Point" system. I'm still fiddling the numbers but my goal is like ~20 average cost actions per turn, so like simulating 2 "chunks" of a day. Something like you see in Academagia or other slice of life sim rpgs. But applied to a fantasy map and menu game with a world simulation like a strategy game.

There are social sim actions, strategy actions, management actions, and rpg actions, plus in rare cases adventuring or magical ability actions. The idea is to smooth things out so each turn has at least a few important decisions and then sometimes you do relationship upkeep actions or w/e.

With games like Civ and somewhat SE and also with Paradox games, though is is long stretches of speed 5 rather than empty turns, I feel like you are so often in the position of waiting for "yearly" actions like a new building during the pre-modern era or training an infantry unit properly, or 10 years of research on a new tech or w/e. Even on "significant" turns you are often doing maybe 1 or 2 major actions which then require multi turn waits. Usually this is filled with workers or military units doing pretty boring mindless actions. Especially worker units. Talk about alienation from labor jeez. It just doesn't feel good. Not only do characters add some framework for historical events but they add "immediate", "personal", "human-scale" actions for players. A worker unit building a railroad of obviously not "John Henry" doing it all alone, it is a large corp of faceless mooks represented by a boardgame style "token".

I'm not sure how much a truly character centered method of making turns feel meaningful on average could be transfered to something like SE but I think there's a decent amount you can do.

My one criticism of Shadows Of Forbidden Gods is how often you literally mash end turn 10 times doing absolutely nothing. And Shadow Empires improves on that somewhat since unlike SoFG you can have more than 5 "entities" to manage/control but you still end up with the Civ-esque dead turn issue.

For me "one more turn" always seemed a bit empty as an advertisement for 4X games because it was really like "in only 10 more turns I'll get to an interesting turn.
Title: Re: SHADOW EMPIRE: Procedural Sci-fi 4x wargame - Kevin Costner's Water World
Post by: Radsoc on April 24, 2022, 11:57:36 pm
Probably 1-2 minutes per turn a bit into the game. Enough to make you want do other non-game things in the meantime. It could be alright for a one turn a day MP-setups though, like Illwinter does it.

Title: Re: SHADOW EMPIRE: Procedural Sci-fi 4x wargame - Kevin Costner's Water World
Post by: Culise on April 26, 2022, 12:11:38 am
However, I don't see AI helicopters or planes (yet).

IIRC, each major makes an initial decision to either make aircraft or ignore them in favor of nothing but AA countermeasures. I'm tempted to say it favors the latter.
Interesting. I wonder if the decision is weighted based on the planet's overall characteristics: air design is harder when you have lower atmospheric pressure, higher gravity/bigger maps, or both.  If it is, and if people regularly play on larger maps (as I do) or end up with relatively sparse atmosphere in the pre-game random generation, that might also play into how much they see AI air units - the AI might be looking at it and deciding it's just not cost-effective enough on this planet. 
Title: Re: SHADOW EMPIRE: Procedural Sci-fi 4x wargame - Kevin Costner's Water World
Post by: E. Albright on April 26, 2022, 09:07:16 am
Not sure but I'd lean towards no. I only play gigantic maps, so take this FWIW, but I've seen AI field aircraft on planets where you need thopters to get over 10 hex operational range, and multiple AA-only regimes on maps where turboprop can get you out to 25 hexes...
Title: Re: SHADOW EMPIRE: Procedural Sci-fi 4x wargame - Kevin Costner's Water World
Post by: EuchreJack on April 26, 2022, 05:25:16 pm
Anything more than a minute feels like forever.

I can probably accept a turn that takes up to 60 seconds.

I've always been curious if there was a way to let the player keep doing read only stuff during the AI turns. I think that would help people deal with longer times. I agree though that a minute or so is the limit for an enjoyable experience. Which is why I can't understand people who do PBEM and other stuff, like in Illwinter games.

this is a lovely idea, if you could say catch up with some of the bookkeeping while the A.I. took their turns. Setting up moves to then deploy once the game is finished with the calculations of the previous turn.

so I'm not the only one with rather lengthy and un-rewarding load times in this game? I suppose I am playing on planets that are large. It's frustrating when you cannot click through turns in a game, rapidly. It cheapens the experience of a turn based game when individual turns feel irrelevant compared to, say, chunks of 10 turns. But for many reasons it is tough to shift that around. Looking at Aurora 4x, with the choice of time segements as opposed to traditional single-turns, you can see the challenges of implementing such a granular system.

...technically, you can read the reports as the turn processes (so in a turn with 3 battles, you can read about the first 2 while the third processes). 
If you don't mind risking the game breaking down on you mid-turn, which it will definitely do.
Title: Re: SHADOW EMPIRE: Procedural Sci-fi 4x wargame - Kevin Costner's Water World
Post by: Vivalas on May 30, 2022, 02:57:14 pm
So the new naval stuff seems really interesting, but I can't help but notice that Vic is doing everything short of actually just implementing naval combat.

I'm obviously very grateful, it's a great game and he could have stopped before air forces and I would have still loved it, but i can't help but think it's a very strange design decision. I mean he's basically implementing naval combat at this point, but just keeping it out of the direct hands of the players, if I understand correctly.
Title: Re: SHADOW EMPIRE: Procedural Sci-fi 4x wargame - Kevin Costner's Water World
Post by: EuchreJack on May 30, 2022, 03:15:07 pm
Wow, I didn't realize there was a naval update!
Title: Re: SHADOW EMPIRE: Procedural Sci-fi 4x wargame - Kevin Costner's Water World
Post by: Karlito on May 30, 2022, 03:31:22 pm
It's not out yet, but there have been some posts on his blog (https://www.vrdesigns.net/).
Title: Re: SHADOW EMPIRE: Procedural Sci-fi 4x wargame - Kevin Costner's Water World
Post by: EuchreJack on May 30, 2022, 03:38:50 pm
Thanks for the explanation and link!
Title: Re: SHADOW EMPIRE: Procedural Sci-fi 4x wargame - Kevin Costner's Water World
Post by: LoSboccacc on June 04, 2022, 05:36:40 am
It's not out yet, but there have been some posts on his blog (https://www.vrdesigns.net/).

What a weird decision, you get to tell which soldier goes in combat with boots tied and whom not, but everything sea is maritime guilds
Title: Re: SHADOW EMPIRE: Procedural Sci-fi 4x wargame - Kevin Costner's Water World
Post by: ( Tchey ) on June 09, 2022, 10:20:05 am
I think it’s a smart move, so you don’t do just the same for sea, or air, or land, but something slightly or completely different.
I don’t like if sea (or air) is simply another land but more wet.
Title: Re: SHADOW EMPIRE: Procedural Sci-fi 4x wargame - Kevin Costner's Water World
Post by: E. Albright on August 22, 2022, 07:05:44 pm
Had a game that's been playing out interestingly. Main thing of note is no minors or majors near me - just strong lizards (with good guns) and free folk. It made my first war with a major 1) fairly late, and 2) initially very threatening. OTOH, I'm sitting on the biggest ruin cluster on the planet, so even though I'm tiny pop-wise I've found like 10 artifact sites all in my starting zone by turn 100. I kinda regret doing partial FoW, but it's too late to fix that now. Anyway, here's a starting save link if anyone wants what's felt like a somewhat different setup than what usually seems to crop up.

(Aesthetically, it's cloud forests with a mostly-cherry-blossom color palate and red oceans.)

https://easyupload.io/caykt5
Title: Re: SHADOW EMPIRE: Procedural Sci-fi 4x wargame - Kevin Costner's Water World
Post by: Il Palazzo on August 25, 2022, 11:22:32 am
Does anyone know how leader experience works? That is, does playing stratagems they roll on (e.g. diplomacy for foreign affairs leader) somehow increase their experience, or is the per turn gain (or expenditure on skills) the same regardless if they do something or not? And if yes, does it matter if they succeed with the relevant rolls?
I.e. can you help train your leaders by giving them tasks, or do they improve all by themselves in the relevant skills just by the virtue of being assigned a position?
Title: Re: SHADOW EMPIRE: Procedural Sci-fi 4x wargame - Kevin Costner's Water World
Post by: E. Albright on August 25, 2022, 02:56:45 pm
Quote from: SE manual pp. 250-251
Experience Points (XP)
When you first meet a Leader, he or she will already have some Experience Points. These are the points that have been spent on his or her Skills. As your Leaders are involved in decisions, combat or just doing their regular work their XP will go up. New XP will be spent on improving Skill Levels. The Skills the Leader will improve with these points will usually be the ones he has been using. Advisors continue earning XP, but normally less than the Leader they are embedded with. In Combat, successful attacks or successfully holding a Hex will give more XP than failed offensives and losing Hexes to enemy attack.

SHQ Commanders will benefit less than OHQ from XP gain through Combat on a Combat-per-Combat basis, but once you’ll have a big army with lots of OHQs the SHQ Commander will be involved in many more battles than each of the OHQ Commanders and it is highly probable your SHQ Commander will quickly become very experienced. Other XP sources include Skill Rolls.

So yes, doing things gets them XP, and if you want to push them in a direction, making them take particular skill rolls will encourage them to use those skills. As such, they'll usually work on the skills they take checks on every turn b/c of their jobs, and if not that, then whatever "class" skills they have (which can be found by looking at the part of their history from before they joined you).

