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Offline Asid

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Shadow Empire : A military-oriented and sci-fi wargame
« on: October 10, 2019, 02:28:00 PM »
Shadow Empire is announced
10/9/2019




It is the year 8200. It has been several hundred years since the Dissolution War destroyed human civilization.

You and your people are rising out of the ashes and rediscovering technology and the concept of civilization.

Chances are you'll find yourself on a hellhole of a planet. One with very meagre resources, savage enemies on all sides, toxic atmosphere and irradiated lands. Though you could get luckier than that, nothing is certain...

You have been given the opportunity to lead the small city-state that you call home and that you have always served with honour.

You will have to create a strong military to expand, but you’ll also need to manage your budgets, direct your R&D, engage in diplomacy, guide your economy and plan your logistics.

And your henchmen and subjects are looking to you for guidance as well as judgement.

Can you make your people climb the ladder of civilization and technology once again? Can you conquer and reunite the planet?

Shadow Empire is the new ambitious project from VR Designs, the Developer Studio behind the renowned wargame series of Decisive Campaigns.

Shadow Empire is an immersive and rather complex turn-based wargame with a unique mix of military focus, 4X elements, procedural generation, role-playing features, making you experience reminiscences of old classics novels, such as Dune or Falkenberg's Legion.



You are the creator of your own story. Start as a leader of an isolated city-state and delve into the abandoned wilderness, looking for resources, establishing outposts, building roads, discovering technologies and waging war against your local opponents.

A complex and flexible management system allows you to manage almost every aspect of your rising Empire. From appointing a different kind of Sub-Leaders (Zone Governors, Council Directors, Army Commanders, Advisors) to carefully balancing your needs for  Water, Metal, Rare Metals, Oil and Radioactive.



The military element hasn’t been neglected, rather Shadow Empire has been built around a strong wargaming core. Your soldiers are affected by endless factors, such as Readiness, Morale, Supplies, Experience, Entrenchment, Landscapes, Recon, Rivers, Weapon and Armor Technologies, Concentric Attacks, Leader Skills and Posture Stratagems. Discover and Design dozens of different Equipment Types (like Light Tank, Walkers, Missile Launchers and so on).



Create the World by using real Astrobiology data about Climates, Rainfall, Deserts, Snow, Glaciers, Lava streams, Deep Forests, Mountain chains, Resources, Rivers, Biohazard Level and Respiratory Hazard Level, and more.



We have just started to scratch the surface of the countless possibilities and elements Shadow Empire has to offer.

What are you waiting for? Get more information about the game from its official product page.

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Offline Asid

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Re: Shadow Empire : A military-oriented and sci-fi wargame
« Reply #1 on: October 10, 2019, 02:28:38 PM »
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Offline Asid

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Re: Shadow Empire : A military-oriented and sci-fi wargame
« Reply #2 on: October 14, 2019, 06:40:24 PM »
Shadow Empire Beta
10/14/2019





A wasteland drawn by merciless wind. Ancient ruins dead as stones. The only living thing on the Planet is this city you call home, one of the few settlement Humanity rebuilt after the apocalypse brought by the Dissolution Wars.

Will you take its banner when destiny calls, trying to reunite the Planet and establish a New Civilization?

Shadow Empire, the upcoming sci-fi wargame in developing by VR Design, has reached the Beta Phase, and we’d like to invite players to take part in it.

If you want to help to polish and giving feedback on the game feel free to click here.

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Offline Asid

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Re: Shadow Empire : A military-oriented and sci-fi wargame
« Reply #3 on: December 21, 2019, 02:59:13 PM »
Dev Diary #1 - Planet Generation
Fri, 20 December 2019




by Victor Reijkersz

I am going to take you along on a visit to Shadow Empire. Shadow Empire is my upcoming new game. It is a hardcore turn-based 4X game. It mixes 4X elements, role-playing, sci-fi, post-apocalyptic with traditional hex&counter wargames. Honestly there is nothing else like it on the market.

It is a tough cookie of a game to win, but it is immersive, deep and full of promise.

In this first blog we’ll start at the beginning. Before you can start playing you’ll have to generate a new Planet.

Shadow Empire is a game that has a lot of procedural content. And since you’ll be playing on a planet this planet will of course be procedurally generated as well.

That is the topic for this first dev blog.

Rolling a new Planet

Rolling? Yes.. rolling. I use this word because there is a lot of similarity with rolling a character (with dice) in a role-playing game.

The reroll button will be prominently present during planet generation. During almost all phases of generation you’ll be able to use it.

Picking a planet class

The first thing to do when generating a planet is picking a planet class.


A true aficionado of random will of course chose the Unclassified class.

Here you can choose if you want a true random planet or one that is sure to have certain features. The Seth Class for example always ensures a desert planet, much like Mars. The Cerberus planet ensures volcanos, magma lakes and rivers. The Siwa Class ensures a biosphere and atmosphere that is (mostly) compatible with humans.

Planetology phase

After a class has been selected the astrophysical planet characteristics will be rolled.


This one looks almost like Earth except that it is 8 degrees hotter and has less gravity.

If you do not like these characteristics just press the reroll button.

This planet is 3.7 billion years old, that is enough time for evolution to take place. Furthermore, I think it will have enough gravity to not have lost all its water.

Geology phase

After the planetology data has been confirmed the map will be generated.


Some oceans and a nice mild climate. What more could I want?

If you do not like the map generated just press the reroll button.

The numbers shown on the map in this phase correspond with the annual rainfall in millimetres.

Biosphere phase

After the geology data has been confirmed evolution (if any) will be simulated.


Plenty of life! And big land-dwelling predators on top of that.

If you do not like the evolution results just press the reroll button.

Note that the atmospheric composition has been impacted by the emergence of life. Almost 15% oxygen in the atmosphere will help humans living here. Though I am afraid the Sulphur Dioxide is going to require the people living here to wear some sort of breathing masks.

g
Note that this planet has some sizeable deserts as well. And the high mountains seem to be covered in eternal snow.

Colonization phase

After the evolution and biosphere data has been confirmed the Colonization of the Planet will be simulated.
You will be playing about 6000 years in the future. The by that time defunct Galactic Republic has been colonizing innumerable planets. The planet shown in this blog, Zosira C, is one of them.


It must have been a happy place for miners.

If you do not like the colonization results just press the reroll button.

Note that the larger the initial population is before the Dissolution War is simulated, the more chance you’ll have to have more numerous survivors.

