"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!"
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.
https://www.matrixgames.com/game/shadow-empire
(https://www.matrixgames.com/game/shadow-empire)
currently 20% (UNTIL THE 8TH) with Wargamer20
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.
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.
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.
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.
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.Anything from the same dev has been really open for scenarios/setting.
is there a whole genre of these or is this more of a unique thing?
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.Anything from the same dev has been really open for scenarios/setting.
is there a whole genre of these or is this more of a unique thing?
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.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.Spoiler (click to show/hide)
At a glance reminds me of Emperor of the Fading suns... which if well implemented is a GOOD thing.
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).
Same here. Glad to hear I'm not a freak about this. :PI 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.
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.
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.
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.
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.
-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.
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.
Just to make sure I didn't miss something - no naval units/logistics whatsoever, right?
where do logistic come from? do they come from the capital or the nearest city?
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).
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.Have you tried unclassified? AFAIK it's a 'anything goes' option.
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
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.Have you tried unclassified? AFAIK it's a 'anything goes' option.
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
Arrakis is a desert planet not unclassified planet :PMaybe 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.
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.
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.
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.
Logistics!
This is where mountainous worlds level things out a bit, you can expand into separate valleys at your own pace!
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.
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.)
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.
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 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.
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.
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.
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.
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.
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?
Nuclear Jurassic Park World
Just picked this up, but I'm curious; how on earth are you meant to get a non-toxic atmosphere?
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.
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. Is it pretty much solid city?
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...
https://drive.google.com/file/d/1KOGx8WcVPHQ2aeX1KEhDkTgTwfPR22gE/view?usp=sharingDo you remember what the difficulty and speed settings are on this one?
https://drive.google.com/file/d/1KOGx8WcVPHQ2aeX1KEhDkTgTwfPR22gE/view?usp=sharingDo you remember what the difficulty and speed settings are on this one?
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.
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.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.
27m tall trench rats, though.
Can HQ stances be removed?
The GR Cataphracts you can sometimes find in settlements are monitor tanks, iirc.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.
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.
The GR Cataphracts you can sometimes find in settlements are monitor tanks, iirc.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.
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.
I found a 30% discount code and I've soo many questions.Where did you find it?
but first: is there a proper way to exit? I've had to alt+f4 out of it and idk if that saved anything
I found a 30% discount code and I've soo many questions.Where did you find it?
but first: is there a proper way to exit? I've had to alt+f4 out of it and idk if that saved anything
You found a peaceful major? Every major I've found have been either genocidal assholes or extortionists.
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 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?
Well, the priests usually don't cost PP, so I guess they have to cost something :P
Takes way to many clicks to assign priests to a newly created army.
At difficulty 18 that AI wanted to teach who ever came by how to make nukes.
You know you can keep talking to the AI every turn? (but it gets harder each time)
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 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.
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.
Some other events have similar repeatable mechanics. I think it was the union leader and the old militia general?
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.
Upkeep is soldier salary, which is set with other salaries (i.e., call your Secretary).
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)
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.
Are Recon Buggy rushes the end-all-be-all?
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"
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.
...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...
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.
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.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 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.
Wonder if the AI starts with all councils unlocked, or if they have to open them like the player (on default mode that is).Page 346. They don't have councils at all. They spend BP on models, techs etc. directly.
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 :-\
Wonder if the AI starts with all councils unlocked, or if they have to open them like the player (on default mode that is).Page 346. They don't have councils at all. They spend BP on models, techs etc. directly.
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 :-\
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.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.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 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.
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.
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?
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.
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...
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.
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.To some extent it seems like the Shadow Empire people just care less about their new homes not being horrible.
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...
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.
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.
I've reported two issues and the dev responded to both, but I haven't seen interactions from him WRT simple discussions/suggestions.
Biological planets should have some scavenging value.
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).
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.
-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.
-Big one. Added History Classes to Planet Generation to allow players some variants to regular Planet Generation. Many options to explore here.
