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Offline Asid

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Re: Shadow Empire : A military-oriented and sci-fi wargame
« Reply #45 on: December 12, 2024, 12:18:53 AM »
Dangers & Dormitories update v1.26.16 out now
Wed, 11 December 2024



Today?s patch brings an arsenal of new features, enhancements, and fixes to elevate your Shadow Empire experience.

From expanded Danger event variations with new vidcom graphics to the addition of Social Housing and Worker Apartments for better Zone management, this update is packed with depth and strategy.




Highlights:
  • 33 new Danger event variations added, including 19 new vidcom graphics to illustrate them
  • Social Housing and Worker Appartment Asset Types added, allowing you to convince Population and Worker to stay in a specific Zone
  • The slightly weakCommerce Profile at 50+ now gets an extra Stratagem "Improvised IP"
  • Detailed mouse overs added to the election reports to show why the election votes went a certain way




Full changelist:
  • Added 33 variations for Danger events  *
  • Including 19 new Vidcom graphics (this is a further experiment towards introducing more vidcom variety and moving towards a complete overhaul of all Vidcom graphics with core 1.4 release (planned with Republica DLC in 2025)) *
  • Added new danger event that only triggers on high Zone Culture score *
  • Added some secondary skill bonuses for Danger events (these give their absolute skill level as a bonus (note not their skill family level))*
  • Many of these Danger variants only trigger under specific conditions and will make the difficulty level higher than the regular events, also they tend to make the casualty levels quite a bit higher. Luckily they should not occur that often. *
  • Security Danger events now gets roll bonus from security score + troops in city *
  • Health Danger events now get roll bonus from health score *
  • (Low) Culture Danger events now get roll bonus from education score *
  • Extra difficulty can be added under specific conditions (fear,unrest) but only likely on higher difficulty levels *
  • Some moderate possibility that Danger events now also generate some Unrest *
  • Enforcement >40 makes mitigating Danger Events easier. *
  • Fixed GR Chaingun Tech, it now no longer affects energy MGs. *
  • Fixed GR Phantasmagora Buggy, it now no longer has its AP modifier capped. *
  • Fixed aircraft no longer benefiting from GR Chaingun Tech. *
  • Fixed delegated Mining Asset not turning up in Mining Overview.
  • Fixed resettlement proposal decision to now impact reg-reg relation level.*
  • Cloning Facility % increase now from 1% to 0.5%. *
  • When you upgrade an Asset it now keeps its previous damage if it has any.
  • Private Mines should now mothball when they run out of mineable reserves and startup again when new reserves are available.
  • Can only play 1 Posture on a HQ each round now. *
  • Arachnids less present on Planets (-33%) *
  • You now have access to the trooptype statistics of other Major regimes at recon level 30 or higher.
  • Also Regime Recon gets Spies 2 as extra recon if not more >=8 zones within the enemy. If >=6 zones 2.5, If >=4 zones 3, if more >=2 zones 4, if only 1 zone *6*spies. This means it is easier to get Regime Recon if the enemy regime has less Zones.
  • Housing Tech added
  • Social Housing Asset Type added
  • Worker Apartments Asset Type added
  • Added a lot of mouse overs in the election reports revealing a lot more information about how the calculations are made during elections.
  • Governor influence on elections has been improved + Soldiers voting algorithm now follows more closely the setup for pop+worker voting. Notice that new elections with this version might see some shifts in voting behavior.
  • Sped up AI calculations with 10-15%
  • Much improved the algorithm for Midcore Logistics that was getting very slow once an empire got large with many roads and logistics sources. Added a LOT of cache-ing to the algorithm that should speed things up the midcore logistics by a factor of about 30 times faster. It might still get a tad slow when you get really large, but nothing like before.
  • Fixed hex extra info mouse over for some Unknown Landscape hexes, which shouldn?t have been shown.
  • Fixed first window of Raise New Formation Order where sometimes Formation Types where missing if Use SHQ Troops option was flagged
  • Fixed issue with extra kill percentage not being applied for GR Optics Tech and the GR artillery unit. *
  • Switched off Advice from round 70 onwards or if 9 or more Zones in control (we assume no more help needed at this point, and it reduces turn calculation time a lot for large empires that never switched advice off in the Prefs)
  • Increased coarseness of logistics a little bit to increase speed
  • Especially on lower difficulty levels and playing without the History Class ?Low Resources? there will be more opportunities to find low-grade Metal Deposits. Considering base Metals are so common on all Planets they are now easier to find, but the extra deposits now added are not very economical to exploit. Same as for Metal is done for Rare Metals but much less pronounced. *
  • Added new Stratagem for the Regime Feat Opportunism (Commerce-50) which is ?Improvised IP? which allows you to use the Population of a Zone of choice to produce IP by paying Credits (and 25 PP). Giving a little buff to the commerce profile especially in the early game. *
  • AI BP generation bonus reduced on Regular and higher levels, because the AI has become a little bit more clever in which research to prioritize recently. New BP gen bonus: -33% on beginner, +10% on regular,  +50% on hard, +120% on extreme *
  • Fixed an issue with SHQ management for an AI empire spawning many SHQs on the same island (thanks to Jed!)
  • Fixed an issue with the AI not building flak when severely overpowered by the player (thanks to Jason!)
  • AI was giving up a bit too early with the the air war, nudged this a bit
  • Gave AI some more incentive to still research low techs when already in high tech areas, to avoid it having a hole in its tech tree
  • Canyons now give combat penalties *
  • Fixed an AI glitch where it could build (in rare circumstances) makeshift ports on your territory
*=requires new game start

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Offline Asid

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Re: Shadow Empire : A military-oriented and sci-fi wargame
« Reply #46 on: April 29, 2025, 12:07:02 AM »
Shadow Empire: Republica DLC is coming soon
Mon, April 28, 2025



It?s official! Two years after the release of the Oceania DLC, a new chapter is coming to the award-winning 4X wargame Shadow Empire.

Republica DLC: A New Political Era in Shadow Empire

The Republica DLC expands Shadow Empire?s political systems, adding new layers of realism, challenge, and replayability. Manage societal decay, pass laws, confront a paranoid computer, and navigate evolving forms of government.

A major addition is Virtus, a system that represents the collective will of society. Under its influence, democracies can decay into dysfunctional states, meritocracies into oligarchies, and autocracies into tyrannies. Players must confront this instability with careful strategy, political maneuvering, or even radical actions like revolutions or adopting extreme governments?such as aristocracy or fanatical autocracy.