(No clear answer on whether non-combat leaders do better when they succeed vs. fail, but signs point to yes. This would be pretty easy to test with some quick savescumming, though...)
Title: Re: SHADOW EMPIRE: Procedural Sci-fi 4x wargame - Kevin Costner's Water World
Post by: Karlito on August 25, 2022, 04:52:34 pm
If high capacity leaders have a lot of xp in the pool, you can see them buy like 15 skill levels at a time. There's some strategems that just give xp which can be good for very rapid growth.
Title: Re: SHADOW EMPIRE: Procedural Sci-fi 4x wargame - Kevin Costner's Water World
Post by: Salmeuk on September 20, 2022, 10:19:01 pm
on the topic of Kaiju:

Spoiler (click to show/hide)

Spoiler (click to show/hide)
Title: Re: SHADOW EMPIRE: Procedural Sci-fi 4x wargame - Kevin Costner's Water World
Post by: E. Albright on September 21, 2022, 02:14:40 am
I wanna say I had a game where there were 30m+ land squids. I remember that as being unpleasant.

These are the most notable messy things crawling/leaping/flying around my current game. I kinda suspect there's some varieties of the last species I haven't seen given how far into the game I was before I saw the dragons. None of these are nice, but Absorption & Reflexor is a nasty combo on the Rats and Ferrets: fair chance to ignore attacks less than their HP, but then also have a 45% or 30% chance to avoid deathblows...

Title: Re: SHADOW EMPIRE: Procedural Sci-fi 4x wargame - Kevin Costner's Water World
Post by: Il Palazzo on September 21, 2022, 03:54:38 am
I especially like when a 15m tall top predator rolls swarming and reproducer.
Title: Re: SHADOW EMPIRE: Procedural Sci-fi 4x wargame - Kaiju Warning
Post by: E. Albright on September 21, 2022, 02:41:27 pm
So, uh. I decided to roll some different world types and was testing one with these things. I'm not sure I'll be able to live long enough to find the 25m intelligent lizard regimes...

Spoiler: Ouch... just... ouch (click to show/hide)

[Edit: I probably should have included the Longbeasts as well; fixed. They look so innocent and harmless until you consider what 8 attacks per round and Toxin V means. I lost a full battalion in one round to these things too...]
Title: Re: SHADOW EMPIRE: Procedural Sci-fi 4x wargame - Kaiju Warning
Post by: Il Palazzo on September 21, 2022, 02:43:38 pm
Can I has this world?
Title: Re: SHADOW EMPIRE: Procedural Sci-fi 4x wargame - Kaiju Warning
Post by: E. Albright on September 21, 2022, 03:09:51 pm
You probably won't like the geography, but sure. Be warned, those things are if anything worse than they look. I've got very nice 125SD infantry, and a group of those wiped a full battalion on the first round of an ambush. That's a really nasty combination of fauna feats. I'm planning on trying anti-tank guns against them but I'm not sure it's gonna work.

https://drive.google.com/file/d/1RFjDe1FFzaKpL4zWKIwwW39T2Kq5iMdS/view?usp=sharing
Title: Re: SHADOW EMPIRE: Procedural Sci-fi 4x wargame - Kaiju Warning
Post by: Dostoevsky on September 21, 2022, 04:05:57 pm
There's a few good kaiju examples that have gone around the reddit, too

Example 1 (https://www.reddit.com/r/ShadowEmpireGame/comments/nytrr7/ive_memed_up_the_most_hilarious_death_world_for_a/)
Example 2 - 82 meters! (https://www.reddit.com/r/ShadowEmpireGame/comments/o2n810/remember_that_hell_world_with_those_super/)
Example 3 - behold, Burrower Cow (https://www.reddit.com/r/ShadowEmpireGame/comments/oc5ieo/forget_evasion_puma_the_most_deadliest_wildlife/)

Some folks on the discord tried to figure out what was key, and found that the main aspects were length of evolution and planet class (not Siwa, mainly?), while game difficulty has an affect on feats the kaiju may have.
Title: Re: SHADOW EMPIRE: Procedural Sci-fi 4x wargame - Kaiju Warning
Post by: E. Albright on September 21, 2022, 05:04:01 pm
The Burrower Cow is something you could co-opt by sucking up to aliens? Eek.

I'm curious what exactly they decided. I basically never roll Siwa and I have trouble getting over teens for fauna size.

(I have a vague memory of rolling a 44m squid before we had creature variants. That's the nastiest I ever saw, but its feats were probably a lot less awful b/c back then I didn't play on the harder levels.)
Title: Re: SHADOW EMPIRE: Procedural Sci-fi 4x wargame - Kaiju Warning
Post by: Dostoevsky on September 21, 2022, 05:19:48 pm
The most reliable way was to pick Medusa class and look for the long evolution length, but even then getting kaiju was quite rare. While the first reddit post there mentions air density, they couldn't find a strong correlation. (That said, high air density for super-efficient prop planes is pretty fun on its own.)

Edit: I picked a 5B year medusa with a modest atmosphere and could relatively consistently roll 20+m, with a mid-30s (and sentients!) high.
Title: Re: SHADOW EMPIRE: Procedural Sci-fi 4x wargame - Kaiju Warning
Post by: E. Albright on September 22, 2022, 01:11:43 am
My suspicion is that it's the low gravity moreso than thin atmosphere, but I could easily be wrong.

I generated some Medusa planets and got a...43m apex predator, I think? plus 25m lizardmen, but the start zone was entirely surrounded by humans, sentinels, and spiders, so I have no idea what they look like and got tired of playing after 15 fairly uninteresting turns.
Title: Re: SHADOW EMPIRE: Procedural Sci-fi 4x wargame - Kaiju Warning
Post by: Dostoevsky on September 22, 2022, 09:15:26 am
My brief foray into one of the worlds looked unremarkable, until my scouting forces, moving into a seemingly-empty square, bumped into a 30+ meter tall sheep shooting laser beams at them and promptly routed with casualties.
Title: Re: SHADOW EMPIRE: Procedural Sci-fi 4x wargame - Kaiju Warning
Post by: E. Albright on September 22, 2022, 03:59:16 pm
So given how they managed to kill me off, I decided


deserved to be immortalized by an art AI. I probably could have done better given more time, but here's a quick effort:

Title: Re: SHADOW EMPIRE: Procedural Sci-fi 4x wargame - Kaiju Warning
Post by: Il Palazzo on September 22, 2022, 04:18:24 pm
Say, E.A. If you want to set up the MP game, go ahead. I just might be a bit slower on doing my turns for a while.
Or, maybe just the thread for now - I'm not sure how many players we've got yet.

If you'd rather have me do it, that'll have to wait until the weekend or thereabouts.
Title: Re: SHADOW EMPIRE: Procedural Sci-fi 4x wargame - Kaiju Warning
Post by: E. Albright on September 22, 2022, 05:00:40 pm
Done (http://www.bay12forums.com/smf/index.php?topic=180350.0). It appears that 4 players is the limit, so we're halfway full already.
Title: Re: SHADOW EMPIRE: Procedural Sci-fi 4x wargame - Kaiju Warning
Post by: E. Albright on September 22, 2022, 09:54:52 pm
The most reliable way was to pick Medusa class and look for the long evolution length, but even then getting kaiju was quite rare. While the first reddit post there mentions air density, they couldn't find a strong correlation

Given the difference b/tw 0.6-0.8g with 350mbar planets (mostly 7-15m, with 40m as a wild outlier) and 0.5g with 660mbar (mostly 20-40m, with a 67m that I generated showing up after maybe 20 re-rolls), I'd say if anything you want as dense an atmosphere as possible with as low gravity as possible. That would also track with my understanding of relevant physics and physiology. Note that all of these were 5b+ age, so I don't think that was making a difference.

Note as well that 0.5g + 660mbar is enough for your starting recon plane to go 12 hexes.

The downside of this is that you'd either need smaller planets or a lot lower crust density (i.e., worse mineral content)...
Title: Re: SHADOW EMPIRE: Procedural Sci-fi 4x wargame - Kaiju Warning
Post by: Dostoevsky on September 23, 2022, 12:17:11 am
Yeah, I had mentioned a modest atmosphere that time not as a sign I got a good value, just it was not ideal and I still got 30+m.

The discord folks' research found that air density didn't make a difference, though as you say high air density and low gravity would make sense.
Title: Re: SHADOW EMPIRE: Procedural Sci-fi 4x wargame - Kaiju Warning
Post by: Il Palazzo on September 23, 2022, 09:43:31 am
Heey. I've just rolled an 86m kaiju world.

I'm sure it's gonna be fine.
Spoiler: hello (click to show/hide)
Infantry attack odds 1:38500. Mhmmyeah.
Title: Re: SHADOW EMPIRE: Procedural Sci-fi 4x wargame - Kaiju Warning
Post by: Salmeuk on September 23, 2022, 02:10:06 pm
whaat. all my kaiju were spawning in with stacks of 100x or 200x, NOT 2100x omg

I'm starting to think its not that these creatures are gigantic, its just that us survivors are really, really small. stunted after decades of war, or something.
Title: Re: SHADOW EMPIRE: Procedural Sci-fi 4x wargame - Kaiju Warning
Post by: Journier on September 25, 2022, 08:00:30 am
Heey. I've just rolled an 86m kaiju world.