Apocalypse phase

After the colonization data has been confirmed the Dissolution War will be simulated.
Around the start of the 9th millennium the Galactic Republic was torn in parts and completely obliterated. This phase simulates the impact of this war on our planet.


That is quite a population drop.

Note that a lot of people managed to survive by becoming hunters. Remember those big animals from the Biosphere phase? They must have helped the poor miners of Sozira C to sustain themselves. Do not expect to see the same results on a desert world.

Final Review

After the apocalypse data has been confirmed you’ll get a chance to play on this planet or to throw it in the garbage bin and roll another one.


Looks good to me! Let’s start a game!

Note that since the colonization phase the map has been shrouded. This is because during game setup I chose to generate it with partial shrouding. It is also possible to generate a planet using full shroud so you will have no clue of the planets map once the game starts.

Your history

After you have started a game from the final review screen you’ll be able to customize your Regime a bit.


Of course my people wrote a book of law. Raising one of my 9 regime profiles.

Note that there are multiple options to generate a planet. One of them called ‘drop me in game’ will skip all of the above steps and immediately drop you into the start of a game.

Game start

After your regime has been customized and your history has been determined the game will actually start.


I am playing the Driftpeak Empire.

So there my game starts. With a small militia force and a tiny empire. Planetary conquest will be my goal, but it won’t be easy…

More in the next dev blog.

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Offline Asid

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Re: Shadow Empire : A military-oriented and sci-fi wargame
« Reply #4 on: January 20, 2020, 04:28:16 PM »
Dev Diary#2 : Military Conquest
Mon 20 Jan 2020




In the previous DevLog we looked at how to generate a Planet and start a game.

In this one we’ll take a look at the most important and immediate task that you’ll have: Expanding your little empire and ensuring its safety against possible attack.

Though in theory it is possible to co-win the game by making an alliance with the winning player, in practice that is a very risky strategy and you’d be better focusing on military conquest to win the game.
Inspecting your initial forces
A default game starts drops you in the game with only a few Militia forces under your command.



Above we see a typical game start state.

1. The Units initially at your exposure are 4 Militia battalions and 1 Militia regiment (note it has more troops) as well as your Strategic HQ (SHQ).

2. When selecting a Unit you can see if it contains Regular Troops (REG) or Militia Troops (MIL).

3. As long as your Militia Units stay within your HQ Power Range they’ll be able to receive positive effects from Operational HQ Skill Rolls. (note that SHQ Skill Rolls always apply irrespective of range between Unit and HQ)

4. Note that non-aligned Unit close to our City.

Militia forces
Militia forces might be relatively weak,. but they have one big advantage. Their recruitment and support is completely autonomous. As long as a Zone has enough Militancy score it will keep recruiting new Militia and sending you the supplies and/or replacement forces that the Militia in the field requires.

With time, the Militia will be able to improve the statistics of their Troops and they might even well start using older Models which you have developed for your Regular Troops.

Militia are rather sensitive, however, to your empire creating large amounts of Regular Troops. You can offset this by making certain Decisions, but as a rule of thumb the Militancy levels will start declining once you have constructed a sizeable Regular force.
Create some safe space around your City
Having enemy Units (like non-aligned Units) close to your City will give your initial Zone so-called Danger Points. Claiming about 2 Hexes around your City should remove any such effect.



Your Militia forces are relatively weak and are best used for defence. So, when you use them in an offensive role always try to mass them. Also, for optimal success chances try to attack with Units that have full Action Points available.

Each Combat Round costs 10 Action Points, and the more Combat Rounds the fight can continue the more chance you’ll win the fight and take the Hex. Furthermore, in the initial 2 Combat Rounds the defender has an extra advantage (as your Troops are closing the distance), so that is another reason to avoid short indecisive battles.



During the AI turns the non-aligned forces launched their own attack against one of the Militia Battalions. As you can see our recon was faulty, their Unit did not contain 700 troops, but 2400 troops instead! Always keep this FOW effect in mind (unless you have really a lot of Recon Points on the Hex).



After you order an attack the Combat Selection Popup will appear, giving you a wealth of information on the modifiers as well as an estimate of the combat odds. These odds are an estimate, not a prediction, and you should always take them with a grain of salt. However, if the color turns bright green you’ll be sure you’ll win and if turns bright red you’ll be sure you’ll lose.

1. Note that all our Militia forces are ordered to join the attack, we are trying to mass as many troops as possible. The Motorized Militia Unit (truck symbol on counter) sadly does not have the Action Points to enter a sand Hex (trucks don’t drive well in loose sand) and so cannot join the combat.

2. Whenever possible, try to attack from as many angles as you can. By attacking from three sides in this example the Militia has secured a +40% bonus. That might just make the key difference.

3. At 2 : 1 odds this is going to be a very “iffy” battle. It could still work for us however.

4. Also note that due to our lousy Recon we are probably overestimating the size of the enemy unit (which in the history report was at 2400 troops).



The battle was almost won…

1. The defender held. The Hex has not been taken.

2. Note that it was a close call though. The defender would probably have retreated if its operational troops would have dropped below 50%.

3. Our troops got some good modifiers from the SHQ Commander, Concentric Attack and Experience.

4. Note this particular heroic subunit that scored 5 hits on the enemy (of which 2 were kills).
Raise some Regular Troops
I think the above section illustrates the limited value of Militia Troops in an offensive role.



1. To the left we see the statistics of Militia Infantry.

2. To the right we see the statistics of the Regular Infantry Troops.

3. Note that Regular Infantry has almost 50% more hit points.

4. Note that Regular Infantry has almost double the attack values.

For these reasons it is a good idea to Raise some Regular Troops Units. They’ll perform about 2.5 times better than their Militia brothers. (however, keep in mind they’ll be recruited at 0 experience points)



Using the “Raise Formation” order we can raise some new Units. We do not have enough Recruits available at the moment to recruit a multi-unit Brigade under its own HQ so an Infantry and a Buggy (car with MG) Battalion are raised. Note that you can increase the recruitment of Recruits by calling the Governor of a Zone to tell him/her to recruit more.

These buggies are an excellent complement to the existing Militia since they have good attack values.



Above is an attack that much more likely to succeed. Note the newly recruited Regular Units augment the Militia forces enough to have enough punch to brush aside those pesky Free Folk Marauders.
Improve Morale of Regular Troops
While waiting for our Zone to produce some more Recruits, let’s try to improve the Morale of our Regular Troops. You can do this by calling your Secretary and asking him/her to prepare a Decision on salaries.



On default mode your Regular Troops get their rations and the rest is payment in gratitude and the honor to serve the nation.



