What's the worst ideology and why is it Autocracy?>drop PBEM discord again plz SEros
>>1429248I wish Autocracy was more viable. And I'm still shit at this game. I want to beat the AI before I go into MP. It looks fun in MP.
>>1429252Yeah I'm still only a few weeks into it but feel confident playing on Hard on any planet type with aggressive majors and alien life maiming my militias and trying to gen a game to really commit to, but it seems the AI cheats like HoMM3 now?(gee how'd you get all those light tanks on turn 8). On Normal those LTs sort of timidly lingered in forests and died.I think it would be a blast MP as well, wish it could support more than 4 players but considering how autistic this is, probably not the worst idea
>>1429261your start location really effects your playstyle. If you hit the ground running, fighting for every scrap of land from the getgo, you will use different tactics than if you have a wide open start without anybody around.
>>1429266right now i'm playing 'road warrior' cause i have no metal so i'm pumping out tons of motorcycles and buggies
>>1429248viable if the only resource you have is water mine.
>>1429280and emperor road spike wept, for there were no more lands to conquer. also, they were out of beer.
>>1429248can you create the Nazis in this game? Can all the humans be white?
>>1429540you could probably remove the black portraits from the game files
>>1429639you can do thisi replaced all the clothing with an image of bos power armor from fallout 1 that an anon on one of the request boards kindly shopped the background out of
>>1429639>>1429643okay so I bought the game. How to replace all the procedurally-generated character names with German names? Which file do I have to edit?
>>1429639Praise KEK mein bruder!
>>1429261>wish it could support more than 4 players but considering how autistic this is, probably not the worst ideaThere is a mod to have more PBEM players, I think I saw an 8 player game going once. But with that many people playing, even trying their best to be fast on turns you would probably only be getting your turn back to play like every other day, so it would be a loooong game.
>>1429771I work overseas so this is okay with me, very good to know, thank you.
>>1429261U can get tanks from taking free folk settlements.
>>1429252MP is fun if you get some roleplayers and you roleplay yourself. Minmaxing metafags are not fun to fight against
>push enemy against mountain range>they are cut off, only have the mountains to their back and my army in every direction>3 tiles of mountain>AI just builds a dirt road through the mountains and sends more troops in
>>1429757What is that regime symbol? Looks like you made it custom. Post the larger pics too.
should I be putting my train stations outside of my city?Also next game I am turning off epochs, this is gay
>>1430222>should I be putting my train stations outside of my city?as far as I know, no. I don't really get High Speed rail, people have posted here normal rail gives more than enough logistics>epochs offlimp wristed, this is He Man Woman Haters 4x
>>1430233>as far as I know, no. I don't really get High Speed rail, people have posted here normal rail gives more than enough logisticsYou can convert it now, if that's what you're talking about. Train station drops a level but you can convert from regular rail to high speed.The thing about putting trains outside is some minmaxxing shit. Generally just placing a train station in your SHQ's city and keeping it upgraded is FINE. Generally speaking.
how is this game compared to alpha centauri?
>>1430348Centauri is for gamma male 5'3" dicklets
>>1430348this game is like fucking a manalpha centauri is like fucking a woman
>>1430416The ugliest woman you've ever seen maybe.
>>1430416Pretty much, alpha centauri is all about atmosphere and well-paced story development foreplay. While in Shadow Empire you flick through countless maps on the planet generator until you see one you'd like to play, and then deal with the game's bizarre interface and mechanics that can only be enjoyed by those with some kind of mental illness
>>1430563lmao imagine being so butthurt that your 20 year old game doesnt hold up to new title
>>1430563I take my autism and schizophrenia as badges of honor.
>>1430222>should I be putting my train stations outside of my city?It's a good idea if you ever intend to build more than one train station as it will prevent the refocusing penalty. HSR has enough AP to circumnavigate even a large globe so there's no need to give up a huge % of LP in order to reset the AP. On the other hand a single high-level HSR has enough LP to do whatever you could want.>sounds like some minmaxing BSIt costs you nothing and is at worst exactly the same as building it inside the city and at best far superior, sounds like good strategic decision making. If you ever build a truck station away from a city (like on a long stretch between two cities) you'll probably also achieve much better results by offsetting it one tile and blocking it with a traffic sign just like a train station. The reason you don't build truck stations one tile outside of cities, like with train stations, is that private industry will build private truck stations which are terrible and will fuck up your LP anyway.
Changelist 1.21b (#179)-Upwards nudges to AI Model Design priorities made (based on feedback from previous beta’s)-Nudges and glitch-fixes to AI SHQs deleting & adding & assigning & zone merging-Downwards nudges to amount of soldiers the AI is raising especially in early game-Hard instead of soft caps on air/art/tank % limits to avoid the AI going into an economically unsustainable strategy-Upwards nudges for AI to conserve manpower for more expensive equipment (tanks/air/guns)-Upwards nudge for AI to detect it has not enough metal/oil/rare/radio/water reserves-Upwards nudge for AI for Oil production-AI will better judge if to put an open (Xeno)-Farm or not-Made fixes to AIR Model Designing that sometimes blocked it from advancing (due to unviable models)-Some nudges to AI research priorities that make it focus more on crucial battle techs (not done at Beginner, half the improvement at difficulty Regular, full at Hard and higher)-Prevented the AI from creating some Aircraft Models without any name at all-AI now ensures using minimum of BP for Model Design, but not more-AI now ensures using minimum for OOB Design, but not more either-Fixed AI concerning replacements by glitch fix and lower XP threshold necessary-Upwards nudge for Replacement Pool production if many upgrades + replacements possible-AI now uses the Offer Protectorate, Client, Unification and Annexation Stratagems as well on Regular Difficulty (and even more so on Higher Difficulty) *-Fixed an experience gaining bug (wtf1337)-Fixed a windows scaling issue (not 100%) with the intro cinematicsIt sounds like the AI is well on the way to becoming a viable opponent.>focus more on crucial battle techs>Offer Protectorate, Client, Unification and Annexation Stratagems>amount of soldiers the AI is raising especially in early game
>Shadow Empire: Zoo Tycoon DLC is an immersive and rather complex turn based strategy mini game added to the original we all know and love.>Taking 4X elements, procedural generation of xenosaurs, cultural-themed restaurants, and BLENDING them together.>Double-click on your city's zoo asset to enter a turn-based, zoo tycoon minigame so complex, some say it has more depth and action than the original game.>Your task will be to survive and rebuild your city's xenosaur zoo.>Take turns as you watch the guests of your zoo advance THREE, sometimes even FOUR hexes through the immersive, hypercomplex grid of your zoo.>Try to keep your guests entertained within their sight radius of THREE hexes, or they may revolt, or worse yet, ask for a REFUND.>Recruit zookeepers, and appoint them to clean the dung of individual cages within your zoo. But watch them carefully, as unsatisfied zookeepers could leave their designated walking areas, rebel, or worst of all, refuse to clean up the dung, leaving your guests disgusted and unhappy.>Collect and sell exotic xenosaur dung as compost that will boost the farming output of the empire beyond your zoo.>COPE with full trash bins, vandalized benches, and even CLOGGED toilets deep within the compounds of your zoo's bathrooms.>Puke on the walkways is taken seriously in Shadow Empire: Zoo Tycoon DLC. Witness a realistic guest happiness system that actively tracks the thoughts of your guests based on the logistics and hotdogs available to them.>In Shadow Empire: Zoo Tycoon DLC, ignoring your guest's happiness ratings ALWAYS has consequences. Lack of food will lead to hunger, starvation, and in the end, will kill your xenosaurs and eventually guests.>This is one of the most ambitious DLC's ever designed, immersing you in a HARD and challenging fight for the happiness of your zoo's xenosaurs, guests, and by extension, the populace of your ENTIRE EMPIRE BEYOND.
can the AI always see the entire map? I have a weird situation where a major is smart enough to know that half of my army is halfway across the world and then cut off the supply route between my capital and there.
>>1431020you can see map if you have enough spies on enemy faction
>>1431020>The AI is beating me! It cheats!Yeah but it's reasonable to assume an enemy would have enough intelligence to see you have one major highway suppying half of your empire, and would want to cut that off. I don't see the problem with that.
>>1431020The AI probably just saw you had nothing over the border and decided to advance. The AI always advances regardless of it's actual strategic position if it sees an oppertunity to do so.
>>1430566>>1430571it's a joke retards
>>1430416Alpha Centauri: Bitchy, annoying, moody, you never really figure out what's going onCould care less if you're here or notMuch more attractive, no uncanny valley effectShadow Empire: Eager to please, affectionate, nearly overbearing, tries to tell you everything in an incoherently autistic and passionate splutterIs just happy you're willing to give the time of dayNot as attractive, a bit uncanny, but perhaps oddly relatable?Am I understanding this correctly?
Wish that when enemies surrendered you capture their equipment or something. Anything besides them just counting as dead, give me POW camps
>>1431476SE has all the prerequisite systems to perfectly model concentration camps and it would be a great addition to the game, and I'm tired of pretending otherwise. Imagine if you had an extra category of resource almost identical to Colonist but you won them through conquest/bought from slavers and could be assigned as workers but ran checks against city security level or against troops stationed there to escape or riot.
>>1431555an ability to kill'em off for various effects or convert them to your own population would be neat
>>1431333>I was just pretending to be retarded!
>>1431555trips of truth, also if Vic ever does tech 0 mad max starts like he suggested in one of his poll posts, I would assume he would have to include some kind of system like this
>>1431555If fucking civ can have slavery without a pearl-clutching outcry, I think enslavement mechanics for a game like this are more than acceptable, they're practically expected.
>>1429248I wanted to try this, but I really hexagons...Are there delays in communication or do you immediately know when you are attacked like in most games?
>>1431695Fully turn based, so if someone wars you they get their entire turn to attack you.
Whats the hotkey to cycle through units or I need to click manually one by one?
>>1431743think its 9 and 0, check manual
How do trucks/APCs effect combat for the infantry they are attached to. I know APCs take part in combat but do they augment performance of the infantry in anyway?
>>1431555bro do you even play? you can buy and sell slaves as part of the slaver event.Also, its a star spanning empire thats been around for several thousand years, if they aren't racist by now, they are never going to be.If you want to make a mod do it.
>>1431695battles you commit to are resolved during your turn, so you have to wait until you get your turn back to see what happened on your opponents front.
>>1431771You can't have slaves, your regime buys them and immediately frees them.
>>1431771the anon is asking for a system where slaves are treated as a separate part of the population like soldiers and colonists already are. Read properly.
>>1431752APCs fight. Check their hitpoints, as well as soft and hard attack/defense stats and you will see that they are like light tanks, maybe a little weaker, that can move your infantry. Trucks don't fight and merely make your infantry more mobile.