Spoiler:
[spoiler=hello
(click to show/hide)
Infantry attack odds 1:38500. Mhmmyeah.

So your telling me theres a chance...
Title: Re: SHADOW EMPIRE: Procedural Sci-fi 4x wargame - Kaiju Warning
Post by: Salmeuk on September 28, 2022, 08:13:12 pm
I imagine you could take an Aurora 4x game, pick out one of your frontier planets, and attempt to recreate it in Shadow Empire. Proceed to play through a game of Shadow Empire. The results could then be translated back into Aurora. .

Title: Re: SHADOW EMPIRE: Procedural Sci-fi 4x wargame - Kaiju Warning
Post by: EuchreJack on September 28, 2022, 11:18:12 pm
I imagine you could take an Aurora 4x game, pick out one of your frontier planets, and attempt to recreate it in Shadow Empire. Proceed to play through a game of Shadow Empire. The results could then be translated back into Aurora. .

I've thought about that, but the scale is off.
A typical Aurora homeworld has 100 million people on it.  A typical Shadow Empire has 2-3 million people on it.
I don't believe there is enough population growth in Shadow Empire to get to expected Aurora levels, but I'd be happy to be wrong.
Title: Re: SHADOW EMPIRE: Procedural Sci-fi 4x wargame - Kaiju Warning
Post by: Dostoevsky on September 29, 2022, 04:40:43 pm
I want to say someone managed to gen a world with double-digit millions a few times, but could remember wrong. It's heavily weighted so that even if you have Earth-level population pre-dissolution (i.e. 7-10 billion), rocks fall, everyone dies, and you have single-digit millions at game start.
Title: Re: SHADOW EMPIRE: Procedural Sci-fi 4x wargame - Kaiju Warning
Post by: E. Albright on September 29, 2022, 05:06:22 pm
I've gotten close to 10m recently. You need a big world to start with. Survival stress helps. Then you need to be willing to re-roll the Dissolution phase; my experience suggests that you'd want a fall where most people starve rather than dying in war, disease, or above all else, fallout.
Title: Re: SHADOW EMPIRE: Procedural Sci-fi 4x wargame - Kaiju Warning
Post by: Il Palazzo on October 12, 2022, 08:15:36 am
So, it's the first time I've played a SP game long enough to research personal shields. They're weaker than heavy battledress. What's the point? It's not like they're cheaper either.
Another tech I don't understand is robotisation - do you need to do something with it, or is it automatic reduction in workforce requirements? I wasn't paying close enough attention to notice, if that's the case.

(also, I've found a kaiju variant with over 10k health)
Title: Re: SHADOW EMPIRE: Procedural Sci-fi 4x wargame - Kaiju Warning
Post by: E. Albright on October 12, 2022, 01:59:54 pm
Personal shields are different. They were bugged all to hell a few versions ago; I pointed this out in detail and Vic fixed/rebalanced them, but I haven't gotten back up to them to test them again. My rough understanding is that they're better for short engagements, but worse for long ones, but that's based on the buggy version of them. I also wanna say they ignore caliber modifiers/the weapon type matrix? Finally, check to see if jetpack infantry can equip them - IIRC heavy combat armor is the best traditional armor those can get. I'd like it if bikes could use them, but alas, they can't.

Basically, they appear to be designed as a rock-paper-scissor sidegrade, like a lot of the high-end tech. At the same time, they have different mechanics and don't get enough play to clarify if they're bugged/balanced...

Automation (and Fusion Plants, and Mass Food Pool) applies automatically. I can't remember if they reduce workforce or increase output (b/c the same number of workers can now do more).
Title: Re: SHADOW EMPIRE: Procedural Sci-fi 4x wargame - Kaiju Warning
Post by: Karlito on October 12, 2022, 02:02:29 pm
Automation doubles output but doesn't change the workforce requirement (the tooltip may be misleading).
Title: Re: SHADOW EMPIRE: Procedural Sci-fi 4x wargame - Kaiju Warning
Post by: Il Palazzo on October 12, 2022, 02:02:40 pm
Jetpacks can't use them, no.
Title: Re: SHADOW EMPIRE: Procedural Sci-fi 4x wargame - Kaiju Warning
Post by: E. Albright on October 12, 2022, 08:23:09 pm
(also, I've found a kaiju variant with over 10k health)

Do you have a screenie of this abomination?
Title: Re: SHADOW EMPIRE: Procedural Sci-fi 4x wargame - Kaiju Warning
Post by: Il Palazzo on October 12, 2022, 08:28:40 pm
Spoiler (click to show/hide)
Title: Re: SHADOW EMPIRE: Procedural Sci-fi 4x wargame - Kaiju Warning
Post by: Karlito on October 14, 2022, 07:47:59 pm
Well the Oceans expansion got announced today. (https://www.matrixgames.com/forums/viewtopic.php?f=10126&t=389161) I guess it will be a separate paid DLC. There's a link to a short interview/trailer with some screenshots in the announcement.

Depends on the price point, but I'm not sure I'll be in a rush to pick this one up.
Title: Re: SHADOW EMPIRE: Procedural Sci-fi 4x wargame - Kaiju Warning
Post by: E. Albright on October 14, 2022, 07:55:14 pm
The way Vic has previously talked about handling oceans feels weird and off-putting to me. Very indirect. I haven't seen the new press about it though. Relatedly, your link is broken.

...and now having read the announcement, yeah, I'll be waiting to see the price point before I decide if I want this...
Title: Re: SHADOW EMPIRE: Procedural Sci-fi 4x wargame - Kaiju Warning
Post by: Karlito on October 14, 2022, 07:59:40 pm
Ah BB Code... will I ever understand you?
Title: Re: SHADOW EMPIRE: Procedural Sci-fi 4x wargame - Kaiju Warning
Post by: Il Palazzo on November 03, 2022, 06:01:19 pm
So, about the mining optimisation (or whatever it's called) technology. I'm looking at my mining assets, and they have modifiers from governor relations, lack of resources, etc. But nothing about the linear tech. The amount mined that is displayed is not higher than what those aforementioned modifiers provide above the baseline. Does this tech actually increase the mined amount, like I've always thought it does? Maybe the bonus is multiplying the raw resources after mining/after delivery from zones? Or does it do something else whatsoever?
Title: Re: SHADOW EMPIRE: Procedural Sci-fi 4x wargame - Kaiju Warning
Post by: Karlito on November 03, 2022, 06:10:44 pm
Hmm, I've noticed before some modifiers don't actually show on the asset screen though I never did the math for mining optimization. You won't be the only one to have wasted research if it does nothing though.

EDIT: My own math says that the Mining Techniques Applied Research is giving a % bonus to my metal mines apparently equal to it's level of research.
Title: Re: SHADOW EMPIRE: Procedural Sci-fi 4x wargame - Kaiju Warning
Post by: Il Palazzo on November 03, 2022, 06:28:13 pm
EDIT: My own math says that the Mining Techniques Applied Research is giving a % bonus to my metal mines apparently equal to it's level of research.
Where do you see this applied? The amount delivered from zones is higher? Or the turn-initial stocks are higher?

(like, the most important part here is - does it drain the deposits faster, or is the increase 'magical', so to speak)
Title: Re: SHADOW EMPIRE: Procedural Sci-fi 4x wargame - Kaiju Warning
Post by: E. Albright on November 03, 2022, 06:44:28 pm
On the resource being output, though the numbers are only approximate.

My rare metal mine is asset lvl 2, so 150 ideal output. It's a quality 7 vein, so that's -20%. Governor bonuses are 28%. Mining Techniques is 35%. That mess comes out to 143% if we combine bonuses before applying them, which the manual section on Admin Strain suggests is how Vic rolls. This would make me expect an output of 215. W/o the linear tech, I'd expect 162. I'm getting 207. I worked out another mine, and it was getting 12 more output than I'd expect from the linear tech plus listed stuff. So while there's a little black box calculation, it's not a lot, and pretty much has to include the tech.

I'd assume anything boosting mineral output can't net you more than the deposit has. Fuel Mix Optimization suggests that's not true for fuel, though. If I remember next turn I'll check if my rare deposit is 1530 or 1575...

(You're not looking at recycling, are you? IDK if it applies there. I'll check.)

[Okay, it looks like it applies to metal and rare metal from recycling, but not fuel (which might benefit from FMO, but my FMO is 0)]
Title: Re: SHADOW EMPIRE: Procedural Sci-fi 4x wargame - Kaiju Warning
Post by: Karlito on November 03, 2022, 06:59:08 pm
On the resource being output, though the numbers are only approximate.

My rare metal mine is asset lvl 2, so 150 ideal output. It's a quality 7 vein, so that's -20%. Governor bonuses are 28%. Mining Techniques is 35%. That mess comes out to 143% if we combine bonuses before applying them, which the manual section on Admin Strain suggests is how Vic rolls. This would make me expect an output of 215. W/o the linear tech, I'd expect 162. I'm getting 207.