If you give them several Micros of salary (a 1/1000th of a Credit) per round that will improve their Morale. Higher morale will keep them in the fight longer and they will be less prone to panicking, this will be especially important with certain Postures.
Raise a multi-unit Formation
Once you have enough Resources (Items) and Recruits you will do well to recruit a multi-unit Formation with its own Operational HQ (OHQ).

You’ll be able to assign a Commander to an OHQ and  Skill Rolls will add to your combat bonuses. Furthermore, you can play Posture Stratagems on your OHQs that can also give combat bonuses. The combined effect of OHQ Commanders and Postures is such that you should try (in the future) to have the majority of your forces under OHQ command.



There is not too much choice at the start of the game, so an Infantry Brigade is an economic choice.

Note that to get more Formation Types to choose from you’ll have to discover and develop more Models (like Light Tanks, Artillery, etc..) using the Model Council and also operationalize new Formation Types using the Staff Council.
Quick look at Models that can become available
Once your technology advances and you make an effort to discover new Model Types, more types of Formations will be available to choose from.



The Model Types you have already discovered are shown in green.
Assign a Commander



1. Here we see our newly raised 1st Light Infantry Brigade.

2. When newly raised there is no Commander assigned.

3. The round after you raised the Unit a selection committee will have prepared a Commander selection list for you to choose a Commander from.

4. Note that sometimes the most suitable candidate is not presented to you for political reasons of the selection committee. You can dismiss candidates at a small Political Point cost.

Keep in mind that if you want to change a Commander you’ll have to call and dismiss him/her.

Play a Posture Stratagem
In the Stratagem Tab under the “HQs” category you’ll often have some Posture Stratagems available that can be played on OHQs.

To generate more Posture Stratagems you need to get a Staff Council operational and assign a lot of budget to their Posture Task.



In the Stratagem Tab you pick the Posture Stratagem you want to play and select the OHQ to receive it.

Here we are assigning a Posture that is going to give a big boon on defensive operations. +50%. However, the flipside is it will be hard to use Units with this Posture in offensive operations.



Our 1st Infantry Brigade is ready to hold the front! Commander and Posture present.
Assigning Auxiliary Units to an OHQ
Individual Regular Units start under an SHQ, but each OHQ has a limited number of slots (usually 2) to take command of auxiliary Individual Regular Units.

To do this select the Individual Unit and click the Unit Admin Order to assign it to an OHQ of choice.



Our 1st Infantry Brigade can also be inspected in the OOB Tab, like above, and here we see it and its 5 battalions, but with an added Auxiliary Unit. This Auxiliary Unit will now also benefit from the Commander and Posture bonuses.
Keep an eye on Ammo, Fuel and Food
Every round your Troops consume Food and when they move or fight they can use Fuel. During battle (especially offensive action) they’ll use Ammo.

Keep an eye on your SHQ Item stocks:



You can produce Items using your Assets or buy Items from the Traders.

Also, some Items (like Ammo and Machinery) can be produced by using the Workshop Order.
Keep an eye on your Logistical Network
By using the Logistics Layer Buttons in the Layers Tab to the right of the screen you can inspect your Logistical Network as it formed at start of your turn.



1. Above we see the Logistical Points that have been generated in your Logistical network. Note they stop well short of the Advanced motorized Militia Units to the South-East.



Here we see the actual Logistical Points that have been used to supply our Units (and possibly Zones)

1. This is the last Hex that has Logistical Points on it. This is the point where the Units will need to pick up the supplies they need.

2. The dotted lines show Organic Logistics of the Units. At this point a Unit would have been able to use its own Organic Logistics to pickup all the supplies it might need at point 1.

3. The actual location of the Units however is to far away from pickup point 1 and hence it is receiving less than it is requesting.



Note that this Militia Unit only received 2 of the 4 Fuel and 5 of the 9 Food that it requested.

There are two solutions here… For the present it would be wise to move the Units back to point 2 so that they will be fully supplied again. But after that it would be wise to extend the Logistical Network to facilitate further conquest.
Extending your Logistical Network
This you can do buy constructing either (1) new Logistical Point Sources like Truck or Train Stations or by (2) extending the range of existing Logistical Point Sources by construction of Supply Bases.

To construct a new Logistical Point Source use the Construct Asset Order. Probably preferably on the City Hex of the Zone.

To construct a Supply Base pick a Hex that is still receiving a good number of Logistical Points (they go down quickly after they go beyond the AP Range of their source).



As you can see Supply Bases are cheap and quick to construct. They do not actually add any Logistical Points to your Network, but they extend the range of the existing points entering the Hex with the Supply Base.



After the Supply Base has become operational and its effect applied to the Logistical Network we see we have extended our range.

1. The Logistical Points that enter the Hex with the Supply Base are receiving +50 AP extra range.

2. Allowing plenty of points to arrive 5 Hexes further. After which they decline quickly again.



The advance Units now are in full supply again.


« Last Edit: January 21, 2020, 12:53:19 PM by Asid »
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Re: Shadow Empire : A military-oriented and sci-fi wargame
« Reply #5 on: February 07, 2020, 03:57:59 PM »
Shadow Empire Dev Diary#2 : Building an Economy
07 Feb 2020




Shadow Empire Beta is open! Join and help us polishing the game

In the previous Dev Diary we discussed Military Conquest. Which is without doubt a very important activity.

However to supply your Armies of conquest, to produce Replacement Troops or to raise new Formations you’ll need Industrial Points and Resources. Here the Economy part comes in.

Assets
At game start with the default options you’ll have a tiny but usually functional economy.



Here in the bottom you see the Assets present in your initial Zone. There are different kinds of Assets you can have.

1. Public Assets. These are the ones you can construct yourself using the Construct Order. They require you to pay and feed Workers. You have full control over them.

2. Private Assets. These have been constructed by the Population of your Zone and are not in your control. The Private Economy makes its own decisions on what to construct. However almost all Private Assets send a part of their production to you as a Tax.

3. Free Folk settlements. The Free Folk are people who live in the territories you claimed but who remain independent and have not yet joined your Population. If your economy is running well and your Population is happy they will join you in large numbers. Especially in the early game, they are a key source of Population increase.

4. Hex Feats. These are special artefacts or sites that provide a simple and fixed bonus to a site.

Except for Free Folk settlements all Assets can require input and will provide output.

