Shadow Empire - Mad Max meets Operation Barbarossa

And if that whole process doesn’t appeal, then maybe reconsider how you’d feel about the game.

The Matrix store has always been the worst.

Haha! I can’t even add a new card to my paypal, but I did a couple of purchases using the same cards on Steam and Amazon. I think it’s the address that is screwing stuff up since there are a few databases that it must not exist on yet since we still get errors from time to time like this. Ugh.

Edit: tried for like a 5th time and got Paypal setup again. Game better be the shiznit!

I bought this, probably because I have more dollars than sense, and I have 2 questions:

  1. How do you replace soldiers in your depleted militia guys? I figured out how to do it with troops you raise yourself. If you look at detailed stats they are requesting 200, received 0, so is there a way to get them to full strength?

  2. I FINALLY researched a thing, ‘Automatic Rifle’ (it’s green). So I want to upgrade? Or make a new model? Or make an Automatic Rifle Factory? to give my guys the new tech. How do I do that?

I’m figuring just reading the manual and starting a few different games will get me to the 30€ mark of value. Thanks for any help.

I think the HQ will “generate” replenishments automatically but in limited amount.

Regarding using new researched rifles, you first need to create a new model for that, but you need a design office to do so. The creation of a new template will be done through a decision.

The game certainly does replicate the overwhelming bureaucracy that human societies tend to create over time.

I think the answer is no, the militia will replenish slowly on its own, but you have no control over it. (Maybe your support for militia has an impact, but I am not certain.)

Not sure whether you are satirizing the purchase process or the game itself, but this strikes a chord, in either case. :)

I am wavering between raving about the vast potential of this game and rage quitting over the way that doing routine things is made nigh impossible. I gave up for the night when building a new truck station failed to solve the logistical problems surrounding the city in my newly acquired zone, but woke up to find that DasTactic had put up three videos on solving this sort of problem. Just the fact that it requires three videos to explain road systems/logistics tells you what sort of game it is. I have other things to do this morning, but I watched enough to realize that there are relevant screens strewn here and there around the interface, none of which I would have been likely to discover on my own. So much, “be in this mode, then click here, then a button will appear there, and a panel will show up which does not look interactive but is.” Hyperbole, but not by that far.

This sounds like it needs many months to polish it up to make it playable. Hopefully they can. One of those games I really want to like but it sounds way to frustrating and tedious at this point.

It’s one guy, doing it all as far as I am aware…

Well, my reaction after listening to DasTactic: The concepts involving logistics are deep and complicated, not at all for those looking for beer and pretzels kinds of combat games. But they are not incomprehensible, and I think I will like them. And other gamers around here have more tolerance for complicated than I do.

On the other hand, finding the the relevant information in the interface… that has me extremely discouraged. DasTactic reels off various screens to check in order to diagnose problems – he must have mentioned six or eight places to look. And I don’t think I could independently now find more than one or two of them. Extrapolate this over all the game systems – it is not just a game about logistics, after all – and I realize that I may very well be pushed past my point of tolerance… But I know that that is a weak area for me. I do not do well with user interfaces that are not very intuitive. Others often gape at my ability to look at a screen and not see things, so for people who are good with interfaces, this game might be just fine.

I could be wrong, but I do not get the sense that over a few months they are going to be changing this situation.

I believe Mark Twain’s legendary line, “I apologize for such a long letter - I didn’t have time to write a short one,” applies perfectly to video games, with a couple modifications.

“I apologize for such a complicated game with such an arcane interface - I didn’t have time to make an elegant game with an intuitive interface.”

As long as this game took to make, it would have taken far more time (and, I suspect, skill) for it to be playable.

But why bother, when so many gamers mistake impenetrability for depth? (And for value? “If it takes me 6 months of work to learn how to play this game, I’ll really be getting my money’s worth!” Meanwhile the next shiny object comes out in 2 weeks and the now-dusty old game is forgotten, which is for the best, because time is more precious than money.)

Glad some folks here see through it.

That is the part that has me worried. I can usually deal with complicated rules, and I like logistics, but if the UI makes it a chore and is unintuitive that can be a big problem for me.

That 90s feel also perfectly captures playing it. I am loving it, but yes you can’t expect to go in and just play like most games nowadays. Das Tactic’s videos have been super helpful as has being able to Ctl-F the manual – couldn’t do that back in the day!

I’m only a couple of hours in and still learning new stuff every turn. Really, multiple new things every turn. Sometimes I learn that I have to try and figure out how to do something, sometimes I learn how to do something. But once I’ve figured it out, it makes sense. So while the UI is somewhat complicated, it certainly isn’t obtuse. So long as makes sense, I’m fine with it being less than perfect. And to this point, it is fine, if fairly clicky.

That there is a whole RPGish background to everything probably makes it much more palatable too. If it were just a wargame I don’t think I would be as invested in my lil dudes and dudettes enough to keep at it. Even if I’m just guessing at what to do next or which slider to toggle or which menu to dive into, I’m always curious as to the outcome. And so long as I’m curious as to the story this game is telling it doesn’t really matter to me if I’m not playing to any sort of optimum level.

Again though, I’m still super early into the game so take my ramblings as such.

First real game: Picked the most earth-like planet type but the one with less water and less possible alien/monster things. My city ends up being pretty large (I’m guessing) and is right next to water and metal! So I start a mine (I think) and after prodding from my Secretary I try to expand a bit. There are about half a dozen blank gray units I can see on the map. Will I get into a war with this neighbor or start trading and building an alliance? Neither!!! They’re all freaking giant beasts led by the ravenous Giant Land Coelacanth of about 30-40 feet in length!? Needless, to say I lost my small expeditionary team of adventurers (and the treasure they’d found), then my recently found squad of AI Mechs, and finally about a third of my main battle group during a counter-offensive I attempted. Good times!

Un-wishlisted :(

the logistics system makes sense and is easy to diagnose/use once you understand a few basic things. I explained/demonstrated how it works during one of my live-stream games last week (23 minutes)-

PS- Resource hex assets need 100 logistics points PER ASSET LEVEL at the start of the turn in order for them to produce 100%.

I watched a few minutes… I think “makes sense and is easy to diagnose/use” is a subjective concept. ;)

Kudos to you for grappling with this game.

I do have a personal pet peeve about seeing broken English in games. If designers can’t be bothered to hire someone to fix up the language, that does make me lose faith in the broader design. Kind of like if there’s a typo on a resume. It doesn’t mean the person who submitted the resume isn’t perfect for the job… but in a world with limited time, we have to make decisions based on limited information. “Splitted” is not a word. (And if anyone pastes links to dictionary entries claiming it’s “archaic/nonstandard” they’re missing the point.) That seems to be just the tip of the iceberg…

I didn’t feel the UI was particularly worse than either HOI or Crusader Kings when they were released…

But then that’s more of a comment on HOI and CK isn’t it?

Absolutely, but they were developed by teams with (I suspect) many more resources, and both of those games were very successful despite their UI