The DLC also introduces political bodies that vote on laws, creating unpredictable shifts in power. While laws can offer powerful benefits, they also come at a cost, forcing players to either adapt or resort to authoritarian control.

Want to learn more? Wishlist the DLC now and stay tuned for more updates in the coming weeks: https://www.matrixgames.com/game/shadow-empire-republica




To celebrate the announcement, the Complete Bundle is now available at an exciting 25% weekly discount, instead of the usual 10% :arrow: https://www.slitherine.com/bundle/shadow-empire-complete




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Offline Asid

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Re: Shadow Empire : A military-oriented and sci-fi wargame
« Reply #47 on: May 07, 2025, 12:07:01 AM »
Moodboard & Designer Notes #1 - Democracy
Tue, 6 May 2025



Vic (VR Designs) is hard at work completing Republica DLC for Shadow Empire, an expansion that focuses on politics. With this DLC, we?re introducing a completely new layer of depth to how regimes are governed, and how political systems can evolve over time.

To give players a sneak peek at what's coming, we're sharing a series of mood boards, each accompanied by designer notes, for all nine political systems featured in the Republica DLC. Today, we begin with our first entry: Democracy.


Parliament in session; The president speaks.

Please note that these images and ideas are conceptual representations of the Republica DLC. In-game footage will be shared later in development.


Moodboard: Democracy

The two leaders of the Democratic Front (DF) sat slumped on their stools, the weight of defeat pressing down on them. The rally hall, once filled with the roar of supporters and the clinking of beer steins, was now eerily quiet, save for the distant murmur of the giant Vidscreens replaying the night?s dismal election results. The big man, Darius, his bald head gleaming under the dim lights, glanced at the slender, statuesque woman beside him.

?Evanah,? he sighed, his voice thick with disbelief, ?how did we only take 10% of the vote??

Evanah, with her sharp features and piercing eyes, downed a shot of strong liquor in one swift motion, slamming the glass onto the counter. ?Darius,? she muttered, her voice laced with bitterness, ?we miscalculated everything. We assumed giving them what they wanted would bring us victory??

She signaled the bartender for another drink, her mind racing. ?Victory, yes,? she continued, her words gaining momentum, ?but that?s the problem, Darius. It?s the victory of the army over the Raider Clans?the president?s army, the majority?s army! That?s how the people see it??
?But we voted for tax relief, for social housing,? Darius interrupted, his tone desperate. ?All the things the people said they wanted.?



Evanah turned to him, her gaze cold and analytical, as if dissecting a specimen. ?Nobody gets it, Darius,? she snapped. ?We offered them paper, words, and votes? Votes for laws that never got adopted. It?s all promises and empty rhetoric.?

?But?? Darius tried to interject.

?No!? Evanah?s voice rose as she slammed her hands on the table, her frustration boiling over. ?We have to go about this differently. As long as the president delivers glory and real improvements, our words don?t stand a chance.?

Darius leaned back, a nervous tension in his posture. ?Fair enough, Evanah. You?re the sharpest mind we?ve got. You know I?ll back you, but I?m not sure where you?re going with this??

The bartender placed a fresh glass of limelight brandy before Evanah, who downed it quickly but set the glass down more carefully this time.

?Darius,? she said, her voice softening into something more conspiratorial, ?we need chaos? and we need the people to stop thinking about their country and start thinking about themselves.?

Darius?s face paled, fear flickering in his eyes. ?But? that sounds a bit? evil, doesn?t it??

Evanah slid off her stool, stood straight and fixed him with a steely gaze. ?Yes,? she replied, her voice deadly calm, ?and that?s exactly what we?ll need to be.?

For a moment, they locked eyes in silence. Darius was the first to look away.

?But,? Evanah added with a sly smile, ?no one will know. It?ll be our little secret.?

Darius nodded slowly, a resigned acceptance in his gesture.
?Excellent,? Evanah said, her tone brightening. ?At our next meeting, we?ll need to secure funding for these operations.?
Darius slid off his stool, mumbling, ?Yes, yes? we should close up here.?

Evanah wrapped an arm around his shoulder, giving him a reassuring shake. ?Cheer up!? she said, her voice dripping with false warmth. ?It?s all for the greater good. We?ll get there together.?

With that, they left the bar, two figures shrouded in the shadows of ambition and deceit, ready to do whatever it took to win the elections.


Designer Notes: the Democratic System in Republica DLC

In the story above Darius and Evanah talk about the voting in parliament, this ties directly into a core mechanic introduced in the Republica DLC: Laws.

With Republica DLC, Factions can now propose and vote on laws, which can be enacted or repealed through parliamentary votes. The voting record of a Faction will allow it to attract more popular support, especially Populist Factions will be likely to vote the way that brings them votes, instead of what corresponds with their Faction Profile.

Enacted Laws can give your Regime all kinds of serious bonuses and advantages, but there is a downside. It also ties up Credits, BP and/or PP needed to execute these Laws. Especially the Democracy political system is prone to getting too many Laws voted in, bloating your budget. Once a Democracy shifts further towards a Spoiled Democracy the number of enacted Laws can really get disastrous. Don?t get me wrong? Democracy remains a good system. But it now comes with more caveats and eventual challenges.

The road to a Spoiled Democracy is a gradual and sloping path. The key driver towards it is decreasing Virtus. The nasty Faction Leader ?Evanah? in our mood story is actually aiming at that. She is probably planning covert actions to decrease Virtus.


New System: Virtus Score

Virtus Score is a key new variable coming with Republica DLC.

Virtus Score represents the intangible life force of a culture, the faith of your people in each other, their virtue and their readiness to sacrifice themselves for the common good. People at high Virtus are bonded together and share a common goal. However, over time there is a strong possibility that any common goals get ?old? or the shine just wears off for any of a myriad of reasons? and enthusiasm will die down.

Once this happens whatever political system you are in will start to degrade and turn nasty. The Populace and the Leaders will lose their willingness to sacrifice themselves for the common good. This means foremost that it will become very hard to recruit new Soldiers and keep their morale up. A Nation with low Virtus will grow weak in many ways, but foremost: militarily. It is not that low Virtus nations cannot put up a fight, it is just that in a nation where there is no solidarity or common cause people will be loath to take risks and sacrifice themselves for others.

Note that lower Virtus will hamper the government's military efforts, but will help Populists' credibility, making them do better in elections, exactly what the leadership of the DF Faction, in the story above, needs.