5. Input is the Resources and/or workforce that the Asset has consumed to produce or perform its task.

6. Output is what an Asset has actually produced.

Game Start
In the game start example used in the screenshot above we are receiving 132 Food from the Private Farm which is enough to feed our initial Workers. 100 Workers require 1 Food. We have plenty of Energy arriving from our Hex Feat, a damaged but still functional Galactic Republic Generator.



In the Items Tab of the Zone we can see this as well. The Zone is only producing Surpluses. Or in other words: consumption is lower than production. Most of the surplus (if some Zone reserves are not merited) will be send to your Strategic HQ (SHQ).



We can see these items have arrived in our SHQ above. The Items in our SHQ can be used to produce Replacement Troops and to raise new Formations. Also the SHQ can sell the Items to the Traders. (or buy from them of course)

Constructing Assets
After playing some turns and maybe raising some Troops you might realize you need more Items like Industrial Points or Food.

There is (even at low tech level) plenty of choice of Assets you can build. In the example below I selected the Construct Order and am going to choose to start construction of an Industry Asset.



In the construction window the Construction Costs are shown as well as the Input & Output of the Asset when it is completed.



It will take several turns to complete the construction of the Industry Asset. Note that it requires lots of Metals.

Different Public Asset Types
Click on an Asset (in bottom or in popup) to get more information on it.

Notably there are Asset Types that can be built only in your City Hex (like Industry or Bureaucratic Offices) and Assets that can be built anywhere.

Mines can only be built on top of Hexes with their corresponding Deposits. Wind Traps only in mountain Hexes. And Volcanic Taps only on volcano Hexes.

Trading
In this game example I am only producing about a 100 metals a turn. While completing the Industry Asset requires 1500 metals. I could have constructed some more Scavenging Assets first, or maybe a Metal Mine (if i would have found deposits), but here Trading can come in handy as well.



Using the Trade Order a SHQ can sell excess Items to the Traders.



And use the proceeds to buy the Metals that we need.

Keep in mind that prices go up with an excess of demand and go down with an excess of supply. The Traders of your Zones also trade with Zones owned by other Regimes and there is a real planetary economy running.

Workshops
In case you can’t find Machinery with the Traders you can use your workshops to produce them. Eventually you will have to construct Heavy Industries to fabricate machines in a more efficient fashion.

The Workshops can also be used to make Ammunitions. Which you’ll only need once you get in a shooting war. Especially offensive combat consumes a lot of Ammo.

Credits
To pay more Workers (once you have more Assets) or to buy from the Traders what you need, you’ll need Credits. A key source of obtaining these is from Taxing your Zones.



You receive Service Tax and Income Tax from your Population. Other taxes in the game are Sales Tax that will be paid by the Traders and Tariffs that will also be paid by Traders if they engage in Imports/Exports.

However, keep in mind that the more you Tax your Zones the more you’ll stifle the development of the Private Economy.

Private Economy
There is some detailed modelling going on of the Private Economy and your Population will save credits and food (for emergencies) as well as invest their saved Credits in new Private Assets. Furthermore they’ll spend Credits on fabrication and consumption of luxury goods. They’ll even be able to Mothball or Close Assets when there is not enough Population to man all Assets. What you need to know for now is that this is all mostly beyond your control.

The only ways you can impact the Private Economy is by taxation, providing emergency Food and investing Credits in the Private Economy (through calling your Governor and giving Zone Orders). Though plenty of Stratagems and Decisions also can have an impact.

The Private Economy is a great source of Quality of Life (QOL) for the Zone because the moment the Population is in the safe zone concerning Food production the Population will be focussing a lot on Health, Education, Entertainment and Security Assets. They want to have a nice life.



Here above an example of some typical early Private Assets. Note the Arena and the Museum which provide Quality of Life points that will eventually raise the Civilization level of your Zone and as a consequence determine your Empire’s Civilisation Level.

You can usually only build one Asset per Hex of a certain type. If there is already a Private Asset in place in your Hex that is blocking you from constructing a Public Asset you have the option to nationalize it. This costs some Credits and might very well cause some unhappiness but will gain you the corresponding Public Asset.



Here the Private Scavenging Asset is nationalized (500 Credits of cost) into the Public Recycling Asset.

Asset Levels
Almost all Assets can be upgraded.



But keep in mind that the highest Asset Level available for upgrade  is the same level as the Level of the City. So small villages can only construct Assets upto Level 1 for example. Where huge cities can go all the way up to Level 7.

But do note that there is a second limiting rule and each Asset Type is limited either by your Regime’s Tech, Admin or Civilization Level. For example Bureaucrat Offices Level is limited by your Civilisation Level and Industry Level is limited by your Tech Level.

Governors
Keep an eye on your Relation with your Governor.



If the relation is above 50 you get a sizable production bonus, while it being below 50 gives a penalty. Consider paying Governors well (you can set salaries by calling your secretary).

Apart from your Relation with a Leader, also consider which guy to pick for governor as his Skill set can impact production positively as well as help a lot with some troubles that can occur in Zones.

Take care with events… as a lot of bad stuff can happen if Unrest is high or Happiness is low. Strikes, Protests can impact production. A strong army presence in the City of the Zone or an able Governor with good Interpersonal Skills can help a lot to mitigate negative effects.

Production Modifiers
Keep an eye on production Modifiers. Already mentioned are Governor Skill and Governor Relation, but there are some noteable others.

In case of Mining the Ease of Mining of a Deposit plays an important role. Some Deposits are not easy to extract because for example they are deep or in difficult geological layers.

But also in the case of Open Agriculture. Here the temperature and rainfall of the season will play a role. As well as Planetary conditions as Atmospheric compatibility and possible Biohazards.

Last example: Wind Traps for example perform better if there is more moisture in the air on your Planet.

Be sure to always read the description of an Asset Type before constructing it to avoid disappointments.

Mining
There are a number of resources that have to be mined to obtain them. These are: Metals, Rare Metals and Radioactives. On waterless Planets mining Water deposits is also a good idea.

It is important to know that you can only construct a Mine on top of a Deposit. And you need to find these Deposits first. This requires you to either add an Economic Council (with the Prospecting Task) to your administration or to appoint a Governor that has the Prospecting Skill.

Logistics
There will be a separate chapter on Logistics. Especially once you have multiple Zones you need to pay attention to the Logistics as one Zone might produce surpluses for the shortages of another Zone. But for your single Zone you’ll just need to keep track of one thing concerning your Assets.