>>1429248i want to make game like this but i have berain damage
>>1429984Yeah, the fact that AI has zero need of real logistics stopped me from buying this game.
>>1431555Recruits, Colonists, and Captives. Captives are gained via units that capitulate in battle, capturing cities and deciding how savagely you will sack it (different percentages of population to be captured, with various consequences). The amount of captives you can have is limited to the concentration camps you control (cannot be built in cities, 1k captives for a level 1 camp). Captives may be forced into labor, freed into your own population (at the cost of loyalty?), or sold as a commodity to traders. I like where this is going. Late game you can kill and capture tens of thousands of units per turn, and turning all those captives into human resources would add an entirely new element to the game. You could go the democracy route and free slaves. Or you could go the autocracy route and get huge bonuses for production via slave labor. Would give autocracy something to make it worthwhile, although there would have to be lots of balancing and trade-offs for each route you take.
I wish the private economy is more fleshed out. I wish it became as complicated as Vic2 with everyone buying raw resources from each other to produce goods that increase happiness or weapons. Starsector kinda has this so I was expecting this game to have it too.
>>1431857Yea exactly, I was going to follow up with an effort post but you nailed it. Captives represent political prisoners, POWs, and slaves. They eat but don't grow like regular pops and don't have any happiness/loyalty since they're prisoners (but have a constant risk of escape/revolt events if security/guards are low relative to Captive population). So having a lot of Captives means having troops committed behind your lines as guards, but Captives work "happily" in very crappy towns without any QOL structures. The big question would be whether you would need to build additional buildings on the same tile for the Captives to work at (e.g. farm) or does the camp itself just produce a mix of resources kind of like a recycling facility (maybe IP and Food?).So Captives could be a cool monkey paw thing where you get a trickle of them over normal gameplay and then can either lean on it and make a slave state, process them quickly back into society, or take some middle path. For example when you take a city you could always get a decision to roll in like a khan and seize slaves (get a ton of Captives but boost unrest), or do a conservative round up the local elite (small number of Captives, slightly lower unrest), or seize zero captives (no effect). It might actually make sense to NOT allow trading Captives via the trade system because it would make it too easy to get rid of them, in so many major conflicts like WW2 the winners ended up with the issue of dealing with all their captives which would be cool to replicate without going into too much detail.Stratagems ideas: hunt slaves from freefolk (gain Captives), or convert Captives to regular pop by Reeducation Camps/Conditional Release/Emancipation that roll a dice to hurt loyalty and unrest. Sell captives as slaves, mass execution, slave soldier conscription... yea this is cool might have to shill this on Steam or somewhere Vic might see it
>>1431895> everyone buying raw resources from each other to produce goods that increase happinessThe privates do buy resources to increase their happiness. It's why you can tax their imports and exports.
>>1431849>>1431752Besides fighting, if you check the combat details, you see that they can block hits for your troops.
>>1431857Would be cool if they also could be used to improve logistics, slaves loading the trains and trucks or even carrying things themselves, and have different working conditions from light to harsh which affects efficiency in exchange for revolt risk and how many die per turn from overworking.
>>1429280>>1429504>are you crying dude?>no, shutup!
>I WANT SLAVES>You don't have to pay your army>You don't have to pay your workers>You can solve all your problems by making a police state and violently suppressing anyone who disobeys you with your non-paid soldiers>Still want "slaves">>1431904PoWs makes sense, but come on. You already have cards where you can go violently round up freefolk and force them to be your (pay optional) workers and you can sell your people as slaves just by going to talk to slave traders at your border. (or was it you had to let them set up a station when they asked you? Either way you can contact them on your own and sell people as slaves whenever you want). There are cards to go around and just fuck with people to keep them in line too (the mass executions you wanted). Autocracy is basically just what running a slave based empire is. How would having another group labelled "slaves" be any different from soldiers and workers except to tickle your autism?
>>1431962>non-paid soldiers disobey younow what
>>1431962>How would having another group labelled "slaves" be any different from soldiers and workers except to tickle your autism?What is the problem with tickling autism, that is what games are for? Whats autistic is making maritime trade houses instead of player navies
>>1432535They die and you get more soldiers.
>>1431962The point is to model a decently large population of permanently disloyal people within your borders. It's not a pure positive at all but they can be exploited. They are cheaper workers in that you don't pay them credits, but you have to manage event risk/troops to guard. A slave revolt would be the equivalent of a dickhead councilor showing his true colors and revolting- a huge pain in ass.Perhaps you can make Prison Camps where Captives just eat your food and do nothing with minimal escape risk, or Labor Camps that produce IP and Food with more revolt risk, or Reeducation Camps which passively convert them into pops. Having large numbers of unassigned Captives (not sent into a camp) would passively drain political points gained per turn as their care is abstracted away, so it could be ignored at a small scale but eventually if warring with majors will need a system to manage them.It probably wouldn't even be 1-to-1 surrendering soldier to Captive ratio. Ideally I think getting like 10k dudes after a major war would be reasonable
>>1432576>They are cheaper workers in that you don't pay them credits, but you have to manage event risk/troops to guard.That's exactly what not paying your workers is now though, except with the addition that privates can steal them away by offering them money>A slave revolt would be the equivalent of a dickhead councilor showing his true colors and revolting- a huge pain in ass.It would be the same as a worker revolt, a bunch of poorly armed workers being killed by police and soldiers. Try playing a full autocratic game, just try to max the profile. it'll be more or less the same as what you want.
>>1431745It's actually 8, what a weird hotkey honestly.
>>1431743>>1431745>>14326408 and 9 to cycle through your units either way. Press 0 to assign the selected unit to garrison duty. A "G" will appear on the unit counter and the unit will no longer be cycled through while you are hitting 8 and 9.>>1431001Unironically the best DLC imaginable.
>>1432576Yep, this is it. Prison camps to house POWs at no gain to you. You can also send disloyal population here after successfully putting down a riot with the autocracy option. A labor camp within a city's border contributes to your worker count, but you don't have to pay them, at the cost of a proportional worker happiness debuff. Then on the northern fringe of your empire you have an underdeveloped backwater where you've built a level 3 reeducation camp, housing thousands of prisoners which are gradually converted into citizens that you need in this city.
Can you actually build cities?
>>1432943Yes and they also change how they look as they grow so you have an idea what's in them. You can also turn the area around them into farmland if you can farm outside.
>>1433024So, there is a fair amount to do outside of warfare and logistics?
>>1433045If you want to. You don't have to do basically fucking anything but stamp papers and move units if you don't want to. Or you can look at every single report and make every single decision regarding your cities, min max your leaders to make sure they're being effective, take note of whether gangs or cultists are killing people in your cities and station soldiers there appropriately, and deal with the economy of your cities. You have to do shit to people people happy and working and not rioting or rebelling, you can tax them you can invest in them, you can build QoL structures, you can buy the structures they make, you might have to figure out why all the people are migrating to a specific town. There's also a dynamic between free folk and people living in your cities. If they like it in the cities, they'll become your population, if they don't more people will leave and become free folk. If you wanna be make it look like there are a ton of towns in an area, you can keep changing the boundaries of the zones while making people leave to found freefolk towns until you have a bunch of them. You're free to engage as much or as little with the management of your society part as you want.
I get the freefolk are fremen but they really shouldnt be outperforming power armored troops in terms of healthi wouldnt mind if they got a bonus against shielded units tho
Wow he is just like me bald
>>1433118All Guys i am telling you,u are frequently masturbate for last some years when u r masturbate your body outs most impotent materials;this materials makes your hair (black)(also bald),your skin,digestive track clear & powerful::::: we r divide treatment in 3 parts :--1). 150 days to nofap to recover your digestive track & give your body's nutrition's. then (NOFAP)2). 120 days to your body parts turn into normal & healthy human-being.3). 150 after turn into normal being your body healing automatic it's self ( no need extra medicines ) ( REQUIRE HEALTHY FOOD )4). ALL THE THING U ARE DONE AFTER 90 DAYS U SEEN A MIRACLE.THIS IS VERY BIG PRICE TO YOUR BLACK HAIR IF YOUR HAVE PAY THIS,YOUR WHITE HAIR TURN INTO (BLACK)(BALD GROW BACK)150+120+150+90=510 DAYS (NOFAP)ALL MOST 1.YEAR & 6.MONTHSMY BEST WISHES WITH EVERY ONE WHO NEED'S BLACK HAIR BACK GOD BLESSING YOU LORD SHIVA ALWAYS WITH YOU.(GOD BLESS YOU) MAY LORD SHIVA BLESS YOUR EMPIRES.
>>1433100If you started on an Earthlike world your soldiers don't start with armorLMAO FAG no really I'm not kidding
>>1433162>>1433170Sirs do redeem
>>1433180no I know, I always play on shit worlds with no breathable atmosphere but that only gives you atmo suitsI'm talking about late game when the freefolk become tankier than power armor im not kidding
>>1431911The difference between SE and V2 is that if there aren't enough resources in V2 you can't build stuff. In SE there's just some modifier in the background that says "wE cOuLdN't BuY lUxUrIeS" because the private and public economies are almost entirely separate.
>>1433170>t. Semen spiller.Post ur weak ass empyre brah
>>1433343They can't build stuff if they don't have resources either because they sell the resources to make money which they use to build things. If they don't build it then you have to build them or share your food with them if the thing they can't build is a farm.
Is there a way I can see the total casualties both sides took after a war
>>1433584The private economy relies on money for construction, nothing else. The only thing they can do with materials is increase their happiness. I don't even know why you would try to compare this system to V2, they're completely different because they have completely different goals.
>>1433584>They can't build stuff if they don't have resources either because they sell the resources to make money which they use to build thingsThe primary driver of the private economy is public wages.
Are helicopters worth it? The manual doesn't really say anything about them. How do they compare to planes?
>>1434217Can resupply from anywhere. They're alright if you hate the hassle of dealing with airbases.
do the different plane types get any kind of bonuses or penalties?
>>1434217The AI loves using them as fighters. They don't need to be on an airbase asset but there's a readiness penalty when they're not. They're slow and have low range. I never research helicopter engines, just straight to thopters.
>>1433045No, absolutely not. Ignore the other post. The game is entirely centered around warfare
>>1434214Only if you pay your workers
>>1434217UPDATE: Played around with light helos and found that they excel at armed recon. If anyone else is wondering how to get the best mileage out of them, prioritize range and add some guns and rockets so you can mop up any shitty units you come across
Should I use rocket artillery or regular artillery
>>1434459regs mot arty used to rip, brah. But since they patch that chit, don't work nah mo. Rocky art never been fly.