Stay tuned for our next Moodboard and Designer Notes diary, where we?ll dive into the next political system in the Republica lineup.
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Offline Asid

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Re: Shadow Empire : A military-oriented and sci-fi wargame
« Reply #48 on: May 20, 2025, 12:22:03 AM »
Shadow Empire: Republica | Moodboard & Designer Nores #2: Spoiled Democracy
Mon, 19 May 2025



Vic (VR Designs) is hard at work completing Republica DLC for Shadow Empire, an expansion that focuses on politics. With this DLC, we?re introducing a completely new layer of depth to how regimes are governed, and how political systems can evolve over time.

To give you a glimpse into what?s coming, we?re releasing a series of mood boards, each with developer commentary, covering every one of these systems. Today?s entry explores what happens when Democracy begins to rot from within: Spoiled Democracy.



The populace at large is becoming decadent. They don?t sign up for military service, they watch Vidcom shows instead.

Please note that these images and ideas are conceptual representations of the Republica DLC. In-game footage will be shared later in development.


Moodboard: Spoiled Democracy
The recently elected young MP sat glumly in his seat, his brow furrowed in disbelief. The auditorium echoed with the murmurs of debate. Flickering halogen lamps cast long shadows on the cracked walls, and the scent of bunker mold mingled with the odor of various perfumes. ?Are they mad?? he muttered under his breath, the words barely audible over the clamor.

He nudged his neighbor, the venerable Foolslight, a relic of a bygone era himself, and whispered, ?How can we possibly vote to fund yet another law when we can scarcely afford to pay our soldiers? Don?t they realize this will strain our budget even further??

Foolslight, his face etched with the lines of countless political battles, responded with a low, incoherent grunt. His eyes, clouded yet shrewd, remained fixed on a heroic wall tapestry on the other side of the parliamentary benches.



?Well?? pressed the young MP, his voice tinged with urgency. Another grunt, followed by a phlegmatic cough, was his only reply. The old man?s reaction seemed almost ritualistic, a habitual display of disinterest.

But then Foolslight leaned in, his voice a soft but menacing growl. ?Young pup, do you know why you were elected? Do you not understand that by voting in favor of such laws, we ensure the population?s happiness, thus securing their continued support for the Prosperity Party??

The young MP stared blankly at the proceedings in the center of the auditorium, where the secretary, a gaunt figure draped in formal robes, was preparing for the vote roll call. The clatter of the old machinery that recorded the votes was a nasty reminder of their people?s increasing lack of technological progress.

Foolslight coughed again, a harsh, rasping sound that echoed through the chamber. The young MP turned, locking eyes with the old man. Foolslight?s gaze was unyielding. The young MP?s anger, held in check for too long, surged forth. He blurted out, ?It is not in the population?s interest to let the state go bankrupt.?

Foolslight did not flinch under the fiery gaze of his younger colleague. Instead, he merely said, ?Shh??

Then, in a whisper that dripped with menace, he added, ?The population is strongly in favor of this law. Do you really presume to know better than the people what is good for them??

A few other parliamentarians close to them seemed to hold their breath, listening in on the whispering. The young MP could feel the weight of Foolslight?s words pressing down on him, a stark reminder of the power dynamics at play. The halogen lights cast eerie shadows on Foolslight?s face, accentuating his stern expression. Before the young MP could respond, Foolslight continued, ?I would advise you to keep those sentiments to yourself in the future.? His tone was final, brooking no argument.

The secretary began reading the vote roll call. ?For the vote on the enactment of the law to ensure social housing for all? starting the vote roll call? MP Foolslight,? he intoned. ?In favor,? replied the old man.
The young MP dreaded the minutes to come and hear his own name called.


Designer Notes: The Decline of Democratic Integrity

This scene captures the heart of the Spoiled Democracy mechanic in Republica.

Our harassed young member of parliament is objecting against voting yet another Law in. Too many enacted Laws with Republica DLC will lead to a huge strain on PP, Credits and even BP. Thus causing problems with for example technological research and payment of salaries.

The venerable Foolslight is the personification of the Regime?s low Virtus. He is cynical to the bone. He does not care about the common good, only about his personal interest. And that is served by the success of the Prosperity Party. He knows that the largest block of the voters, especially during low Virtus times, will vote for the Faction that votes most in their interest.


Military Tension and Political Breakdown

When Virtus is low and the Outside Pressure Level (OPL) has been high over an extended period of time then Anger will build up with the less democratic Commanders. This could well result in a Military Coup at some point. A Military Coup would result in much bloodshed, your Political System changing to an Autocracy and increased Virtus as the Populace will be hopeful things will change for the better.

In a Spoiled Democracy there will also be a fair chance that a Syndic Faction will appear and grow in strength with promises of renewed glory and justice. There will be murmurs that it might be better to hand over power to the Syndic Computer. It will assure fairness and neuter men like Foolslight mismanaging the general interest. If you don?t have any other options to get Virtus up, you might be tempted to give that Computer a try.

It?s worthwhile to note that in the other Political System Families it is much easier than in the Democracy Political System Family to veto votes. You can do it in a Democracy too, but it?s probably too costly to do consistently.

That?s the double-edged sword of Democracy in Republica DLC, you are not fully in charge: the more it strays from virtue, the harder it is to fix.

Stay tuned for our next Moodboard and Designer Notes diary, where we?ll explore a new different political path featured in the Republica DLC.

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Offline Asid

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Re: Shadow Empire : A military-oriented and sci-fi wargame
« Reply #49 on: June 09, 2025, 11:36:24 PM »
Shadow Empire: Republica | Moodboard & Designer Notes #3 - Syndic Democracy
Mon, 9 June 2025



Vic (VR Designs) is hard at work completing Republica DLC for Shadow Empire, an expansion that focuses on politics. With this DLC, we?re introducing a completely new layer of depth to how regimes are governed, and how political systems can evolve over time.

To give players a sneak peek at what's coming, we're sharing a series of mood boards, each accompanied by designer notes, for all nine political systems featured in the Republica DLC.

Today, we present the third entry in the series: Syndic Democracy.

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The Computer has been helping the Supreme Leader make even better decisions. But we cannot seem to find the off switch.

Please note that these images and ideas are conceptual representations of the Republica DLC. In-game footage will be shared later in development.


Moodboard: Syndic Democracy

?I am truly sorry, sir,? said the embarrassed secretary, ?but the Computer does not approve.?

It needed no further explanation as angry red lights flashed all over the mainframe, and the humming sound of the ventilators grew more agitated, almost as if the machine itself was displeased.