I think they're applied multiplicatively. 150 * .8 * 1.28 * 1.35 = 207 exactly (possibly with some rounding at each step which could cause smaller differences)
Title: Re: SHADOW EMPIRE: Procedural Sci-fi 4x wargame - Kaiju Warning
Post by: Il Palazzo on November 03, 2022, 07:02:02 pm
Yes, alright, I think I can see it now. The modifier factors into the amount mined that is shown. It's just not listed among the other modifiers.
Title: Re: SHADOW EMPIRE: Procedural Sci-fi 4x wargame - Kaiju Warning
Post by: Vivalas on November 04, 2022, 09:15:24 am
Did anyone see a release date anywhere for the DLC?

And yeah I'll probably be waiting on it. It sounds like all the framework is there to give the player control of naval forces, just that he's going with MTH as a sort of different spin on naval stuff. Which honestly sounds pretty interesting, but I hope it's also optional or you cam build naval forces on your own and try to compete or use them for niche applications.

Like in one of my past saves where there was a huge inland sea in my territory and I would have loved to just build barges to cross it and carry logistics capacity and build cities all around it without having to stretch my logistics thin with a huge road system. Things like that. And immersion is lost if we have huge ocean navies and cam build laser weaponry but not simple barges to cross bodies of water for logistics.

And on the subject of logistics hopefully rivers get looked at as an alternative transportation method. Rivers have historically been incredibly useful for transportation.
Title: Re: SHADOW EMPIRE: Procedural Sci-fi 4x wargame - Kaiju Warning
Post by: Il Palazzo on November 04, 2022, 09:22:38 am
The way it's described, it sounds like the Guild of Navigators from Dune. Only while it made sense in the vastness of space, you really don't need to be a monopolistic mutated clairvoyant mega-junkie to navigate a pond. So it's going to feel a bit odd.
Title: Re: SHADOW EMPIRE: Procedural Sci-fi 4x wargame - Kaiju Warning
Post by: Knave on November 04, 2022, 09:35:41 am
I'll be happy to see how it plays out in practice, but yeah from a high-level it does sound like a strange way of handling it, when the ground/air war is so hands on.  :-\

I imagine someone like DasTactic will be able to give it a spin before launch to give his thoughts.
Title: Re: SHADOW EMPIRE: Procedural Sci-fi 4x wargame - Kaiju Warning
Post by: E. Albright on November 04, 2022, 02:13:29 pm
I hadn't noticed the Dune parallel, but that seems to nail it. My initial impression was that it's an attempt to not completely disrupt the existing economies while also not misrepresenting exactly how resource-intensive projecting modern naval power tends to be. By making it abstracted third parties who control production and maintenance of fleets, the existing economic model does not need a fundamental overhaul to balance the possibility of needing to spend ruinous amounts of resources on sea power. I'm wondering how technology will be handled, though - will merchant houses have maintained pre-fall tech and thus avoid the necessity of adding a research council or making a wonkier tech tree? The more I think about it, the more I suspect naval tech will be more-or-less static and not develop over the course of the game, though I could be wrong.
Title: Re: SHADOW EMPIRE: Procedural Sci-fi 4x wargame - Kaiju Warning
Post by: Il Palazzo on November 05, 2022, 12:18:59 pm
How's the general perception on artillery barrage before attack vs sending the same artillery with an attack? I have always done the former, but I'm wondering if it's perhaps not actually sub-optimal.
Title: Re: SHADOW EMPIRE: Procedural Sci-fi 4x wargame - Kaiju Warning
Post by: Dostoevsky on November 05, 2022, 12:40:23 pm
The way it's described, it sounds like the Guild of Navigators from Dune. Only while it made sense in the vastness of space, you really don't need to be a monopolistic mutated clairvoyant mega-junkie to navigate a pond. So it's going to feel a bit odd.

Makes me think of the train monks from Girl Genius.
Title: Re: SHADOW EMPIRE: Procedural Sci-fi 4x wargame - Kaiju Warning
Post by: Karlito on November 05, 2022, 01:15:52 pm
How's the general perception on artillery barrage before attack vs sending the same artillery with an attack? I have always done the former, but I'm wondering if it's perhaps not actually sub-optimal.

There's a hefty attack penalty on the ranged attacks so generally I think its better to have the regular artillery pieces in the battle.
Title: Re: SHADOW EMPIRE: Procedural Sci-fi 4x wargame - Kaiju Warning
Post by: Nirur Torir on November 05, 2022, 06:25:19 pm
I usually play on small worlds and tank blitz without using much artillery, so I don't have a save game I can easily run a direct test on.
Save scumming I've done in the past to capture a city on the last turn before a quest expired showed a small independent unit of artillery bombarding being able to reduce average entrenchment from ~100 to ~50.

I also noticed that having enough recon to see how many units your fighting is very useful for regular combats. In combat it goes up faster with more units nearby, even if they're not fighting. I think recon vehicles and light tanks make that go up faster.

I would expect blind artillery bombardments into poor recon hexes to be worth less than mixing them with the assault, but very helpful against entrenched and well scouted enemies.
Title: Re: SHADOW EMPIRE: Procedural Sci-fi 4x wargame - Kaiju Warning
Post by: E. Albright on November 05, 2022, 06:45:36 pm
My understanding is that ranged attacks trade having inflicted up to 10 rounds of casualties/morale/readiness damage before the assault starts (and higher artillery safety) for efficient ammo usage and increased opportunities to be able to score hits. The actual attacks should not change. [Except for the progressive effects of recon, yes.]

Separate barrages always burn 10 rounds of ammo, and will most likely have the enemy do an orderly retreat (and thus be unable to be further hit) before those 10 rounds are up. OTOH, there's only risk of counterattack if there's enemy artillery. When you attack alongside the rest of the force, the artillery's damage to units (either in the form of casualties, morale, or readiness [or entrechment, as Nirur pointed out and I'd forgotten]) will not be front-loaded, so the defenders will be stronger. Additionally, if defender units manage a breakthrough, artillery can no longer target those units, but the guns suffer a -66% HP penalty against their now-close-combat attacks. Even w/o breakthroughs, any attacks they suffer in non-ranged combat will be against gun HP -33% - basically, they're extra vulnerable in any non-ranged combat, and the closer it gets, the worse they are.

[Oh. And if the artillery makes a separate attack, they don't count against the Unit Stack limit for attack penalties for over-concentrating your forces.]
Title: Re: SHADOW EMPIRE: Procedural Sci-fi 4x wargame - Kaiju Warning
Post by: Il Palazzo on November 05, 2022, 06:55:08 pm
Yes, my dear people. I understand what artillery does, the risks, the general mechanics. I'd like to know which way is more effective.
Title: Re: SHADOW EMPIRE: Procedural Sci-fi 4x wargame - Kaiju Warning
Post by: E. Albright on November 05, 2022, 07:02:07 pm
That's the thing: I don't think one way is categorically better or worse. Good recon and lots of entrenchment? Bombard them. Low entrenchment and poor recon? Send the guns in with the troops.
Title: Re: SHADOW EMPIRE: Procedural Sci-fi 4x wargame - Kaiju Warning
Post by: Journier on November 05, 2022, 09:56:44 pm
this game is good gonna come back for this latest patch
Title: Re: SHADOW EMPIRE: Procedural Sci-fi 4x wargame - Kaiju Warning
Post by: Il Palazzo on November 07, 2022, 06:24:03 pm
More questions about the mechanics.
The quad machine guns. Are there any downsides to using them over regular machine guns? Apart from the extra cost and maybe ammo consumption. Do they move slower? Do they have some special modifiers? I can't see anything in the manual.
Title: Re: SHADOW EMPIRE: Procedural Sci-fi 4x wargame - Kaiju Warning
Post by: Karlito on November 07, 2022, 06:28:57 pm
They're pretty good. As I recall you can't upgrade them directly (instead having to replace them like other larger equipment pieces). Does that mean they count as guns instead of infantry for stratagem and skill purposes?
Title: Re: SHADOW EMPIRE: Procedural Sci-fi 4x wargame - Kaiju Warning
Post by: E. Albright on November 07, 2022, 11:36:48 pm
I was wondering that myself when looking at my casualty stats - quads counting as guns might've explain why I thought I had some jumps in "gun" losses that don't match my ATG+arty+AA losses. However, I went and double-checked and had an epiphany: they're definitely not guns b/c they're 100/subunit instead of 10 (and all other guns, plus the guns troop/cas graph, are incremented by 10s). It'd also be really weird if they were given that they fit in any MG slot. [Pretty sure my "discrepancy" was forgetting irregular artillery...]

Their on-foot movement is exactly the same as regular MGs. However (and this is contrary what you see when you open the info screen on an individual subunit, but not what you see on the design tab of the model list page), they weigh a lot more than regular MGs; as such, it takes more log points when you ship or reinforce (or replace/upgrade) units with them. Looking at what's listed during a strategic move for a couple of newly-formed units, the difference is 72 QMG vs. 23 MG. Those don't match the detail numbers, and frankly feel like voodoo (esp. since I can get different ratios elsewhere to do moves), but that's probably more to do with strat move voodoo than these two things in particular; my experience is definitely that QMGs take more log points to move around even if they're not slower on foot*.