>>1434521nigga get yo ass back in the ghetto. Us niggas can't into strategy games. Dat the wyboi domain
>>1434521This doesn’t answer the question
>>1434526Wigga yo never seen them niiger profiles in da Shadow Empyronz? Das my pepple. Das me, wigger. Black pepple was the ones colonizing the Galactical Republicocracy. Any wyte folk in these planets is genetic mutations from us, like them fish niggers in the motion picture Waterworld.>>1434532arty don work gud no more, brah. Mayhaps one these niggers in the thread could explain what happen but no one do.
>>1431001ikr? i get those cards by the dozen, and they scrap for an unbelievable NINE points.
>>1431001If anyone doesn't know, you should be reading this with the inner monologue of this guy's voice in the Shadow Empire trailer.https://www.youtube.com/watch?v=BL5I_QfnGyo
>>1434584>72 years olddude looks pretty good for his age
>>1434582I just read it in dectalk like I read everything else.
Is it weird that you get armor brigade before you get light armor brigade?
>>1434664Not if you research medium tanks before you get light armor brigade.
is there a wau to put a flak cannon onto a light tank so I can create picrel in the game?
>>1434521>>1434526>>1434544tfw you do the 'California Love' autocracy/enforcement/fist playthrough
>>1429248I heard that the guy who made this game also made some WW2 games on the same vein. Which would should I play?
>>1435102The only game he made that you should bother with are>Advanced Tactics GoldWW2 Tech, random generated world, has navies+air forces. Less roleplaying stuff than Shadow Empire but still a good game>Shadow EmpireShadow Empire
>>1434725I think the closest analogue would be the mechanized quad MG. You could also just put a 25mm gun on a light tank and pretend it is an autocannon, that is what I do.
>>1435399ohhh advanced 'tactics', i thought the dude said advanced 'wars'
Is there a mass way to change zone borders besides just manually clicking every tile one by one? I want everyhting north of the red line to be part of a new zone but dont want to click every tile
>>1435399Why the fuck can't he implement navies in Shadow Empire if he already has in a similar game?>>1435606Click it out brah holy fuck.
>>1435606If you cut off an area from its parent zone it will get added to a more appropriate zone on the next turn. So in this case all you need to do is make Delta Marina zone go four tiles across the peninsula, and on the next turn everything north of there will become part of Delta Marina because it can't touch its original zone anymore but it does touch Delta Marina.
>Autonomous Cloning Facility was completely obliterated in the attack
Why can't I build transport aircraft? I have the model ready to go but I don't get an option in the "raise formation" menu
i wish this game had better planet generation, feels like you need to keep rerolling too much to get what you want
OP of this thread and last here and still pretty new, what is the trick to beating Hard/Extreme?Settings: Oceania, 8 council, city state, 1 army.>turn 1: sell essentially all my food and fuel for max price, buy machinery, upgrade metal mine, zone orders to reduce costs>turn 3: HQ upgrade/metal III>turn 4: solar>turn 6: get fucked by Yu Gi Oh, the AI's perfect rolls, strategem draws, MTH bids, and LTank battalion as Industry II starts buildingI'm ok with it if this is how it plays but what am I missing?
>>1436202>8 councilA mistake, your BP are so limited at game start that spreading them out means nobody can get anything done. 4 council is the powergamer start.>as Industry II starts buildingWhy are you wasting your metal on Industry II? You should be spending it on bureaucrat office upgrades, which will require QoL buildings/upgrades... instead you're devoting your entire national economic output toward an upgrade that generates +100 IP per turn which is the dumbest idea I've ever heard.
>Two of my neighbors declare war on me at once, and I end up fighting a war on two fronts, slowly hemorrhaging resources>I'm a few tiles from one of their capitals, but I'm getting slowed down by logistics>I have to stop my advance outright because there's no fuel for my tanks, have to wait for a train station to complete in the nearest city>AI is cheating by spawning in tanks and infantry it couldn't possibly produce or refuel, and I'm having to deal with a horde units that shouldn't exist in the first placeAt this point it feels less like I'm losing, and more that the game is actively preventing me from winning
>>1436570*spaghettis roads all over ur map*
My units are getting supplied with everything but oil, and there's plenty of it to go around in my SHQ. What gives?
>>1435824you need a higher level airbase
does the ai use planes yet?is the maritime dlc worth buying?or is an island hopping campaign using npc transports and presumably air bridge logistics just pain?
>>1436782check your shq for bottlenecks. chances are you don't have enough push at or near your capital.
>>1436782Maybe you don't actually have enough oil and you're getting tricked by the fact that the SHQ reports that it has some amount of oil in stock every turn equal to the amount produced?
>>1436850the maritime dlc is more like the money cheat dlc because all I can meaningfully do with it is buy shares to get more money from dividend than even the richest private economy. You can't actually buy ships yet because the autist dev still needs time figuring out how it works.
>>1436913you can also use it for logistics and to establish a beachhead.
>>1436850I think some of the latest test builds have the AI using air forces more frequently. They also have a blueprint designer for making new models not a tedious mess
>Lose a game that I put a lot of time into>I can't start a new game because I'm still attached to the last onefuck, man
>>1438171just save scum
>>1438181If I did that I'd go back 20+ turns since it was a production problem I never saw coming
>>1438183going back 20 turns is better than starting from scratch, dontcha think?
>>1438185Losing is fun
>>1438183what happened, how could you possibly fuck up bad enough to have a production issue6 end your game
>>1438351I may or may not have posted these>>1436570>>1436782 I didn't realize that I had slowly been running out of oil for who knows how many turns because my SHQ said I was in the green. So now I'm at the point where the bulk of my army is fighting an enemy to the south, completely out of fuel, while the guys I sent to hold off the eastern invasion have been cut off by a flanking force and are now getting Stalingraded by their entire army.None of this would have happened if my SHQ had given me an accurate assessment of how my fuel stocks were doing.Today's lesson: I am bad at the game, and never fucking trust the numbers your SHQ gives you
>>1438393sweet. post pics of your surrounded 6th army.
>>1438393You can trust the SHQ perfectly, you just need to understand that if the amount produced is the amount on hand then you're not producing enough.
>>1436336>instead you're devoting your entire national economic output toward an upgrade that generates +100 IP per turn which is the dumbest idea I've ever heard.Thank you for reframing it this way, it helped
>>1438393Raising an infantry army to hold the line closer to your cities is not an option? Give up territory and use the fuelless units to buy time, start improving oil production while infantry digs in
>>1438393I ragequit a game because i run out of metal deposits besides having a huge part of the map, the strategems said they were sure there was nothing to be found and I could literally do anything while aliens and the AI raped me.
>>1439001If you have a huge part of the map you should have enough resources to build soil demetalization facilities and never worry about metal mines again
does anyone have a link to the pbem community discnot the unofficial official one run by the tranny(I got banned)
Sooo...Being my personal coffee fetcher is BETTER than being a governor to the retards of my regime?
Why are spies so bipolar, they either uncover nothing or go on a journey to uncover every tile on the planet and nothing inbetween
>>1439134i heard they were turbo broken giving permanent map hack and mp people complained its too strong so vic nerfed it
>>1431855You can drive wedges between their armies and their cities and they’ll be fucked. Just imagine they built a bunch of truck stations if you’re that anal about them building a logistics network
>>1439001>>1439008the open beta version makes it substantially easier to crash research Soil Demetalization>also Power Plant>>1439075>does anyone have a link to the pbem community disc>not the unofficial official one run by the tranny(I got banned)Jfc not here too. Also give link. I don't want to go to this one.
>>1439174this is the main one. watch your mouth.https://discord.gg/gQhf2xw2this is the 4chan friendly one. its smaller but more randy.https://discord.gg/qdqRyqDz
Does this game still make a save for every turn or is there an option to make it save to a single save?
>>1439369auto save is just turn named. You can always overwrite existing save by click on it to have the same name.
how the FUCK do you keep up your profiles
>>1439577Do shit that fits them. Don't do shit that doesn't fit them. Especially do not let leaders whose profiles or parties are not pro-what-you-want get into power and make demands. You can also use the cards that grant profile points, assuming those weren't nerfed at some point.
hey guys, why do the logistics abruptly stop at this point? I have a truck station, a railhead, and a rail station there and everything.
>>1439577i just ignore profiles at this point
>>1439919That's the bottleneck, you used all the points there.Current points is a useless overlay, bottleneck is what you want for general play. Preview when adjusting roads and signs. Switch between initial and used when trying to figure out certain problems. I see no reason to ever use it current points.
>>1439919There's no point in having a railhead and rail station in the same tile. Also you have a worker shortage.
>>1439967how do I deal with a bottleneck?
>>1439592>Do shit that fits themI do but there's never enough opportunities to do so. >cards that grant profile pointsWHAT?! THESE EXIST?! WHERE?!!>>1439935I'm tempted to at this point.
>>1440040Build a railhead at Mourjou and delete the one on top of the rail station.Also you're critically short on workers so you need to stop recruiting in that zone and disband or mothball some unnecessary public assets so you can fully staff the ones you have. Your LP assets are underproducing because they're not fully staffed.
>>1440043>WHAT?! THESE EXIST?! WHERE?!!I haven't actually played since about version 1.08 or 09, but there was/is the ability to scrap cards you don't need and make new ones, and some of the cards would modify a profile.
>>1439919Quite alot of problems here anon and i'm gonna break them all down for ya1) You have a worker shortage in the zone, whether it's due to not enough population or low worker happiness, you should try to fix this asap.2) You shouldn't place a rail station here, a railhead is good enough. Also tear down the truck station and turn it into a supply base instead.3) You're using division sized units. Complete waste of manpower and resources. Regiments and Battalions are more than enough for SP. You're just gonna get overstacking penalties and have a less flexible force using divisions.4) If you want to accurately diagnose your logistics problems, you need to use the 'Initial Pts' map mode to see how many points were there initially and the 'Bottlenecks' mapmode to see where you ran out of points completely over the end turn. Finally, you can use 'Preview Pts' to see if you are going to have more logistics along the bottlenecked roads starting next turn.Oh and bonus point: Your motorized unit is using the largest engine model of truck, this is completely pointless. Vic left that shit in there for some reason but there's literally no point to using anything other than the Light Diesel Engine. Trucks just need to hit the +20% move modifier and that's the peak of their performance. You don't need heavier trucks to move heavier units. Larger trucks are quite litearlly, a waste of IP, Metals and Fuel.
what kind of planets do you guys like playing on?and how do you generate a ruins planet?is there a way to make aliens more likely to show up?I'd like to have a war in the post apocalyptic wreck of a mega city against rogue autonomous robots, sapient alien natives, and arachnids from outer space
>>1440491>what kind of planets do you guys like playing on?Anything with gravity above 0.7g and 'Earth-like atmosphere' so i can play with my planes. Enviroment can be whatever>and how do you generate a ruins planet?Pre dissolution war population must be high. Nicer to live on planets will typically have higher populations but you can roll high even on shitholes.>is there a way to make aliens more likely to show up?There's literally a tag at the start of the games creation called 'Alien Life' that basically guarantees it, even on non earth compatible biospheres. You might want to check the biosphere details to make sure there's actual creatures though and not just plants.