The Supreme Leader slammed his fist on the meeting table and shouted, ?We need to make peace with the Arkanite Dominion! We cannot win a war on two fronts! You all know this!?

He looked around at his cabinet members gathered around the table. Different faces, different expressions: sympathy, disdain. He shook his head and suddenly looked confused. ?I am the Supreme Leader, right?? he asked them.

The Council Leader of the Interior cleared his throat and, in a polite voice, answered, ?Of course you are.? The secretary, however, added, ?And in your supreme wisdom, you decided to augment your judgment and ensure just decisions by connecting us to the Great Syndic Computer.?

The 1st SHQ Commander glared angrily at the rather smug secretary. ?You!? he exclaimed, ?Do you not serve the Computer since it granted you superior clearance level??

The secretary managed to look genuinely offended and replied, ?I serve the general interest. And you know the general interest equates our Supreme Leader and equates our Computer.?

After those words, the Computer hummed strongly, a sound that resonated with an almost sentient presence. All the council leaders exchanged glances, sharing a moment of silent understanding.

The Supreme Leader rose from his chair, the frustration evident in his movements. ?Okay,? he said, ?fine, fine. But tell me, dear secretary, how do we get the Computer to agree that we have to sue for peace??

The secretary began to mumble something about reprogramming, but the Computer immediately let out a sharp, angry bleep, cutting him off. He fell silent and stared at the floor.

The Supreme Leader sat down heavily and sighed loudly.

The Computer bleeped again?this time, rather cheerfully.




Designer Notes: Syndic Democracy in Republica DLC

Democracy, especially when Virtus is declining, often gives rise to the foundation of a Syndic Faction. The Syndics? you should know? only want one thing: installing their ?great? Computer. It?s their Alpha and Omega. According to their ideology and beliefs, it is the only way to ensure full equality in society. They often claim that if only the Galactic Republic had listened to them, it would not have crumbled.

When the Tech Level is high enough, you?like the Supreme Leader in the story above?might actually decide to install the Syndic Computer to help guide your nation. Once this is done, the Computer will begin offering advice on many issues, which can be difficult to circumvent. Maybe not so hard at Level I, but soon enough, the Computer will start demanding more and more power. Once it reaches Level IV, part of the decision-making will be truly out of your hands.

That being said, the Computer does inspire the people, as they feel like the vanguard of a bright new future. One might even argue that it genuinely wants the best for society. Being a Syndic Computer, however, it envisions the future through the lens of bigger government and more ?Democracy.? Note that its definition of Democracy is not exactly the traditional one. It will be tempted to ensure the ballot count mirrors the (ideal) will of the people.  It will definitely push for laws in the big-government direction.

On the flip side, it will reduce the need for Apparatchiks, as it gradually takes over more and more management tasks, doing them directly on subprocessors. Additionally, extra programming and upgrades to its circuitry can significantly boost public production, happiness, and even population growth.

As you may have noticed in the story, most Leaders are afraid to voice opinions that go against the Computer?s will. This is because in a Syndic Democracy, the Computer can eventually become quite paranoid. At some point, it might start to believe that certain Leaders want to pull its plug. It may then be tempted to "convert" those Leaders to its point of view?either by soft means or by? eh, ?accidental? ones? The latter may well prove fatal to the targeted Leader.

In the short term, the Computer might rally your people, taking them where ?no one has gone before? and restoring Virtus to peak levels to your nation. But in the long term, it may grow overbearing and paranoid. Sooner or later, someone will have to pull the plug. That won?t be easy?because the Computer might not agree. And doing so may very well require violence.

Shadow Empire: Republica



Wishlist Shadow Empire: Republica https://www.matrixgames.com/game/shadow-empire
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Re: Shadow Empire : A military-oriented and sci-fi wargame
« Reply #50 on: June 24, 2025, 12:22:29 AM »
Moodboard & Designer Notes #4 - Meritocracy
Mon, 23 June 2025



Vic (VR Designs) is hard at work completing Republica DLC for Shadow Empire, an expansion that focuses on politics. With this DLC, we?re introducing a completely new layer of depth to how regimes are governed, and how political systems can evolve over time.

To showcase the themes of Republica as development continues, we?re presenting a series of narrative sketches and designer notes that explore all nine political systems featured in the DLC.

Today?s spotlight: Meritocracy.


The essence of meritocracy is in selecting the best candidate for the job. Not one of your friends.

Please note that these images and ideas are conceptual representations of the Republica DLC, meant to illustrate the narrative and thematic tone of the DLC. In-game footage and visual assets will be revealed later in development.


Moodboard: Meritocracy

The Supreme Leader strode through the vast expanse of the newly completed Level IV industrial complex, his presence flanked by the Zone Governor, the Foreign Affairs Council Leader, and a retinue of silent apparatchiks. The air hummed with the thrum of the heavy machinery.

?This is remarkable,? the Supreme Leader remarked, his voice reverberating in the huge factory space. ?And all of this? made possible by the technology shared with us by the Atlantean Federation??

The Council Leader, a man of few words but great gravitas, nodded with a grunt. ?Yes, Supreme Leader. Though, it?s worth noting they?ll be significantly enhancing their tank armor thanks to our research pact. That?s the price we pay.?

The Governor, eager to direct the Supreme Leader?s attention, placed a hand on his shoulder and pointed towards a distant section of the factory. There, four conveyor belts converged into a complex, robotized assembly. ?Do you see that, Supreme Leader?? he said, his voice tinged with awe. ?I?ve never witnessed such efficiency. Ammunition production has tripled in the past year alone. It?s astonishing!?

They continued their tour, eventually arriving at the foundries, where steam and noise blended into a general mayhem  that overwhelmed the senses. Molten metal flowed like a river, cascading into leaden molds. The Governor?s Vidcom device buzzed, pulling him away from the group. He excused himself, retreating to a quieter corner to take the call.

Seizing the moment, the Council Leader leaned in closer to the Supreme Leader, raising his voice to be heard over the machinery. ?We need to replace our easily impressed Governor, and soon. His awe is endearing, but he?s failing in his managerial duties.?

The Supreme Leader nodded thoughtfully. ?I trust your judgment,? he replied, his gaze following the Governor, who, oblivious to the conversation, waved back with an ingratiating smile, gesturing that he needed more time.

The Supreme Leader turned back to the Council Leader. ?Moreover,? he continued, ?wasn?t Governor Zarko something of a brute in the old days??