For a Public Asset to have unimpaired production or construction progress it needs to be on a Hex that has at least 100 Logistical Points for each Asset Level at the start of the turn on its trajectory to its City. (for Private Assets its only 50 Logistical Points per Asset Level)



Above we see the Logistical Points at the start of turn. And we can see that the road from the Farm Level 1 in Monroe to its City (Junotop) has always at least 193 Logistical Points. Its production is at 100%.

Workers
You need enough Workers in your Zone to fill all the positions at your Public Assets. The default mode of Worker recruitment is to recruit if shortage and fire if surplus.  However you can fine tune your Zone Worker policy by calling your Governor and giving him Zone Orders.



You can also improve the Workers’ salaries which will help a lot in improving their happiness as well as with their recruitment.

You should keep a special eye on if you are not paying your Workers less than the average revenue made by your Population in the Private Economy. Because that might tempt Workers to quit and seek their fortune working in a Private Asset.

Techs
Many Assets can be unlocked or benefit from increased production by adding an Economy Council to your administration.

[image]http://www.matrixgames.com/amazon/Screenshots/ShadowEmpire/blog3/org.jpg[/image]

If you have the Bureaucratic Points (BP) to spare you can discover and research plenty of more civilian Techs (compared to the Military Research Council)  here.



Note in the Tech tree that early Assets you can unlock are: Power Plant, University, Solar Panels, Hospital, Barracks and a whole family of Storage Assets. The “Ec” in the screenshot above notifies you need the Economic Council to discover and research the Tech and the “Mi” notifies you need the Military Research Council.

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Re: Shadow Empire : A military-oriented and sci-fi wargame
« Reply #6 on: February 07, 2020, 04:05:33 PM »
Shadow Empire Dev Diary#2 : Building an Economy
07 Feb 2020





Shadow Empire Beta is open! Join and help us polishing the game

In the previous Dev Diary we discussed Military Conquest. Which is without doubt a very important activity.

However to supply your Armies of conquest, to produce Replacement Troops or to raise new Formations you’ll need Industrial Points and Resources. Here the Economy part comes in.

Assets
At game start with the default options you’ll have a tiny but usually functional economy.



Here in the bottom you see the Assets present in your initial Zone. There are different kinds of Assets you can have.

1. Public Assets. These are the ones you can construct yourself using the Construct Order. They require you to pay and feed Workers. You have full control over them.

2. Private Assets. These have been constructed by the Population of your Zone and are not in your control. The Private Economy makes its own decisions on what to construct. However almost all Private Assets send a part of their production to you as a Tax.

3. Free Folk settlements. The Free Folk are people who live in the territories you claimed but who remain independent and have not yet joined your Population. If your economy is running well and your Population is happy they will join you in large numbers. Especially in the early game, they are a key source of Population increase.

4. Hex Feats. These are special artefacts or sites that provide a simple and fixed bonus to a site.

Except for Free Folk settlements all Assets can require input and will provide output.

5. Input is the Resources and/or workforce that the Asset has consumed to produce or perform its task.

6. Output is what an Asset has actually produced.

Game Start
In the game start example used in the screenshot above we are receiving 132 Food from the Private Farm which is enough to feed our initial Workers. 100 Workers require 1 Food. We have plenty of Energy arriving from our Hex Feat, a damaged but still functional Galactic Republic Generator.



In the Items Tab of the Zone we can see this as well. The Zone is only producing Surpluses. Or in other words: consumption is lower than production. Most of the surplus (if some Zone reserves are not merited) will be send to your Strategic HQ (SHQ).



We can see these items have arrived in our SHQ above. The Items in our SHQ can be used to produce Replacement Troops and to raise new Formations. Also the SHQ can sell the Items to the Traders. (or buy from them of course)

Constructing Assets
After playing some turns and maybe raising some Troops you might realize you need more Items like Industrial Points or Food.

There is (even at low tech level) plenty of choice of Assets you can build. In the example below I selected the Construct Order and am going to choose to start construction of an Industry Asset.



In the construction window the Construction Costs are shown as well as the Input & Output of the Asset when it is completed.



It will take several turns to complete the construction of the Industry Asset. Note that it requires lots of Metals.

Different Public Asset Types
Click on an Asset (in bottom or in popup) to get more information on it.

Notably there are Asset Types that can be built only in your City Hex (like Industry or Bureaucratic Offices) and Assets that can be built anywhere.

Mines can only be built on top of Hexes with their corresponding Deposits. Wind Traps only in mountain Hexes. And Volcanic Taps only on volcano Hexes.

Trading
In this game example I am only producing about a 100 metals a turn. While completing the Industry Asset requires 1500 metals. I could have constructed some more Scavenging Assets first, or maybe a Metal Mine (if i would have found deposits), but here Trading can come in handy as well.



Using the Trade Order a SHQ can sell excess Items to the Traders.



And use the proceeds to buy the Metals that we need.

Keep in mind that prices go up with an excess of demand and go down with an excess of supply. The Traders of your Zones also trade with Zones owned by other Regimes and there is a real planetary economy running.

Workshops
In case you can’t find Machinery with the Traders you can use your workshops to produce them. Eventually you will have to construct Heavy Industries to fabricate machines in a more efficient fashion.

The Workshops can also be used to make Ammunitions. Which you’ll only need once you get in a shooting war. Especially offensive combat consumes a lot of Ammo.

Credits
To pay more Workers (once you have more Assets) or to buy from the Traders what you need, you’ll need Credits. A key source of obtaining these is from Taxing your Zones.



You receive Service Tax and Income Tax from your Population. Other taxes in the game are Sales Tax that will be paid by the Traders and Tariffs that will also be paid by Traders if they engage in Imports/Exports.

However, keep in mind that the more you Tax your Zones the more you’ll stifle the development of the Private Economy.

Private Economy
There is some detailed modelling going on of the Private Economy and your Population will save credits and food (for emergencies) as well as invest their saved Credits in new Private Assets. Furthermore they’ll spend Credits on fabrication and consumption of luxury goods. They’ll even be able to Mothball or Close Assets when there is not enough Population to man all Assets. What you need to know for now is that this is all mostly beyond your control.

The only ways you can impact the Private Economy is by taxation, providing emergency Food and investing Credits in the Private Economy (through calling your Governor and giving Zone Orders). Though plenty of Stratagems and Decisions also can have an impact.

The Private Economy is a great source of Quality of Life (QOL) for the Zone because the moment the Population is in the safe zone concerning Food production the Population will be focussing a lot on Health, Education, Entertainment and Security Assets. They want to have a nice life.



Here above an example of some typical early Private Assets. Note the Arena and the Museum which provide Quality of Life points that will eventually raise the Civilization level of your Zone and as a consequence determine your Empire’s Civilisation Level.