>>1440511>grav and atmoI always make sure its 1.0+ because I hate to imagine after I win eventually and my people go to space and other planets they arrive somewhere else and just crumple cause they're low grav weaklings.I've spent way to long rolling for 1.3+ gravity worlds.>pre-dissolution war pop must be highI see now, I'm assuming amount of zones has something to do with it as well?>Alien life guaranteedI know, I always avoid that tag cause it feels weird seeing non-water carbon lifeforms running around. I meant moreso that it's difficult to get them to be very dominant. As an example, I just generated this world, there's alot of regimes, only 23 are alien tho :(
>>1440529>I've spent way to long rolling for 1.3+ gravity worlds.Protean rolls 2-2.2G worlds fairly consistently
>>1440529>I see now, I'm assuming amount of zones has something to do with it as well?I am not actually sure about that. Theres a cut off point where every zone is settled for each size of planet and it doesn't matter if theres 1 billion or 10 billion on the planet, the amount of zones stay the same. But yes highest number possible if you want ruins.>I know, I always avoid that tag cause it feels weird seeing non-water carbon lifeforms running around. I meant moreso that it's difficult to get them to be very dominant.As an example, I just generated this world, there's alot of regimes, only 23 are alien tho :(Not sure how much you can do here other than getting an old planet to get more evolved life forms. Just be careful what you wish for, i've run into polymer armour 8 attacks per round 600+ soft attack 'killer' apex predators right at the start of the game making it quite literally unplayable.
>>1440552Size matters here anon. Smaller worlds will never have very high gravity even if you pick one of the typically heavier plants like Cerberus or Protean.I never recommend anyone play above the medium map size.
>>1440554even some of the weaker aliens can be incredibly powerfulthe last game I was playing all I could do was send militiamen to die holding the line while I researched weapons and tanks that could actually do damageI felt like an imperial guard commander>>1440555why shouldn't I play above medium map size
how do I negotiate peace iwth the syndicate?
>>1440560Again i said i would never recommend it. My reasoning is simple:Bigger maps slow down the turn time processing exponentially as the game drags on, way too much of the playable area is empty space without resources, ruins, free folk population or anything else that makes the terrain worth taking over and finally, larger maps don't actually improve the game in any way, AI doesn't become better and no parts of the game become more complex from having more space, it just becomes more tedious and annoying to deal with.I recommend the middle size if you're playing oceania, if you are playing an all land world or limited water world, i recommend the smallest map size category, but roll the largest size within it: which is something like 125x50, these settings give way more than enough room to not feel cramped without making the road to victory an endless slog of empty, worthless terrain.But that's just an opinion, if you're having fun on the largest map, please continue having fun.
>>1440593I definitely see what you mean, large maps are pretty sloggy.I'll probably take your advice in the future.
help i want peace with syndicate but i accidentally pissed them off trying to negotiate with them what do I DOOOO
>>1440588Just proceed to the next turn so they die out naturally.
>>1440593larger maps do effect the generation of the planet, population size, and number of AI regimes. Also more space means different tactical and strategic apporaches. also logistics becomes extremely difficult operating over massive distances which means you have to pay alot more attention than regular or small maps.
>>1440666I want an alliance with them though, if I wanted to wipe them out I'd just use the kill tem all cards
>>1429248why won't my nigger workers stop striking?!god damn, every turn with this shit!Why are even unhappy? God damn crooked unions bleeding me for every credit!the merchants are crazy, they want a tenth of a credit for every resource then charge me ten to twenty times as much!
>>1440773Never buy resources unless it's turn 1 or you're buying machines or hi-tech. Sell rarecoin to pay for worker strikes to pump that sweet democracy profile. Set worker wages to .0004 and never touch it again.
Since I can't seem to get a straightforward answer anywhere online, are you supposed to put train stations in cities, and use railheads like you would truck stations?
>>1440813Train station goes in your capital. Railheads go where you want to offload rail logistics, usually a city.
>>1440790>Never buy resources unless it's turn 1 or you're buying machines or hi-tech.Which is fucking stupid IMO. Why is the market so heavily stacked against the player? Even the most epicly devoted commerce player has 0 reasons to ever buy anything other than machines or high tech due to the exorbitant prices of resource purchase and the hilariously low value of sales.
>>1440511As far away from earth like as possible. Usually something like volcanic or ice planets. I despise forests and don't much like mountain either. Usually I prefer there to be water, but will play on a smaller waterless world. Ideally the world would be really, really radioactive, but I've never been able to get above like 500 on a tile to start. >>1440847supply and demand basically
>>1440773build quality of life buildings, also maybe they do not get food (not enough logistics etc)check whats missing on zone screen
>tfw you get off on large maps survival stress and give AI more time to thinkI guess I'm just a better gamer than you
>>1440934I want to play those games but I'm tired of waiting a half hour to take my turn
>>1441253>end turn>alt tab>watch videos or play a different gamethis is how I handle giant worlds with loads of AI
>SUBSTANTIAL IP SAVINGS FOR WAITING FOR SEASONALLY APPROPRIATE TIMES TO BUILD ROADS
>>1441417That would be nice. Could make frozen planets a complete bitch though
>>1441423It happened. On one of the Arctica worlds I have a stretch of land that goes grassy in the summer so thats when I built.
>>1429248Why the fuck hasn't the dev added mod support? Easily the one thing that would drive up appeal for the game and increases replayability by a lot.
>>1441475hes autistic, its probably hard to add workshop support to 20 year old engineif you want mods check https://www.matrixgames.com/forums/viewforum.php?f=10623&sid=5cf82b064071d59477d066af04d4ab91
>>1441417>ai ignores it and just builds it free spaghetti roads at all times over all terrains
>>1441365Bro just give urself ADHD
>>1441253Pretend you're PBEM
>>1441494Skill issue. Encircle their cities, not their units.
>>1441365I get that but I have work tomorrow and if I'm gaming I want to spend my time gaming
>>1441538Strategy games are like mmos, if you don't have time, you should give up on them. You could try RTS but you're probably too old to react fast enough for them.
>>1441475what are you talking about?it does have mod support
>>1441559What a nigger-ass take this is.None of this is a valid argument for wasting my fucking time on long ass AI processing times. There's literally no gameplay difference for larger worlds with more shit on them. Perhaps if Shadow Empire really was the strategy game of all time with the most insane complexity it would be a valid trade off, but the game can be played incredibly quickly if the turn times allow for it because it just isn't that complicated to fight the brain damaged AI players.
>>1441602If the AI wasn't brain damaged, you'd be complaining that it takes a half hour per faction instead of per turn.
>>1431855>>1429984The AI actually needs IP to build roads, they aren't completely free like they used to be. They still get infinite logistics AP but building those roads cost them a lot of IP. >>1431752APCs reduce attack penalties for the infantry put in them. I don't think trucks do this. APCs are EXTREMELY strong.>>1434217Very good, they're planes you can move anywhere but good luck using them every turn because of the readiness penalties if you're not on an airbase. All depends on your situation really, if you want an air unit you can actually advance with go with helis, if you can build an airbase, models, and logistics network that can get in range of enemy cities/large amounts of their units then go with planes.>>1434231Bigger ones are heavier which makes them less efficient in nearly every way, but they can hold more powerful weapons or more cargo. A super fast small to small-ish fighter will mog a bigger plane any day of the week though so despite getting better weapons it's mostly just a deterrent. >>1434459Regular artillery is the best at killing entrenchment, Rocket artillery is the best at killing units (if you have recon). You don't really need recon to make good use of artillery, but because rocket arty all shoots on the same turn if you can't see any enemy units you won't do anything at all to them. >>1436202Depends on profiles. For Commerce, it depends on start but if you're near a decent-sized Free Folk city early on go smash it with troops you've upgraded to envirosuits and semi-auto rifles + buggies. Once you've got that, focus BP and nurture your private sector so they can build Light Industries in your cities which will fuel your IP needs until you're in the midgame. Annex more Free Folk. Tech up to combat armor + automatic rifles and your choice of Independent LTs/MTs/Mechanized Grenadiers to attach to some of your OHQs. After this you should have enough of an economic snowball to just plow through everybody.
>>1440847In the earlygame no regime has set up things like Metalization plants and there's probably not many private companies setting up metal mines anywhere to infuse the market with any kind of supply, so it's extremely expensive.
>>1441678If there's low supply and high demand it makes sense that the price to buy is high. But it doesn't make sense that the price to sell is pathetically low. The market isn't based on any real market effects, if you sell a lot the prices to sell goes down and the price to buy also goes down but by a much smaller percentage, until you get to the point where machines buy for 20, sell for 1.5, and a single piece of metal buys for 40 (sells for 2).
>>1441673You sound like someone who can airpill me on air bridges and air transport units
>>1441716These actually suck dick unless you have basically unlimited fuel, and huge airplanes cost a disgusting amount of metal to make as well. Just build more logistics buildings or crawl your logistics network out it's far more sustainable, then delete it after if you don't need it anymore. Paratroopers are quite funny however. They're just not very good because of how insane the cost is for air logistics. Really the biggest problem for planes in general is logistics, they're DISGUSTINGLY powerful on attack but the ammo and fuel use is retarded. Mostly ammo, I've had games where attacking with my whole air force will use so much ammo that it brings my entire logistics network to its knees trying to refill them. But it's also killing so much shit it doesn't really matter.
>>1441720Hypothetical (and good timing): lets say I have a minor under protection but they live in a deep mountain valley (3-4 high mtn all sides). If I unify they won't be tied into my logistics, but could I link with them if I built an airfield there and used transports?
>>1441742You definitely could but it would be extremely expensive in manpower, fuel, and metal for the planes. Just build dirt roads over the mountains, it's a lot of IP but it is ONLY IP. After that get Sealed Roads if AP is a problem. Railroads would be extremely expensive metal-wise but are going to be cheaper than the plane fleet probably. One issue with the aircraft system is that Thopters, the endgame plane, are not really good at transporting things like planes are. Though I think you can get larger planes to use plasma engines so they'll run off energy in the lategame.
>>1440773I was 1000 in the hole every month, no wonder
>>1429248this game gives me decision fatigue.i can't go more than a couple of turns at a time lategame.