The Council Leader chuckled, a dark sound barely audible above the industrial din. ?Indeed. He was notorious for personally overseeing the most brutal tortures. He still clings to the immense wealth he accumulated during the oligarchy. It?s clear?his time is up, not just for the sake of efficiency.?

The Supreme Leader?s expression remained inscrutable as he nodded once more. ?Your concerns are duly noted, Council Leader.?

As the Governor returned, the Council Leader greeted him with a thin smile. ?Ah, Zarko the Terrible,? he muttered under his breath. ?Not so terrible now, are we??

Out loud, he said, ?Welcome back, Governor. No bad news, I trust??




Designer Notes: Meritocracy in Republica DLC

Meritocracy is one of the better systems that provides the player with plenty of bonuses and good Regime Feats. On top of that having a Senate instead of a Parliament means there will be less Laws voted and no danger of overburdening the Nation with legislation. A Senate will also pay much more head to any desires of the Supreme Leader. But it is also one of the more fragile systems because there is both a lack of checks and balances as well as a lack of absolute authority of the Supreme Leader.

Meritocracy means the rule of those with the most merit. Now there are many definitions of merit possible. Any definition would really be quite subjective. Who decides what merit is after all? The best for whom? In the Shadow Empire Universe the ideal form of Meritocracy is the rule of the most capable: those most skilled, most wise, those best at their job. This is exactly what we see happening in the story above, the Zone governor is not very suitable for his job, and voices will go up to replace him.

However once the Virtus Score of the nation goes down the definition will change and will shift towards the rule of those that have the most Social Standing. Lower Virtus Meritocracy will thuswise slowly devolve into an Oligarchy.

Be careful to not be too complacent with an Oligarchy as it has a tendency to entrench itself. Atrophy in your ranks will set in as your Senate will start to substitute Social Standing for Suitability and Capability. It will get harder to get new Leaders to important positions.

Once things turn sour for the Populace due to exploitation by the Oligarchs they might rise up in revolt to dispose of the hated Oligarchs and install a democracy so everybody gets equal power. After all, why would only a small percentage of the Populace have the power? Especially when using it in their own naked interest only?

Obviously the more a Meritocracy turns into an Oligarchy the more hated the Senatorial elite will be. At high Virtus Meritocracy the elite tries to strive to get the best man on the job and that helps in commanding respect for the system? In an Oligarchy it becomes clear that the elite only has its own interests at heart.
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Re: Shadow Empire : A military-oriented and sci-fi wargame
« Reply #51 on: July 15, 2025, 12:15:04 AM »
Shadow Empire: Republica | Moodboard & Designer Notes #5 - Oligarchy
Mon, 14 July 2025



In the previous entries of the Moodboard & Designer Notes series, we explored the various faces of democracy and introduced Meritocracy. Today we dive deeper into another political system featured in the Republica DLC: Oligarchy.


The essence of meritocracy is in selecting the best candidate for the job. Not just selecting one  of your friends or business partners.

This series of articles aims to showcase the main themes of Shadow Empire: Republica DLC, an expansion currently in development by Vic (VR Designs) that focuses on politics.

Please note: the following images and ideas are conceptual representations meant to illustrate the narrative and thematic tone of the DLC. In-game footage and new visual assets will be revealed later in development.


Moodboard: Oligarchy
The President activated the Vidcom wall screen, the large display casting a blue-ish light in the dimly lit chamber. The images of the three candidates flickered into view, none of the faces he saw inspired confidence. ?Commander of the 1st Armored Corps is a serious position,? he muttered. ?How can we have these numskulls as nominees??

He turned to his Human Resources Advisor, who sat patiently beside him in a wheelchair, impaired but with his eyes still sharp. The Advisor was a good man with a deep commitment to the greater good. The president asked, ?Isn?t it possible to dismiss some of these candidates? For example, that Jerome fellow? He doesn?t even have any military experience. How can he be a nominee in the first place??

?Well, sir?? replied the HR Advisor, his voice filled with a blend of frustration and hope, ?it is not so much an exercise in meritocracy here but more like a complicated game of patronage.?
The president sighed deeply, the weight of their stagnating society pressing heavily upon him. ?I know, I know? But why don?t these bastards adhere to our principles anymore? The best man gets the most important job??

?In a way, they do,? replied the HR apparatchik, raising an eyebrow, ?In many ways, they are the true winners. Only those most adept in the arts of clientelism and corruption have managed to climb so high that they can influence the choices of the military selection committee.?

The president?s expression darkened as he contemplated their predicament. ?How did we end up here? Instead of selecting the best candidates for the whole country, we are selecting the best candidates for a tiny clan of oligarchs.?

The HR apparatchik took the Vidcom control from the table, his hands steady despite his degraded health. He tapped it a few times until an image showed up of the great victory over the Nomadic Alliance. The flickering screen displayed scenes of past glory, of battles won, sacrifices made and parades of victory. ?Remember?? he murmured.

?How could I not?,? said the president in an equally grumpy voice. ?You lost your legs, for starters??

The Advisor looked down at his wheelchair and his missing legs. The President continued: ?Those were the times? we fought? everybody fought? sacrificed themselves for the homeland.?

?Ehm? Indeed,? confirmed the slightly disturbed apparatchik. ?But do you also remember what happened afterwards??
?Yeah,? said the president, his tone heavy with regret. ?Things went downhill? all the way to us nominating this former vacuum-cleaning salesman as Commander of our elite armored Corps??

The HR Advisor sighed, rolling his wheelchair back a bit, and patiently said, ?No, I am talking about the frontline and our military operations.?
The president took the clue, his mind going back to the days of conflict and victory. ?Well? we won and we managed to reap the benefits, right? We got hold of those Alliance?s Rare Metals mines and gave our populace what they deserved after all their efforts: Quality of Life, lower taxes, and even access to more luxury goods.?

?Indeed,? nodded the HR Advisor. ?I?ve thought a lot about it, and I believe it?s precisely that? we went soft. Our people started to spend more time on themselves instead of on their country. They began to prefer fancy clothing over military fatigues, career building over heroics.?

The president nodded slowly, absorbing the analysis of his Advisor and the gravity of their situation. ?That makes perfect sense. You?re more insightful than meets the eye, Advisor. But does that mean we just have to start a new war to get out of this mess??

The Advisor switched the Vidcom screen back to the three candidates, the images now looking even more inadequate under the scrutiny of their conversation. Slumped in his wheelchair, he said, ?Alas? no? it?s far too late for that, President. We will not win any wars with guys like Jerome in charge.?