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
argh, anything text based? I hate youtube guides
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.
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?
Bladder: Old English blǣdre, of Germanic origin; related to Dutch blaar and German Blatter, also to blow1.
Blather:late Middle English (as a verb; originally Scots and northern English dialect): from Old Norse blathra ‘talk nonsense’, from blathr ‘nonsense’.
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.
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.
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?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...
Am I the only one that finds itstrangeHILARIOUS 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?
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.
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...
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/)
:o air forces beta?Not all planets have water but all planets have
that sounds amazing. surprised it came before boats but still, amazing.
:o air forces beta?Not all planets have water but all planets have
that sounds amazing. surprised it came before boats but still, amazing.airsome kind of atmospherespace above the ground in which to fly!
I assume we can switch our Matrix purchase to Steam? Makes upgrades easier to handle.
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...
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'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.
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.
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.
I wanna try air forces beta but I actually really hate the early game and I don't think you can convert existing onesYou 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.
SE is currently 20% off on the publisher store:Are we sure this is true?
https://www.matrixgames.com/game/shadow-empire
Buy it there, just so Vic gets a bit of a bigger cut than on steam.
SE is currently 20% off on the publisher store:Are we sure this is true?
https://www.matrixgames.com/game/shadow-empire
Buy it there, just so Vic gets a bit of a bigger cut than on steam.
SE is currently 20% off on the publisher store:Are we sure this is true?
https://www.matrixgames.com/game/shadow-empire
Buy it there, just so Vic gets a bit of a bigger cut than on steam.
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.SE is currently 20% off on the publisher store:Are we sure this is true?
https://www.matrixgames.com/game/shadow-empire
Buy it there, just so Vic gets a bit of a bigger cut than on steam.
doubt it, matrix takes high percentage of sales price compared to steam, IIRC 40% or some crazyness, steam is far less.
Is there a way to harness the local fauna, or are they entirely there as a nuisance / hinderance to your operations?
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.
I see, Im on stable, good to know this has already been fixed :D
Unification definitely needs some sort of change...
-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) *
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.
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
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
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.
[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...]
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.
Hey did they happen to add the ability to destroy roads and rails by any chance???
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)
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
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!
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.
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.
Emperor of the Fading Suns (https://www.gog.com/game/emperor_of_the_fading_suns)
It was on sale recently on Steam, likely ended yesterday. So a new sale is unlikely soon.
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.
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.
20.
Is there anything else you would like to share about Shadow Empire (positive, negative, as you wish!)
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.
Someone said a while back they liked rough starts. Here's one: https://file.io/V88bpY3v3TJD
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?I can only assume it means a creature akin to the owl guy from Animal Crossing.
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.
Ain't that one a given name, though? It'd be like 'this 23m top predator resembles a Timmy analogue'.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?I can only assume it means a creature akin to the owl guy from Animal Crossing.
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.Spoiler (click to show/hide)
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?
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.
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
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.
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.
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/
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.
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 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.
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?
But the Paradox model is awful.It looks pretty and is fun to spend time with. I don't care if it's dumb.
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.
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.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.
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 game. The game looks pretty. ::)
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.
-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
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.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).
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?
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).
However, I don't see AI helicopters or planes (yet).
Anything more than a minute feels like forever.
I can probably accept a turn that takes up to 60 seconds.
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.
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.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.
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.
It's not out yet, but there have been some posts on his blog (https://www.vrdesigns.net/).
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.
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
Heey. I've just rolled an 86m kaiju world.Infantry attack odds 1:38500. Mhmmyeah.Spoiler:
[spoiler=hello (click to show/hide)
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. .
(also, I've found a kaiju variant with over 10k health)
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?
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.
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.
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.
Private industry (and mining), OTOH, does benefit from robotization tech.Turns out private industry doesn't actually benefit. Don't know about mining.
- SEA CRITTERS
Spoiler: SEA CRITTERS!!! (click to show/hide)
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.
Brown ocean. Hadn't thought of that.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?
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).
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?
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.