Forget navies, how would you implement space warfare?I'd keep it at the orbital level, and mostly have it revolve around satellites. Recon satellites, hunter-killer satellites, anti-ICBM laser weapons, space-to-ground lasers...
>>1441878Not much point to it if it's limited to one planet. I'd have hover tech as an intermediary, no rocketship style takeoffs, so there would be battles between airship fleets that eventually got sealed enough to hover up to orbit safely.
>>1441878The first orbital rocket launch has no practical impact, but it is a powerful political symbol. The next useful things to put up there would be recon satellites that reveal the world map and can be focused on a specific circle of hexes to gain recon on them. Civilian satellites could be used to boost crop yields from open farms, protect against disasters, boost prospecting and reveal other hidden details. Communications satellites could be used to earn credits based on the number of high-tech people living on the planet. Anti-satellite weapons could be used to attack opposing satellites. They should be much, much easier and cheaper to make than satellites. Many satellites and attacks might trigger Kessler syndrome, or it might already be present from the Dissolution War. At very high tech levels it might become possible to beam down power from space or to launch mining expeditions to small nearby bodies to bring in metals.
>>1441602Longer AI processing time makes no difference. Put it on the medium setting and enjoy your one minute turns. The only challenge you'll get from the game is playing on hard or impossible difficulty, and preventing yourself from save-scumming whenever something disastrous happens.
>>1441720How to set up intercept missions so I don't get fucked by bombers and paratroopers? Do fighters intercept anything that comes within range of their airbase?
>>1441847Late game the decisions aren't as important as early game. Just click based on your highest profiles and live with any unrest you may get. Unrest in a few cities is not as big of a deal because you may have ten or more cities by then.>>1442063Some good ideas here. I hate that spies were nerfed, so another way to gather intelligence would be cool.
>>1442232do hard and impossible give AI stat bonuses?
>>1442063A lot of good stuff that I want to see here. I'd also like to see more: anti-missile systems, drone swarms/units, ECM/ECCM, minefields, blimps, bio/chem warfareA possible lunar layer/map would be fun: TAKE YOUR GAME INTO OUTER SPACE
>>1442232I know this already and do use medium. I never save scum in this game unless i outright forget to do something on my turn. The game is not hard enough that save scumming is necessary.
Best throwaway email provider for PBEM?
>>1441446Good tip on the planet type. Arctica worlds are unfathomably based.
>>1441446>>1442441Feels like my civilization is expanding around a cold Mediterranean sea. Great start with lots of nearby cities, too.
>>1442441>>1442448>Tech4>Survival stressI got shoved in the southern hemisphere in a tundra behind huge mountain ranges, 9 of the 12 majors (mostly Theocrats, the ones that aren't are Militarist) got shoved in a European-esque thunderdome and most of the minors are Raiders. My biggest issue has been population, there are barely any free folk down here so I played fate point YuGiOh hard for a cloning center. Economy and tech is coming together nicely now and I'm trying to break across (more) mountain to a ruins field for more clones lmfao, the ruins next to my town spewed out 4 autofactories and 5 protocol androids but no cloners.
>>1442474>play on low pop world>spot a city with cloning facility>declare war for it>it gets destroyed in the assault that captures the city>pvp so i cant even save scumcloning facilities are the best relic in the game
>>1429639>you could probably remove the black portraits from the game filesI tried this and it didn't work, I almost wish it was possible to just disable the portraits altogether because they are killing my immersion.
>>1442609theres even anime mod so idk how replacing portraits is a problemhttps://www.matrixgames.com/forums/viewtopic.php?f=10623&t=355292
>>1442474Those are good starting settings.
I still can't sort out my fucking economy.No matter what I do I run a deficet.I haven't raised salaries since the game started, I don't even pay my troops, my tax is at 40 income and 50 sales, and every turn i lose money, i don't understand it.
>>1443053That's normal, the solution is rarecoin. I honestly don't understand how Vic "balanced" credit flow when the only real expense is worker pay and the only viable worker pay in the early game is 0.0000 credits because income is so low... unless you're selling your rares in which case money is no problem.
>>1443053The revenues and expenses don't really matter. Your unincorporated cities won't pay tax anyway. It's best to run your empire like a business, mass producing raw materials dumping enough of them on the open market to break even. Late game all of your cities will be integrated and developed and money will be so plentiful that it becomes meaningless (and democracy becomes easy mode).
>>1442248Yes, theres a 10% and 25% combat modifier for them. They also start with more territory and resources, while the player starts in a worse position. You have no taxes setup at the start in hard or impossible, and also the max tax rate before people get upset is lower, even on Government profile. Unfortunately it doesn't really impact AI decision making and i don't think any of the bonuses actaully affect the AI economy, its just a flat bonus multiplier for combat and a better starting position.
>>1442497>cloning facilities are the best relic in the gameNo doubt about that, and it's only an Uncommon tier too. Getting a handful of them basically guarantees you're gonna win against the AI.Also still find it funny that one of the supposed late game key unlocks is robotic soldiers, as if manpower is a problem in the late game when growth + cloning facilities have had their time to cook. They're worthless by then.
>>1443089They're useful if you need your manpower for machines and not the requisite thousands of chaff soldiers or in the situation your planet has no oil and you run off farm-to-oil. Or if you don't play easy mode giga ruins start with savescumming.
>>1443089>one of the supposed late game key unlocks is robotic soldiers, as if manpower is a problem in the late game when growth + cloning facilities have had their time to cook. They're worthless by then.Sending potentially several hundred thousand population back to the cities to man your hi-tech factories and soil demetalization facilities is nothing to scoff at, which you should know because you like cloning facilities. You don't care about the extra production you could achieve because if you have the opportunity to research robotic soldiers (or any very-late-game tech) it's probably because you're winning and nothing you do matters.
I like volcano power. I don't like playing planets without volcanoes.
>>1443277Based and Dr. Evil-pilled.
Changelist 1.21c (#180)-Made some serious changes to the AI combat odds calculations, it improves the AI judgement of when to attack and when not: I have noted some promising improvements.-Zone Merger now has chance to negate rebellion if the Populace of the Zone to be merged is much smaller than that of the target Zone (in such cases Governor takes much less relation penalty as well)-Note that Unit Feat Penalty on Attack Value might be due to your own Unit Feat or due to Unit Feat of target.-Zone Merger had small fix to recalculate Zone connections to make subsequent Zone Mergers possible in some circumstances-Blue Print Tab now better adjusts layout to some screen resolutions (eudaimonster thx)-Fixed PlanetGen Minor+Major count (tonechild was right)-Adjusted AI construction importance of Heavy Industry downwards + High Tech Industry upwards.-Adjusted AI Defense behavior towards more prudent in most cases-Also made the AI aware of the risk of attacking with more cumulative attacks than enemy has maxAttacked as it can give a false sense of security in raw number superiority for launching an attack-Artifact map icon only shows if still Scavenge Points in Hex-Airbase Points required for optimal service now shown in the Hex Stats to the extreme right, on mouse over it shows also the airbase points present at start of turn.-Airbase Points required for optimal service now shown on mouse over of the graphic of a unit subformation.-New SHQ is now displaying correct PP cost-Fixed Robotic Replacement Troops-Reduced incidence + cost of the Scientific Maritime Expedition Decision.
>>1442237>Just click based on your highest profilesThis is tiring too, I don't want to click through 20 events every turn.
>>1443793>tonechild was rightTonechild Did Nothing Wrong
>>1443884Make use of the political system to put governors who share your desired profiles in power and let them make decisions. You are only required to make decisions in a few important situations, you don't have to decide anything for those generic city events, just hit the turn button and they'll be decided automatically.
>>1442235It's in the unit admin tab, and is automatic and depends on readiness. You can tell any air vehicles on what readiness thresholds they can engage at and it's RNG on if they "catch" the enemy planes (get into a battle at all). Low readiness gives huge penalties to their combat effectiveness so be careful.
how do I move planes without airport? Is there an option to transport them by trucks or anything?
>>1444206Strategic move. Visualize your top secret aircraft being trucked deeper into your empire as your borders collapse from enemy attacks on multiple fronts, much like Germany collapsing in 1944-45. Get those Horner Ho-229 wunderwaffens to a safe hiding place, perhaps a remote airbase you built in the mountains.
>>1444251I am ZO PIZZED OF! I WILL SHOOT MYSELF INTO A ROCKET THAT FIRES FASTER, SMALLER ROCKETS! UNT YOU VILLE EXPLODE!!
Notes on glacier exploration on hard:-no resources-found a free folk settlement-ai tends not to prioritize securing these hexes and will generally stay on tundra unless nowhere else to expand
>>1429248I vote we make the album paranoid the official soundtrack to Shadow Empire and War Pigs its official theme song.https://www.youtube.com/watch?v=uk_wUT1CvWM&ab_channel=RocknRollAddictsTruly, we were the war pigs all along.
>>1444535Oh my gosh, that free folk settlement you found is literally the game Frostpunk!
hyperionbros not like this
Holy shit APCs are good
>>1445813>mountain blocks your path
>>1445813SEND IN THE CAVALRY
>>1446282>Coming from a man who lived his entire life on a lifeless planet and not knowing what cavalry was unless he was extremely educated in Earth history (it's been destroyed for millenia).Also, BIRBS ARE IN THE SKY.>t. man whose ancestors haven't seen a bird for the past 7000 years but somehow happens to casually know what they are.
>>1446287The empire's worlds have only been out of contact for like 200 years.
oh god building this rail over 4 high snow mountain tiles hurts but Corp Tech just got me Plasma Guns for 52pp even though they're nowhere close to economical for me to field
>>1446354Let's say that's four generations. Do you think you would know what cavalry or birds were if you and your last three generations had never seen one? Your planet is also lifeless, so it doesn't gave those things. Besides that, those things are native to Earth and probably don't exist on many other planets with life. The manual states Earth had been destroyed much sooner than the collapse of the galactic republic. So I think it's hilarious because only someone who was extremely educated would know what birds were, and almost no one around him would understand what he was talking about. The voice acting is good and I love it, including the funny anachronisms if you could call them that.
>>1446545Rail gets ridiculous through mountains. 27k metal to get across a tile or two, so it's not happening until the late game. You could make a couple thousand separate elite infantry equipped with lasers and deploy and redploy them to your most vital fronts as needed, like an unstoppable mechanized honor guard for instance.
Changelist 1.21d (#181)-AI declaring war on Minor Client/Protectorate will now remove Client/Protectorate status.-Adjusted AI research/development of new Model Types (downwards) and new OOB Types (upwards)-AI will be able to build Hydroponic Farming more often, but only if enough energy and water available-Seniority Ranking improved and fixed the false counting of 3rd part leaders in its calculations-Better sorting for Leader Log-Avoiding humongous unaligned Zone after they conquer a city-Minor fixes to FOW rules. Each Hex had 4 undocumented hide points basically, brought back to 2 and shown in a recon box mouse over now.