Designer Notes: Meritocracy turning to Oligarchy in Republica DLC
Once Virtus goes down in a Meritocracy the question of who should govern will be answered differently by your elites. Instead of the most ?capable? it will slide into the most ?deserving.? 

In practice the most deserving according to your elites will often be the one with the most Social Standing, the most Seniority or the most Patronage.  Once you have arrived here you find yourself in an Oligarchy. As our President did in the story above. They wiggle their way into positions of power and leave you little choice but to appoint their ?friends? as well.

Meritocracy turning to Oligarchy is like atrophy setting in. Be careful to not be too complacent with a light Oligarchy as it has a tendency to entrench itself. It will get harder to get new Leaders to important positions once Oligarchs start to dominate your Leader Pool.

When Virtus goes low your Leaders will get a chance to get the Oligarch Feat. This Feat will make them siphon off funds and pass contracts to their business friends (kick-back).  What they do is semi-legal (as opposed to outright corruption) and their subversion only works well under low Virtus conditions because it takes two to Tango: An oligarchic Leader as well as a society/business or government culture that?s willing to think likewise.

The Wealth acquired by Oligarchs will often be spent on Social Standing Leader Feats. This will give them higher Social Standing Scores, which will help the Oligarchs with most Social Standing to secure the top jobs.

Furthermore Oligarchs with a lot of Wealth will become the Patrons of Client Leaders, ensuring their support within their Faction and bringing closer their goal of becoming Faction Leader.

In game theory terms: Oligarchs will siphon off funds and use those funds to rise to the top of the pyramid where they will spread their lack of Virtus all over the place.

There is a real danger of getting caught in a downwards spiral with Oligarchy. As happened to the Nation in the story. As the Oligarchs demoralize the Nation and drag down Virtus, which further reduces their barriers to growing more powerful and grabbing more resources.

Over time this could give rise to Dynastic Families that will basically be above the law. But this would involve a system change from Oligarchy to Aristocracy. We?ll discuss that next Moodboard.

The story above ended on a desperate note, but there is hope in darkness? when things turn really sour for the Populace, due to exploitation by the Oligarchs, they might rise up in revolt to dispose of the hated Oligarchs and install a democracy. So everybody gets equal power. After all? why would only a small percentage of the Populace have all the power?


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Re: Shadow Empire : A military-oriented and sci-fi wargame
« Reply #52 on: August 30, 2025, 12:02:53 AM »
Shadow Empire - Rank & Rebalancing
Fri, 29 August 2025



Changelog | Patch Notes v1.27a and all the updates since the last major patch

Today?s patch brings a lot of tuning, boosting and nerfing to Shadow Empire. There are many, but most importantly tanks have become somewhat weaker when out of their element and artillery has become somewhat stronger especially when targetting troops with low experience levels. It also brings a new feature: Rank. Leaders can be given a Rank in order to pay them a lot more salary and make them happier. The AI has received quite some improvements as well. Furthermore advanced tools have been added for modders to allow doing some magic with the Vidcom graphics.


1.27a (#223)

  - Split Theocratic Major Regimes into Theocratic and Elitist Major Regimes. They are very similar but their Factions are different. The Elitist Regimes have the Factions: Criterians (reasonable but definitely not stupid), Regents (self preservation), Optimates (more aggressive and militarist) *

  - Fixed getting too much high Cap Leaders on higher difficulty levels *

  - Fixed some Stratagems displaying stuff like <NATION> in their text blurb.

  - Fixed exploit with moving into enemy hex using the P key.

  - Militia Troops will no longer be sent back to SHQ if they have quality level obsolete. Furthermore SHQ will allow obsolete troop types to be sent out to Militia Units if they have the ?militia people?.

  - Vidcom NewGfx Switch added to Prefs, by default it is on. If switched off only old style graphics are used for Vidcom, this does also mean less diverse graphical illustrations. In a few months a similar switch should become available for Stratagems. I hope this pleases the part of the player base that does not want to use the NewGfx, at least somewhat. -For Matrix Open Beta the above this doesn?t work completely as I cannot remove existing files, so in the Matrix Open Beta switching off NewGfx actually still shows the Arachnid + Danger newer graphics. Link to NewGfx Vidcom modding: https://docs.google.com/document/d/1sf_DqtVhBMQsYfKG-KhYNWmIq5Ck6N1HB1Mm8KAuIKs/edit?usp=sharing


1.26o (#222):

Some relatively big combat balance changes with this patch. Artillery has been boosted and AFVs have been nerfed, but only in specific circumstances.

  - Increased the Artillery KILL chance a bit (did not make many kills, but should make 20% more kills now, a tad bit, but read on below) *

  - Added ACCIDENTS rule for AFVs, for in order of vulnerability: Tanks, APC and Walkers. See below for more info. *

  - Artillery RETREAT hit can translate to KILL hit with (relatively) low XP targets. See below for more info. *

  - Militia Replacement Troops can now be low level Models as well. This was inconsistent before with new Units having the possibility for regular Model usage, but not their replacements troops. -AI is now more inclined to upgrade troops (especially at lower XP levels if seriously better equipment available)

  - Faction Stratagem gifts did not take into account the Profile preferences of the Faction in question for the selection of the Profile Stratagem given, they do now, though some randomness remains.

  - Fixed possible issue with Decision not raising worker happiness.

  - Fixed an issue with non-Cabinet members actually being able to vote during Politburo elections.

  - Fixed issue with not being able to manually transfer Militia from SHQ to Militia Unit in same Hex.

  - Mech Artillery/Launchers now have 10 readiness loss for 100 AP move instead of 30. *

  - Absorption Critter Feat now always has 10% chance to fail (caused an issue before at level V which made a fail impossible)

  - Changed the weighting of possible culture groups on Planet; should result in more diverse cultures on newly generated maps *

  - High Tradition >100 was still not allowing a tiny chance of CAS raise, this should now work, though it will be really slow.

  - Some mouse over fixes for some skills, techs and stratagems *

  - ACCIDENTS During offensive warfare and when scoring a KILL/RETREAT hit, Tanks, Walkers and APCs have a small chance to get destroyed by last minute (suicidal) enemy counter actions accidents or accidents (or combination of both). This can only happen against highly entrenched adversaries or in landscapes or river crossings that are not well suited for the Troop Type in question. Tanks attacking unentrenched enemies in Plains Landscape Type for example will have 0% chance to suffer an accident, however Tanks attacking in Forest have a 3% chance to suffer an accident (remember: only upon scoring a KILL/RETREAT hit there is a test). APCs and Walkers have only half that chance, note also that Walkers do not have any Landscape Types that give them penalties in the first place (though major rivers still expose them).

