Dogs Of War Vu

Sim/Strategy/War => Games Discussion => Topic started by: Asid on October 10, 2019, 02:28:00 PM

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

(https://www.matrixgames.com/images/news/2311/spotlight_image.jpg)


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.

(https://www.matrixgames.com/amazon/Screenshots/ShadowEmpire/Shadow%20Empire%20-%20unit%20movementx.jpg)

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.

(https://www.matrixgames.com/amazon/Screenshots/ShadowEmpire/Shadow%20Empire%20-%20Mapx.jpg)

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).

(https://www.matrixgames.com/amazon/Screenshots/ShadowEmpire/Shadow%20Empire%20-%20tech%20treex.jpg)

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.

(https://www.matrixgames.com/amazon/Screenshots/ShadowEmpire/Shadow%20Empire%20-%20detailed%20planet%20generation%20mechanismsx.jpg)

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. (https://www.matrixgames.com/game/shadow-empire)

Title: Re: Shadow Empire : A military-oriented and sci-fi wargame
Post by: Asid on October 10, 2019, 02:28:38 PM
reserved
Title: Re: Shadow Empire : A military-oriented and sci-fi wargame
Post by: Asid on October 14, 2019, 06:40:24 PM
Shadow Empire Beta
10/14/2019


(http://www.matrixgames.com/amazon/Screenshots/ShadowEmpire/Beta/ShadowEmpire_join-the-beta_FB-post.jpg) (https://www.matrixgames.com/beta/shadow-empire)


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 (https://www.matrixgames.com/beta/shadow-empire).

Title: Re: Shadow Empire : A military-oriented and sci-fi wargame
Post by: Asid on December 21, 2019, 02:59:13 PM
Dev Diary #1 - Planet Generation
Fri, 20 December 2019

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/35978598/b38a0d4b980f413769f445041a469c81cbe5912c.png)


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.

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/35978598/a5ee328ff9e7516d909a81b60e2c92ce0eecbcc2.jpg)
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.

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/35978598/11c346473ca25e70c74ba73190761cbd2af32127.jpg)
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.

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/35978598/d78d12c1f878d05d1916650499a30417c57a4512.jpg)
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.

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/35978598/9a8149df1adc9f7b75563d19588f18e590071a83.jpg)
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.

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/35978598/c9d393bbfff89e99c72042ff8e98ecd6ad3a42b0.jp)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.

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/35978598/7c7338b136604a32574e8d4f6ff4bb1012c19a34.jpg)
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.

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/35978598/2db8df2677f6e222b3c25f6d317b2284a218e037.jpg)
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.

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/35978598/954d486042bb9998cc46556be460d3b1b6791e52.jpg)
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.

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/35978598/2a8773b233b533248a9096e6b1f606222d246f6c.jpg)
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.

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/35978598/0854c7630dce24e81f2a99a9e090ca1210bb3dda.jpg)
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.

Title: Re: Shadow Empire : A military-oriented and sci-fi wargame
Post by: Asid on January 20, 2020, 04:28:16 PM
Dev Diary#2 : Military Conquest
Mon 20 Jan 2020

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/35978598/8b9630946e1dab5b03c683a14002338908aaebf2.png)


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.

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/35978598/d032348c57e9c4babfbf54ca9885a9ab974a1650.jpg)

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.

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/35978598/f3c95932abf65efa961efa15cc77c3cfe97b1536.jpg)

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.

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/35978598/fce20239857f5c00fb4f939c7d8144a56450ef54.jpg)

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).

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/35978598/6cc942843638e946bf2dfd12d2d8d3d56c230f34.jpg)

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).

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/35978598/51731084ef132491816050abd4451da7bec7658f.jpg)

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.

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/35978598/a7b7e4e7e27be846e2b5a234f4e38784d9fa2841.jpg)

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)

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/35978598/42fa3356d383db209c42c8a30d41fba069e6d2e8.jpg)

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.

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/35978598/1e5eb5b740ee2bb724beff0272dc6e4e908af542.jpg)

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.

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/35978598/134f275d89d317b39565db63156d1563d3fff10b.jpg)

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

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/35978598/d3b66cd9c8594ac06f6cdbd2272a998bd5d2b81b.jpg)

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.

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/35978598/f5a32540c067dc1c45bbd18a596f49a98e322cdc.jpg)

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.

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/35978598/aa20b4e3b35d5923cb78caaaadd343fe133bfc6e.jpg)

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

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/35978598/f0e9f32e269a009ae3d9958d83175618388ceb58.jpg)

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.

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/35978598/931bf77069c1a76ffd26c98c128b2ed605a87064.jpg)

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.

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/35978598/417435fbfc2dbcf77fc5ffd51261e7b2abaa7a63.jpg)

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.

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/35978598/f4392636c4c22461bd7f59b57d3ba4361c5452ac.jpg)

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:

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/35978598/0bb6e335d56f71b5d71b69d52f3b028b6c4623f2.jpg)

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.

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/35978598/96ce821adbc01e795a8486c6842aaa428bf01392.jpg)

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.

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/35978598/750b4ff4d2aee9bfd326cf2f636b61ce28e0fe9e.jpg)

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.

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/35978598/f8e6bd707257f91549210ccdae80710f8366c730.jpg)

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).

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/35978598/c553509eaa70149363df09b7c19dbbbe1683c5da.jpg)

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.

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/35978598/e5c4512c2875961bc7dae9d753ffa687c7b21577.jpg)

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.

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/35978598/1142e46aacc41d928ea0b29fcd546fdcdd6f4c9a.jpg)

The advance Units now are in full supply again.


Title: Re: Shadow Empire : A military-oriented and sci-fi wargame
Post by: Asid on February 07, 2020, 03:57:59 PM
Shadow Empire Dev Diary#2 : Building an Economy
07 Feb 2020

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/35978598/d4b78f343f834e66f39b9344884b70de3f681fbf.jpg)


Shadow Empire Beta is open! Join and help us polishing the game (https://www.matrixgames.com/beta/shadow-empire)

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.

(http://www.matrixgames.com/amazon/Screenshots/ShadowEmpire/blog3/start.jpg)

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.

(http://www.matrixgames.com/amazon/Screenshots/ShadowEmpire/blog3/items.jpg)

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).

(http://www.matrixgames.com/amazon/Screenshots/ShadowEmpire/blog3/shq.jpg)

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.

(http://www.matrixgames.com/amazon/Screenshots/ShadowEmpire/blog3/construct.jpg)

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

(http://www.matrixgames.com/amazon/Screenshots/ShadowEmpire/blog3/industry.jpg)

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.

(http://www.matrixgames.com/amazon/Screenshots/ShadowEmpire/blog3/sell.jpg)

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

(http://www.matrixgames.com/amazon/Screenshots/ShadowEmpire/blog3/buy.jpg)

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.

(http://www.matrixgames.com/amazon/Screenshots/ShadowEmpire/blog3/tax.jpg)

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.

(http://www.matrixgames.com/amazon/Screenshots/ShadowEmpire/blog3/private.jpg)

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.

(http://www.matrixgames.com/amazon/Screenshots/ShadowEmpire/blog3/nationalize.jpg)

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

Asset Levels
Almost all Assets can be upgraded.

(http://www.matrixgames.com/amazon/Screenshots/ShadowEmpire/blog3/levels.jpg)

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.

(http://www.matrixgames.com/amazon/Screenshots/ShadowEmpire/blog3/town.jpg)

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)

(http://www.matrixgames.com/amazon/Screenshots/ShadowEmpire/blog3/agri.jpg)

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.

(http://www.matrixgames.com/amazon/Screenshots/ShadowEmpire/blog3/zoneorders.jpg)

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.

(http://www.matrixgames.com/amazon/Screenshots/ShadowEmpire/blog3/tech.jpg)

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.

Title: Re: Shadow Empire : A military-oriented and sci-fi wargame
Post by: Asid on February 07, 2020, 04:05:33 PM
Shadow Empire Dev Diary#2 : Building an Economy
07 Feb 2020

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/35978598/d4b78f343f834e66f39b9344884b70de3f681fbf.jpg)



Shadow Empire Beta is open! Join and help us polishing the game (https://www.matrixgames.com/beta/shadow-empire)

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.

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/35978598/744aa7ab18d4d30cf7451491a8bf3bb84fcf4eb0.jpg)

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.

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/35978598/468f9d0477efa4f0f5c7bb1873ace6fdad051b77.jpg)

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).

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/35978598/73963005ea2d8adeebe1e6d2444cced3b653ae32.jpg)

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.

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/35978598/de0b357e966f8a8c5eb6cf93f9d7db3cb8ff3c82.jpg)

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

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/35978598/46282179119fc12cb3889126a71ac6b9ede11327.jpg)

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.

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/35978598/33c564eed1e1a48c2d13e9ffa77b160ac8f89dff.jpg)

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

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/35978598/3bdc1a722f34d676eb7b66b13402dcab5e917a65.jpg)

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.

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/35978598/9acb72fc7a0e5de2e506337986bc9aae55420c40.jpg)

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.

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/35978598/df4b45474108a1f6cf35fe8fb1079d1dca1a9433.jpg)

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.

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/35978598/ac0a86d2cc56740f96d37a50b7d29f6dcaf02e25.jpg)

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

Asset Levels
Almost all Assets can be upgraded.

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/35978598/021c63f2b5ee75677a5ec55a6a0f0a9a14466e77.jpg)

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.

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/35978598/14771eb768e145f0132627ae894ae43be750833e.jpg)

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)

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/35978598/489ea61730cb2e572dded1525ccc6ca3bdae6b8e.jpg)

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.

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/35978598/0d93bf2dfe09d84c46ba758fe85cd8d3a2962077.jpg)

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.

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/35978598/cb10968ba759e96d707ac6cd0c56a699ea3633e8.jpg)

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.

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/35978598/eadb2829f7966dc6a49eff5d360d5c26b2a7f412.jpg)

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.


Title: Re: Shadow Empire : A military-oriented and sci-fi wargame
Post by: Asid 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!

(http://www.matrixgames.com/amazon/Screenshots/ShadowEmpire/86601639_2943594918994706_2619850804118421504_n.png)

You can still join the Beta here (https://www.matrixgames.com/beta/shadow-empire)

Title: Re: Shadow Empire : A military-oriented and sci-fi wargame
Post by: Asid on February 24, 2020, 01:09:05 PM
Five Town AAR - Part 1 - A Megalopolis in ruins
24 Feb 2020

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/35978598/98b14d040952214e32d5b225467314b6067ef3b9.png)


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

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/35978598/2344bdd2dd4fe0a6a72e02a9114d312069f2ade8.png)

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.

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/35978598/37747111726748121eb233ff8cd1549e4587fc7f.png)

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.

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/35978598/a887be9a5e596b1f78c6e1cab89b782fe6f6c302.png)

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

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/35978598/647e103d97a198e928e3ecc2e9b3d300e7825436.png)

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.

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/35978598/b801f3dfc0b96f2ab7d9586b3f87fd3a549467c2.png)

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.

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/35978598/d90176dfee4d77ef2cc5f485ab1b75f6245ee1f6.png)

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!

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/35978598/eabea91475b3f747ff2dcfa51515b01a271e1487.png)

 Read the full AAR here (https://www.matrixgames.com/forums/tm.asp?m=4767471)


Title: Re: Shadow Empire : A military-oriented and sci-fi wargame
Post by: Asid on February 28, 2020, 12:04:01 AM
Five Town AAR - Part 2 - Mutants in the Attic
27 Feb 2020

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/35978598/6cd312f2d018e7aaad5d178328ace6a32c3b8d57.jpg)


Turn 4 - Summer 308 AA

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/35978598/5d388c12cb38bdcb13786981f5b13d1af573d423.png)

A good, if ominous sign.

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/35978598/6e502332c6d83b7362814fd8807855e11cd18dc0.png)

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!

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/35978598/ec59ec64af25b04869ad5823799313095e825d52.png)

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!

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/35978598/4571be98dbc48c2c95ce8a586e7a9bd1965d1c34.png)

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 (https://www.matrixgames.com/forums/tm.asp?m=4768444)


Title: Re: Shadow Empire : A military-oriented and sci-fi wargame
Post by: Asid on March 07, 2020, 12:12:27 AM
Five Town AAR - Part 3 - Hidden Technology
Fri, 6 March 2020

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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.

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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.

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/35978598/8699d6d312632b715aed362fadf91e08c270609a.png)

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.

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/35978598/9ad73e7a95f33cde5d44d963d7dbbe19dc8b20b5.png)


 Read the full AAR here (https://www.matrixgames.com/forums/tm.asp?m=4772353)




Title: Re: Shadow Empire : A military-oriented and sci-fi wargame
Post by: Asid on March 12, 2020, 05:49:07 PM
Shadow Empire Developer Log #4 : Leaders and Factions
Thu 12 March 2020

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Shadow Empire Beta is open! Join now (https://www.matrixgames.com/beta)

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.

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/35978598/8ec10c08a4e6e67960114dccabc65cf2b1b4e1af.jpg)

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.

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/35978598/4d65184fe87f9587f5ab4c08dea6edd7b281881b.jpg)

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. 

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/35978598/36ae80e4649065af3808a2e94e87a01546522266.jpg)

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.

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/35978598/c728796f5154a531bcb2f6d9dd39616abf99fdb3.jpg)

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.

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/35978598/f5cf0837d5feb21f90ef89cb790f3db5fb0817af.jpg)

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.

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/35978598/4bbbdb9b2665d1485bdbfb1aa28cad1d9112a7f0.jpg)

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.

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/35978598/0db0a244726b3dafc432e66ebf6eab781b2bac40.jpg)

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.

(http://www.matrixgames.com/amazon/Screenshots/ShadowEmpire/blog4/org.jpg)

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.