>>1446569you underestimate how many zoos we have.
Is it me or are militaristic regimes always the biggest pushovers compared to any other kind of government you might go to war with?
>>1447012It's realistic. The more militaristic a society the worse at war it is, simply because making politicians out of your generals makes them act against each other for primacy. There's also the caso of Sparta, because even while training their soldiers to be the best they could be, they still lost more wars than they won because that's actually not what matters the most.
>>1446757>-AI declaring war on Minor Client/Protectorate will now remove Client/Protectorate status.What does this mean? Does the AI declare war on its own clients and protectorates?
>>1446569>Do you think you would know what cavalry or birds were if you and your last three generations had never seen one?I'm sure my and my last three generations have not seen any horse cavalry here on earth. Yet video games, books, and movies exist. why wouldn't they exist on that planet? I've never seen a dinosaur or plasma cannon either but I have an idea of what they are. This is ignoring that they are phrases and it doesn't matter what their literal meaning is. It's like saying "dial a number" even though phones haven't had dials for ages.
My Arctica railroad tycoon game has finally gotten interesting as Unification finally popped off granting me access to a vast ruin field on the other side. I am still very short on manpower and population but robot soldiers are coming out of model design. We're down to 5 majors including myself with one about to be absorbed by another. My neighbor major is at a 999 difficulty for all diplomacy and already lives in a radioactive wasteland, and I just realized perhaps I'm approaching the problem the wrong way
>>1447272I unfortunately just saw why "AI will build more hydroponics assets" is a thing in the patch, every major is covered in Level 1 Agro-domes and it's making me think about a restart :/
>>1447058>anon doesn't know Prussia exist>anon also doesn't know that Sparta lost unironically due to female jewry
>>1447371>anon doesn't know Prussia existThey lost the war that mattered the most.>>anon also doesn't know that Sparta lost unironically due to female jewryI don't. Where can I find more about this?
>>1447450>mattered the mostconsidering that Berlin is still the capital of Germany and Austria doesn't control half of modern southern Germany, it didn't diminish their accomplishment one bit>where can I find more about thishttps://sci-hub.se/10.1017/s0009838800012143
My lategame save has devolved into a four-way free for all, does it count as a war on three fronts if it's just one giant continuous front?
>>1447450also look at what Aristotle wrote about Spartan women in his book.https://www.perseus.tufts.edu/hopper/text?doc=Perseus%3Atext%3A1999.01.0058%3Abook%3D2%3Asection%3D1269bhttps://www.perseus.tufts.edu/hopper/text?doc=Perseus%3Atext%3A1999.01.0058%3Abook%3D2%3Asection%3D1270a
>>1447506>Some fag from a nation of fags complains that men in another nation simp for women too much
>>1447724spartan men fucked spartan boys in the ass
>>1446968>>1446887>>1446878Did you guys get the new Shadow Empire: Zoo Tycoon DLC? Thoughts on it? I'd like to get it, but not sure I should spend the $5 because it doesn't seem to have that much content.
>>1447930It has content, just not wargame content parsay. For me, Shadow Empire is a wargame and has plenty of content from that aspect. Shadow Empire: Zoo Tycoon DLC focuses on a chill economic aspect of the game, so it's a great change of pace imho. I just love chilling in my zoos for a couple of turns, watching the xenosaurs advance 3-4 hexes per turn, and count all the credits rolling in from selling compost dung. Not to mention the dung really boosts your empire's farming output, so no more need to build those level IV and V farms that take up way too much manpower.
>>1447930>make a new zone from a truck station>with level 3 zoo
Vics plan for the future
>>1448451just two more DLCs tech level zero mad max chads...
>>1448466So tech zero in 2027-2028?
>>1448451>starfirespace confirmed. We are going home Emperor of the Fading Suns bros...
>>1448451based take my money
>>1448451>as well as some 20th century political extremes>and maybe even the rpg game Paranoiawhat did he mean by this?
>>1448672Friend Computer will soon be the best leader in this game, citizen.
>>1448451I like the leader portraits and vidcom and stratagem illustrations. Fucking loud NPCs always crying online and getting what they want.
>>1448689make a soul restoration mod with the current graphics before they are gone
>>1448451>no modding support plannedwhy. I want to mod things like name list so I can finally roleplay as das Deutsches im weltraum
>>1448755there literally is a folder dedicated to mods so you dont have to mess up core files
>>1448755Technically there is mod support. It is just that editing the game is so retarded since vic does everything in some mystery format that only he understands. But anyone is able to try and decipher it to mod it.
If you aren't listening to Irving Force while gunning down free folk across the tundra, sadly you're playing the game wrong.>The Violence Suppressor EP: https://youtube.com/playlist?list=OLAK5uy_m0_YqEVNUJcoMYDlMYd6N-BO-QFfHa7RA>Violence Suppressor remix: https://youtu.be/tnWWgikJazc
>>1448006Kind of like those Earth gas stations with the green model dinosaur, except in Shadow Empire there are real Spinoxaurs for the travellers to take pictures of. Based!
Do native aliens still have non evolved versions of themselves as support units at best? Light tanks, bikes, and alien tech fighters when?
I put together a little soundtrack of my own for this game since the default music was getting kind old, here's the link if any other anons are interestedhttps://www.youtube.com/playlist?list=PL_qHfVJjilhw_-odHKPq89se0iIp2JRGf
>>1449647I hope aliens will have superpowers in the future, like the mind worms from Alpha Centauri
i just want to say ily guys and fuck parashit
Once you get the models you need and have models with decent design scores what do you do with the model council? It seems like I’m wasting BP when I don’t have a new military tech to add to a model and it seems like a waste of field testing to keep rerolling a model that won’t see the field or a waste of resources to be constantly upgrading units. Should I decrease funding or try and keep rolling for a new model with high structural design?
>>1450246You suck up the shit design value and field test your meat in battle, alternatively you reroll until you get something good. It feels like a good model design chairman doesn't actually increase the chance of good designs, or the bonus is so low that it's laughable.
>>1450246I'm not maxed on design now but close. I effectively reached an analagous situation with Foreign Affairs (every major theocratic/every minor raiders) so I dropped them down to about 3% of budget and try to pop unification every turn for hexes. Right now for example I have:>'Laser II' laser rifle+HCArmor line infantry>robot infantry with HBDress because I am pop starved and can comfortably raise a battalion every turn>a third in development that will be human infantry+HBD as 'specfor' design>laser II will upgrade to BDress and handheld plasma when I'm churning out more hi-tech, 11 turns until lvl4 :(The applied science bonuses matter, armor piercing affects every/nearly every unit, payload optimization also affects aircraft, I spent a lot more time in the design menu this game, the blueprint system is a huge improvement.
>>1450260>>1450270I’m probably overthinking it since I just figured out what each of the design scores actually do. What’s a good structural design number to settle for when it comes to ground units? As a rule of thumb I’ve been using 105 or better.
After roughly120 hrs I finished my first game. At normal, on a lava planet. Took me at least 2 tries that failed as the midgame began and several early game restarts.Overall, this is probably the best "one more turn" experience I had in recent time. Thr premise of the game is good and the gameplay loop between balancing economy, logistics, and war is rewarding.My complaints are the ai seems to have a hard time managing economy. They don't prospect, and don't mine scav areas. It can look for gaps in your defensive line, but doesn't seem to have a real plan and would usually over extend. Now while they have easier logistics concerns, i guess what's annoying specifically for the game iI just had was how it kept some 50k mix of tanks and infantry at pocket inside my empire because they sat on a large mountain range.
>>1450587If it wasn't for this I would have probably finished the game sooner. This however also had me thinking if that front bled my top ai opponent's units it could have sent defending zones leading to its capital. I think the ai still needs some work for this to be really great game.I also would like more logistics details, maybe sections of a road could be inspected to see what passes through there and what quantity. Or if you click on a logi asset to see how it os being used into the network, more things to help in making logistics decisions.Overall I had fun and would play again after a major update.
>>1450246Once you have all the models you need and are just in "sustain" mode, you can drop model design to 2-4% (I like it to be just high enough that they can design a new model in 1 turn, so I don't have to wait). Same with foreign affairs and secret service.
>>1448451>releases oceanic dlc>naval units come out 5 years later
>>1451406Just pretend your guys don’t know how to swim
>>1450340I consider 105 or better very good. I've heard it can go as high as 135, but the highest I've seen is 117. The RNG in this game really triggers the gambling center of the brain and helps replayability.>>1450587I haven't had as much fun playing a game since GalCiv2 back in the day. What difficulty were you playing? Probably normal because it was your first game. On hard and impossible the AI makes way more units - less gaps in their lines, and builds more buildings. Still, it's only AI and it would be great if it was improved more.
>>1451448Galactic Civilizations I now that I fact-check myself.
>>1451406historically accurate Space Phoenicia
Only a Dutchman would come up with something as sick and demented as a "Maritime Trade House"
>>1429248is there a reason to pursue commerce? Abusing the private investment card ever turn or two is good if you are rocking democracy but is the massive qol and paltry sum of free IP from private industry worth it? Should I be helping or hindering the corporation?
>>1452015Corporation is based because you can get discover/research tech cardsCommerce seems to me to be good early to get your private economy going but weaker as the game goes on (I'm new correct me if I'm wrong)
>>1452015The corporation exists to blast your commerce profile to 90+ while giving your best leaders +INT and +CHA bonuses. If you're not doing commerce as your profile then ignore the corporation.Overall commerce is probably weaker than government but certainly stronger than enforcement. I like doing commerce playthroughs sometimes.
>>1452135i can't keep a positive treasury balance with the government profile
>>1452212plus the price of goods just seems to tank, i can never sell anything and have no cash to buy anything despite everything being dirt cheap.I think you have to limit production below your cap if your able otherwise it will cause prices to drop through the floor.
>>1448451>New leader portraitsThey're fine, who was whining about this?
>>1450587Just generate a hard planet
>>1452212Just sell your rares every 3-6 turns. Sell metal if you absolutely have to. Sell oil and food if you're approaching the limit.
>>1452036They'll also build research labs in your cities which give you bonus research, as well as vidcom stations sometimes that give happiness, and some other buildings that give random stuff. Very cool feature, I especially like how if they hate you they can fuck you over hard, and if your governor hates them they throttle their control over local economies.
>>1452238yeah, except my rares are selling for like half a credit. nobody has any money to buy anything and nobody has anything to sell.
>>1452373maybe i'm like, overtaxing them?40% plus 25% import and export?But i swear I'm at 30% income with the same tariffs on commerce and not having the same problem.