  - HIGHER ARTILLERY KILL CHANCE WHEN FIGHTING LOW XP TROOPS

  -   - A Retreat Hit by Artillery can be transformed into a KILL hit if the XP of the target is below 40.

  -   - At 10xp or lower the chance is almost 30%

  -   - At 20xp the chance is about 10%

  -   - At 30xp the chance is about 5%

  -   - At 39xp the chance is about 2.5%

  -   - At 40xp or higher the chance is 0%.


1.26n(#221):

  - New Faction?s first Faction Leader during the game is now usually much better aligned with their new Faction. They sort of trade their previous ideology for a potential position of power. Ambitious Leaders have more chance to align and to found a new Faction during the game.

  - Added some more log entries on Private Credits in the Zone Logs & did some general QA work on tracking this really correctly (for me and for the player)

  - Fixed faulty XP in raising formation with SHQ Troops

  - Fixed misconfigured conditions for raising Light and Heavy Armor Grenadier Army.*

  - Fixed the amount of Energy/Food/Ammo/Fuel/Water/IP that is being kept by Zone in case it will not have enough maximum storage points to do so; in that case it will send items back to SHQ even though it needs them next round, better than losing them. (Big thx to Dave with this rather rare case).

  - Fixed a small reporting glitch with energy in the inventory tab (consumption need reported was not taking energy rebate into account of agri facilities)

  - Verified Disband Militia is working; it is working. But you need to play a scenario started with #220 or later.

  - Major AI on higher difficulties now does higher Tech Level starts with Models utilizing the best Tech thats available at start of game.

  - Major AI in early game is now more keen to design better versions of much used equipment/models when important new tech becomes available

  - Major AI is now more sensitive to recognizing another Major is getting too much ahead (but stays sensitive to especially victory pact for non-game winning reasons)

  - AI gets better Leaders at higher difficulty levels (upto +1 cap level at extreme difficulty)

  - AI fix where it was not perceiving possible longer term encirclements as good as it could

  - Limited budget changes for Organisations to minimum 1% per organisation. There is minimal upkeep needed to keep the lights on.

  - Fixed feedback when using ?Call To? diplomatic Cards to explain the addition of dem,aut or mer to your ROLL. *

  - Fixed small glitch in Crime Syndicate algorithms (destroyed security asset without crew) *

  - Fixed issue with some other Cultures Milita Units losing Unit Feats.

  - Fixed crash with sentient alien units and using the Battlegroup Order.

  - Correct mouse over now for Major Diplomatic Pact Stratagems.


1.26m (#220):

  - Salary effect on Natural Relation Point has been lowered *

  - Rank Feature added. HR Task now also produces Increase/Decrease Rank (title) Stratagems that can give a Leaders a higher salary and more prestige from their job *

  - In Leader Management Tab you can now also inspect the Leader Feats

  - AI change on tactical level: added an extra move algorithm option on normal AI speed or higher, should result in slightly better tactical moves.

  - Fixed glitch with losing of Quality Levels when reforming unit/HQ (Zarohn)

  - When depleting the Militia Pool the Population will be reduced (if possible)

  - When rebel units form the Population will be reduced (if possible)

  - When suboptimal recon the Unit counters now show the same value on map as in the troops breakdown in the bottom.

  - Fixed glitch where logistical points need of Asset was reduced by city level multiplier (farmstead III req 50 logistical pts instead of 150)

  - Fixed having the Model graphics show up in the Battlegroup Popup Window

  - Private Economy will stop upgrading private mines that dont have enough reserves left in the ground

  - Private Economy will favor industry/scav assets more often again

  - Fixed a tiny glitch with not selecting the city hex when clicking in left side window

  - Fixed mouse over for make peace Strategem

  - Fixed issue with some Profiles not changing with diplomatic major events *

  - Fixed transferring from Zone to SHQ in same Hex if no logistical points available.

  - Militia can now be disbanded as well. (because it could be scrapped, like this is more consistent)

  - Regular Troops can now no longer be transferred into Militia units (was an exploit)

  - HQ reports now show up even when round 70 passed or advice turned off.

  - Extra notes on the new Rank feature:

  -   - Giving a higher rank title to a Leader immediately gives some relation effects. It also increases the Natural Relation Point for monetary as well for honor-related reasons. It also increases the Prestige from the Job they are doing.

  -   - Rank 1 = salary * 5, prestige from job +10 pts

  -   - Rank 2 = salary * 25, prestige from job +20 pts

  -   - Rank 3 = salary * 125, prestige from job +30 pts

  -   - Rank 4 = salary * 625, prestige from job +40 pts


1.26k2 (#219) :

  - Major Fix with AI regimes not being set to a story mode (friends, blackmail, etc) and subsequent events not triggering. This has been fixed for new games and running games (retro-active fix will take a new round to go into effect)

  - Further AI changes on tactical level to try to strike the right mix between timid (too often previous subversion) and audacious depending on the number of units on the frontline.

  - Fixed the Base Design formula for aircraft , it no longer takes ?aircraft ruggedness? into account a bonus as it causes issues with field testing. On top of that ?aircraft ruggedness? should never have given a bonus to the base design in the first place, it is already giving a bonus to Hitpoints. (Thanks Felius!) *


1.26k (#217) :

  - AI changes on the tactical level especially on medium and slow level (extra searches, small nudges & some code fixes). The AI should be a bit more wary now against encirclement and holes in the line, however it might have gotten a bit bore timid in some circumstances too, where it is better to drive forward. So feel free to send me a save game of any such instance where it should have played offensive cat & mouse instead of trying to avoid encirclement. This will be probably be worked upon for the next open beta. Feedback is thus crucial.

  - Expanded rather limited implementation of moveRedux effects of artillery on transporter (truck/apc) speed. Used to be only applied if the trucks had an AP cost decrease (fast trucks), now also for all others (normal and slower than normal)

  - MTH Stratagems are now handled by Economic Council Director (instead of Foreign Affairs Director) *

  - Salary impact on Natural Relation Point is now optimal at Leader Egoism=50 and slacks of going towards 0 or 100. In the first case because the leader is altruistic and doesnt value rewards very high, in the other case because it wants more and more credits as egoism creeps higher. (note that the stratagem gifts do work well on high egoism because the public ceremonial nature (PP expenditure) of these gifts does scratch their itch) *

  - Waterfall Turbine Hex Feat description fixed*

  - Mod Library usage fixed. Thx Magirot! It now loads mods again without crashing. Apologies here, not sure how this bug snuck in.