[Also note that it lists the same cost in log points to raise a remote formation of QMG vs. one of MG. The UI doesn't seem to know WTH is going on with them and their weight.]

*My brain is telling me they're slower, but a quick test tells me my brain is wrong.
Title: Re: SHADOW EMPIRE: Procedural Sci-fi 4x wargame - Kaiju Warning
Post by: EuchreJack on November 09, 2022, 01:42:56 am
So, Quads are not ideal for my outlying border defenses...
Title: Re: SHADOW EMPIRE: Procedural Sci-fi 4x wargame - Kaiju Warning
Post by: Il Palazzo on November 10, 2022, 01:11:19 pm
Right, so I think I know what confused me earlier about the linear mining optimisation tech - the demetalization plant doesn't seem to use it. Other mining assets merely don't list it among the modifiers.
Which brings about a question - does the mining robotization tech affect demetalization or not?

And while I'm at it - do the robotization techs affect private industries too?
Title: Re: SHADOW EMPIRE: Procedural Sci-fi 4x wargame - Kaiju Warning
Post by: E. Albright on November 10, 2022, 04:01:40 pm
Demetalization only benefits from your governor. No other mods.

Private industry (and mining), OTOH, does benefit from robotization tech.
Title: Re: SHADOW EMPIRE: Procedural Sci-fi 4x wargame - Kaiju Warning
Post by: Il Palazzo on November 23, 2022, 04:35:58 am
Private industry (and mining), OTOH, does benefit from robotization tech.
Turns out private industry doesn't actually benefit. Don't know about mining.
On the other hand, heavy (and high-tech too, most likely) industry is affected. Something I didn't quite internalize before.
Title: Re: SHADOW EMPIRE: Procedural Sci-fi 4x wargame - Kaiju Warning
Post by: Karlito on November 23, 2022, 10:56:20 am
Yes, those also get the industry profile bonuses
Title: Re: SHADOW EMPIRE: Procedural Sci-fi 4x wargame - Kaiju Warning
Post by: Il Palazzo on November 25, 2022, 10:30:18 am
SAMs. The manual listing AA types on page 360 shows them having a 'kill-X%' stat on top of the AA value. Higher for larger systems. What does this mean? Is that an automatic kill on a percentage of hits - ignoring normal rolls vs hitpoints?
Title: Re: SHADOW EMPIRE: Procedural Sci-fi 4x wargame - Kaiju Warning
Post by: E. Albright on November 25, 2022, 10:52:18 am
My suspicion is that it's an "any-hit-kills" percentage, so you still get the roll vs. HP, but the result of the hit will automatically kill X% of the time. To the best of my understanding, the hit type determination will occur as normal (so kill/retreat/pin according to mechanisms the manual fails to explain) and then if it's not a kill, you roll against any such kill percentages to see if it converts to a kill.
Title: Re: SHADOW EMPIRE: Procedural Sci-fi 4x wargame - Kaiju Warning
Post by: Il Palazzo on November 29, 2022, 07:46:33 pm
How does that aircraft design linear tech work, exactly? Mainly, I'd like to know whether it only bumps structural design of new lines of models, or of new versions of existing models as well?
Title: Re: SHADOW EMPIRE: Procedural Sci-fi 4x wargame - Kaiju Warning
Post by: E. Albright on November 30, 2022, 01:30:44 am
Tragically, structural design is only ever set when a new model line is created, and aircraft are no different. So if you want to benefit from the assorted linear aircraft design techs, you'll need to start from scratch with a totally new airframe.

On the plus side, you can get rather high design numbers, and can thus start with aircraft that are as good or better than well-refined models in other fields.
Title: Re: SHADOW EMPIRE: Procedural Sci-fi 4x wargame - Kaiju Warning
Post by: EuchreJack on November 30, 2022, 11:14:16 am
Your refinements in monobody steel airframes don't help your wood & canvas biplanes, unfortunately.
Title: Re: SHADOW EMPIRE: Procedural Sci-fi 4x wargame - Kaiju Warning
Post by: Karlito on November 30, 2022, 06:01:47 pm
Where's my tank design linear research though?
Title: Re: SHADOW EMPIRE: Procedural Sci-fi 4x wargame - Kaiju Warning
Post by: Il Palazzo on December 04, 2022, 09:17:18 am
More questions!

The manual says missile launchers can have up to 7 range. The launcher optimisation linear applies some non-obvious scaling to the base range of four.
The question is: what levels of the linear are needed for each range increase?

I've found some discussion on Steam forums suggesting the calculation involves halving the linear level and applying this as a percentage increase - but that can't be right, as the max missile range this way would be only 6.

How does this work?
Title: Re: SHADOW EMPIRE: Procedural Sci-fi 4x wargame - Kaiju Warning
Post by: E. Albright on December 04, 2022, 03:57:41 pm
Base range varies by missile type. E.g., Heavy Missiles with no bonus from Launcher Optimization have a range of 6, Mediums have 5, Lights have 4. Range 7 refers to what Plasma Missiles get.


In the same game, my Heavy SAM has 5 with 82%. My suspicion based on that is that the bonus is ((LO/2)*Base), rounded down. That would also track with my Atomics in the current game having base of 4 + 0 for 46%.
Title: Re: SHADOW EMPIRE: Procedural Sci-fi 4x wargame - Kaiju Warning
Post by: Il Palazzo on December 04, 2022, 04:17:13 pm
Well, that'd track with what the poster on Steam said.
So it's actually possible to pull off a 10-range launcher, with plasma and at least 86% optimisation?
Title: Re: SHADOW EMPIRE: Procedural Sci-fi 4x wargame - Kaiju Warning
Post by: E. Albright on December 04, 2022, 04:24:52 pm
Should be, yeah. 86% won't come easy, but that should give you 10.
Title: Re: SHADOW EMPIRE: Procedural Sci-fi 4x wargame - Kaiju Warning
Post by: Il Palazzo on December 08, 2022, 11:21:44 am
Since, in that game of ours, we're nearing a stage where robotic soldiers will likely come into play at some semi-near future, I should probably get a handle on how these fuckers work too.
Does this enable a model that can replace infantry, or - much like quad MGs and regular MGs - it merely occupies the same slot in a formation?
Or is that a completely separate mechanic of some sort?
Title: Re: SHADOW EMPIRE: Procedural Sci-fi 4x wargame - Kaiju Warning
Post by: E. Albright on December 08, 2022, 11:27:08 am
It's a model that can occupy Infantry slots. You can't directly replace existing infantry troops with them. They're not gonna be a significant issue any time soon from my POV, though, b/c while they take 0 troops to field (and energy instead of food), every single one takes a High Tech item to build - and they're strictly worse than human infantry in every way but one. OTOH, if there's too much radiation in a combat theater, they do have a role since they're unfazed by it. I expect we'll see some, but not a lot unless we REALLY ratchet up the attrition.
Title: Re: SHADOW EMPIRE: Procedural Sci-fi 4x wargame - Kaiju Warning
Post by: Il Palazzo on December 10, 2022, 05:15:33 pm
What's a combined beam gun again?
Title: Re: SHADOW EMPIRE: Procedural Sci-fi 4x wargame - Kaiju Warning
Post by: E. Albright on December 10, 2022, 05:49:29 pm
Just a stronger Beam Gun. 600mm equivalent vs. 300mm. Higher firepower & energy consumption than Beam Guns, lower on both counts than big plasma guns. Mostly exist for rock-paper-scissors with different armor types, but if you can afford to use plasma, that'll mostly push through the other armors despite penalties just b/c of how much higher its firepower is.
Title: Re: SHADOW EMPIRE: Procedural Sci-fi 4x wargame - Kaiju Warning
Post by: Il Palazzo on December 10, 2022, 05:52:59 pm
Yeah, the rock-paper-scissors approach in this game is questionable, given how much stronger each new tech is.
Title: Re: SHADOW EMPIRE: Procedural Sci-fi 4x wargame - Kaiju Warning
Post by: EuchreJack on January 07, 2023, 08:46:49 pm
Anyone have any experience moving this game to a new laptop?
Wish I had a steam version.  This is kinda why I prefer to buy all my games on Steam...
Title: Re: SHADOW EMPIRE: Procedural Sci-fi 4x wargame - Kaiju Warning
Post by: Il Palazzo on January 07, 2023, 09:19:23 pm
What do you mean by moving it? Just download and install another copy.

Also, have you bought this from the Matrix website? There should be a Steam activation key with the purchase.
Title: Re: SHADOW EMPIRE: Procedural Sci-fi 4x wargame - Kaiju Warning
Post by: E. Albright on January 07, 2023, 10:25:00 pm
What IP said. In fact, when I moved to a new computer in November, I'm 90% sure I just copied it over and it worked, although shortly afterwards I did do a full re-install (b/c I got into the DLC beta and I couldn't install THAT w/o doing a clean install, but that's another story). If you want to keep things clean, Matrix should be fine with re-installing it, or you could just use your Steam key.
Title: Re: SHADOW EMPIRE: Procedural Sci-fi 4x wargame - Kaiju Warning
Post by: E. Albright on March 30, 2023, 07:05:52 pm
The Oceania DLC (https://www.matrixgames.com/news/shadow-empire-oceania-out-now) released today, and if anyone was thinking about getting the base game, it's on sale for -45% for the next week as well. The DLC release also saw a fair number of iterative base-game improvements all over the place.