>>1452230they all look goofy as fuck. they are either sprung, narcissists, or both.
>>1452378besides, the pictures don't match the stats. if someone is good at war they shouldn't look like they just came out of high school.Minorities and women should make up like, 20% of the profiles, at most.
>>1452379they should also generally be slavic, not nordic. Nordics and Slavics don't get along in the officers pool.
>>1452381they all look like fucking mutts, honestly. They should look haggard and prematurely aged from years of survival stress and warfare. Its like the average age of your cardre is barely old enough to drink. Even teenagers and children will show signs of premature aging and survival stress in situations like that.
>>1452381>Nordics and Slavics don't get along in the officers pool.its honestly not just cultural, its also genetic. they have a genetic predisposition towards hating each other.
>>1452384you'll find that every ethnicity has a select few near perfect genetic examples of their race, kind of like, 'High Born'You shouldn't exclude people based on their genetics, some people will show remarkable aptitude, but good genes tend to foster intelligence confidence and talent. Maybe after 300 years of radiation people will look like mud, but until then the best still tend to rise to the top.
>>1452384>they all look like fucking mutts, honestli mean not that I'm not, i'm just saying. Some of these fuckers look downright goofy.
>>1452373Buy low, sell high. Wait for good prices to sell into.
>>1452384So like the troops themselves. Love how they are chubby when green, and become more fit and even downright haggard as they advance to veterans.
I don't care what post apocalyptic space mulattos 10000 years in the future look like and neither should any real STRATEGY LORDE>it also shouldn't be changed (much) because it's got that Space Empires IV vibe
>>1452590yeah, except, you know, shouldn't they look that way already after a life time in a post nuclear holocaust world? It ain't exactly a picnic.
>>1452373Your SHQ commander’s trading skill factors into sell price
>>1452680if thats the case it should have gone up or down after several turns because he was learning. unless the dude was embezzling half the states inventory, not sure how that works.
>>1452637They still have electricity, vehicles, and at least ww1 level of technology, it can't be too bad.
How much do you guys pay your leaders?
>>1452697I doubt that would effect market prices. But the balls on these guys to steal over a thousand credits when every penny is accounted for. One guy I let get away with it since he was cool
>>1452705I don't have the game open right now but if I remember to change salaries I go 3-2-1-1 on the left side. I can't remember what's on the right nor what I set there. Sometimes I forget and the poor reservists earn 0 for the whole game.
>>1452705Straight up default payment until i am swimming in cash, then i peroidically raise the amount i pay by 1 Cr sometimes. I like to imagine it's just adjusting for inflation.
A colonist's job is easyA colonist's wage is highA colonist's pension plan would make a civil servant cryThere's never any danger and there's always lots of funAnd as for job security, it's better than a nun's
>>1452781you can just investigate them then pay them a bonus with money you recovered.
>>1400975whats goin on ova hear?
>>1452705Turn 200 and turns out my secretary and soldiers have this entire time been slaves. 0 credits per turn because I forgot to ever check it. Cool, whatever.
>>1452378Uh... good?>>1452379How would make them look like their stats? A helmet or something? Or glasses for intelligent people?>>1452384So? That's the setting. It's the wastelands, there going to be mutts everywhere.
>>1447450>I don't. Where can I find more about this?https://acoup.blog/?s=Collections%3A+This.+Isn’t.+Spartahttps://www.youtube.com/watch?v=ajDlQZ_S9Kc&list=PLcIwe3bxds8ZvX9wL0Vf2hzApOJZC6mQS
>>1452212keep wages low, incorporate zones(you get tax money and food from private assets so you don't need to have to many your own gov farms = less workers you pay for)
I just conquered a city and it has no truck stop and I can't build anything The city is popping rebels like crazy and I cant do anything about it. How the hell am I supposed to deal with this? Is the entire zone just permanently fucked ?
>>1454188build a road from other city?
Got a few questions and requests for tips If anyone feels like answering them Do unused recruits get a steady income from the government or is it just a one time sign up bonus? Is it better to keep your recruit count low, then just jack up max recruiters per turn when you want to build something? Is the number of truck points the end all be all of logistics? (BESIDES RESOURCE SUPPKY OBVIOUSLY)Does the actual physical location of stops matter? Are supply depos just to make it easier to supply troops that go far off-road?How exactly do rail ways work? Is it good to say connect all your cities but rail, and have rails going out to where your troops are station, or will that only help deliver stuff to the single tile where the rail station ends, and won't effect the logistical burden of supplying troops who are on other tiles near by? If I want to use rails to transport resources to shq, I would have to build and end station on, say, a mine, and connect it to the ash city right?
>>1454297>Do unused recruits get a steady income from the government or is it just a one time sign up bonus? Is it better to keep your recruit count low, then just jack up max recruiters per turn when you want to build something?They get soldier pay under your secretary's salary window. You generally want to recruit as much as you can sustain without impacting worker population, you can always resettle them in the capital>Is the number of truck points the end all be all of logistics? (BESIDES RESOURCE SUPPKY OBVIOUSLY)Does the actual physical location of stops matter? Are supply depos just to make it easier to supply troops that go far off-road?No. Rail is way more important and there's probably never a reason to build more than a Truck Station III in your capital. I am still fairly new, these threads have advised building truck stops every 6 hexes, and if you want to ultra-autistically minmax with traffic signs there's some case for building them adjacent to rather than on the road. Sometimes it's better to build them on the defense side of a river. And since they become new zones easy, they're useful for quasi-exploit (if you ask me) zone merges for pop transfers.>How exactly do rail ways work? You don't need to connect anything but your cities and fronts. You can dirt road your mines to your main logistics trunks. You will need at least a rail station in your capital and railheads wherever you want the benefit from rail logisitics distributed. If there isn't a railhead nearby, I believe you can only get 10% of your logi points (important for raising formations) If need more rail points, build/upgrade more rail. Supply bases seem to be situational/emergency only, I don't really understand themHope this helps
>>1454188See if it has a private truck stop you can nationalize. Also build roads. Also don't unify minors you don't have logistic access to, unless you are some late game air bridge sadomasochist
>>1454297>Do unused recruits get a steady income from the government or is it just a one time sign up bonussorry just realized I didn't really answer this. They get recruit sign on until raised, while in reserves it's food upkeep
>>1454312Supply bases are for extending the Logistics AP of something. So, logistics networks can only travel so far before they start running out of supply points due to the distance, AP extends that distance. It's basically an abstraction of them not being able to get out there due to fuel, so supply bases let them refuel and keep going.
>>1454312So if I build a rail head on my front line it will help distribute supplies to troops on near by hexes then?
Love this game but I really cannot Express enough how much I sincerely have the gimmicky map generation
>>1454387Yes. Build it on top of the closest truck station/airbase. They're cheap. Delete them as you push forward.
>>1454312>these threads have advised building truck stops every 6 hexesNobody has advised that. That's retarded. 10 stops would be the minimum advisable distance because that's the range for maximum LP on a dirt road. 14 for sealed road. 15 for truck stations lvl 2 on a sealed road. That's also how far apart you would theoretically want your supply depot from the truck station because supply depots just add back AP, but supply depots are a waste of admin strain on something that doesn't matter so don't build them.
>>1454317>See if it has a private truck stop you can nationalize.DON'T DO THIS if your logistics network doesn't already reach the newly conquered city, as a nationalized truck station requires fuel to operate, which the zone may not be able to provide due to not being logistically connected to the SHQ (yet). Check the next-turn LP to make sure the city will have a logistical connection, probably using the private truck station's LP being directed back upstream, before nationalizing or you're going to really fuck yourself.
>>1435928>want to play on a snowball ice planet >akchually you cant do that, you have to play with half the planet as a desert because le epic realistic generation Pissin me off, man
>>1454542Ok thank you for the correction, I swore I saw 6 in a previous thread
>>1453365Maybe it isn’t the credits we earned but rather the friends we made and workers we’ve massacred along the way
>>1454542>10 stops10 tiles. I think technically that's "on the tenth tile" and not "ten tiles in between" if anybody is counting (you shouldn't bother).
>>1454544>DON'T DO THIS if your logistics network doesn't already reach the newly conquered cityIf you accidentally do this your options are either build a new truck station in between or put a new SHQ on the disconnected city and buy some oil from traders to feed the freshly nationalized truck station there.
>>1454542>>1454768You want supply depots halfway between major cities. That way it provides the maximum "refueling" extension points for traffic going in both directions. And yes, the ideal distance is 7 hexes for a level 1 supply depot, 10 hexes level 2, 15 hexes level 3. But it really it depends on how far your cities are spaced apart. You're not going to move cities with a population of 60k and up just to minmax the truck station and supply depot spacing.
Is there any natural population growth in this game, just from people naturally fucking? Or is it all just free folk and cloning?
>>1455249I've seen it maybe once in the city population tab, and it was just 100 people from "natural growth"
>>1455251Damn, that's pretty weak.
>>1455256Doing no research and going off the first thing I found on google, the global average birthrate is 18.1 per 1000 per year which would be 300 every 2 months/SE turn in a 100,000 pop city. It would be cool if there was a stratagem or building that affected pop growth.
>>1455249>>1455251>>1455256It goes up the larger the population of the city is. Shadow Empire actually has a pretty high population growth rate vs real life.You should ALWAYS be fighitng to get your hands on cloning facilities anyway. Scavenge any ruin with uncommon relics or above and always play the 'Ancient Depot' stratagem when it is avalible.
>>1455273Pop growth is influenced by the health QoL points. Largely to combat the reduced growth from high civ score.
I built a rail head that is no longer needed as 8 have now extended the rail further, how do I scrap it? All I can seem to do is shut it down
>>1455317>>1455273Different cultures also have different pop growth rates. It's not a huge difference but if you see a culture with like 200% pop growth rate then you can hold back on fully assimilating it.
How do I generate worlds with more metal? I've been doing worlds that are about 2.5 billion years old and single digit miner pop % on colonization but barely find metal deposits.
>>1455392you generally have to prospect for a bit to find new desposits. do you have an economics minister?
Please buy the game VIC is strugglingHe made like 2 dollarydoos out of Oceania DLC
>>1455404Yeah and funded prospecting. I've found oil and one radioactive but no rare or regular metal. I do only currently control 5.5% of the planet. I'm just not sure if it has to do with the planet or if having a low miner pop but large 100 million pre apocalypse population depletes the metal.
>>1455365you can either mothball it or shut it down, shutting it down scraps it and gives you a bit of resources but reduces population happiness in that zone.
So should I be QOL maxing all my cities with as many buildings as I can or will that just make people shittier?I noticed there is a note saying "relative to national average", does that just mean it's best to keep your cities as equal as possible in order to keep people from getting jealous?