  - Fixed Danger Event preview with too high modifier on skill roll

  - Fixed map centering in some cases (big thanks to JeanLeChauve for this report and many others)

  - Fixed mothballing of private mines when necc

  - A cap on egoism loss with leaders with low ambition and parliament regime feat active. Iit cannot go lower than ambition now. *

  - Agri preview production fixed

  - Made fixed AI Admin level (based on round) now more variabl also depending on BP production *

  - Arachnids less chance to be present on planet where they have no prey to hunt

*=requires a new game start
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Offline Asid

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Re: Shadow Empire : A military-oriented and sci-fi wargame
« Reply #53 on: September 09, 2025, 12:31:54 AM »
Moodboard & Designer Notes #7 - Autocracy
Mon, 8 September 2025



Vic (VR Designs) is hard at work on completing the upcoming Republica DLC for Shadow Empire, an expansion that places politics at the heart of the experience. This series of articles aims to explore each of the 9 political systems that will be playable with Republica DLC.

In our last entry, we examined Aristocracy. This time, we turn our attention to Autocracy.

Before moving on, a quick reminder for those who might have missed our last announcement: if you?d like to dive deeper into what?s coming, save the date and join us at the Home of Wargamers event on September 25th.


The Supreme Leader is hailed and followed by all!

Please note: the following images and ideas are conceptual representations meant to illustrate the narrative and thematic tone of the DLC. In-game footage and new visual assets will be revealed later in development.


Moodboard: Autocracy

"Go! Go! Go!" shouted the Lieutenant, his voice cutting through the chaos as infantry stormed past him, their boots pounding against the broken streets toward the citadel.

The inspecting Commander beside him, a man of sharp features and a sharper mind, wore a broad grin. The city was theirs, and he reveled in the moment. "This was almost too easy, Igorovitz," he said, his tone laced with satisfaction. "It seems the Computer is suffering crashes and the Syndics are losing their will to fight."

The Lieutenant, his focus split between the Commander and the comms traffic buzzing in his earpiece, nodded. "Yes, sir," he replied after a moment, his voice tinged with disbelief at their rapid success, "We caught them completely off guard. The city center, the water mines, the domes?all secure. Only the Citadel and the Governor remain."

The Commander?s grin widened, a dangerous gleam in his eyes. "He should have joined us when he had the chance."

"Sir," the lieutenant interrupted, "I?ve just received a request for a Vidcom call from Governor Morklord."

The commander chuckled, a rather humorless sound. He activated his Vidcom handheld, his finger hovering over the screen and he said, "Patch him through, Igorovitz."

The Vidcom crackled to life, and the governor?s voice, strained and crackling, filled the air. "Is that you, Commander Sehlix?"

"Sure is," Commander Sehlix replied, his voice bright with a twisted sort of cheer. "What can I do for you, Governor?"

"You must?" the governor?s voice wavered through the static, "you must immediately stop this? this rebellion!"

Sehlix exchanged a knowing glance with his Lieutenant, a silent acknowledgment of the futility of the governor?s plea. "No rebellion here, Governor," Sehlix replied, his tone almost conversational. "We?re simply restoring power to our president. Your democratic computer-collaborator factions have jeopardized the nation and its army for long enough. We?re offering a chance for survival, nothing more."

The vidcom?s screen flickered, and for a moment, the governor?s face seemed frozen, a statue carved in fear. But it was not, the Governor?s weary eyes still blinked. "This? this betrayal? it?s a complete shock to me!" the governor stammered, desperation leaking into his voice. "Hold your attack! I need time to think, to contact the Computer?"

Sehlix cut him off, his voice cold and final. "You?ve got ten seconds, Governor. Surrender, or I?ll order the artillery to open fire."

The governor?s response was a garbled mess of panicky words and seemingly random shouting, but Sehlix didn?t bother to listen. He began a slow, deliberate countdown, his gaze never leaving the screen.

"Ten? Nine? Eight?" His voice was a death knell, each number a step closer to the inevitable. Commander Sehlix was no longer listening to what the Governor was trying to tell him.

As Sehlix?s countdown reached zero he turned off the Vidcom with a flick of his wrist, his expression one of detached amusement. "Thought so," he muttered. "Completely out of touch with reality. No one will miss him."

He turned to the lieutenant, who was already waiting, anticipation gleaming in his eyes. "Igorovitz, would you do the honors? Call in fire from the 3rd Heavy Artillery Regiment."

"Yes, sir," the lieutenant replied, a grin of his own forming as he added, "with pleasure."


Artillery crews are awaiting orders to open fire on the Citadel


Designer Notes: Autocracy, from Stability to Tyranny

In the above story we follow the events during a Military Coup against a Syndic Democracy. The problem with many radical political systems as Syndic Democracy is that once the system (the computer in this case) gets entrenched it becomes very hard to change the system.

Except that is by a revolution of some kind. In the case of an entrenched Syndic Democracy the only way out is by a Palace Revolution or a Military Coup. The former might prove difficult once the Computer has removed all disloyal elements stationed in the Cities. The only Leaders the Computer cannot really eliminate well are the military Commanders that are often physically outside of its reach. Finally an advantage to a wasteland, right?

The military however is loyal to the political leadership by nature and will only be tempted to commit a coup if the situation is truly dire and the pressure from outside is clearly leading to a disaster for the nation.

Once the coup in the story will have been completed the coup Commanders will take charge of the most important Councils, unplug the Computer and declare Autocracy. Virtus will rise due to the relief of being saved from a path to disaster and new hope for a brighter future.

The Autocracy political system itself is probably the simplest to play. Basically you have wide ranging discretionary powers. If there are any Laws proposed by your politburo they can be vetoed at a minimal PP cost. On top of that it is a system that has lower Virtus decay than all others.

Perfect right? Well? it will take some time but at some point your Commanders will start to emulate the system on a lower scale and they?ll think themselves supreme Leaders in their own little domains. Depending on their personality they?ll become little Tyrants. Which will lead to all sorts of excesses that will terrorize their subjects (soldiers, workers or population). And beware Tyrants might devolve further into Sadists.

At some point your system will risk to devolve into a Tyranny, no matter how noble the intentions of the Supreme Leader.

Though it might be possible to avoid this. Probably the best way to try this is keeping everybody on their toes against an external enemy. One of the options to restore Virtus will be to declare a Crusade, reinvigorating Virtus, as the final victory will seem to be in reach!
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