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/35978598/c5c04643d61765e81b4d09e9c1c6e594b4c8f015.jpg)

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.

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/35978598/638e6c51646e0352999822f8aed67e4991d31339.jpg)

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.

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/35978598/43d9de56db21d2bd1338f38bb0a7ff1bdbea2a4c.jpg)

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.

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/35978598/bf8ad9746786f3364d6014950f65b9ef3c023164.jpg)

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.



Title: Re: Shadow Empire : A military-oriented and sci-fi wargame
Post by: Asid on March 22, 2020, 11:45:19 PM
Five Town AAR - Part IV - The Mystic Priest
Fri, 20 March 2020

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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.

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/35978598/5a10cb4d3b127198d0aa8819b0044ffbfbf5d810.png)

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/35978598/42526578f9f24e677b54438edc916f65cd6876e2.png)

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/35978598/06bb12a8535ef1c23819a66bcaec90d3688baea0.png)


 READ THE FULL ENTRY HERE (https://www.matrixgames.com/forums/tm.asp?m=4778437)


Title: Re: Shadow Empire : A military-oriented and sci-fi wargame
Post by: Asid 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 (https://www.matrixgames.com/game/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     preview  (http://www.matrixgames.com/amazon/Screenshots/ShadowEmpire/vlc-record-2020-03-25-09h11m21s-Single%20Malt%20Strategy%2052%20Shadow%20Empire%20Interview%20with%20Victor%20Reijkersz-.mp3)  below, the full interview will be put live on March 31st.

https://youtu.be/-8KQnVznYdY

Title: Re: Shadow Empire : A military-oriented and sci-fi wargame
Post by: Asid on April 04, 2020, 01:08:00 AM
Shadow Empire Twitch Preview - April 7th
Fri, 3 April 2020

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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!

(https://www.matrixgames.com/images/news/2455/spotlight_image.jpg) (https://www.twitch.tv/slitherinegroup)


Title: Re: Shadow Empire : A military-oriented and sci-fi wargame
Post by: Asid on April 09, 2020, 02:25:37 PM
Shadow Empire Gameplay Stream
08 April 2020


Eager to see the game in action? Check out the Preview  below!

https://youtu.be/9MEZTw3FbsA

Title: Re: Shadow Empire : A military-oriented and sci-fi wargame
Post by: Asid on April 21, 2020, 12:26:38 AM
Shadow Empire 2nd Live Preview - April 21st
20 April 2020

(https://www.matrixgames.com/images/news/2461/spotlight_image.jpg)


TortugaPower is back with Shadow Empire. On Tuesday 21st, on our Twitch Channel Tortuga will be attempting for the second time to survive the apocalypse and rebuild the human civilization on a forgotten planet!

Tune on https://www.twitch.tv/slitherinegroup tomorrow, the show starts at 6 pm BST.

Title: Re: Shadow Empire : A military-oriented and sci-fi wargame
Post by: Asid on April 25, 2020, 12:14:23 AM
Preview Videos Recap - How will the Apocalypse look like?
Fri, 24 April 2020

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Shadow Empire has surely hit the interest of many YouTubers and players and a huge number of enthusiastic previews has been posted so far.


Fighting the Apocalypse on a forgotten planet has never been so challenging and entertaining!

So without further ado, let's have a look at some of the most interesting videos posted. Have you already check them all?

Shadow Empire Preview - Medusa World Part 1 | by Grey Hunter

https://youtu.be/E7r6IVrc9Ng

This is the first video in the excellent Medusa World series, made by Grey Hunter. Medusa Worlds are very close to Earth planets, with good atmosphere and environment, Unfortunately, this one seems to have an aggressive and hostile biosphere and no one knows what contorting terrors would dwell in its lands!



Shadow Empire | Preview (Beta) - Earth-like World - 04 - Broken Promises | by TortugaPower

https://youtu.be/zo75omjtnSM

This is the 4th video in a series played by TortugaPower, set in a world full of Rebels, Marauders and secrets!



DasTactic Livestream ~ Shadow Empire ~ Medusa World 01 | by DasTactic

https://youtu.be/xkWS9TaKfU0

Do you want to see how big and dangerous crabs can be? Stop here and watch DasTactic dealing with monstrous carnivores with carapax. "I can't stop playing this game" Das says, so whatever solution he adopted, it seems to have worked! Good job!



Shadow Empire: Weyland-Yutani #1 [in Espanol] | by Agusti Barrio Ruiz

https://youtu.be/No1KTp6VR08

Always wondered how Weyland - Yutani would "build better worlds" at the fringe of Space? Let's found out in this very entertaining video by Agusti Barrio Ruiz (in Spanish).



Shadow Empire: Pre-release eXploration - Lava Planet! Ep.1 | by eXplorminate

https://youtu.be/yrtwDgj_Px8

Last but not least, eXplorminate is facing a challenging experience, as the planet of choice seems not quite forgiving human mistakes. It could have been worse! It could have also acid rains and brute mutants!

We couldn't cover all the videos but we hope to have given you a good overview of the previews being published. What's your favourite one? Is there a video you'd like to recommend? Post in the forums!

Title: Re: Shadow Empire : A military-oriented and sci-fi wargame
Post by: Asid on May 14, 2020, 12:53:43 AM
The Apocalypse is Nigh - Shadow Empire out on June, 4th
13 May 2020


It's hard to call this forgotten planet Home, with its endless deserts and its monsters of unfathomable terror beneath its surface. But it is indeed Home, not only for you but also for your people and it has been since the War.

It is your duty now to act as the leader your people deserve, to protect them and to repel any enemy trying to crush you. You are not alone on this journey to bring back civilization after all. Will you have what to take to resist and survive?

Shadow Empire is coming out on Matrix Store on June, 4th! Brace yourself for the most innovative and deep sci-fi wargame ever designed.

Shadow Empire puts you in the seat of the supreme ruler of a small nation destined for greatness and reconquering a devastated Planet. You have Leaders to help you govern your Zones, administer your Organisations and lead your armies. You’ll also have Stratagems available that you can play on various targets. Can you make your people climb the ladder of civilization and technology once again? Can you conquer and reunite the planet?

Summary of the Features

- Turn-based Strategy
- Planetary Exploration and Conquest
- Hardcore Military Simulation
- Deep management of your Empire and Economy
- Many Stratagems, Stories and Decisions combined with a roleplaying angle
- A Sandbox and Procedural experience that invites to play the game as you want

(https://www.slitherine.com/images/news/2471/spotlight_image.jpg) (https://www.matrixgames.com/game/shadow-empire)


Title: Re: Shadow Empire : A military-oriented and sci-fi wargame
Post by: Asid on June 04, 2020, 02:19:31 PM
https://www.facebook.com/matrixgamesltd/videos/253529235854157/

Title: Re: Shadow Empire : A military-oriented and sci-fi wargame
Post by: Asid on June 05, 2020, 12:08:59 AM
Shadow Empire is out
04 June 2020


Shadow Empire one of the most immersive and innovative 4x game in the market, is out.

You are the leaders of small cities on random-generated planets, besieged by threats of all kind and forced to gather every imaginable natural resource in order to survive. Face the post-apocalypse, rebuild civilization and write your own destiny!

(https://www.matrixgames.com/images/news/2493/spotlight_image.jpg) (https://www.youtube.com/watch?v=p8XAh8Wii4k&feature=youtu.be)

The game universe is designed to evoke the feeling of being on another planet in some dark future, but at the same time to stay familiar. It is a game that does not deny it is a game, but it has a strong thematic focus on keeping things relatively realistic. For a strategy game, there is a relatively strong roleplaying angle where you’ll need to keep your leaders happy in order for them to do their jobs well and not get any ideas of rebellion.

CHECK THE FULL MANUAL HERE
(https://www.matrixgames.com/images/news/2494/spotlight_image.jpg) (https://www.matrixgames.com/amazon/PDF/SE/Shadow_Empire_manual_EBOOK.pdf)

The eXplorminate crew has recently interviewed the developer on their podcast, highlighting the sophisticated logistics and supply system and the procedural generation of units

Check it out here
(https://www.matrixgames.com/images/news/2492/spotlight_image.jpg) (https://explorminate.co/vic-from-vr-designs-interview-about-shadow-empire/)



Title: Re: Shadow Empire : A military-oriented and sci-fi wargame
Post by: Asid on June 10, 2020, 01:34:22 PM
Shadow Empire Version 1.02
10 June 2020



Hi guys,

Shadow Empire has received its first update, it seems that Apocalypse never rests!


Version 1.02 is now live and it brings many improvements and fixes!

For this patch, the auto-updater doesn't seem to operate rightly, so you'll need to download the update directly from here  (http://ftp.matrixgames.com/pub/ShadowEmpire/ShadowEmpire-UpdateComp-v01.02.00.zip)or through your "My Page".

Its a one-time effort, after installing this patch the next patches will be installed automatically with the auto-upgrader.

So let's waste no further time and let's have a look at the changelog:

Version 1.02
• Adjusted the interest of AI for building Hydroponics
• Fixed a less informative label on the unit counters after upgrade/downgrade Formation Type (Saros)
• AI improvements related to allocation of OHQs to Fronts
• AI improvements related to consistency of Front areas
• Fixed Model Statistics glitch that caused anti-inf % and AT % to get switched around. (Saros)
• Zone now keeps less reserves if it is for an Asset that is on reduced production or construction percentage (Shards)
• Fixed glitch with partial construction % set and actual progress of that construction
• Fixed glitch with automatic worker recruitment and asset in partial production
• Fixes Sound Volume slider
• Severely tuned the Difficulty for Major Diplomatic Stratagems, though there remain some impossible rolls if the AI Major in question is just not willing at all to accept *
• Fixed a glitch in the application of the Skill Bonus by Leader Feats
• Fixed a glitch with failed rolls on raising or lowering taxes & tariffs *
• AI will no longer give you Credits while at war *
• When constructing roads to a Hex just one Hex away from the start it will always go as “the bird flies”. In some rare cases this is useful.
• Unit movement now also goes as the “bird flies” if the distance is just 1 Hex. In some rare cases this is useful or even crucial to avoid likely surprise combat.
• Fixed a crash during a Compare Leader in the Leaders Popup
• Reduced the chance for a Decision to be communicated through Metrics by a factor of 10.
• Fixed 2 different rare crashes in the Stratagem Tab
• Made a minor fix in the usage of Commerce Bonus inside the inter Trade House trades.
• Fixed the inability to use Expel Diplomats to break final level of diplomatic contact level*.
• Increased initial Energy generation for Tech-5 start *
• Fixed the Jetpack OOB/TOE *
• Increased speed for 200% DPI setting enormously
• You can now no longer nationalize a Private Asset that is just in the process of being upgraded
• Fixed an AI crash!! (Carson)
• Fixed a crash with transfer of troops from one battlegroup to another, fully emptying the first one
(Saros)
• Fixed a glitch with the left side of the Staff Council task progress on operationalization of a new
OOB was wrong
• Fixed a glitch with the renaming of Models (* in some cases)
• Fixed a bug with Minors building up to many Units and at the same time causing very long AI
processing times (Che)
• Game now stops sound if you ALT-F4 / end-task
• Reduced the militia growth for some minors from killing freefolk and pop, especially if they have
units with low subunit count.
• Fixed glitch where a “non-City” regime would surrender after losing a city they conquered
(Slavers, nomads, etc...)
• Added a bit more Food for game starts with initial Armies present *
• Fixed a crash with Hex Perks on the 0,0 Hex
• “Recruit Talent” stratagem now actually ensure a younger Leader to be recruited *
• Fixed a crash during Combat setup with Ranged Fire
• Fixed a glitch with the Civilization Level dropping to zero
• Fixed faulty mouse-overs concerning maximum storage transfers to SHQ on round 1
• Improved the Mouse Overs with a tolerance mode of 20 pixels so you do not have to keep the
mouse perfectly still
• Added the generation of a planet generation save in your saved games directory. Which if you like
you could rename and share with others. Or use to restart a Planet you found interesting.
• Fixed an AI “leader ageing” crash (BvG)
• Better garbage cleaning of some detailed log reports (data thing behind the hood)
• Fixed a crash with a start turn crash (Chris)
• Fixed crash with Artifact being generated in a Scav Asset that got upgraded to a higher level at
the same time
• Fixed a crash with clicking on the Strat button in the bottom interface
• Increased free Water storage points with the amount of free Water (rivers/rain/sea) the Zone
receives.
• Fixed issue with Electric Engine not being selectable for new Models designing
• Non-aligned forces (alien critters/marauders) do NOT take the first turn anymore.
• If no-saving during game + passwords enabled in a multi-player game, you’ll get “possible” cheat
messages if a player replays his/her turn.
• Autocombat setting in prefs now saves properly
• Fixed another AI crash with a tortured AI regime
• Lifted the 2-player limit on the “Unclassified” Planet starts
• Improved history-view representation of friendly rebels attacking somewhere
• Improved history map by putting a selection graphic around the Hex where a history step is
actually happening.
• Fixed a crash related to disappeared Trader Houses
• Fixed a crash related to the resolving of a faulty Demand on taking a Hex that did not exist. Also
fixed such a demand being given in the first place.
• Some minor spelling and typo repairs
• Fixed overflow of att-def total list in combat setup popup
• Reduced the extremity of the costs for Rail through difficult landscapes (except high mountains).
Stays high, but at least it is possible to construct now if you save up.


Title: Re: Shadow Empire : A military-oriented and sci-fi wargame
Post by: Asid on June 15, 2020, 12:18:11 AM
Shadow Empire v1.03 is available
12 June 2020

Hi!

Vic has turned around another update.