The official DLC feature list is as follows:

Left unmentioned in the formal press release are:
Spoiler: SEA CRITTERS!!! (click to show/hide)

To break down those new planet types:

Gaia Planet: Earth-like in terms of geography and atmosphere/biosphere. Pangaea-type situations aren't uncommon, but the results can be varied. 55-75% ocean, maybe?
Thalassa Planet: SO much water. Archipelagos and small islands abound. Few proper continents. 80%+ ocean.
Proteus Planet: Fairly dry and frankly weird planets. Super-continents abound, and there's little rain despite the oceans. 30-50% ocean.
Fontus Planet: Something b/tw Thalassa and Proteus. Wet with lots of rain and almost always has life. 50-75% ocean, maybe?
Artica Planet: Gaia, but COLD. There's almost certainly going to be ice caps which will probably span the globe, so land bridges are more-or-less assured.
Tethys Planet: Warm with fragmented tectonics. These are a mess. Land and water are balanced, but landmasses will be small.
Hydroid Planet(oid): So you wanted a planetoid, but with atmosphere and life? Here ya go. These will be 3by or younger.

Unclassified Planets: These can use DLC features. They may or may not have proper oceans, though, and if they don't, you'll not see much. They may also start w/o MTHs.

MTHs are, as Il Palazzo guessed when the DLC was announced, very Dune-Navigator's-Guild-esque, albeit without a monopoly (although if they're aggressive enough, they may try to change that). The individual personality and capability of MTHs vary a bit; they can change a bit if their leadership changes, but there's also things that'll remain the same. They're all greedy and mercantile, though. Commercial profiles are easier to maintain in the DLC than normal, and MTHs help keep material supplies in the market more stable than they otherwise might be.

Sea critters and marauders will be the bane of your REMFs' existence. The only preemptive measure you can take is getting on the good side of the MTH who rules your coastal ocean; otherwise, you just need to keep some troops back along your coasts to discourage critters and/or repel invaders. This goes double if you're at war with majors.

Anyway, while I could go on, that's probably enough rambling. I was in the closed beta, so I'm already fairly familiar with the features and can answer any specific questions people might have...  :)
Title: Re: SHADOW EMPIRE: Procedural Sci-fi 4x wargame - Kaiju Warning
Post by: EuchreJack on March 30, 2023, 09:47:16 pm
What's a REMF?

Also note: You save a buck off the DLC if you already own the base game.  While not much, it's a nice thought.
Title: Re: SHADOW EMPIRE: Procedural Sci-fi 4x wargame - Kaiju Warning
Post by: E. Albright on March 30, 2023, 10:09:15 pm
It refers to those noble souls assigned to your rear echelon.
Title: Re: SHADOW EMPIRE: Procedural Sci-fi 4x wargame - Kaiju Warning
Post by: Dostoevsky on March 30, 2023, 10:22:56 pm
  • SEA CRITTERS
Spoiler: SEA CRITTERS!!! (click to show/hide)

So given the REMF reference, sea critters will wander onto land to cause issues?
Title: Re: SHADOW EMPIRE: Procedural Sci-fi 4x wargame - Kaiju Warning
Post by: E. Albright on March 30, 2023, 10:38:43 pm
Not the aquatic ones, but the "amphibic" & "semi-amphibic" ones do. Aquatic ones mostly just float around being vaguely menacing and if you don't have good recon, making you wonder if they're actually amphibians. That may change at a later date to make them interfere with shipping or suchlike.
Title: Re: SHADOW EMPIRE: Procedural Sci-fi 4x wargame - Kaiju Warning
Post by: E. Albright on March 31, 2023, 07:18:06 am
Here's a (kinda-sorta-not-necessarily-representative) example of each of the above planet classes. Just generating these examples really reinforced how overly narrow the ocean percentage ranges I estimated above were.

Spoiler: Gaia, 65% Ocean (click to show/hide)
Spoiler: Artica, 58% Ocean (click to show/hide)
Spoiler: Proteus, 35% Ocean (click to show/hide)
Spoiler: Fontus, 67% Ocean (click to show/hide)
Spoiler: Thalassa, 83% Ocean (click to show/hide)
Spoiler: Tethys, 72% Ocean (click to show/hide)
Spoiler: Hydroid, 58% Ocean (click to show/hide)
Title: Re: SHADOW EMPIRE: Procedural Sci-fi 4x wargame - Kaiju Warning
Post by: EuchreJack on March 31, 2023, 09:06:01 pm
What's up with your Artica world?
Title: Re: SHADOW EMPIRE: Procedural Sci-fi 4x wargame - Kaiju Warning
Post by: E. Albright on April 01, 2023, 02:24:55 am
If you mean all the white on the map, that's the permanent, traversable ice shelf.
Title: Re: SHADOW EMPIRE: Procedural Sci-fi 4x wargame - Kaiju Warning
Post by: Dostoevsky on April 01, 2023, 01:51:52 pm
The color gradients and shading make it look like the brown ocean is actually some sort of massive dirt mesa or Rimworld-esque mountainous area. Took me a while to convince myself it was an ocean.
Title: Re: SHADOW EMPIRE: Procedural Sci-fi 4x wargame - Kaiju Warning
Post by: Nelia Hawk on April 01, 2023, 04:10:48 pm
The color gradients and shading make it look like the brown ocean is actually some sort of massive dirt mesa or Rimworld-esque mountainous area. Took me a while to convince myself it was an ocean.

weird that its a different color on the minimap.
or that the minimap doesnt color the planet colors then?
Title: Re: SHADOW EMPIRE: Procedural Sci-fi 4x wargame - Kaiju Warning
Post by: EuchreJack on April 01, 2023, 06:34:14 pm
The color gradients and shading make it look like the brown ocean is actually some sort of massive dirt mesa or Rimworld-esque mountainous area. Took me a while to convince myself it was an ocean.

weird that its a different color on the minimap.
or that the minimap doesnt color the planet colors then?
Brown ocean. Hadn't thought of that.
Title: Re: SHADOW EMPIRE: Procedural Sci-fi 4x wargame - Kaiju Warning
Post by: E. Albright on April 01, 2023, 08:10:02 pm
Ah, yeah, that. Minimap has always shown colors based on type of terrain rather than the colors of terrain, seas, and vegetation on a given planet. It seems reasonable to me b/c with the lower detail it's easier to always have high contrast, which some different biospheres/chemical makeups/light wavelengths don't really provide. You'll note the other maps with different plant/ocean colors also have the default color palate on the minimap.
Title: Re: SHADOW EMPIRE: Procedural Sci-fi 4x wargame - Kaiju Warning
Post by: EuchreJack on April 01, 2023, 09:16:55 pm
Brown oceans make sense, I was trying to figure out how a planet could have a lot of water below freezing, so water+ could generate below-freezing oceans.
Title: Re: SHADOW EMPIRE: Procedural Sci-fi 4x wargame - Kaiju Warning
Post by: E. Albright on April 01, 2023, 10:20:51 pm
They don't have to be brown, though. That just happened to be what this one ended up as - that's been one of the color palate options since release. I've done more than a few blue Articas as well. The "water" is just whatever it is, regardless of color.
Title: Re: SHADOW EMPIRE: Procedural Sci-fi 4x wargame - Kaiju Warning
Post by: E. Albright on April 02, 2023, 08:11:17 pm
Ugh. This may be the nastiest xeno I've ever encountered. It's certainly in the top 5.

Spoiler: Polymer Pumas, man... (click to show/hide)
Title: Re: SHADOW EMPIRE: Procedural Sci-fi 4x wargame - Kaiju Warning
Post by: Lidku on April 05, 2023, 04:38:56 am
Should I get this game, even though I usually don't like Turn-Based games and like Real-Time Strategy games instead?
Title: Re: SHADOW EMPIRE: Procedural Sci-fi 4x wargame - Kaiju Warning
Post by: E. Albright on April 05, 2023, 11:20:24 am
...probably not? This is a very turn-based game as far as turn-based games go. It also has a steep learning curve. That said, it's a good game. You could be very pleasantly surprised by it... but if you're mostly an RTS fan, I do suspect it would be a surprise. If you're still curious, I'd recommend watching DasTactic's Youtube videos and trying to feel out if the sort of slow, methodical play this tends towards could interest you.
Title: Re: SHADOW EMPIRE: Procedural Sci-fi 4x wargame - Kaiju Warning
Post by: Knave on April 06, 2023, 09:09:47 am
Yes, definitely would 2nd, Albright's thoughts on watching a few let's play videos on the style of gameplay (DasTactic is very thorough and methodical, so consider his style on the slow side, but gives a great overview on how the game plays out, so would also recommend him). I think it's great personally, but it can be very logistic heavy, planning very carefully to ensure a future offensive will be a success rather than a click fest.