You can usually only build one Asset per Hex of a certain type. If there is already a Private Asset in place in your Hex that is blocking you from constructing a Public Asset you have the option to nationalize it. This costs some Credits and might very well cause some unhappiness but will gain you the corresponding Public Asset.



Here the Private Scavenging Asset is nationalized (500 Credits of cost) into the Public Recycling Asset.

Asset Levels
Almost all Assets can be upgraded.



But keep in mind that the highest Asset Level available for upgrade is the same level as the Level of the City. So small villages can only construct Assets upto Level 1 for example. Where huge cities can go all the way up to Level 7.

But do note that there is a second limiting rule and each Asset Type is limited either by your Regime’s Tech, Admin or Civilization Level. For example Bureaucrat Offices Level is limited by your Civilisation Level and Industry Level is limited by your Tech Level.

Governors
Keep an eye on your Relation with your Governor.



If the relation is above 50 you get a sizable production bonus, while it being below 50 gives a penalty. Consider paying Governors well (you can set salaries by calling your secretary).

Apart from your Relation with a Leader, also consider which guy to pick for governor as his Skill set can impact production positively as well as help a lot with some troubles that can occur in Zones.

Take care with events… as a lot of bad stuff can happen if Unrest is high or Happiness is low. Strikes, Protests can impact production. A strong army presence in the City of the Zone or an able Governor with good Interpersonal Skills can help a lot to mitigate negative effects.

Production Modifiers
Keep an eye on production Modifiers. Already mentioned are Governor Skill and Governor Relation, but there are some noteable others.

In case of Mining the Ease of Mining of a Deposit plays an important role. Some Deposits are not easy to extract because for example they are deep or in difficult geological layers.

But also in the case of Open Agriculture. Here the temperature and rainfall of the season will play a role. As well as Planetary conditions as Atmospheric compatibility and possible Biohazards.

Last example: Wind Traps for example perform better if there is more moisture in the air on your Planet.

Be sure to always read the description of an Asset Type before constructing it to avoid disappointments.

Mining
There are a number of resources that have to be mined to obtain them. These are: Metals, Rare Metals and Radioactives. On waterless Planets mining Water deposits is also a good idea.

It is important to know that you can only construct a Mine on top of a Deposit. And you need to find these Deposits first. This requires you to either add an Economic Council (with the Prospecting Task) to your administration or to appoint a Governor that has the Prospecting Skill.

Logistics
There will be a separate chapter on Logistics. Especially once you have multiple Zones you need to pay attention to the Logistics as one Zone might produce surpluses for the shortages of another Zone. But for your single Zone you’ll just need to keep track of one thing concerning your Assets.

For a Public Asset to have unimpaired production or construction progress it needs to be on a Hex that has at least 100 Logistical Points for each Asset Level at the start of the turn on its trajectory to its City. (for Private Assets its only 50 Logistical Points per Asset Level)



Above we see the Logistical Points at the start of turn. And we can see that the road from the Farm Level 1 in Monroe to its City (Junotop) has always at least 193 Logistical Points. Its production is at 100%.

Workers
You need enough Workers in your Zone to fill all the positions at your Public Assets. The default mode of Worker recruitment is to recruit if shortage and fire if surplus. However you can fine tune your Zone Worker policy by calling your Governor and giving him Zone Orders.



You can also improve the Workers’ salaries which will help a lot in improving their happiness as well as with their recruitment.

You should keep a special eye on if you are not paying your Workers less than the average revenue made by your Population in the Private Economy. Because that might tempt Workers to quit and seek their fortune working in a Private Asset.

Techs
Many Assets can be unlocked or benefit from increased production by adding an Economy Council to your administration.



If you have the Bureaucratic Points (BP) to spare you can discover and research plenty of more civilian Techs (compared to the Military Research Council) here.



Note in the Tech tree that early Assets you can unlock are: Power Plant, University, Solar Panels, Hospital, Barracks and a whole family of Storage Assets. The “Ec” in the screenshot above notifies you need the Economic Council to discover and research the Tech and the “Mi” notifies you need the Military Research Council.


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Offline Asid

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Re: Shadow Empire : A military-oriented and sci-fi wargame
« Reply #7 on: February 15, 2020, 12:44:55 AM »
Unexpected things you can find playing Shadow Empire
14 Feb 2020



From the Beta:

"I've been playing for a few weeks and I'm impressed how this game can show new content with every match!

I've just met this super predator packs lol"

This game is endless!



You can still join the Beta here

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Re: Shadow Empire : A military-oriented and sci-fi wargame
« Reply #8 on: February 24, 2020, 01:09:05 PM »
Five Town AAR - Part 1 - A Megalopolis in ruins
24 Feb 2020




This is the first part of a very articulated AAR, in which you'll find a clear example of Shadow Empire has to offer and what challenges to expect from the game.
Life is hard after the Apocalypse!




FIVE TOWN AAR - PART 1 - A MEGALOPOLIS IN RUINS



On the planet of Vovorum Luminosa[1], at the beginning of the 308th year after the Galactic Apocalypse, arose the Regime of the Fivetown Empire.



A small and warm planet, Vovorum Luminosa had been classified as Siwa[2] and had proven to be a vastly successful and popular colony of the Galactic Republic.



At its height it hosted 4.4 billion souls, crammed into vast megacities that covered the great plains.



One of these cities was the original metropolis of FiveTowns. As one of the initial settlement locations on the planet, this area had originally played host to five competing corporate colonies. Over the course of time, these colonies grew, competed and fought with each other, each of them eager to grow in commercial might and wealth.


As more and more colonists arrived however, the colonies eventually began to overlap and merge, leading to the founding of the FiveTowns council, a meritocratic system which promoted the interests of its civilians through a strong bureaucracy and community activism.



When the fall came, it was devastating for all of the peoples of the vast Galactic Republic and FiveTowns was no different. Chaos and Starvation were rife and the population of Vovorum Luminosa collapsed down to a mere 2.2 million people.



Now, most of the old metropolis is in ruins, but the bonds of the citizens in FiveTowns were strong and a core has remained organised and alive through all the depredations of the Apocalypse. Much of the knowledge of the golden age is now lost, and there is much to discover anew. With this in mind, the militia forces of the now Fivetown Empire are prepared to venture out to claim new territories and begin their revival!