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

Details:

-Blocked AI from making double construction (for good now, v102-beta2 didn’t quite do the job yet)
-Double checking if AI is making a valid construction choice added
-Double checking if Private Economy is making double construction (Farm/Mine) added
-AI will now take the hint if a Dip Stratagem didn’t work on another AI and take a pause trying to improve relations*
-Overall the AI should be less schizophrenic (which it was in some cases) concerning what kind of relations it wants.*
-Reduced the ideal size of army and workforce for the AI in the mid to late game, but only on Beginner level. It was a bit too challenging now after all the AI improvements over the last month.
-Fixed a rare crash with opening the Management Window
-Added some protection code to prevent a rare crash with the Management Window
-Right click in cinematics no longer allowed. Fixes skipping through initial questions possibility
-Fixed disappearing Resource icon glitch on Hex after conquest (by Minor with no Zone).
-Fine-tuned the 9 “Call To X” Stratagems. Their effects are now maximized to avoid too big results in large AI Zones.*
-Fixed faulty Tech Level 4 + Initial Armies start concerning the Rocket Launcher unit which the game tried to give but was not available due to lack of the relevant Model. Is now an Independent Artillery that is given.
-Fixed glitch with buggy new Faction names (“-1”) also for running games
-Fixed possibility to go through rebel units with strategic transfer
-Fixed a logistics point cost glitch with Raise Formation and some others
-Fixed empty response on choosing “No change” when discussing the different Cults
-Added a protection for a weird crash in the Items tab (due to a Zone with no City)
-Private Construction (credits only) will no longer depend on LIS connection (production after construction will)
-Private Asset if still in connection with City, but no LIS, will only suffer half the lack of LIS penalty (Public Assets suffer full penalty)
-Mining Level had a glitch with production. Fixed. Expect some lower income in lower ease-of-mining-level mines.
-Strategic Map no longer shows depleted Resource Hexes
-Strategic Map now differentiates between unexploited and exploited Resource Hexes
-Have been phasing out the usage of the term “LIS” and replaced it by “Logistical Points”
-Fixed that famous map displacement glitch (after combat)
-Fixed some very minor glitch in Logistics calculations
-In the Logistics layer Initial and Current Points parts of roads between 2 nodes that have lower Logistical Points than both nodes will be highlighted in yellow and points shown as well
-Blocked AI from making double builds (problem caused with v1.01-betas)
-Fixed the actual cost of Railroad construction which was still on old high level and causing huge depletion of resources. (problem caused with v1.01-betas)
-Fixed glitch with the maximum stack points not being increased with concentric attacks
-Fixed glitch with the “REPLACE / MASS REPLACE” button not being available
-Tracked a rare glitch with a Rebel Regime founding a new Minor Regime and its Units not being properly transferred potentially causing weird non-friendly Units on your Hexes. Fixed now. Any such occasions remaining in your current game will be cleaned up by this patch as well.
-Corporate Taxes were actually being paid, but NOT being logged in the Corporate Report. Now they will show up there as well.
-Removed Obsolete Models from the Replacement Troops window
-Increased the cost of the Ancient Archive Fate Stratagem from 2 FP to 4 FP *
-Decreased the cost for the Chemical Team and Drone Team Fate Stratagems *
-Ancient Archive and other random Tech picks are now limited to Tech Groups you have access too. I am sorry some people liked this, but it was really more overpowered than intended.
-Propose Peace now possible from Relation 25 (was 35) *
-Returned ability of AI to give Credits but limited its repetition potential *
-Added the “Ouverture” Diplomatic Stratagem which you can use to increase Relation with power you are at war with. Difficulty is easy when the Regime in question doesn’t like to continue the war. *
-Fixed another AI crash
-Did extra QA work on AI Diplomatic Stratagem usage with Humans as well as other AIs*
-Fixed a crash during BG transfer in a very specific case (for good this time)
-Only Monitor Tank can use Tactical Nuke*
 
*=requires a new game start to go into effect


Title: Re: Shadow Empire : A military-oriented and sci-fi wargame
Post by: Asid on June 19, 2020, 02:42:48 PM
Shadow Empire Suggestions and Feedback
Wed, June 17, 2020

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/35978598/79b8bf1e449d336994fa21cffbcc5193f45d1d7d.jpg)

Did you know that Shadow Empire has a dedicated forum for your suggestions and thoughts?

Check it out here and leave your feedback. You can help the developer in discovering previously unnoticed things and explore ways and areas open to improvement.

https://www.matrixgames.com/forums/tt.asp?forumid=1781




Title: Re: Shadow Empire : A military-oriented and sci-fi wargame
Post by: Asid on June 29, 2020, 04:38:54 PM
Shadow Empire v1.04 released
29 June 2020

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

Changes:

-Fixed the glitch where a Regime was getting like 10x the Rebel Unit per turn. Was caused by faulty duplicate regime records. Is fixed. And running games will be fixed as well (for future turns of course)
-Fixed a glitch with Red Hex Border Marker being shown in normal Map mode where you were attacked by non-aligned in the previous turn.
-Fixed glitch in Unit target selection in the Stratagem Tab where some people could not click the last item in the list.
-Fixed Upgrade/Downgrade bug concerning MG Infantry Brigade/Corps/Army *
-Multi Zone start has received plenty of extra checks to favorise the Zones being close. Having Zones without rail/road between them should be near impossible now. (and was already very rare)
-Fixed a glitch with BP above 100 in 1 task being capped in the wrong way. You can now effectively assign more than 100 BP to a single task.
-Fixed some glitches in the Org Task Progress Reports
-Tuned down the Resign exploit.. Now costs 3PP to resign and the maximum relation gain is +1.
-The Ancient Archive Stratagem now can also give you Techs from the Tech Groups you do not yet have access to, but that have a connection with a Tech Group you do. More powerful again now after previous downtune.
-Forced March Posture now only -10% readiness instead of -20%. *
-Fixed the graphic for forested mountain that did not colorize well with different vegetation colours (due to color of sunlight and type of flora).
-Fixed the faulty divisional nato counter with X symbol for one with XX symbol.
-Fixed processing turn crash due to Leader leaving a Cult
-Fixed some minor text glitches with -1 hex name for treasure and “” for job name.
-Fixed correct % display (or rounds feat still needs to be highest) for gain Regime Feat in Management Screen
-Fixed logging glitch on round 1 with Unit Food consumption
-Fixed a crash opening the OOB Tab
-Fixed nasty bug with cancellation of Model Design causing the next version to be based on a phantom Model (that was cancelled)
-Fixed a Model stat calculation bug that was not properly reading the actual Base Design value resulting in too low Armour,Weapon and Engine Design scores.
-Fixed the weird history bugs with Orange counters and some disappearing units (especially after just loading a game)
-Fixed Mountain % count in final Planetary Generation report (it was not counting grassy/forested and snowy mountain hexes)
-Fixed preview of Fuel use in Model Designer
-At Recon Level 5 on a Zone you now get to see its neighbouring Zones (1 hex recon point on Zone’s border Hexes added)
-Road Demolition now also clears Traffic signs
-Fixed again the New Model calculations. It was working almost as intended but Engine/Weapon/Armour Design was not using an earlier higher score if it had a low roll. Fixed this now. *
-Secretary can now be paid a salary too
-Did some QA on the mouse overs of the Diplomatic Stratagems *
-Fixed an issue with Regimes without Leaders and Units appearing. I think this appeared in v1.03-beta1. Good we catch this before the patch goes public :) Should be working as intended again with this version. *
-Fixed issue with recon glitch on enemy City
-Fixed a rule that never properly worked: Other Regime’s Cities are nos showing up with 1 Recon on Hex if they are within range 4 of your Hexes. This is because they block founding of new City/Zone within that distance.
-Fixed Archeology Stratagem *
-Fixed issue with Rebels getting victim to their own earlier rebels manpower still present in conquered Zone
-Fixed a minor glitch in the Colonization History.. Low rain was causing excessively little natural Pop growth.*
-Fixed a rare crash with “Strat” button on Regime bottom pane.
-Fixed glitch with Task priority sliders not doing exactly what they were supposed to do.
-Sped up some start of turn calculations (notably players with high stratagem count where being slowed down)
-Cult membership should go back to max 100%
-Fixed governor keeping to many reserves for construction of asset that is already partly finished.
-Fixed the Soldier salary setting decision that I broke in beta-2.
-Fixed faulty presence of 2 Bureaucratic Offices (constr finished of course) in same City… delete lowest on game load.
-Also fixed cause of those 2 bureaucratic offices. If you now conquer as Command Bunker/HQ/Palace it will only become a bureaucratic office if none yet present or level is higher and in that latter case it will replace the bureaucratic office.
-Fixed bug caused by clicking on Hide Units and then clicking on a Subunit of a previously already selected Unit
-Fixed a glitch i caused yesterday with 103-beta3 concerning the Stratagem speed-up.. It was to brutal and caused issues, seems especially in multiplayer games. Fixed now.. Including for running games. This might lead to some Stratagem loss in some cases though.
-Fixed glitch with Skill Log report with Admin Roll for Supreme Command Council *
-Fixed glitch with execution of Archeology Stratagem
-Fixed max-stack preview in battle window to always being minimal 100
-Fixed a logging issue where Leader suffered two relation effects but only one was logged
-Fixed glitch with text in CEO asks for tax reduction
-Fixed issue with Stratagem Categories not being selectable if player had more than 1000 stratagems.
-Fixed a number of minor issues in layout, list sorting, spelling
-Fixed some extreme case layout issues in the combat select window (not perfect yet, but at least not overflowing)
-Fixed glitch where you could use Group Move to enter territory of other Regime without declaring war
-Fixed a miss calculation with AdminStrain with delegated Assets
-Profiled a bit the Logistics Calculations (but still more needs to be done here)
-Profiled a bit the Scripting Interpreting Calcs
-Did some other profiling to improve turn speed as well
-Fixed issue with Windows Form not using correct mouse location (if you play in Windowed mode please check i didn’t actually break anything)
-Avoided crash in Windowed Mode if size of window and DPI would result in game below minimum screen size
-Fixed glitch with too high militia numbers (glitch occurred on higher difficulty settings mostly)
-Fixed broken “Supreme Leader Day” Stratagem. *
-Concerning Rail Logistics. The quickest route between two Rail capable Cities now takes into account All/100% Block Traffic Signs.
-Added “Unification” and “Annexation” Minor Dip Stratagems
-Fixed CAS for a Minor that joins you. It should start at 0.
-Fixed the mess caused in Stratagems (causing crashes) in v1.03-beta3. You might lose some Stratagems or have some weird swaps due to this however, but it should allow you to continue game.
-Think i might have fixed for good (ehem..) the varying and semi-random history map glitches in the AI moves screen (orange units glitch)
-Think i fixed the weird results with the 8-9 keys and Units going to Guard mode without being told so. It was probably an integer overflow issue that is fixed now.
-Tuned down the Fuel Cost quit a bit for the heavier engines in big size models *
-Added in an AI loyalty to a high relation with another Regime. It is partly depended on victory score difference and a little randomness,, but mostly on the Faction in power in the AI Regime. Expansionist,Corporate and Crusaders have low loyalty. Federalist, Realpolitik and Humanist have high loyalty. This should allow for some more enduring relations with major AIs. But never be sure of it of course! *
-Fixed scripting glitch (not sure if introduced with v1.03-beta5 scripting profiling, but probably) with faulty calculations of Credits (and some other formulas)
-Fixed weighting errors in events with Major Regimes causing some that should have appeared less to appear more. *
-Tech Fields that are missing a prerequisite condition for discovery are no longer shown as discoverable in the Tech Management Window
-Fixed glitch with lowering / hiring Worker salaries. You are not advised to exploit here again.
-Fixed Model Type Tree in Management window correctly showing Walkers need Heavy Tank, and not Medium Tank
-You can now play non-agression/friendship/victory pact on Human players as well *
-Major AI at war even if it doesnt want to be at odds with you will now start cancelling science and trade deals anyway ( if those are still in place) *
-Effect of multiple Leader Feats on same Stat or Skill is now actually shown in the Char Popup.
-Fixed small textual glitch in Senator Extradite Decision *
-Fixed a faulty concentric attack bonus calculation when HQ itself was involved.
-Added a special soundtrack for the Planet Generation phase
-Replaced the 4th women voices who where to shrill sometimes. It hurt the ears so to speak.
-Number of fine-tunings to decisions. Minor stuff. But needed a small fix here and there anyway. *
-Fixed glitch with 0 BP assigned to Task in Org
-Fixed nomenclatura with a bonus, now called “Public Industrial Bonus” and applies only to Industry, Heavy Industry and Hi-Tech Industry. *
-Public Prod Penalty now has a round of delay so it is always used.
-Fixed Public Prod Penalty not writing with Cult effects
-Fixed a glitched Report due to temporary no secretary
-Now no longer Asset Construction on a Hex that got conquered the same turn (just like those are illegal for road construction)
-Fixed a lot of non fully written out (user friendly) variables in mouse-overs
-You can no longer build HS Rail Station and Rail Station in the same Hex *
-Fixed wrong graphic for HS Rail higher than level I *
-Secretary Skill Roll -25 now shown when playing Stratagems
-Fixed a glitch with some Diplomatic Decisions where 1 Profile change was not applied
-Made some modifications to the Planet Generation system to allow Planets with larger pre-Dissolution War populations.
-Removed the faulty mouse overs caused with v1.03-beta7
-Fixed an AI loop (caused by glitch in raise formation code)
-Fixed a glitch where having a minor as Protectorate or Client state didn’t actually switch the Clear Relation switch *
-Fixed a glitch where failing annexation would NOT lead to war*
-Fixed graphics glitch with Hex Selected with Zone border drawing.
-Fixed losing SHQ if you used it for attack
-Less often sending metrics on Decisions (getting to much records)
-Light Walker now uses Twin MG instead of Howitzer as a weapon type *
-SHQ Troops now properly taken into account for determining % of troops you can raise with Raise Formation order.
-You can now always get to the second window of Raise Formation, even if you dont seem to have 50%. (maybe a different Model will have lower costs for example)
-Weird highlighted hexes fixed in Strategic/Stratagem mini map when playing with Partial FOW mode
-Some other glitches with Partial FOW mode fixed as well
-Fixed for good the Unit cycling issues
-Fixed glitch with disappearing Artifacts after turn of 0 production
-Fixed log glitches with Cults
-Reduced publicProdPenalty from Eternity Movement
-Fixed missing robotic infantry sprites (with armour)
-Some minor tunings
-After the 4th branching (not counting the source) logistics “runners” will suffer AP penalties (5th branch=10 ap, 6h = 40, 7th=90, 8th=160,etc..).
-Improved the speed of the Logistics calculations a lot.
-Rail Logistics => 5pts per Hex * (instead of 2)
-Truck Logistics on Sealed => 7pts per Hex * (instead of 5)
-Increased speed of Logistics calculations a lot
-Increased speed of opening Asset Tab in Management Screen quite a bit
-Annexation/Unification card can be only played once on a regime per turn now *
-Fixed wrong mouse over on Word with Policy speech
-Fixed Field Training Stratagem giving wrong penalty to infantry in attack *
-Medal of Merit can be played by Director on him/her self.
-Move Type of Unit (as shown, there was now actual rule problem) now based on “Rocky” landscape and not on sand-dunes. (go to next turn for fix to be effected)
-Fixed the sprite displayed on counters in some cases
-Fixed crash on clicking on non-existing arti target hex and then clicking in the bottom interface
-Fixed a similar crash as with artillery with Strategic Transfer
-Fixed order of Zone Recon Points => Recon Points on Hex to an earlier point so that it is taken along in Demand resolution
-Light Mechanized Armor Assault Corps is back * (Army and Brigade were there, but not the Corps)
-Missing soldier graphic with Personal Shield is fixed *
-Multiple artifacts no longer the same ones
-Fixed a glitch where Infantry with Personal Shield would retreat if no non-shielded compatriots left (a rule that should only applies to Shield Generator)
-Administrative Strain will decline a bit faster
-Tuned down the effect of Thieves a bit. Also made all 3 decisions lead to Credits loss here (the non intervention led to food loss). Also taking number of Zones in Regime into account in calculation now.
-Added protection for Draft Stratagems, now only usable at minimum 10 point loyalty Zones.
-Hid some exposed variable changes when making decision concerning internal ai variables.
-Finetuned the old Militia General event
-Fixed branching count being off by 1
-Added branching count to logs
-Logistics Rail Points increased a little bit
-Logistics Trucks Points decreased quite a lot
-Level III Private Transport Hub increased Truck Points
-Rail Points cost to 4 AP (was 5AP in beta-10)
-No longer Demands for QOL levels above 100
-Fixed not completely fixed Hex Count for Demands
-Fixed glitch with not having PP to raise Formation
-Fixed minor textual glitch with nomenclatura Public Industrial Bonus Points
-Fixed a minor -1 Lis Points textual glitch in Raise Formation
-Fixed a glitch if OHQ got destroyed/removed that needed Commander
-Improved AI Logistics speed
-Tuned the branching rule for Logistics to have less effect if Traffic Signs in place.
-Fixed harassed by Anima cult relation drops
-Fixed Hex Perk not giving 1PP
-Fixed limit to 80 of Pop Hap. Bonus not being enforced
-Minor glitch in minor strike return text fixed (inv)20% unrest instead of10%.*
-Support Faction and Ask for Help now can only be played once as well on any Major (per round)
-Delay for Militia to use your equipment was not properly taking the 30 round delay into account. Is fixed.
-Militia units will no longer consider your Model motorbikes as infantry.
-Counter attacks limited in combat calculations
-Scavenge Points will now more easily go to zero in final exploitation phase
-Governors now only execute Zone Stratagems that were not generated by an Organisation (Fate, Faction)
-Fixed some regime coloring issues/glitches in history view
-Weird centering of history view should be gone now
-Added security code to avoid the rare “Atlantis” issue (city in sea)
-Fixed Minors (that normally have a City) being removed after single City loss still survive in non-City Zone. Now they only survive if they have a second Zone with a City, a Zone-less City does not count.
-Fixed wrong mining penalty textual issue for Mines on snow/ice hexes.


