I learned this the hard way before, also. Autocracy for all!
Speaking of logistics, I’m really upset about high speed rail.
It’s not an upgrade to normal rail and it can’t coexist in the same city.
You have to destroy the old rail which takes several turns and rebuild HS rail which take many turns. This will DESTROY your logistics at the time you need it the most (large empire).
The work around online dosn’t work (Build outside the city). I tried. I suppose you could stay with traditional rail but HS rail is so much better for spanning the wasteland.
This is really good to know. I should have access to high speed rail ‘soon’ in my current game and was looking forward to the benefits.
Due to a massive shortage of metal for most of the game (my bad decisions really) I don’t have a lot of rail anyway, so maybe it will work out regardless.
Yeah, it’s really frustrating. My thought I was going to try, but then didn’t actually need to in my last game, was to build the traditional rail station outside the city and wait to build the HS rail inside the city.
In my current game, I haven’t built rail yet. So we can’t upgrade either stations or rails? So the idea would be to build rail stations a hex outside the city – and also route the rails themselves in such a way that high-seed rails can be laid a hex away as well? Or can we upgrade the rails themselves?
Unless I missed something big, the actual rail is shared and you don’t unlock a new type upon researching high speed. Just a new station type.
Ah, good to know. I think I can live with that. I’ll plan accordingly. Thanks.
Well, I learned today why you may not what to build the biggest caliber guns/arty/payloads.
I had 2 flights of medium thopters. The planet was good for them. They could fly for 33 hexes and deliver the biggest payload for its class. One use brought my logistics to its knees for a couple turns. Front line troops went without. Seems they used so much ammo and fuel that my logistics couldn’t keep up.
I took a look at my early and modest artillery (105mm). They just sip ammo compared to these hogs.
Yeah, I had to ground most of my air force a couple times so my troops could get supplies. Maybe could be toned down a little bit.
I have managed to crash my frontline logistics in many ways so far:
Building too many assets at the same time (ironically usually logistics assets).
Too many armored/motorized units moving and attacking during the same turn.
Getting caught up in the attack mentality and not taking the time to make sure there are truck stations and supply bases to maintain things.
Raising large formations that suck up fuel and ammo to make them ready.
Probably using my level bombers that use a ridiculous amount of fuel and ammo (now that you pointed it out). Sadly I have not had the chance to try thopters or jets as of yet.
The need to stop and take a turn or two off during offensives to allow for your logistics to catch up to the action is crucial. I am, maybe, finally learning this!
This especially for me. Get them on the back foot and keep pressing. We MUST maintain momentum!
I finally had time to invest in this game. Made it through 50 turns and I think I understand half of what is happening. :-) Which is good!
I changed my preference for terrain mods. DasTactic has one with terrain icons. It’s easier for me to quickly grok the terrain details.
There is a related project to combine those icons with the enhanced textures (linked previously) but that’s not done yet. Eventually those enhanced textures plus these icons will be a great combo.
EDIT: Added some pics:
Agree that the terrain mods are a huge improvement, and the combined pack will eventually be even better.
I was steamrolling all smaller majors in a ~70 turn match on hard, medium length AI turns. That is, until I declared war on the next biggest major, who ruthlessly cut my supply chains with fast moving tanks that were significantly better designed than mine, and then starved my front line. Ruined my entire front in the course of a few turns. Brutal!
I don’t think I’ve had to seriously considering recon and enemy design stats until this one, now I know. Hard can has some challenge!
AI is really aggressive about flanking and cutting supply lines in my experience. I might also be a bit bad about ensuring my lines are covered.
Also really aggressive about defending against those things. It’ll react fast if you open a new front and it’ll withdraw as much as necessary to prevent its troops from being encircled.
One of the youtubers I watch occasionally had Shadow Empire as one of his patreon requests to playthrough.
Just a reminder of how impenetrable this game can be to someone who is used to logging into games and picking things up on the fly…
It took me about 5 hours of playing (and restarting) to learn the basics. At 10 hours I completed 50 turns of a game in Beginner. By 20 hours I am playing confidently on Normal difficulty - and loving it.
The first hour or two is tough. It takes perseverance to push through. The reward is worth it. :-)
It is a challenge, but I agree one can find their feet within a handful of hours. I find the tool tips pretty decent for the first part - I didn’t read the manual inside out, but rather relied on tool tips and then did “find” in the manual PDF as needed.
That’s much better than the dozens it took for CK2 or EU4 in my opinion.
I think one of the big challenges in trying to learn Shadow Empire can just be what map you end up with. A saved map seed meant for beginners could go a long way towards making the trial-and-error approach to learning the game less frustrating.
That’s a very good suggestion. One I hope the developer considers because it would be helpful while you’re trying to just grok the game that the initial settings you face aren’t working against you as well.