Read the full AAR here


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Re: Shadow Empire : A military-oriented and sci-fi wargame
« Reply #9 on: February 28, 2020, 12:04:01 AM »
Five Town AAR - Part 2 - Mutants in the Attic
27 Feb 2020




Turn 4 - Summer 308 AA



A good, if ominous sign.



The Eureka forces are jumpy it seems. I am very happy that they continue to make poor decisions! More concerning is the apparent size of the Lafarar forces to the North East. Also, some of the territory to the South East (“Armed Mercs” land) has left my ownership, hinting at a potential threat there as well.

But first, I am eager to see what my spies have to report about Lafarar!



Somewhat surprisingly, we find that there is no actual city nor built up area in the whole zone. The forces arrayed against us are a large group of mutants, presumably corrupted by living in close proximity to that degraded nuclear reactor for all these years! This puts paid to any plans I had of using diplomatic channels, the only words they respect are those that come from the end of a rifle!



To confirm this belief, I consulted my staff on how difficult it would be to successfully use the Propose Peace stratagem on these Mutants. A roll of 472 on a modified D100 is a challenge that is certainly beyond my staff’s abilities!


Read the full AAR here


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Re: Shadow Empire : A military-oriented and sci-fi wargame
« Reply #10 on: March 07, 2020, 12:12:27 AM »
Five Town AAR - Part 3 - Hidden Technology
Fri, 6 March 2020



Turn 6 - Late Fall 308 AA

First up, a bit of good news as I keep my word (a genuine delight for a politician) and raise the happiness of the population in Fivetown to exceed what I promised to the Armed Party. This boosts both my relationship with that Faction and also the strength of my word for future negotiations.



On the regional stage, the Mutants have spread out to oppose my advance but the Merc Militia near Eureka has bugged out of my recon range. I’ll probably move forward to take that settlement this turn.



Firstly though, we move our new 1st Infantry Corps to the North East, in preparation to replace our Militia on the front line vs the mutants.




Read the full AAR here




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Re: Shadow Empire : A military-oriented and sci-fi wargame
« Reply #11 on: March 12, 2020, 05:49:07 PM »
Shadow Empire Developer Log #4 : Leaders and Factions
Thu 12 March 2020




Shadow Empire Beta is open! Join now

You are the supreme ruler. Picture yourself as an armchair general behind a desk. Or a man in the shadows on a fancy chair, with a cat on your shoulder.

You rule by giving orders to your Leaders. Some are unseen (like the leader of non-HQ Units) but the important Leaders have a name, a portrait, statistics and a personality. And most importantly a Relation Score.

The key jobs that you’ll give to your Leaders are Director (for Councils), Governor (for Zones) and Commander (for Hqs).

No matter what Job one of your Leaders’ is doing, he/she will do his/her job better if your relation with that Leader is good.

Leaders
When you start a new game it is a good idea to inspect what the roll of the dice gave you. Take a look at your Leaders and Factions to orient yourself on your human resources.



In the Personnel Overview report we get a quick overview of the Leaders we start out with.

First thing to note here is the Capacity Level (CAP) which gives a quick indicator how able a Leader is (or can become).  But after that you should look at their Ratings. They have 3 ratings:  Technical Rating (TR), Command Rating (CR) and Interpersonal Rating (IPR).

It is a good idea to determine if they are assigned to Jobs that suit them well. You’ll start with a Zone Governor, a Council Director and a SHQ Commander.

Your Zone Governor ideally has good TR and IPR.
Your Council Director only needs a high TR as he’s not out there with his feet in the mud (and your populace).
Your Commanders should have a good CR, especially your SHQ Commanders.

If I check my list all seems fine. Marlow Davis at SHQ has a CR of 62. Bella Clarke, governor of Epsilon has a TR of 36 and an IPR of 48. Finally, Ian Copernicus, Director of the Supreme Command Council, which takes care of almost everything at the start, has a reasonable TR with 34.

Ideally you’ll assign the most suitable Leader to each job. However, keep in mind that firing Leaders to make place for a new appointee can cause problems. Especially if the Leader you are firing has a high seniority rank.

Advisors
However, I have noted that our Advisor Aries Bulkhead just has a really high IPR.



And if we look closer at him it is because he has an excellent Diplomacy Skill.

You have a limited number of Advisor positions, initially just one. The unique thing that you can do with an Advisor is to attach him/her to another Leader. An attached Advisor will make the same Skill Rolls as the Leader he is attached to, but if the Advisor’s roll is higher it will be used instead of the lower roll of the Leader he is advising. 



This makes it almost a no-brainer to assign him to advise our Director of the Supreme Command Council since it is he who’ll be in charge of playing any diplomatic Stratagems.

Ideally you always assign your Advisor to another Leader since otherwise you’ll not be making use of him/her (and still paying them a wage!).

Factions
Another thing you should really inspect at start of your game is what Factions are active among your Leaders.



In this case we have the Democratic Party and Martial Steel Front active.  Each has its own Profile. Your relation with them will improve if you move your Regime Profile in the direction of their preferences.

A good Faction Happiness (>60) will give you an increased chance to receive Faction Stratagems from them. While a bad Faction Happiness (<60) will give you an increased chance of a problem arising with this Faction.

But, maybe more importantly, the Leaders that are members of a Faction will be influenced a lot by their Factions Happiness in determining their Relation score with you. As a rule of thumb, a happy Faction has happy Faction members.

To get Faction Happiness up there is 3 main things that you can do:

1) Appoint their Leaders to important Jobs, and especially the kind of Jobs that their Profile likes the most. Also, it pays to take special care of their Faction Leader, he has more impact on Faction Happiness than other Leaders.

In the case of the screenshot above it might be a good idea to replace the current SHQ Commander with Acadia Cryomate from the MSF because her Faction likes to get Military jobs. If it was not for the fact that she really has no relevant skills. I am not sure I would prefer a lousy Commander to a happy Faction. But that is the kind of decision you’ll have to make yourself.

2) When they issue Demands to you. Accept them and deliver them as well.

3) When making Decisions, move your Regime Profile towards the Profile of the Faction you want to have increased Happiness.

4) Getting your Word Score up. A noble supreme leader with a high Word Score gives a big boost to the Faction Happiness of all Factions.

Ideally, you’ll try to keep all Factions happy, but if you cannot you should consider choosing which you’ll make happy and which Faction you’ll make unhappy.

Try to get as many members of the Faction that’s happy on key positions as this will guarantee Leaders with higher Relation scores.

However, circumstances might force your hand.

Leader Stratagems
You might end up with a Leader with a low Relation score at some point. Maybe because you are not helping his/her Faction or maybe just because the Leader is too demanding.  But if they are skilled or in an important Job you’ll want to increase his Relation score.