*=needs player to start new game to go into effect

Title: Re: Shadow Empire : A military-oriented and sci-fi wargame
Post by: Asid on June 29, 2020, 04:40:42 PM
Shadow Empire Manual

Get your hands on this 350 pages PDF Manual.

 here (https://www.matrixgames.com/amazon/PDF/SE/Shadow_Empire_manual_EBOOK.pdf)


Title: Re: Shadow Empire : A military-oriented and sci-fi wargame
Post by: Asid on August 05, 2020, 12:21:07 AM
Shadow Empires updated to v1.05
04 Aug 2020


Hi,

Patch v1.05 is now available either from the Check For Update button on the launcher, from your My Page (https://www.matrixgames.com/member/downloads/shadow-empire), or from the Shadow Empire Store page (https://www.matrixgames.com/game/shadow-empire).

Changelog for 1.05 from 1.04:

V1.05.00 – 29th July 2020

Highlights

• Pull Points added to the Logistics System
• History Classes added to game Setup
• Updated Manual (rules & grammar) https://www.matrixgames.com/forums/tm.asp?m=4866311

Full Changelog

• Mining Overview Report added *
• Archeology Overview Report added *
• Construction Overview Report added *
• Name labels for lakes and seas are back (they disappeared somewhere during the patches) *
• It is now possible to have a world where the survivors start with alien farming. But it should still be relatively rare. *
• Fixed selling Pop to Slaver to properly pay you. *
• Switched off Metrics as I have enough info gathered for now
• Fixed a bug with disappearing Assets (due to AI code containing a bug and deleting the wrong ones)
• Fixed issue with Asset Construction Dirt Road only going to closest Rail (without road). Will now be build all the way to the first road with Logistical Points
• No longer allowing you to build Wind Traps if rain scarcity is level 4 (no water at all in atmos)
• Fixed an issue with SHQ Troops disappearing if insufficient LIS points to Raise Formation
• Changing Quality Levels for OHQ in Model Management Tab will now also make all subordinate Units to that OHQ compliant to that setting.
• Suitability rating was still wrong in the bottom part of the UI for the Commander. (OHQ & SHQ mixed up)
• Some textual fixes
• No longer possible to transfer zero weight items between SHQs if 0 Logistical Points on trajectory.
• Public Production Penalty applied to production that produces feeble quantity and thus suffers much larger penalty due to rounding up or down errors gets randomized chance if penalty is applied or not.
• Fixed a silent crash (no error message) with round 440 game
• Fixed a crash with beta9 related to the logistics calculations
• Slaver event and choosing declare war will now actually declare war *
• AI Regime Feats now go with the same rules as for the human player. Including the minimum number of rounds you’ll have to wait before having a chance to get the Regime Feat.
• Games started with Beta10 will NO longer have the stop-at-next-Logistical Asset rule from Beta9. Instead of stopping the spread of their Logistical Points they’ll be REFOCUSED at the next Logistical Asset. This Logistical Refocusing will diminish their Logistical Points but reset their APused to 0. Formula is refocused Logistical Points are diminished with currently used AP / maximum AP range and for the 1st refocus with a further 25% , for the second refocus with 50% and for the third and final refocus with 75%. This way there is less depleted runners on the map (good for pull) and it is still possible to have overlap (good for ease of play and realism).
• Pull Points algorithm now first considers the possible reach of your Logistical Assets before choosing trajectories from the Hex with the Pull Points to its SHQ (or Zone City in case of Assets).
• Fixed still buggy Asset Pull Points causing too high demands by faulty addition.
• Fixed an issue with Unit Pull Points as well.
• Lot of sweat and effort with plenty of pesky Logistical details to get it as good as possible
• In order to get the Logistics system more comprehensible I added a rule change. Once a runner from one logistical Assets encounters another logistical Asset it stops there. This is the only sane way to avoid the big majority (almost total) of the problem cases where a runner from a far away Asset would remove Pull Points that would cause a more nearby Asset to not use them. Furthermore it makes the network more comprehensible as there is less runners per hex in large networks now. * (requires new game start with beta9 for not to disrupt older games in progress)
• Units pick up supply as far downstream the Logistics network as possible now as long as pickup will still be at 100%
• Fixed a bug in the Preview mode when switching between Preview Asset and general Preview related to rail.
• Fixed QOL Bonus which was applied double the stated value
• Fixed a crash found in a round 400+ game
• Several smaller textual and typo fixes
• Fixed Raise Formation problems notably when SHQ Troops were involved.
• Fixed issue with Alien crops temperature rules, which was buggy especially with below zero temperature plant life. *
• Added an Alien Crops details report in the Help Subtab of the Reps Tab detailing its temperature tolerances. *
• Fixed bug where you could build another Asset of same kind in the same Hex as one that was delegated.
• Fixed a bug caused with v.104-beta6 where using Violent history could cause human player to be set to an AI Culture Group. It breaks some events that place Units. *
• The combination of Siwa class + Alien Life History Class was causing bad atmospheres and high biohazard levels (DasTactics). Is fixed now.
• Fixed a glitch in the Pull Logistics with to much Pull Points being requested in some directions (caused by Asset Pull overdoing preserving existing points on trajectory)
• Fixed Spotters Unit Feat… It now actually will work only with artillery instead of only with infantry. *
• Fixed another disappearing sidebars issue when you pressed “No more orders” for a New Model Decision.
• No longer showing agricultural fields during Colonization Planet generation phase if Domed Farms are used
• Added code to put back those Leaders not KIA with their HQ destruction in the Reserve Pool.
• Auto-MG Formation now available without need for the Tech Robotic Infantry *
• Fixed a glitch with Faction having a shifting Profile
• Fixed still missing robotic infantry graphic (double check this time) *
• Fixed issue with Replacements not being returned to SHQ
• Should more often have Siwa class Planets with no RHL. (perfect atmosphere for humans)
• Logistics: No more branching increase if pull goes in single direction on a road fork.
• Rail and Truck Traffic Sign will not stop Logistics Points running towards Pull Points anymore. Pull Traffic Signs will.
• Fixed double food consumption glitch caused in beta6
• Fixed an issue with Logistics where auto Pull Points from Cities were higher (and correct) with Preview than in actual execution at start of turn.
• Fixed 0 hp with immobile models (auto-MG / auto-Turret) (requires making new Model to go in effect)
• Bazooka Model is available without RPG Tech now
• Fixed issue with “Haven of Peace” and Farmer regimes without Cities appearing.
• Big one. Added History Classes to Planet Generation to allow players some variants to regular Planet Generation. Many options to explore here.
• Model development costs no longer takes into account unfinished Models
• Opened up REPLACE troops in a SHQ as well now
• Repaired The Hero of the Nation Stratagem *
• Fixed Bureaucratic Bonus not being applied to BP production *
• Fixed a number of small glitches with Logistics
• Fixed effect of Accomplished Envoys, Martial Tournaments and Administrative Competence
• The Public Production penalty reverting to either 50% or 0% now is only used for Assets in construction.
• Fixed a graphic glitch with right bar reappearing when Tabs open in very low resolution screen (that should hide the right tab to make place for the Tab itself)
• Added a 75% DPI mode that simulates having a larger screen. Obviously at the cost of some render speed and graphic fidelity, but it might be useful to some low resolution screen players.
• Fixed a possible glitch in Raise Formation quality levels not initially selected
• Fixed some mouse overs there too
• In higher difficulty levels Minors do not have the AI combat bonus against a Major AI.
• Radiation symbols on map are now coloured. Green = RAD level 1 or 2. Yellow = RAD level 3 = Blue = RAD level 4, Pink = RAD Level 5 Light Red, RAD Level 6 Heavy Red = RAD level 7 or higher.
• Sealed Road construction over existing Dirt Road now only 60% of the cost.
• Rail next to existing Road or Road next to existing Rail only 50% of the cost.
• Stopped normal Minor Militia spawning on a Hex that they cannot move out off (was notably issue with Minors without city on high mountain planets) *
• Rare case, but still: Xeno- Farming with plants with non Water solvent will not require water to farm now.
• Soil Demetalization Facility will now also produce some Radioactives Items.
• Also fixed Alien Plants ideal temperatures calculation if using a different solvent than water.
• The Pull trajectory to its source now only uses Traffic Signs that apply for pull.
• Hero of the Nation cannot be played again on same Leader
• Improved mouse-overs for SHQ Inventory better showing if there would have been a shortage for delivery of Item to Units
• Fixed issues with the penalty on AP or combat if low on Fuel or Ammo
• Public Production Penalty % below 50% now gets a roll where the effect is upped to 50% penalty for an Asset if you roll 1d50 below or equal to the Production %, if you roll above 0% penalty is applied.
• Cycling Units no longer includes Units that maybe didn’t move or attack but which have 0 AP.
• Added WHY remarks to the Unit Supply sub-Tab for Unit having less Supply than requested. Possible reasons that will be mentioned: Pickup-Point to far away, Not enough LP on road between pick-up point and SHQ, Not enough Items in SHQ inventory, SHQ Logistical point use limit reached.
• Added Color codes to the Unit Supply sub-Tab button now shows the % of of requests that was  delivered. White = 100%, Greenish >=75% , Yellow >= 50%, Blue=> 25%, Red < 25%. To give a quick signal that even though the Unit might have had 100% present of what it needed to consume there
• Fixed issue with Custom Pull Points not working if Automatic Points disabled
• Limit Production now also limits Asset auto Pull Points.
• Fixed issue with Auto Asset Pull Points not taking branching into account
• Added the option to distinguish between Additive Custom Pull Points and Overruling Pull Points.
• Added the option to set a Hex-based order if the Traffic Signs apply to Truck Logistics, Rail Logistics or Pull Points (or a combination)
• Fixed a glitch with the Suitability Rating for SHQ Commanders in the bottom part of the interface
• Fixed problem with Logistical Bonus not being applied to Asset Production
• Fixed a glitch with setting the age when rolling Leaders
• Should have improved rare issue where map wouldnt be able to scroll completely visible to the bottom
• Fixed intermittent crash with Mystic Priest in combat
• Reduced Corporate anti-crime taking Credits from godfather a bit
• Made efficiency of anti-crime ops from Corporate depended on the percentage of control they have over the private economy
• Fixed at least partially, but probably completely, the disappearing sidebars issue if click on a popup opening element in the Reports or Decision tab.
• Victory is now declared if you have more than 50 Victory Score and 2nd place has at least 25 Victory Score less than you. Is now in line with manual as well.
• With Raise Formation and using SHQ Troops the Popup is now showing ITEM% and TROOP% as the percentage of the total Formation you can raise, either by using pre-produced SHQ Troops or by newly constructed (or a mix). This way you are not blocked raising a Formation if you have for example no Items but 50% of Troops already in SHQ.
• Board Member Stratagems can now also be played on the Director executing them *
• Upped Rain mm limit for receiving free Ice Mine on higher development levels
• Fixed a faulty mixup with a Corporate CEO “leaving you” which is not possible (but harmless glitch)
• Thanks for all the feedback.
• Wanted to make two points.
• First the system has not been simplified, just an extra tool to manage it has been added to the toolbox. If you want you can play the game exactly the same as before the Pull Points were added to the toolbox by just not using the “Pull Points tool”.
• Secondly I gave it a lot of thought and I concluded (for now) the Traffic lights system and the Pull Points should be interconnected and NOT be presented as two separate systems. This will lead to less confusion and Players can always choose to use only one or only the other or choose to mix them. I just feel it is more coherent like this.
• Traffic Signs now also affect the Pull Point trajectories
• Some other minor nerfs to Pull Points
• Trains now spread LP before Trucks
• Fixed glitch with to many Logistical Points being sent towards Pull Points (first bug that got reported)
• Asset Pull Points are now only applied to the trajectory if current Pull already applied is below what they need
• City Pull is now [ previous turn pickup request ] + [ current predicted delivery to zone request ]
• The event where you got Free Folk or Adventurers on a distant Hex will now be made less distant if possible. Remember it is always possible to refuse to take this choice. Also will try to avoid to close ones. But it will not always be possible due to the randomness of the map.
• Made some small fixes to Dissolution War calculations to make the numbers add up better. However do not forget that over hundred of years many children are born as well, total casualties can be higher than the initial population. *
• Minors with a City now start with a Private Truck Station. Which will help you when taking over a Minor. *
• Fixed Item % (and Troop%) preview calculations in Raise Formation popups.
• Fixed coding present in some messages in the decision archive (from next round forward)
• Fixed a history map glitch after you conquered a Zone
• Fixed minimap in history map not working well (or with delay causing artifacts)
• Fixed some other minor map glitches in history mode as well
• Blocked clicking on enemy hex in the combat selection popup
• Fixed a -1 glitch in Treasure Found text
• Fixed glitch with Slave Trader not paying up *
• Mystic Priest Unit Feat fixed.. Will now have salvage effect with KILLS *
• Policy Speech, Faction Candidate and Faction Demand not clicking anything and ending turn is no longer possible *
• Fixed Storm Grenadier OOBs (they are Inf + Art + Pz) *
• Fixed a code showing in text issue for decisions with Unrest/Danger… *
• Increased randomness for Stratagems given by Factions
• Added Pull Point systems for the Logistics
• You need to start a new game with this beta2 to try them out (wanted to minimize risk to disrupt running games)
• By default automatic Asset, Unit and City Pull Points are used. You can however switch these automatic points off in the Traffic Signs Popup
• You can place Custom Pull Points on any Hex you like and they will be added to any automatic Pull Points
• Hexes with Pull Points trace a path to either their City (Assets) or to their SHQ (Units, Cities)
• These paths will favor roads without traffic signs leading to them (so for some edge cases you can discourage use of a certain road)
• When Logistic Points find a branch in the Road they’ll first serve any Pull points that have been traced to their City/SHQ through that branch
• The Pull systems is logged and can be studied in the Logs of the Traffic Signs Popup
• On map in current LP view only the Custom Pull Points are shown in green.
• On map in history LP view the Pull Points used at start of turn calculations are shown in gray.
• On map in preview LP view the Pull Points as they’ll probably be automatically placed + your Custom Pull Points are shown in pink.
• On top of the Hex total Pull Point info block is shown a small red bar if Asset Pull Points are present, green if Unit Pull Points are present and blue if City Pull Points are present and black if Custom Pull Points are present.
• The City Pull Points are based on previous turn delivery requests + pickup requests
• The Unit Pull Points are based on the weight in supply they’ll request
• The Asset Pull Points are based on the minimal logistics points needed for them to operate without penalty
• You can also place a Custom Pull BLOCK on a Hex which nullifies any automatic requests of that Hex.
• This will require some fine tuning.
• Field Training Stratagem will now only be played if little enemies around.
• Added rules to not allow random event based gifting of Methane Synthesis, Deep Core Mining and Water Atmospheric Recomposition if the Planet does not have the right variables.
• Added protection code for Assets being placed without road connection at game start
• Fixed a Stratagem mouse over inconsistency on who’s going to execute the Stratagem
• Fixed 3rd party Leaders founding new Factions and some other related minor glitches with those kind (and dead/left leaders)
• Changed the way Supply Bases are giving extension. They now only give extension points upto the point normal action points have already been used. This makes them function as actually intended. Will only be in effect with games started with v1.04-beta1 *
• The calibre and weapon matrices were not being implemented as combat modifiers. Major oversight indeed. They will from this version on forward. Be careful when continuing with this beta as it might change the odds in your favor or disadvantage in especially mid to late game.
• Tuned the soldiers losses where they had the upper hand in event-based fighting.
• In event-based fighting with troops and security staff the Security Assets can now also lose levels.
• Hurting the Syndicate in a specific Zone by attacking them and causing them to be reduced to close to 0 crews will now mean their hidden bases have also been dismantled and it will cause a big cut in the capital of the syndicate. *
• Fixed mouse over. Algae vats do not profit from cross-fertilization.*
• Fixed 0 key for Guard, if not yet pressed 8 or 9.
• Fixed some small glitches
• Fixed a bug where Food delivered by Militia to Zone inventory was reported as given, but where it actually was not being added
• Fixed a minor glitch where the Recruits + Colonists transferred from Zone to SHQ where being fed in Zone and after transfer in their SHQ as well. Now they will only be fed in SHQ.
• You can now pass to the 2nd Raise Formation window even if you do not have the PP available for raising the Formation (for inspection purposes)
• Major Regime without Zones or Units is now put to sleep (in future version I want rebels to be able to revive a Major Regime) and relations with Minors reset (so some blockages for minor diplomatics are removed concerning this major). Also it is removed from the S.MAP regime list if no hexes left on map and from TARGET STRATAGEM tab if asleep.
• And Majors without Zones will be removed from the Regimes Reports.*
• Added a cap to Incr Sales Tax, inc Income Tax, Incr Import Tariff, Incr Export Tariff stratagems. Max tax is 100%.
• Buggy maximum 50mm armour now *
• Increased Buggy size from 2 to 3 to make cost for armour go up a bit *
• “Loyal AI” no longer going to emergency hostility if getting close to losing the game
• No longer losing Stratagems in some cases with dip/spy stratagems where you lost the previous level of the stratagem and that caused a higher level to disappear.
• Natural relation point Job Prestige factor less depended on Ambition now