This (huge) AAR between 2 players also gives a long term overview of how a multiplayer slugfest can turn out. It's a long but fun read when you have spare time: https://docs.google.com/document/d/1GuRW1RNXJmk-mm8QmOx8VEO67QhKINbr-CEY9-zU9Q4/edit#heading=h.j2add08odjbs (https://docs.google.com/document/d/1GuRW1RNXJmk-mm8QmOx8VEO67QhKINbr-CEY9-zU9Q4/edit#heading=h.j2add08odjbs)
Title: Re: SHADOW EMPIRE: Procedural Sci-fi 4x wargame - Kaiju Warning
Post by: EuchreJack on April 06, 2023, 10:25:52 am
We also have one on this forum: http://www.bay12forums.com/smf/index.php?topic=180350.0 (http://www.bay12forums.com/smf/index.php?topic=180350.0)
Title: Re: SHADOW EMPIRE: Procedural Sci-fi 4x wargame - Kaiju Warning
Post by: Salmeuk on April 08, 2023, 10:55:47 pm
purchased DLC even though I remain terri-bad at the base game.

new maps are interesting. maritime guild fits into the gameplay better than I expected. I suppose.. simulating all of the compounding complexities of a realistic unit-based navy WITHOUT also influencing the rest of the game so much that finely-balanced features are broken would have proved too difficult. the logistics calculations would have broken my computer I'm sure
Title: Re: SHADOW EMPIRE: Procedural Sci-fi 4x wargame - Kaiju Warning
Post by: E. Albright on April 09, 2023, 12:37:00 am
*will break your computer when they're eventually implemented
Title: Re: SHADOW EMPIRE: Procedural Sci-fi 4x wargame - Kaiju Warning
Post by: E. Albright on July 30, 2023, 10:04:02 am
Really big "fine-tuning" patch released. I don't have time to really play it, but I'm really keen on the direction of the changes - a lot of tweaks to make a planet's atmosphere play a larger role in how the game actually plays, so not all planets will feel the same. Some of that comes from e.g. increased lethality in combat on hostile planets, some comes from e.g. nerfing Demetalization. Ammo factories are finally a thing too. It seems like it may slow things down a bit, which could have the unintended consequence of making nukes more decisive, though. OTOH, it'll take longer to advance to new tech fields, and there's an even-slower development speed available, so...

Title: Re: SHADOW EMPIRE: Procedural Sci-fi 4x wargame - Kaiju Warning
Post by: EuchreJack on July 30, 2023, 04:49:20 pm
Regarding making combat more lethal on the hazardous planets: Finally!

Seemed kinda stupid that wasn't a thing.
Title: Re: SHADOW EMPIRE: Procedural Sci-fi 4x wargame - Kaiju Warning
Post by: Il Palazzo on July 30, 2023, 04:57:53 pm
My 'finally!' shout out goes to ammo factories. Like, come on.
Title: Re: SHADOW EMPIRE: Procedural Sci-fi 4x wargame - ERROR ERROR
Post by: EuchreJack on July 30, 2023, 09:09:23 pm
Welp, they broke it with this update.  Maybe they'll make it playable again with a future patch....
Title: Re: SHADOW EMPIRE: Procedural Sci-fi 4x wargame - Kaiju Warning
Post by: E. Albright on July 31, 2023, 01:07:03 am
Hmm, starting up a game to look at the changes, I can't help but notice how much room they've made in the tech tree for new techs by the resizing that they did. Some of that may be to benefit modding, but there's a lot of room for new tech to be added.
Title: Re: SHADOW EMPIRE: Procedural Sci-fi 4x wargame - Kaiju Warning
Post by: Il Palazzo on November 24, 2023, 09:28:03 am
An update came out recently, with - among other, arguably more substantial, things - new mugshots. No longer does the game look like it borrowed assets from the old Elite games. It's kinda uncanny how pretty everyone is now.

Anyway. Just bought Oceania, and am trying to get used to the new realities. For example, is there any way to prevent AI majors from making beachheads everywhere on my island - other than garrisoning every single hexagonal inch of the coastline?
Or at least a way to merge zones without first assigning a governor and spending upwards of 70pp? Since every AI landfall inevitably results in a new zone, with a port and an airbase set up next turn, that then litter my everything and are prohibitively expensive to merge back.

Some way of dealing with aquatic fauna would be nice too, as without being able to destroy them in encirclement they remain an unfun pain the neck.
Title: Re: SHADOW EMPIRE: Procedural Sci-fi 4x wargame - Kaiju Warning
Post by: Dostoevsky on November 24, 2023, 04:46:53 pm
Huh, those are some chiseled faces. I dunno, as iffy as the other ones were these ones are indeed too pretty. Though the bit of patch note saying that portraits are "more moddable" is encouraging.

As to Oceania, as much as I like the game I have pretty mixed feelings about the DLC based on what I've read about it. Never picked it up.
Title: Re: SHADOW EMPIRE: Procedural Sci-fi 4x wargame - Kaiju Warning
Post by: Il Palazzo on November 24, 2023, 05:36:51 pm
It's fun. Plays very different, and I'm not sure how well it'd fit in multiplayer, but it certainly spices things up.
Also, feels much harder - but that might have more to do with the supposed AI improvements and other mechanics changes since last time I played. I dunno.
Title: Re: SHADOW EMPIRE: Procedural Sci-fi 4x wargame - Kaiju Warning
Post by: EuchreJack on November 25, 2023, 12:56:08 am
I think the BestTM way to prevent AI majors from landing on your beaches is to own the Merchant Trade Houses that control the seas surrounding your island. You know, like England Venice every major maritime/coastal/island nation ever has done.Who owns whom is not up for debate
Title: Re: SHADOW EMPIRE: Procedural Sci-fi 4x wargame - Kaiju Warning
Post by: Il Palazzo on November 25, 2023, 02:14:34 am
The manual says you can't own them - they won't sell shares beyond 50%. You can influence them to dislike particular regimes, I think. But from what I understand it only increases transportation prices. So it'd mean you can at best slow down the zone spam a tiny bit (for a lot of investment).

In any case - started another game and the D-Day bonanza is nowhere to be seen. I don't know why everyone loved my island so the previous time.
Title: Re: SHADOW EMPIRE: Procedural Sci-fi 4x wargame - Kaiju Warning
Post by: E. Albright on November 25, 2023, 04:11:33 pm
It's been a while since I played Oceania (being in the beta kinda burnt me out on it), plus going back to school at my age has rotted my brain, but I'll try to remember how I dealt with that stuff.

First, re: majors, play on bigger maps. Small maps give you oceans with too many connected landmasses and too few MTHs. But even on a bigger map, if you roll a planet where a tiny number of MTHs dominate the seas, you'll still have the problem of distant powers being able to jump down your throat constantly.

One expensive solution to this is to force an MTH split on a particular ocean zone you're trying to exclude landings in - that can sometimes stop invasions cold b/c the distant power(s) will no longer have contact with an MTH controlling your neighborhood waters. Ofc, if the MTH you're splitting is a strong naval power, it might just eat the offshoot, so that is something to consider.

Buying up all the MTH's available shipping also puts a damper on other majors' ability to invade constantly.

Re: critters, aircraft and artillery hitting them at sea helps slow them down and kill them off, but mostly you just need to keep a shore patrol. That helps for the invasion stuff too - forcing proper assaults instead of unopposed landings makes things significantly rougher on would-be invaders.

I will confess that on a few long playtests where there were particularly ugly sea critters, I may have nuked some of them. If you do it when they're far enough away from the shore, you don't have to deal with any environmental damage even if you're hitting them with ICBMs.
Title: Re: SHADOW EMPIRE: Procedural Sci-fi 4x wargame - Kaiju Warning
Post by: Il Palazzo on November 28, 2023, 05:33:04 am
Jesus, what's with Victor's idea for naming the planetary ratings? Is Nightmarish Death worse or better than Unfathomable Death or Instant Death? I mean, I'd probably prefer the instant variety, but mechanically?
Same story with the rest of them. I really don't want to have to be repeatedly looking it up in the manual to make sense of this shit.
Title: Re: SHADOW EMPIRE: Procedural Sci-fi 4x wargame - Kaiju Warning
Post by: E. Albright on November 28, 2023, 01:30:48 pm
...a numerical rating in parentheses after the florid, gruesome description would be nice, yeah...
Title: Re: SHADOW EMPIRE: Procedural Sci-fi 4x wargame - Kaiju Warning
Post by: E. Albright on December 31, 2023, 02:36:01 pm
The new minor subcultures added in the last beta patch are kinda interesting. I'm a bit disturbed at how easily I pacified all the Warmongers surrounding me, though. Still, buying cheap machines from Scavengers is nice, and having the possibility of these sorts of formations come under my control if I cajole them into joining me is a lot more interesting than the usual minor fare...

(https://i.imgur.com/hSxu8o6.png)
Title: Re: SHADOW EMPIRE: Procedural Sci-fi 4x wargame - Kaiju Warning
Post by: Dostoevsky on January 01, 2024, 02:57:25 am
Ooh, new minor subcultures? I keep holding out hope for more fleshed out xenos, but this is good too.
Title: Re: SHADOW EMPIRE: Procedural Sci-fi 4x wargame - Kaiju Warning
Post by: Il Palazzo on January 14, 2024, 03:16:39 pm
These updates put me in a mood of maaaaaybe thinking about potentially considering entertaining the idea of having another go at MP.
Would there be any interest some time in the not-to-immediate future? Maybe try Oceania this time? Some house rules (cough*nukes*cough), etc?
Title: Re: SHADOW EMPIRE: Procedural Sci-fi 4x wargame - Kaiju Warning
Post by: E. Albright on January 14, 2024, 09:08:44 pm
Given how research works, you'd definitely be better doing a mod rather than house rules, b/c otherwise if someone randomly learns forbidden knowledge, they're getting hurt in a whole different way.