First of all, you can do this by calling your Secretary and changing Leader salaries. Higher salaries almost always help getting a Leader’s Relation score up.

But you can also play Leader Stratagems on the Leader. You’ll always get some of these, but if you want to have a lot you should create an Interior Council and invest BP in the Human Resource Task.



For example, our Governor Bella Clarke has a Relation of 70, but we want to get it even higher to get more production bonuses in her Zone.



The Medal of Merit is just one of the many Stratagems that can improve your Relation with a Leader. Don’t be shy in using them.



After giving her the Medal of Merit her Relation Score went up by +25 to a whopping 95. And as you can see this medal gives her a permanent Charisma Stat boost as well.

Leader Bonuses and Skills
A happy Leader will give you direct advantages. Above a Relation Score of 50 you’ll receive bonuses on the work the leader is doing. Below 50 you’ll receive penalties. However, keep in mind that if no Leader is assigned it acts as a relation 0 leader. So it is almost always prudent to assign Leaders.

For Governors the Relation Stat impacts Public Resource production levels with up to +25% or -25%. (but not other items like BP or Private Items)

For Commanders, the Relation Stat impacts the XP (training) and Morale increase levels.

For Directors the Relation Stat impacts the progress of their Tasks.



Above you can see how, especially in your bureaucracy, a good Relation Score gives a big bonus. But you can also see that Skills provide bonuses.

Getting the best out of your Leaders Skill Rolls means keeping their Relation Score high. A Leader with Relation Score 25 will suffer -10 on his Skill Rolls while a Leader with Relation 75 will get +10 on his Skill Rolls and Relation Score 100 will even give +20.

Skills are used all the time.

A Council Director will use Skill Rolls for the different Tasks he is assigned every round.

A Commander will use Skills almost exclusively during Combat. But the combined weight of his Skills can give huge modifiers and it is often the most capable Commander who wins the day.

And a Governor can increase production of specific Assets if he has specific Skills. The Agriculture Skill for example gives a boost to the production of Farm Assets.



Above we see an event where Governor Bella Clarke has to make a Decision. Note that if you chose option B, she will have to make a Skill Roll. It is the occurrence of these kind of events where the presence of a Governor with strong Interpersonal Rating (IPR) really counts.

Elections
If your political system is a Parliament or a Senate there will be regular elections. Even if your system is Politburo there will be, but there will not be much voting going on.

Elections determine how many percent of the Parliament/Senate or Politburo each Faction will control.



These elections do not bring Happiness to the Faction as such. However, they’ll decide which Faction will be in the Majority and which Faction will be in the Minority.

It is almost always the Majority Faction(s) which will make Demands on you.

There are Stratagems available to you, that you can produce through the Secret Service Council, that will allow you to tinker with the odds of them winning an election by giving them direct support.

Keep an eye on those elections and remember the Majority Faction will get a boost in the elections if your Popularity has gone up.

Getting rid of Leaders
At some point you will find yourself with Leaders that you’ll never assign to a Job, because their Skills are too low, their attitude is wrong or because they just really don't like you.

Here Stratagems come in. You can use the Interior Councils Human Resource Task to produce Stratagems that can retire Leaders (at a cost).

Also, you can use the Secret Service Council to produce an Assassinate Leader Stratagem.

It can also be effective to just wait until the Leader is so fed up that he leaves (or rebels) out of his own volition.
Leaders improve with experience
Every round Leaders will gain more experience. Especially military positions can perform miracles here. The XP (experience points) gained will be spent by the Leader on one of the Skills he has been using. Over time you’ll see the Skill Levels of your Commanders go up.



Above is an example of a Leader gaining some Skill Levels over a number of Rounds. The higher the Capability Level of the Leader the higher the Skill Level gain you’ll see over time.

Furthermore, Leaders can pick up Leader Feats over time. Through events or through Stratagems. Especially Archaeological Finds can help you find strong artefacts that can be given to your Leaders.



To finish on a negative note. Beware when your Leaders get to old and gray… they’ll have a tendency to lose Stat levels and sooner or later they will be forced to retire from your services.



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Re: Shadow Empire : A military-oriented and sci-fi wargame
« Reply #12 on: March 22, 2020, 11:45:19 PM »
Five Town AAR - Part IV - The Mystic Priest
Fri, 20 March 2020



Turn 8 - Early Spring 309 AA


A New Year comes with a couple of achievements for our Regime. Firstly, we gained the Regime Feat of “National Pride”. Our dominant Psychology of “Heart” has led to this award, meaning that our troops now fight with increased pride in our new Nation and we also gain the possibility of gaining the Hold The Line Strategem.








READ THE FULL ENTRY HERE


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Re: Shadow Empire : A military-oriented and sci-fi wargame
« Reply #13 on: March 25, 2020, 12:10:19 PM »
Shadow Empire on the Single Malt Strategy Podcast - Interview Preview
25 March 2020


Victor Reijkersz, the developer of Shadow Empire, sits down with the crew of Single Malt Strategy Podcast to discuss his upcoming game, its unique features and mechanics, the challenges he is facing during the development and ambitions.

Hosted by The Historical Gamer (Matt) and the Strategy Wargamer (Jean) Single Malt Strategy is a bi-weekly podcast focusing on the world of digital wargaming and strategy games.

In this episode, YouTuber Tortuga Power (Eric) joins the discussion too, sharing his views on this unique "4X for grognard" type of game.

Listen to the      below, the full interview will be put live on March 31st.



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Re: Shadow Empire : A military-oriented and sci-fi wargame
« Reply #14 on: April 04, 2020, 01:08:00 AM »
Shadow Empire Twitch Preview - April 7th
Fri, 3 April 2020




Shadow Empire is a game with a unique concept. It is a sci-fi wargame with 4x and roleplaying elements blended together, with a heavy focus on military planning.

Its scope and design have been covered in an insightful interview led by the Single Malt Strategy Podcast. If you haven't done already, go and check it out!

Many of its main mechanics have been explored and explained by Dev Diaries and AARs, but they have been able just to scratch few inches of the game vastness.

The time has come to reveal some in-game content.

Save the date as on April 7th Youtuber Tortuga Power will preview Shadow Empire on our Twitch Channel at 6 pm BST / 10 am PDT!

You'll have the chance to see the game finally in action, from the initial starting points to more complex situations. The developer will be present in the chat as well to answer to all to your questions.

Don't miss this unique opportunity!




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