Title: Re: Shadow Empire : A military-oriented and sci-fi wargame
Post by: Asid on September 05, 2020, 12:35:28 AM
Open Beta Patch v1.05-beta3 (last update 3rd Sep!)


Vic

Hi,

This patch can be manually installed only over the official v1.05
Make sure you have the v1.05 or higher before applying the patch below.

Recommended to only try this "Open Beta" Patch if (a) you really have a need to have a fix... Or (b) if you just want to help me out by checking it runs properly.

"Open Beta" means that it has not been fully tested yet.

If you are uncomfortable with an "Open Beta" or with manually copying files please wait till the "Official" Patch from the publisher which should arrive this wednesday.

Enough of the disclaimers....

Existing games started with a previous version can be continued.

Download the patch here:
http://www.vrdesigns.net/openbeta/Shadow_Patch_v105-beta3.zip

Just copy the contents of the zip file inside the game folder (where the ShadowEmpire.exe is) and overwrite any existing files/directories.
Best way to do this is opening the zip and doing ctrl-A (select all) and ctrl-C (copy) and the going to the Shadow Empire directory and pressing ctrl-V (paste) and when windows prompts tell it to overwrite all files.

A game NEWLY started with a properly patched version will show "Version #55" in your "Dashboard Report".

Changelist to v1.05-beta3
-Fixed a faulty application of the negative effect of No Retreat Stratagem in the first combat round.
-Fixed a bug with direct load of game and the miniMap bugging out if you had not first looked at an Asset graphic
-Fixed a wrong cost being charged (compared to shown) for (Mass) Upgrade of Troops.
-Scientific Pact can no longer give you Techs that you do not have the pre-req for.
-Fixed the -15% Battlegroup attack penalty occurring in the wrong circumstances
-Fixed an issue where Seniority Points could drop below 0 for a Leader in the Reserve Pool, lowest points will now be 0.
-Fixed a Logistics glitch where the refocus count wasn’t always working as intended
-Fixed a Logistics glitch where after a number (of blocked or not) crossroads the Logistical Points would just stop advancing.
-When raising a missing Unit it is now also possible to raise it “blank” meaning without Troops inside it. This will allow the replacement troops to fill it up the next turn ( or allow you to manually buy replacement troops)
-Fixed a combat log issue (calcs where fine) with (very) close combat mentions
-Fixed a log issue with the governor skill % bonus (which was overstated in the log)
-Fixed a crash during AI move (surprise combat for AI)

Changelist to v1.05-beta2
-Units with more than 4 logistics items and a logistical warning label will have layout issue fixed now
-Diminished the social environment conditions effect for Eternity Cult
-Take my candidate decision should occur less often (though it occurs more often with low relation factions, this is intentional, as they want something back from you)
-The faction request to go to war with unaligned will not happen anymore
-Increased initial Food for each Army you start the game with
-Increased initial Farms if many Armies at start of game
-Increased initial Farms if high-tech level equips player with Biofuel Asset at start of game
-Logistical Extension production now visible in Asset Type Popup
-Fixed a crash in the history window
-Fixed number of Cult followers not decreasing when low % of followers and being persecuted
-Upgrade costs for equipment improved
-Fixed issue with SHQ Leader ending up in limbo when SHQ is disbanded
-Fixed issue with weird number with walkout decision with critical success roll
-Fixed abuse of SHQ Commander Trade Skill
-Fixed issue with Branching Rules not counting correctly (logistics)
-Fixed issue with 0 weight Items for Unit Supply costing Logistical Points.
-Replacement Troops will no longer be send to a Unit in a Hex where they’ll not be able to move out off

Notes for future manual corrections:
-When a single Asset is selected it will show its range not necc. As it will finally be deployed as other Assets might serve certain Pull Points first (before this Asset will serve Pull Points). Or in other words the preview range of a certain Asset is shown as if this would be the only Asset to serve all Pull Points.

Changelist to v1.05-beta1
-Fuel transfer bug when transferring GR Troops from SHQ to Battlegroup fixed
-Extra insurance added that AI Majors asleep (no units, no zones) get their relations with minors reset to peace.
-Fixed an issue where your Fate Pack could have less than 4 Stratagems (due to doubles already present), this will no longer happen.
-Factions that are open to the Non-aggression, Mutual Defense and Victory Pact in theory are Corporatists, Realpolitikers, Doctrinists and Humanists. (before this was not the case with Victory Pact) *
-Losing your secretary due to Defection will no longer leave his/her slot open and will now longer result in a -1 -1 statement, but a new secretary instead.
-Fixed a crash in a round 170 game related to a Leader Feat

*=requires new game start to be fixed

best wishes,
Vic


Title: Re: Shadow Empire : A military-oriented and sci-fi wargame
Post by: Asid on November 20, 2020, 02:12:04 AM
Shadow Empire will be released on Steam on December 3rd
Thu, 19 November 2020

(https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/35978598/c7f348b26bb9248d63283031bd7e2b2e82448be0.jpg)

Shadow Empire, one of the best 4X games ever released on PC according to PCGamesN, will be out on Steam on December 3rd.

Check out the Let's play playlist and discover what awaits you https://www.youtube.com/playlist?list=PLk5K-IfEIqTtQoRaQSFsomy0icMHuO1gc

https://youtu.be/dtXsvSx933M


The Steam release also comes with a major update which brings air units to the game.

Air forces are the first big post-release addition to Shadow Empire and Shadow Empire leaves nothing to chance. Your choices will heavily impact the way air forces play. Air Model types are a type of equipment that requires careful design depending on the type of planet you find yourself on.

A planet with hardly any atmosphere, for example, will not be able to support Propellor Engines or Jet Engines. A lack of atmosphere means there is nothing for them to use to create lift, but using Rocket Engines might well enable you to take to the skies. Planets with both low gravity and a reasonable atmosphere will make it extremely easy to fly and airpower will likely be very important on these kinds of worlds.

Here's a first sneak peek of the new Air Model design. More details will be shared soon!