I'd generally add that getting rid of nukes (especially assorted tactical nukes) makes stalemate a lot more of a real possibility if an aggressor doesn't have an immediate overwhelming advantage; nukes having a chance to autokill-on-damage makes the defender's edge a lot easier to overcome. Soil filtration changes might make long-term stalemate less of a problem, though, I suppose. And Oceania makes it a lot harder to have fixed, easy-to-protect battle lines...

If you want a middleground between nukes and no nukes, you might wanna look at Pymous's rules mod. It most notably turns ICBMs into MRBMs (30 hex range), and atomic RPGs into superheavy RPGs. I don't think it's been updated to the latest version, though.

(All this does nothing to change my academic status, so this a comment from the peanut gallery rather than input from a would-be participant...)
Title: Re: SHADOW EMPIRE: Procedural Sci-fi 4x wargame - Kaiju Warning
Post by: Radsoc on January 15, 2024, 12:56:22 am
Does the game have Dominion-style MP? i.e. "one turn a day"
Title: Re: SHADOW EMPIRE: Procedural Sci-fi 4x wargame - Kaiju Warning
Post by: Il Palazzo on January 19, 2024, 09:21:22 pm
Does the game have Dominion-style MP? i.e. "one turn a day"
It's different in that it's play-by-email, i.e. each player sending their save to another player in the turn order, and not using a dedicated server to host turns simultaneously. This means the turns can end up taking a loong time to go around if you have more than two players and the game is in an advanced state. Especially later on, as it can easily take an evening to process everything for a single player (and procrastination-related delays get multiplied too).
Title: Re: SHADOW EMPIRE: Procedural Sci-fi 4x wargame - Kaiju Warning
Post by: Radsoc on January 20, 2024, 01:39:25 am
Oh, yes I can imagine that turns a bit complicated with many players. It's a bit surprising as the dom-style solution shouldn't be too complicated to implement.
Title: Re: SHADOW EMPIRE: Procedural Sci-fi 4x wargame - Kaiju Warning
Post by: Il Palazzo on January 20, 2024, 08:26:09 am
Oh, it'd be very complicated, as it'd require reinventing the entire game to have turns resolved simultaneously.
Title: Re: SHADOW EMPIRE: Procedural Sci-fi 4x wargame - Kaiju Warning
Post by: Karlito on January 21, 2024, 12:06:03 am
These updates put me in a mood of maaaaaybe thinking about potentially considering entertaining the idea of having another go at MP.
Would there be any interest some time in the not-to-immediate future? Maybe try Oceania this time? Some house rules (cough*nukes*cough), etc?

Probably no intense multiplayer experiences for me until like, May.
Title: Re: SHADOW EMPIRE: Procedural Sci-fi 4x wargame - Kaiju Warning
Post by: E. Albright on March 12, 2024, 06:31:31 pm
Rolled a planet with random -160C glaciers scattered around on it. Ending your turn on one is more lethal than all but the worst radioactive hexes. Not sure whether or not this is a bug, b/c these spots can be right next to toasty-warm 30C hexes. It's also kinda fun b/c despite the obscene gravity, the atmosphere is so dense you can send an unoptimized light helicopter 16 hexs - it's almost more of a swimming machine than a flying machine.


Starting to see some more hints in the direction of the next DLC, Republica. Last patch added FP stratagems for fate-exclusive lost GR tech and GR units.
Title: Re: SHADOW EMPIRE: Procedural Sci-fi 4x wargame - Kaiju Warning
Post by: EuchreJack on March 12, 2024, 09:16:38 pm
I'm no chemist, but I assume the proximity of -130 Celsius and 30 Celsius hexes is possible depending on the materials at -130 Celsius and the atmosphere which you described as quite thick, plus each hex actually being quite big.

But it seems weird, so it'll probably get patched out of you make a bug report.
Title: Re: SHADOW EMPIRE: Procedural Sci-fi 4x wargame - Kaiju Warning
Post by: Karlito on April 16, 2024, 07:57:13 pm
Not sure what it is, but the AI majors have been kicking my ass in my recent game attempts. Guess I'll try a normal difficulty game now
Title: Re: SHADOW EMPIRE: Procedural Sci-fi 4x wargame - Kaiju Warning
Post by: Sime on April 30, 2024, 03:39:19 am
I'm 200+ hours into my first game in which I am "learning how to play SE", and I am now on round 280, playing on a large Earth-like planet with lots of water at slow research speed, normal difficulty.     Whilst  I have enjoyed learning the mechanics of this game, the  AI apparently has no concept of strategy,  making me question whether learning the  mechanics is worth it,  in so far as SE is conceived to be a 4X as opposed to a sandbox simulator.    Given that my planet is a bunch of unconnected islands without navies,  one might have thought that the  AI might  rush air defence, but instead it has pumped out useless ground units that cannot defend against bombers.    In fact nearly all of the major regimes don't have an air force at this late stage of the game..   They have airbases, but mostly no aircraft.  I am wondering if this is partly due to the  slow research speed setting that i chose for the world.  Maybe it has something to do with a  "random tech tree" effect that is  specific to my game?   It certainly took me many rounds and BP to develop aircraft.  But overall, the AI controlled major regimes haven't invested  nearly enough BP in air defense, or for that matter  in R&D  in general, and they spend most of their resources on ground units that they do not use effectively.

  So, I've been continuously level-bombing the capital city of the most powerful major regime, which is within 25 hexes from an airbase on my island, for over 10 rounds, destroying all of it's public and private sector, apart from it's port and high-command (which  have apparently miraculous healing properties), reducing the Civ level to barbaric and  reducing its population of +300,000 to around 100,000.   I've lost no aircraft and apparently the AI doesn't know that  it should negotiate a truce.  Also, the happiness level of this  capital city that i have reduced to smithereens looks suspiciously fixed by the programmer at around 75%, with worker happiness rigid at 52%, which is laughable all things considered.    This bombing campaign has put me about 15  VP above my nearest rival.

Also, most of the major and minor factions are  passive to the point of docility, even when expanding.    I suspect that this is partly due to the geographical isolation of each  regime, and also partly because the planet  in my game is much larger than the total manpower available, for according to the victory score screen, only above 60% of the planet is  territory occupied by some regime, meaning there isn't much  interaction among empires, even at  round 280.    I have also influenced the factions of every major regime towards pacifism, which also might have contributed.    Sadly, nearly all of the drama in my game has been the  reported  naval conflicts between the Maritime Trade Houses, as opposed to the war-games i have partaken  or observed between the regimes. 

 A much stronger diplomacy game-mechanic is clearly needed, for why is it so easy for me to unify with distant minor regimes that  cannot be feasibly conquered or protected by either myself or any of the AI-controlled  regimes in the short to medium term?  And why aren't the AI-controlled regimes preoccupied with unification, given how easy it is?  I think that only one of the majors has unified with a single minor regime, whereas I have effortlessly unified with at least three.  I think it is fair to say that diplomacy logic is fully absent from this game, and that unification should be considered an exploit, given how reluctant the AI is to use it.   

   I suspect that  if playing on  large watery worlds, one should always choose the "nemesis regime" option to give the AI a much needed head start.    Maybe one should also play on the  "hard" AI difficulty setting.      But perhaps, it is better to avoid the Oceania content and stick to playing worlds that are better suited to the wargame engine of Shadow Empire.
Title: Re: SHADOW EMPIRE: Procedural Sci-fi 4x wargame - Kaiju Warning
Post by: Salmeuk on May 05, 2024, 06:49:09 pm
Quote
  Whilst  I have enjoyed learning the mechanics of this game, the  AI apparently has no concept of strategy,  making me question whether learning the  mechanics is worth it,  in so far as SE is conceived to be a 4X as opposed to a sandbox simulator.

yeah you said it. the game is almost more akin to dwarf fortress in the way that you need a compelling meta-narrative, or even roleplay conceits, to get interesting gameplay out of it. basically if you aren't writing AARs(thank you for your paragraphs, btw, very enjoyable read of planet states) you aren't playing SE correctly

i also think you should play on smaller worlds with 'nemesis' turned on, like you say. the game is far to complex to hope for genuine AI improvements imo - small team issues

that being said, the game is truly a wonderful sandbox, and for that alone it's worth a purchase
Title: Re: SHADOW EMPIRE: Procedural Sci-fi 4x wargame - Kaiju Warning
Post by: E. Albright on May 06, 2024, 12:28:43 pm
Another very real problem beyond the single-person dev team is that the game being so long makes it hard to playtest. I was on the Oceania beta, and it was really hard to get a feel for how any new change (and they were coming in fast) would play out unless it was something that would happen in the first 20-30 turns. By the time you'd get to the later stages of the game, you could be 2-3 versions behind, and at that point you've still only experienced a single game's worth of variations...