This game desperately needs a single screen in the UI that says "this is how much resources were requested, and how much were delivered, how many "delivery" points you have and how much were used. Its baffling to me that there isn't a central screening in the UI where I can see all of these things together in order to easily keep track of the logistical capacity of my empire and easily see ahead of time if I'm going to run into trouble
>>1455379Not worth it at all, assimilating that population so you can recruit or merge is far more valuable than the +100 or whatever population per turn you get by leaving them unassimilated.
>>1455365Disband. Costs PP but returns materials.
>>1455472>So should I be QOL maxing all my cities with as many buildings as I can or will that just make people shittier?You should be QoL maxing all your cities to raise your civ score so you can build higher level bureaucrat offices. Ignore the happiness bonus/penalty.
What the hell are "economic bonus points" you get from the double shifts card?
Fuckin hell I let my guard down for a moment while shuffling around troops and some critters wondered into my territory. I cornered them but it turns out it was fifteen God damn thousand creatures called platypuses stacked in one unit and they attacked and destroyed my nice GR tanks and I cant even take them down with sentinals and a gr tank unit and some militia
>>1455646Fuxking hell there is ANOTHER one. I'm going to have to pull my entire military off the border with my threatening and save rattling neighbors and save up to pump out some artillery early just to deal with the fucking platypus invasion
>>1455663AAAAAAAAHHHH 31200 PLATYPUSES IN ONE UNIT. ITS UNSTOPPABLE
>>1455486Click on the SHQ and then click the barrel button on bottom right
>>1455694That only shows requests and how much got delivered, it needs to also display your total capacity for transporting goods so you can see at a glance how much added stress you can handle
>>1455697That's what the logistics overlays are for. Your logistics aren't a constant across your system. How much got delivered vs requested is the most meaningful thing a screen can show you at at glance.
I don't understand what happened, I thought I was doing well but my population dropped from over 45k with 20k workers to 5k with in a mere 5-10 turns A lot of them are moving to the new city I conquered but the population there shrunk too and the numbers indicating pop lost/ gained in both cities make no sense at all and don't seem to reflect the reality of how much of the population is decreasing
>>1455697You're looking for the bottleneck overlay. That or you're retarded and you don't understand that logistics depend on points available in/to a given location, not just total points, and thus there can't be a screen that just says "in total you have X available and used Y".
>>1455726>make no sense at all and don't seem to reflect the reality of how much of the population is decreasingPost screenshots, the numbers always make sense. The only exception is that colonists added to a zone aren't listed in the tooltip but are accounted for in the +/- number so the number won't add up if you added colonists.
>>1452381>>1452387Eastern Slavs are Nordic mutts. That's why the entire ruling Russian dynasty before the Romanov was descended from a Swedish family.
Logistics ain't real
>>1455487>>1455472>>1455379>>1455317>>1455285>>1455273>>1455249>Sex in the Shadow Empire City?Sounds like our next based DLC!>>1455646Post platypussy.
>>1455726short on food?
>>1455778that is wrong tho
Are these “logistical points” in the room with us?
>>1455977lmao, once you understand logistics its the best part of the game and thing which differentiate it from civ clones
>>1455980I was reading thishttps://steamcommunity.com/app/1154840/discussions/0/3051737712174100415/and imaging some war game boomer losing his mind. Before this game I haven’t come across boomers not understanding game mechanics and their reaction is to blame it on bugs.
>>1455995>autistic people being autistically helpful about something they're autistic about and start asking for save files>REEEEEEEEEEEEEEEEEEEEEElmfao this is great, recommended read
also bringing a Malamute to a desert is a retard move and strategy is probably not the genre for him
>>1455249>>1455251Getting 1000 natural growth a turn in my capital, add the cloning facility and I get 2000 a turn
Anyone reached 1M population in a city yet?
>>1457083No, never. 9 fp is a better option.
Video of the average worker in my fockinnn shadow empire.https://yewtu.be/watch?v=ZVKHt9keAhE
this game started out real pretty then got ugly real fast.How the hell did I wind up in 3 games? I want to gnaw my arm off to escape.
>>1457239>>1457194Fug you guys.>>1457815Shadow Empire players lack proper senses of humor.
I'm gonna go to the ZOOOOOO
>>1459296Ah sweet, a fellow SE: Zoo Tycoon dlc enjoyer! How are you liking the new spinoxaur skins? Ratio of zookeepers to enclosures?
>tfw first time playing game>see you can design models>neurons turn on and off repeatedly>go into the mech-arty model>Biggest possible gun>biggest possible engine>50mm armorlittle did I realise the jumbo cannon as I would call it would be fucking expensive and need a fucking load of fuel
>>1459492opt into open beta and use the blueprint designer, it will change your life
what's the recommended minimum distance between cities? I want to play a tall game for a change and only stay in the starting area until late game.
I only like generating planets in this game and reading their biosphere and history details, don’t even play much
>>1459713The minimum distance is 14 tiles in-between, because if they were closer than that you would merge them together.
>>1459726well fuck, here I was hoping that I could pack a small area full of cities.
>>1459729You could but you would be better off merging them so that you had a small area full of one enormous city. You asked for the recommended minimum, not the game-rules minimum.
>>1459731How do you merge
>>1459771Call the governor of a zone, click on the merge zone button
Planning my next game:>extreme>militia>slow tech>large-superI am debating over Gaia+alien life+sentients+DLC because last game was so population starved more than anything (xeno nutrition can be whatever) so I can fight awful mega wars vs total desert planet as I've never has a real water management game yet. I'm also thinking about 1 council start. Suggestions?> love Protean too for extreme gravity/heat/axial tilt and fun seasons
>>1459492mechanized artillery is kind of dog though.caps at 180mm while foot can go all the way to 300 and i dont even know what the point of having armor is. you will never have enough enemy artillery to justify needing to protect your artillery assets.just build tanks for assault shit and motorized artillery for regular more mobile artillery, never bother with foot artillery.
>>1460371Turn times are going to be awful my dude
>>1460445my schedule/work permits this and I frequently go do other things while I waitthe real question is should I just skip to PBEM
>>1460371Set planet creation type to detailed so you can reroll every stage until you get each one right. Keep rolling until population at each stage is as high as you can get it. I've had planets that usually rolled 10 million people at the colonization stage get up to 900 million at that stage because I rerolled it 20 times. And I like the many regimes and dangerous regimes settings. The first because it's fun to get planets with 30 or more cities, and the later so majors really blow up and give you a challenge. Again, rerolling each stage is key because on detailed planet generation you can see where the cities spawn and keep rolling until there are lots of them. The uninitiated will generate planets blind and then complain when they find out they committed to a dud.>>1460445On the medium processing time setting turns aren't long at all.>>1460432>Young, lifeless planet with little metal and without oil blocks your path.
>>1460534>Set planet creation type to detailed so you can reroll every stage until you get each one right. Keep rolling until population at each stage is as high as you can get it.The issue wasn't planetary population, it was my starting location's access to said population. I'm pretty decent with the generator and like to make worlds with decent seasonal shifts and climate zones.
I love playing on 4 billion pop (pre-war) worlds covered in megacities
>>1429248how do you move your capital?
>>1460953Impossible. I don't even know if there's a save editor.
do you mean SHQ by capital? cause thats doable
>>1435399They're all great operational games, I love Blitzkrieg and Case Blue.Barbarossa is a bit of a weird one though in how to combines a bunch of RP elements and gets you to LARP middle management of the invasion in that you get given dumb as hell goals but you're still expected to get it done, while covering your arse and saving face with your subordinates.
can someone check if you can downgrade and upgrade the same unit during the same turn? I got the game open in pbem, can't check without committing
I wish there's a game on this engine about the modern world. I know there's advanced tactics but that game is WW2, not modern.
>>1461031A formation or an individual unit? You can change a formation as many times as you want. I don't know about an individual (100 infantry) because I've never tried because that would be retarded. You can replace equipment as many times as you have LP to do it.
>>1460534>Young, lifeless planet with little metal and without oil blocks your path.How exactly does it block my path? lifeless planet without metal or oil makes mechanized artillery even less viable. Foot artillery is so utterly slow that i would NEVER advise you build it, unless you desperately need to hold some mountain tile.And if your saying that trucks are too expensive on such a planet, i am going to have to remind you that the cost of trucks literally never scale, unlike every other unit in the game. Your Light Diesel Engine truck at the start costs the same and performs (almost, unless you have gotten some field testing in somehow!) the same as your trucks at the end of the game. Ultimately, motorized artillery is the best version of artillery.Not saying anything about Rocket or Missile arty though.
What is the best tutorial? I want to get into Shadow Empire proper
>>1461750I watched DasTactic's video but it was also done with a ton of trial and error, making mistakes, and failed/abandoned games
>>1461750probably not much choice, i would go with dastactic on 1.5x speed
>>1461031yesdont remember if you need PP for that tho
>>1461750DasTactic can help you with the basics but you will figure out the rest through trial and error like >>1461808 says. Any specific questions about the game can always go in threads like these and anons will happily answer.
its best is to have manual permanently open and alt+tab then alt+f if you need something explained
>>1461885this, also read the basic concepts sections of the manual. iirc the manual actually tells you straight up at the beginning which sections are a good idea to read beforehand, and which you can just reference later as you play
Is there any way to avoid being completely IP starved at the start of the game? I still don't understand the best way to grow IP, aside from finding autofactory specials and building factories.
>>1461948I don't see how you could have enough metal to care about IP in the early game. If you do have enough metal, just build industry. Simple as.
>>1461556if you add artillary to a mechanized infantry unit, they can use apcs.
If you are new: you absolutely will try to expand too fast because you misread available resources
>>1461963Artillery is still not that good on direct attacks, but your idea is probably still more effective in cost and overall firepower vs using actual Mechanized Artillery.
>>1461963I never use artillery except as towed by APC in light armor grenadier army. They do good work in a direct attack.
>>1461750just yolo it and learn on the spot. The game is complicated but not that complicated
>>1461556You said never build infantry. Not as viable on some planets.
>>1461963>>1462132Wouldn't you have to add artillery AND more APCs to the unit composition? You won't have enough APCs to tow the added artillery, so the unit will drop down to artillery speed. And you can't add more APCs because you can't add more units that already exist in a formation.
>>1462804I just use light mechanized armor grenadier.
>play around with planet generation>Large Tethys class>reasonable stats, slightly-high G's, heavy atmos, bio is near perfect>roll history, half want to restart>10 billion pop, both sector and quadrant capital>never seen these history events ever>try to recreate on another planet after making a backup of the map>just doesn't happen even with 10 billion pop.Its a neat map but what the fuck allowed it to become so massively successful?