(https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/35978598/1f856b3b78be866ba0cbd346056a15dc83e71f68.jpg)


The Ultralight Aircraft Model type is the ideal choice for a quick and cheap reconnaissance Model, one that even might pack some strafing power if not opposed by serious enemy Air Units.

Steam: https://store.steampowered.com/app/1154840

Title: Re: Shadow Empire : A military-oriented and sci-fi wargame
Post by: Asid on November 25, 2020, 04:27:12 AM
New Air Units
Tue, 24 November 2020

(https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/35978598/71f4bdcf7977fe6d7fd6323bdc2bcdade6cc9d36.jpg)

Shadow Empire gains air units on December 3rd
Shadow Empire will be released on Steam on December 3rd and it comes with an exciting development: air units will be added to the game. Air forces are the first big post-release addition to the rules of Shadow Empire.

When setting up a new game you can explicitly choose to have the Air Force rules enabled or disabled as well.

Air Forces Basics
Air forces allow you to use many new tactics and strategies. From reconnaissance missions, to ground support airstrikes, to organizing Air Bridges.

However, Air Model types are a type of equipment that requires careful Model design depending on the type of planet where you find yourself.

A Planet with hardly any atmosphere will not be able to support Propellor Engines or Jet Engines, as there is nothing for them to use to create lift, but Rocket Engines might well enable you to take to the skies.

Planets with both low gravity and a reasonable atmosphere will make it extremely easy to fly and airpower will likely be important on these kinds of worlds. In the right circumstances (air pressure > gravity) Thopters will also be a viable option.

Air Model types are special in the fact that they can be very lethal but are also very vulnerable at the same time. They do not have a lot of hit points and thus are vulnerable to anti-air weaponry and interceptors.

It does require a certain level of investment, however, to develop your own Air Force. Research needs to be done and Model types have to be discovered and then designed. You’ll also need the infrastructure in the form of an air base to properly service your air units.

(https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/35978598/6802fadc38a1ea7a9682977aeaa9576b5a7dd420.jpg)
A planet with relatively low gravity, but relatively thick atmosphere will give your aircraft good ranges.

Additions to the Model type tree

(https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/35978598/439d94b7b2d7975437331799f2c1c13020099248.jpg)

The Model type tree has been extended with 8xAircraft Model types, 3xHelicopter Model types and 3xThopter Model types as well as Manpads, Flak Guns and Sam Launchers.

(https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/35978598/765271798130e85a30a6a286c072bc08214dc0d4.jpg)
 
What should have been a devastating attack on the enemy ground forces turns sour when an unexpected SAM Launcher opens fire.

Aircraft come in 8 frame sizes. From the Ultralight Aircraft Model type to the Extra Heavy Aircraft Model type. The larger the frame the more engines and weight it can carry. They will also need air bases to operate from, unless you have developed VTOL technology.

When inspecting an aircraft in detail you can see that the aircraft in Shadow Empire have been meticulously modelled.

(https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/35978598/c11280cb8f0357ba6d139d70f2dff22802b3c7b9.jpg)

Keep an eye on the dogfight score as it acts as an important modifier in air-to-air combat.


Helicopters come in 3 frame sizes. The largest one even has two rotors. All helicopters can take off and land anywhere they please, though they are notoriously slow compared to Aircraft and Thopters equipped with Jet Engines.

Thopters are superior to Helicopters in that they have the same advantage in being able to take off and land anywhere but being equipped with Jet Engines means they can have much higher speeds and thus a higher Dogfight Score.

(https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/35978598/8aa6813458332ddb283dfd92cb50002028098e17.jpg)

In many ways Thopters are ideal as they combine the speed of jet engines with the vertical landing ability of a helicopter.

New Air Missions

All these elements come together to grant you so many new options to rule your Empire. Build a new organization dedicated to Air Force Research and execute Air Missions.

•   Scout unknown territories with Air Recon missions.
•   Attack your opponent by launching Air Strike missions.
•   Allow your Air Force to shuttle items or troops from one hex to another with Air Bridge missions.
•   Set Air Intercept orders for each air unit.
•   Defend your hexes with Anti-Air Intercept missions.

(https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/35978598/f30b7a7cd892d47c073cb3dcec76479f802dd934.jpg)
 
Air Bridges allow you to use your Air Force to shuttle items or troops from one hex to another. Keep in mind these operations are vulnerable to enemy Air Interceptions or Flak artillery in the operating area.


Title: Re: Shadow Empire : A military-oriented and sci-fi wargame
Post by: Asid on December 02, 2020, 03:51:15 AM
Alien Fauna is coming to life in Shadow Empire
Tue, 1 December 2020

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/35978598/1189041a89e39f51a56b969400532b6201284357.jpg)


Alien Fauna is coming to life with the newest version of Shadow Empire and you’ll be able to enjoy it now as is already available for Matrix owners.

(https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/35978598/f6cf45040f5fa6ec0e6f8da5091aa43d2bef8308.jpg)
This militia is moving in to push these squid-like "Mungos" out of the way.

There were only around 6 different graphics used to display all the possible xeno-biological evolutionary results in Shadow Empire. Now, thanks to artist Mike Tenebrae, there are over 120 different graphics in different sizes and colours. This ensures that every new alien critter you’ll meet feels new and unique.

(https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/35978598/214b65713f871a2e77ebaaa17cfd89bb9ca900e2.jpg)
5 meters is tall and with a lot of bulk, combined with chitinous armour these "Mungo" critters will be tough cookies for your militia to handle.

Originally, you could observe some of the offensive/defensive/competition statistics that any potential Alien Fauna had in the evolutionary phase of planet generation. This is still possible, but now these factors are used to assign over 40 different Alien Fauna Feats.  Examples of these Feats are things like: Acrobat, Entangler, Metallic, Swimmer, Killer and Grazer. Most Unit Feats have 5 different levels to allow for even more variety and also for some extremely dangerous lifeforms.

(https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/35978598/d477d9630235950b5b38c7b7736f638ed8d29521.jpg)
The attack begins on a big group of omnivorous Salamanders

In addition to the new Alien Fauna types, you’ll often but not always find more diverse Alien Fauna species on your Planet. This is due to the introduction of new subspecies generation. There are different variations based on abstract family species. This ensures more surprises.

(https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/35978598/bf6a2c8c1fe512e99d6b1fc6be42b1e06036f360.jpg)
In the north the pinkish and omnivorous Supernod-Allactaga. In the south the more purplish and solitary herbivore Supernod-Periotes. 2 somewhat different subspecies of the same family.

Critters will also have different strengths and weaknesses and more importantly different on-map behaviour. Each Alien Fauna will now have its own area to which they might migrate and from which they might guard from human incursions. Some species might try to avoid you, others might try to ambush you or even start a “crusade” against you. The behaviour depends mostly on Fauna Feats. This means you will be required to think a lot more about how to tackle wildlife challenges.

(https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/35978598/c8be7258cef438ae89620c8774bbd6846a599937.jpg)
A scary Planet with 20 meter tall monsters called “Biters”. Roaming the prairies in their thousands... some caution is advised...

New features:
* Over 40 new Alien Fauna Feats
* Over a 120 new Alien Fauna graphics
* Subspecies introduced


Title: Re: Shadow Empire : A military-oriented and sci-fi wargame
Post by: Asid on December 03, 2020, 03:58:32 PM
Shadow Empire - Out on Steam
03 Dec 2020


Shadow Empire is now available on Steam

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/35978598/5dd20ae1716ef0053e0c5c6c38d1ef31dadb750f.jpg)

Shadow Empire (https://store.steampowered.com/app/1154840/Shadow_Empire/) is out on Steam and it comes with a 20% week-long launch discount. Together with the Steam release, Shadow Empire receives a massive free new update introducing flying units and improved Alien Fauna.

Shadow Empire is considered by critics and players to be one of the best and most flexible 4Xs ever produced.

https://youtu.be/p8XAh8Wii4k


Buy it from the devs direct and get standalone + steam key
https://www.matrixgames.com/game/shadow-empire

Steam: https://store.steampowered.com/app/1154840

Title: Re: Shadow Empire : A military-oriented and sci-fi wargame
Post by: Asid on January 12, 2021, 01:52:49 AM
Shadow Empire - v1.07.01 Update
11 Jan 2021

(https://steamcdn-a.akamaihd.net/steam/apps/1154840/ss_a14846fd08a232627e5ba39b67a95ce7ce4934f8.1920x1080.jpg?t=1607080247)

A new patch for Shadow Empire is now available and it brings several bug fixes and improvements to the game. A huge thank you to all the players who provided us with feedback and helped us by joining the open beta.

Check out the full changelog for version 1.07.01.

Asterix (*) at end of item means it requires a new game start to go into effect.


v1.07.01 – 07th January 2021
• No longer access to RPG Infantry Brigade in Tech 4 start (you’ll have to develop a Model + Formation first)
• Road construction at very long distance from SHQ now also possible (was a glitch)
• Reduced XP spending on Resist Influence, Endurance and some other Skills
• Added chance for learning a random skill, not often, but possible. Much more chance if no other skill qualifies for spending XP on.
• Added in some securities for AI to not go overboard with Airbase construction and not produce any aircraft models with to low range either.
• Upgrading and Replacing in same hex and SHQ should now always work, even if logistical points is at 0.
• Fixed a glitch where some Major Stratagems where presented as not accessible due to not the right Faction in Power (unless accessed by Regime Tab in the bottom). This is fixed now.
• Have been making fixes to the AI garrison algorithms, especially for Minors, which were still leaving empty their City in some cases.
• A number of spelling and missing “00” corrections. *
• Fixed a calculation error in Dogfight Modifier during Air Combat.
• Fixed a crash with Management Tab if you had an Asset/Hex Perk at 0,0 hex.
• Fixed glitch with Mot/Mech Storm Grenadier Bat *
• Closed an exploit with Attract Free Folk Stratagem *
• Easier Logistics game variant now also doubles range of Supply Bases (the variant is more consistent like that)
• Fixed quite a major bug that caused “Maximum Storage” not to be transferred to SHQ in some circumstances, which led to some big Item losses in SHQ inventory.
• Made some nudges to Minor AI tactics (both for non-slow and slow AI mode)
• Fixed crash in combat window when doing combat with insane amount of enemy troops
• Fixed some Colonist/Recruits mouseover qty’s missing double zero behind 00
• Also fixed some wrong ratio in Replace Popup and Scrap and Upgrade Results
• Diminished Hi-Tech costs for Beam and Plasma Guns *
• Fixed some typo’s and spelling errors *
• Unification and Annexation Stratagems are a bit more difficult in general now, but also a bit more variable in difficulty (based on the aggression of the target culture) *
• AI now disbands old equipment piling up in its SHQs.
• A major AI now has 40% chance to always try to keep Airforce in the Air (instead of switching fully to Flak Gun production) *
• Fixed a sort of “hanging” request for Scientific Cooperation by a regime you already refused or at this time are even at war with *
• I speeded up a noticeable interface delay when clicking units a lot in some Militia cases / Units direct under SHQ cases.
• Added protective code for the crash issue with the permissions/virus checker for Steam version MyDocuments access. If system does not support internal savedgames/ directory will now be used.
• Added the relation change logbook entries to the mouse-over in the Leader Popup Window
• Added relation changes caused by Leader Feats to the relation change logbook of Leaders
• Fixed a nasty code bug which caused population happiness to malfunction.
• Fixed a glitch that caused Regime Overview Reports to disappear in rare cases
• Rule change: early Fate Stratagems will no longer disappear once you cross to respectively Tech Level 5+ or Culture Level 5+
• Added Max Size an Aircraft can transport through Air Bridge to its detailed popup.
• Added some mouse-over improvements for using Strategic Transfer through Air Bridges
• Added some map-arrow improvements for using Strategic Transfer through Air Bridges
• Fixed an Air Bridge calculation error were sometimes land connection got preferred. Should be fixed now. But keep an eye on it.
• Scrapping outside Zone was working well, but I have fixed the textual feedback to be a bit clearer.
• Prevented some map clicking when also clicking on a tab in the top
• Made a speed improvement to the slow AI that will hardly or not at all affect its quality of moves
• Beam Gun on Heavy Tank now rendered correctly *
• Veteran Sgt / Lt. will now longer trigger for Air Units *
• Added some protective code to avoid showing wrong Difficulty for Provocation Stratagem.
• Fixed an eternal loop "freeze" with Preview Points calcs
• Fixed crash with battlegroup transfers (finally!)
• Repaired the Roaming thieves decision, now targets private Food *
• Decreased Machinery cost for SAM Launchers *
• Fixed effect of Research Bonus on binary Tech advances
• Improved history flow with the battles now showing the original situation + combat results and only in the next step the after-battle state.
• Air Bridge SFX during turn startup are now really gone
• Fixed Leader Suitability Rating for Airforce Council
• Explosion before Combat with Air Recon gone for good
• Fixed a crash/corruption with Air Bridge calculations when enemy intercept became possible
• Combat sounds with Air Bridge intercept now also muted as you are not seeing their results and they are calculated behind the scenes, so to speak.
• Fixed a glitch for Tactical Nuke weapon, description of tech fixed and can now be used with Automated Turret as well *
• Machinery treasures have less quantity now (was a bit over the top) *
• Moved 5 Linear Weapon Improvement Techs from Military Research Council to Applied Science Council *
• Treasure Hoard Stratagem, AI giving you discovery and other similar events/instances will now NOT give certain techs that will be of no use because you do not have the earlier techs or because planetary conditions are not met. Did a manual pass tech by tech and it should be done right this time. *
• Fixed older game starts played with 1.06.02 or higher that were getting weird skill growth due to
the newly added personality modifiers on skill choice in 1.06.02.
• When establishing Air Bridges with the Air Bridge order they now limit you to the initial Air Bridge mission maximum range (which might be below optimal due to lack of AP or Rdn)
• A little bit more consequences from playing the Ask for Help Stratagem (to often). Also tuned down the amount of Credits you can ask for. (could be excessive in later game)*
• Fixed AI air unit relocation mechanism that was not using full range of its aircraft causing some to get stuck in airbasisolated areas.


Title: Re: Shadow Empire : A military-oriented and sci-fi wargame
Post by: Asid on February 26, 2021, 02:38:37 AM
Shadow Empire - Major Update (v1.08.01)
25 Feb 2021

(https://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/35978598/c7c05e1d379b191d3210ed51af6e390023c99f32.jpg)

In an effort to keep improving the game and offer more hours of fun to new and experienced players, we have released a major update for Shadow Empire.

The update brings you two new planet classes and stratagem crafting. Also, now Sentient Alien Life can evolve on Planets, so watch your back as they'll try to make contact. Following your feedback, we've also been working on improving the AI turn speed.

WELCOME HYDRA AND MORGANA

(https://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/35978598/8291fdeb45c36cc5fc9525fb9a205e56c3e83d8e.png)

Here we see the new Hydra Class Planet which can have up to 40% water surface, serving as a perfect habitat for alien lifeforms.

The Morgana Class Planets are arid and dry instead, but you'll find oases and lots of water spots.

SENTIEN ALIEN LIFE

Sentient alien life can now evolve on Planets. If this happens on the Planet you are playing on you'll very probably face some Alien natives during your game.

(https://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/35978598/be9be4bffa92deac690d00d01712cba19e0a36d2.png)

Alien natives will be present as Minor Regimes. You can send Xeno Diplomats to them, but they can also directly contact you.

(https://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/35978598/dea02156d814c6e8290534e477cd0549e3746fad.png)

Alien natives will usually have some Tech and thus weaponry, but they'll also field domesticated Critters against you.

(https://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/35978598/a2fdfa23ee9222d200d9fa2a493612c60e6dbe0f.png)

Sentient life tends to develop on Planets where evolutionary competition between different species is high.

STRATAGEM CRAFTING

(https://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/35978598/0cbcb5ed14f5ca2fd00f78fa0f6c9407804c89f9.png)

You can now discard the stratagems you don't need and gain scrap points. Scrap points can be used to craft new stratagems: the crafted Stratagems are random and procedurally generated and thus always a surprise.

HIGHEST DISCOUNT EVER

As part of the Slitherine Publisher Weekend, Shadow Empire is now 35% off for the very first time. Get it now and don't miss one of the best 4X games ever released on PC.

Check out the full changelog below. Asterix (*) at end of item means it requires a new game start to go into effect.

v1.08.01
• Fixed glitch in Alien Minor Report
• Reduced number of Asset Types eligible for usage in procedural Scrap Stratagems.
• Finetuned downwards the Charismatic Union Chief demands *
• Fixed that Open Contact could be played on Alien natives Minors. *
• Increased difficulty for making Alien natives join you a bit.*
• Fixed some glitches in the Militia growth algorithm.
• Fixed a turn processing crash (related to AI aircraft movement).
• Fixed an issue with Private Economy not seeing it was already producing enough Food. An optimization for speed didn’t work out. Removing it for v1.08, will try again with subsequent open beta’s.
• Added Hydra Class Planets, humid with plenty of swamps, rivers and seas. Almost always home to alien lifeforms.
• Added Morgana Class Planets, arid and dry, but with plenty of oasis areas dotted all over these planets.
• Added Minor Alien Regimes functionality for more variety. Native Aliens can now evolve during the Planet Biosphere phase, they’ll impact colonization and the aftermath of the Dissolution war as well. 5 Different types are present (like Cephaloids, Reptiloids) and they can use local wildlife as ‘cavalry’ as well. They’ll form their own Minor Regimes and a special kind of diplomacy will be allowed with the Xeno Diplomat Stratagem. They’ll also can contact you themselves, like other Minors.
• Fixed new organisation PP cost glitch if continuing from loading a saved game.
• Fixed some glitches with the Corporate story module (fixed some crime impact on corporation as well as better corporate spreading to other zones)
• Fixed bug with credits disappearing due to having only one zone and it being a unincorporated one.
• University production now increases with education tech
• Barracks production now increases with security tech
• Fixed construction cost for High Speed Rail
• Fixed an issue with renamed Unit name not being properly displayed for the Commanders job.
• Went back to speeded-up build mode, .06 should be faster turn processing than .05/.04 and equal to .03.
• Fixed a small glitch in the QOL score calculations which could cause small temporary decreases in them.
• Fixed model issue with Techs Launcher Optimization and Payload for SAM Launcher
• Fixed model issue with Conventional Guns Optimization and Flak Gun
• Plugged an exploit with scroll bar movement not updating button
• AI should construct tanks with HV guns as well now
• AI now tries to keep movement of Reserve Fronts to their targets more on roads (in order to benefit from potential Strategic Transfer)
• AI now makes use of Strategic Transfers Mode (limited number of units allowed to do this)
• AI now actually plays any Artifact Stratagems it has obtained during game *
• AI now also more interested in constructing Recycling Assets on top of Archeological Finds *
• AI now creates new Zones when they reach a size where if it was subject to administrative strain it would suffer penalties. *
• AI now also re-arranges its Zones.
• AI now has more difficulties in general to build roads and especially difficulties to build roads over mountains.
• Cards 31,32,104 now use 31.png, 32.png, 104.png instead of 1.png *
• Cards 546,547,548,549 now use newly added 546.png, 547,png, 548.png, 549.png *
• Added 8 new portrait part graphics (named groupXextrahair) for modders to have no double use between portrait groups. *
• Shared some help documentation for make graphics mod over on: https://docs.google.com/spreadsheets/d/1oDruMJbB6JBPvYaYlxeyCQMj5MWN46tjh6P4WOkN-4s/edit?usp=sharing
• Fixed big crash bug caused with 1.07.04
• The glitch corrupted some data and could take a few turns to surface to turn into a bug. Corrupted savefiles due to 1.07.04 play are cleaned up as well.
• Added Very Slow AI speed and made regular Slow mode less slow. See Prefs Tab.
• Fixed bug with Zones losing their SHQs ! Apologies. It was caused in a previous open beta.
• Fixed the missing Stratagem generation info
• Scrap Strats no longer give “Market” Asset (which is an asset still in development and not meant to be given yet)
• Scrap Strats no also can give some Private Mining and Private Farming Assets
• Alien Fauna now makes sound in combat
• Switched back the compilation mode to the one used in 1.07.02 to see if it fixes some weird calculation errors or not.
• Double Artifact Stratagem fixed and also the amount of Artifacts you’ll find should be lower due to this fix.
• Several Private Assets including Private Hospital have had their way too high Population need reduced by factor of ten *
• Made some relatively good speed improvements to turn speed. However this also made me change some compilation settings and might give some unwanted bugs, didn’t find any, but lets see. Stay aware this is an open BETA. capitals for emphasis.
• Minors with whom you have “unclear” relation can no longer take your locations.
• Fixed a crash when player gets more than 300 stratagems in stock (caused with 1.07.02)
• Nomads when losing a conquered city now are NOT removed from game anymore
• Added possibility to scrap Stratagems and craft new Stratagems (spending Scrap Points) to the game. You can find all new functionality in the Stratagem Tab when you flag “Scrap Mode” in the top-right corner. *
• Fixed propper average of attack and hitbonus skill % in Leader blocks in combat results window
• When tolerated equipment is switched for better equipment during replacement troops phase it keeps the soldiers (the xp, rdn, mor) where they are and only switches the equipment.
• MissileLauncher and RocketLauncher and other mechanized Launchers now use the Gun Tactics Skill (instead of Tank Tactics)
• Rail Stations now also profit from LogBonus *
• No longer very occasional n/a skill learning with Leader XP where Leader did not use any skill that turn
• Made fixes to the max logistical % settings for SHQ which were being overly optimistic (euphemism for not sticking to the limits)
• Fixed issue with Deception Skill being wrongly used in the combat mechanics.
• Fixed crash with older version savefiles and trying Strategic Transfer
• Automatic scrapping of most doubled Stratagems after you have more than 300 of them. To prevent too huge piles of Stratagems. *
• Fixed a nasty loss of Credits due to a bug to structural damage caused during battle code.

Title: Re: Shadow Empire : A military-oriented and sci-fi wargame
Post by: Asid on May 04, 2021, 12:01:28 AM
Shadow Empire - Update 1.09
Mon, 3 May 2021

(https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/35978598/bc43556d65d86c89b3db5b6bc251702b3151156b.jpg)

Including custom formation types
Shadow Empire v1.09 has now arrived, bringing with it many fixes and improvements. Vic has been listening intently to your feedback and this patch brings with it many community requested rule finetunings. Additionally, the manual has been fully updated to reflect all the changes and keep you informed and on top of your game.

CUSTOMIZED FORMATION TYPES

(https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/35978598/69d4c67cefa8b7bad8df46fb181aeaad7ed6877c.jpg)

You can now call your Staff Council Director to discuss customized Formation Types.


Your Staff Council now has a Customize Formation Types task. If you allocate Bureaucratic Points (BP) to it you’ll start amassing a new resource: Customization Points. These can be used to call the Director of the Staff Council and instruct him to customize an existing Formation Type.

(https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/35978598/d7d01cd76be6625806f093aba274087aa64231ad.jpg)

Any regular Formation Type you have discovered and operationalized can be customized.


Customization makes it possible to organizationally deviate from the fixed Formation Types discovered and operationalized by your Staff Council. Both Individual and multi-unit Formation Types can both be customized.

(https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/35978598/79aea7cfa82e72685032eb2a2e1f4e7ef96ec4bd.jp)g

Here an example of a customized Infantry Brigade with added motorcycles.


Even customized Formation Types can be further customized. This however, comes at an increasingly higher cost, as you’ll customize upon a customization.

Many Rule and Balance Fine-tunings


This v1.09 patch also implemented a dozen or more community requests and ideas which inspired Vic. Included in this patch are improvements such as: manpower rebates for raising trucks, APCs and buggies; gas-powered weapon improvements and gauss rifle improvements. These changes shallow the technology curve and make rushing for Laser weapons less of a game winning strategy.

You can check out the fine details on our forums, where a full patch notes transcript will be available.

Additionally, the manual will always contain the latest details.

Title: Re: Shadow Empire : A military-oriented and sci-fi wargame
Post by: Asid on May 07, 2021, 12:56:22 AM
Shadow Empire adds Custom Formation Types in v1.09
3 May 2021


Shadow Empire v1.09 has now arrived, bringing with it many fixes and improvements. Vic has been listening intently to your feedback and this patch brings with it many community requested rule finetunings. Additionally, the manual has been fully updated to reflect all the changes and keep you informed and on top of your game.

Customized Formation Types


(https://www.matrixgames.com/amazon/Uploads/News/ShadowEmpire/109/screeny1.jpg)
You can now call your Staff Council Director to discuss customized Formation Types.


Your Staff Council now has a Customize Formation Types task. If you allocate Bureaucratic Points (BP) to it you’ll start amassing a new resource: Customization Points. These can be used to call the Director of the Staff Council and instruct him to customize an existing Formation Type.



(https://www.matrixgames.com/amazon/Uploads/News/ShadowEmpire/109/screeny2.jpg)
Any regular Formation Type you have discovered and operationalized can be customized.


Customization makes it possible to organizationally deviate from the fixed Formation Types discovered and operationalized by your Staff Council. Both Individual and multi-unit Formation Types can both be customized.



(https://www.matrixgames.com/amazon/Uploads/News/ShadowEmpire/109/screeny3.jpg)
Here an example of a customized Infantry Brigade with added motorcycles.


Even customized Formation Types can be further customized. This however, comes at an increasingly higher cost, as you’ll customize upon a customization.


Many Rule and Balance Fine-tunings
This v1.09 patch also implemented a dozen or more community requests and ideas which inspired Vic. Included in this patch are improvements such as: manpower rebates for raising trucks, APCs and buggies; gas-powered weapon improvements and gauss rifle improvements. These changes shallow the technology curve and make rushing for Laser weapons less of a game winning strategy.

You can check out the fine details on our forums (https://www.matrixgames.com/forums/tt.asp?forumid=1753), where a full patch notes transcript will be available.

Additionally, the manual will always contain the latest details. You can find that here (https://matrixgames.com/amazon/PDF/SE/Shadow_Empire_Manual_EBOOK.pdf).

Title: Re: Shadow Empire : A military-oriented and sci-fi wargame
Post by: Asid on April 08, 2022, 11:20:14 PM
Shadow Empire v1.11.00 - Patch is available now!
Fri, 8 April 2022

(https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/35978598/d25d54bd5a9e2668c4b03d57b964a80763476499.png)

Hi Everyone,

The latest patch of Shadow Empire is avaialble now!

Steam will/should auto update to the latest version. You may need to restart either client if it doesn't!

Changelist for 1.11.00
-If AI has been collecting lower quality models after making replacements. This has been addressed and now its SHQ is going to directly deploy the unneeded ones (for repl.troops) in new units.
-AI is now only replacing troops now with newer models if XP is at least 40 as the whole idea in the first place was to retain the XP at the front (and sending the new troops to the older version equipment)
-Some minor AI algorithms concerning replacing troops revised.
-In some cases there will will now be less requests to hire a faction candidate.
-Fixed a crash during “flak front processing” message (starfry)
-Fixed occasions of faulty nato counters in history screen
-Reduced Flak production for AI some further.
-Fixed eternal loop in human-human PBEM game (mroll)
-Fixed small glitch with Battlegroup formation from SHQ
-Fixed issue with Strategic Movement caused in earlier v1.10.X open beta
-GPU accelerated in-game DPI scaling added which should speed up a lot playing the game with DPI scaling enabled.
-The DPI scaling done by the GPU is sharper than the previous DPI scaling done by the CPU.
-Sped up the scrolling speed by using shifting direct memory copies within the same map bitmap
-Sped up the scrolling and map clicking speed by not recalculating or redrawing the windows that are overlaid over the map and separating the underlying map drawing and the overdraw (making cache-ing possible).
-Fixed bug with Advice window after end turn (Voker57 / thomas)
-Fixed bug with receiving a new leader with a regime profile above 100
-Finetuning Militia equipment improvement in games that last hundreds of rounds (hyveltush)
-AI work done on quality of tactical level movements.
-AI work done on reducing the tendency of giving ground in general.
-AI work done of making super aggressive regimes less likely to completely overextend
-AI work done on making the AI more likely to invest more in its current military than in its future military (by economic expansion) if threatened a lot.
-AI work done on making the AI wait a bit longer before constructing bigger units instead of more units.
-AI work done on reducing buying of Flak gun units/replacements at some points. And in general stop buying (much) replacements of troops we have less need of.
-AI stops playing some (often) stupid Stratagems on its OHQs
-AI improved OOB raising order (less chance to stay stuck in infantry formations only)
-AI improvements to moving to correct part of a frontArea
-AI improvements with entrenchment
-AI improvements with encircled troops
-Fixed an issue with Free Folk increasing way too much in some circumstances
-Fixed an issue with a savefile getting to large due to extremely large high node logistical network (game will prune some data now if its logs get too big)
-Fixed issue with Zone assignment upon rebel unit placement during turn (decision result)
-Fixed crash at start of turn calculations with trade (volker)
-Fixed an anomaly with the sliders on some systems
-Fixed an anomaly in the trade reports
-Fixed category of forced sales from private to public in the reporting
-Fixed an anomaly with scientific cooperation (not getting tech points from partner)
-Fixed rare crash during elections with a class-based voting system in place.
-You can now set import & export tariffs on the non-aligned regimes. Can be handy if you want certain items not to leave your Zones or to make a little extra buck!
-Fixed a rare issue with private asset doubling public asset that was delegated
-Fixed a bug with disappearing air units after artillery attack on them
-Fixed an interface glitchy state after asking research decision to a director in the case where no research fields were actually available.
-Fixed crash due to an misconfigured AI Regime SHQ inventory (Alex)
-Fixed glitch where you were not paying PP for Zone Merge
-Fixed ZOC ghosts in multi-player game where one human player has resigned
-Truck/Rail/HS Rail Station higher levels now have reduced upkeep workers*
-Rail/HS Rail Station higher levels now have reduced construction round for higher levels*
-Truck/Rail/HS Rail Station higher levels now have increased truck/rail point production*
-Some cards like Eager Industrialist will no longer cause double Asset Type to appear when playing on a Zone where the lower level Asset Type in question is in construction.

We hope you enjoy!

Title: Re: Shadow Empire : A military-oriented and sci-fi wargame
Post by: Asid on November 15, 2022, 11:30:25 PM
Join Shadow Empire: Oceania DLC Beta
Tue Nov 15, 2022

(https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/35978598/6272d1c5102c8583e3ccaa242b47c697a5285791.jpg)

Oceania DLC - Beta

Starting today, anyone can apply for the Beta for the first DLC of Shadow Empire: Oceania. The Oceania DLC will bring lots of great new features. As well as adding large vast oceans to explore and oceanic trading to the game.

If you’re interested in taking part in the beta and give us some feedback, you can apply here (https://www.matrixgames.com/beta/shadow-empire-oceania).

Once accepted into the beta, you will receive all the information you need to start testing and exploring Shadow Empire's new DLC.

Oceania DLC - Description

For a long time the Planet Generation of Shadow Empire was limited to dry Planets and Planets with relatively small bodies of water. Now all is possible. You can create second Earths and even Waterworlds. Planets with many islands, or just a few continents. The new maps being generated with Oceania DLC change the feel and ambiance of the game completely. But it also changes the gameplay a lot and will make you experience a different style of game.

On top of this: the existing land-based Traders have gotten a more organised cousin with the sea-based Traders, who are known as Maritime Trade Houses (MTHs). The MTHs will allow you to explore the Oceans and secure Transport Contracts to invade and/or keep logistics flowing between different continents or islands. The MTH are of a very mercantile nature and it is also possible to acquire their stock. Once a shareholder you can use Policy Meetings with the MTH to influence their attitudes and Dividend payments.

(https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans//35978598/4b66de9ca5d660ddee04e1ea3d3026b7b5e1d13a.jpg)

(https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans//35978598/9b1d8088d616981f36fe4c6f8948bf00332f71c3.jpg)

Features:
The Oceania DLC were announced during Home of Wargamers. If you miss Vic's interview, you can watch it again here:

[YouTube]https://www.youtube.com/embed/c99e8fiGnys[/YouTube]


Title: Re: Shadow Empire : A military-oriented and sci-fi wargame
Post by: Asid on March 21, 2023, 02:56:47 AM
Shadow Empire: Oceania out on March 30th
Mon Mar 20, 2023

(https://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/35978598/9f50dc9a9c729d22a4eaa2f4803b86dd9d29988b.jpg)

Hi everyone,

We have some exciting news for you: today, March 20th, on our channel there will be a special streaming event with Vic Reijkersz, VR Design founder and developer of Shadow Empire. Get a reminder here (https://www.twitch.tv/slitherinetv/schedule?segmentID=dcaebec1-2903-49b4-874f-501ac9a5825f).

During the stream, Vic will be previewing the upcoming Oceania DLC, releasing on the March 30th, which brings new features and improvements to the game.

This is an amazing opportunity to get an exclusive preview of the new DLC of Shadow Empire, straight from the source. You won't want to miss it!

The streaming event will be taking place on March 20th, so be sure to tune in and join us for what promises to be an incredible showcase of Shadow Empire.

In case you missed the announcement during Home of Wargamers, you can watch again the interview here:

https://youtu.be/c99e8fiGnys


Description:

For a long time the Planet Generation of Shadow Empire was limited to dry Planets and Planets with relatively small bodies of water. Now all is possible. You can create second Earths and even Waterworlds. Planets with many islands, or just a few continents. The new maps being generated with Oceania DLC change the feel and ambiance of the game completely. But it also changes the gameplay a lot and will make you experience a different style of game.

On top of this: the existing land-based Traders have gotten a more organised cousin with the sea-based Traders, who are known as Maritime Trade Houses (MTHs). The MTHs will allow you to explore the Oceans and secure Transport Contracts to invade and/or keep logistics flowing between different continents or islands. The MTH are of a very mercantile nature and it is also possible to acquire their stock. Once a shareholder you can use Policy Meetings with the MTH to influence their attitudes and Dividend payments.

Features:
See you there!

Title: Re: Shadow Empire : A military-oriented and sci-fi wargame
Post by: Asid on March 31, 2023, 12:12:24 AM
Shadow Empire: Oceania out now
Thu, 30 March 2023

(https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/35978598/e5d06ea066c6e2cfdc710b0cc6bc7de78dddce5f.jpg)

Hi everyone,

We are excited to announce the release of Oceania, the new DLC for the award-winning 4X wargame Shadow Empire. Along with this new expansion, players will also receive a massive free Core 1.2 update that brings hundreds of fixes and improvements to the game.

Download the free Core 1.2 update here (https://ftp.matrixgames.com/pub/ShadowEmpire/ShadowEmpire-MutiUpdateComp-v1.20.00.zip).

To celebrate the release of the new DLC and the Core 1.2 update, Shadow Empire will be part of a special sale.

https://youtu.be/Zi2sNImH7i0


DLC Description:

For a long time the Planet Generation of Shadow Empire was limited to dry Planets and Planets with relatively small bodies of water. Now all is possible. You can create second Earths and even Waterworlds. Planets with many islands, or just a few continents. The new maps being generated with Oceania DLC change the feel and ambiance of the game completely. But it also changes the gameplay a lot and will make you experience a different style of game.

On top of this: the existing land-based Traders have gotten a more organised cousin with the sea-based Traders, who are known as Maritime Trade Houses (MTHs). The MTHs will allow you to explore the Oceans and secure Transport Contracts to invade and/or keep logistics flowing between different continents or islands. The MTH are of a very mercantile nature and it is also possible to acquire their stock. Once a shareholder you can use Policy Meetings with the MTH to influence their attitudes and Dividend payments.

DLC Features:
Core 1.2 update:
Shadow Empire 1.2 brings many balancing improvements, bug fixes and rules improvements and finetunings:
For those of you who want to know every detail of the Core 1.2 update, a detailed changelog is available here (https://ftp.matrixgames.com/pub/ShadowEmpire/whatsnew.pdf).

Shadow Empire's manual has been updated, you can find the revised version here (https://ftp.matrixgames.com/pub/ShadowEmpire/Shadow%20Empire%20manual%20EBOOK.pdf).

In case you have missed Vic’s stream on Oceania, the new DLC for Shadow Empire, don’t worry. You can rewatch the stream here:

https://youtu.be/SNyOE4FgOnA


Title: Re: Shadow Empire : A military-oriented and sci-fi wargame
Post by: Asid on June 17, 2023, 12:01:00 AM
Shadow Empire - Major Update v1.21d
Fri, June 16, 2023

(https://clan.akamai.steamstatic.com/images/35978598/5c8f7843464c440e00b1fe2536acde7fba4717c7.jpg)

Welcome back everyone,

The v1.21d update, the new major update for Shadow Empire, is out now and ready for you.


This update brings fixes and improves many long-standing issues with gameplay. AI has been much improved, Blue Print has been added to the Management Screen and the Statistics Tab has been improved and you can now disable or enable specific dimensions. With these new additions, players will be able to experience Shadow Empire like never before.

(https://clan.akamai.steamstatic.com/images//35978598/52b5e4c56323d0d7326fa89f1d5be7306439f2e2.jpg)

Download the major update here (https://ftp.matrixgames.com/pub/ShadowEmpire/ShadowEmpire-MultiUpdateComp-v1.21.00.zip).

But that's not all. For those of you who want to know every detail of this major update, a detailed changelog is available at this link (https://www.matrixgames.com/amazon/Uploads/whatsnew.pdf). This document outlines all the changes made in the update, from major new features to minor bug fixes. Additionally, a list of highlighted changes since release is also available for those who want a quick overview.

Title: Re: Shadow Empire : A military-oriented and sci-fi wargame
Post by: Asid on November 15, 2023, 12:02:32 AM
Shadow Empire - Hazards & Hardships Update - v1.25 out on November 21st
Tue, 14 November 2023

(https://clan.cloudflare.steamstatic.com/images/35978598/3694a5d2aae34c1e6ece679c031b371662a8abd7.jpg)

Welcome back everyone,

The Hazards & Hardships - v1.25 update, the new major update for Shadow Empire, will be out on November 21st.



The version 1.25 overhaul brings many new features as well as new rules that make the game more diverse and more challenging. Hazard Exposure Level (like on a Moon without an atmosphere) increases construction costs and makes combat super lethal due to the fact that even a small puncture in an envirosuit can cause instant death. Planet Generation now also simulates Salinity and Acidity of lakes and oceans. Battle reports have been added, which will allow you to inspect the battles fought during the other player's turn in much more detail, the Private Economy has been reworked and enriched with the Private Farmsteads and the Tech Tree has received an additional 20 Tech Fields. These are just a few of the new features of the Hazards & Hardships update and a complete and detailed change list will be published next week.

With these new additions, players will be able to experience Shadow Empire like never before.

(https://clan.cloudflare.steamstatic.com/images//35978598/ed70a6074b67078e7d98e0e16ef8e62942340708.jpg)
Title: Re: Shadow Empire : A military-oriented and sci-fi wargame
Post by: Asid on November 22, 2023, 12:01:22 AM
Shadow Empire - Hazards & Hardships major update - v1.25 out now
Tue, November 21, 2023

(https://clan.cloudflare.steamstatic.com/images/35978598/4ebe3ff263dbad4adde9bce073e8d596f2b5fc51.jpg)


Welcome back  everyone,

The new major update for Shadow Empire: The Hazards & Hardships , is out now and ready for you to explore.


You can download the new major update here (https://ftp.matrixgames.com/pub/ShadowEmpire/ShadowEmpire-MultiUpdateComp-v1.25.00.zip).

The Hazards & Harships major update introduces many new features and rules that make the game a new experience for everyone. Some of the main highlights are:
(https://clan.akamai.steamstatic.com/images//35978598/35fc8160cb95f2b77de0b7532402db5daeef0451.jpg)

(https://clan.akamai.steamstatic.com/images//35978598/808de78c7eb6cc066c33e6e691b8c5233ba21d85.jpg)
(https://clan.akamai.steamstatic.com/images//35978598/ed70a6074b67078e7d98e0e16ef8e62942340708.jpg)
(https://clan.akamai.steamstatic.com/images//35978598/aa8e4c3e5707a218d9b0d0e0177a6a40d6881b2a.jpg)
(https://clan.akamai.steamstatic.com/images//35978598/d9bb1fae129f5dd85aef3a915c13f370c5ab8973.jpg)
(https://clan.akamai.steamstatic.com/images//35978598/86958f897f0df80b4329223b0f4c42a102ae3a6f.jpg)
(https://clan.akamai.steamstatic.com/images//35978598/7a03e22bddbbf5d66a0f098e20c9ee5050f933f2.jpg)

But that's not all.
For those of you who want to know every detail of this major update, a detailed changelog is available at this link (https://docs.google.com/document/d/1WBBPZEg_vEy9bvknOq4GDlWC-iXGWvl2hsAKU-LawxM/edit). As always a big update like this one also brings dozens upon dozens of other smaller and bigger improvements, fixes and fine tunings.