Thing is, to a new player, the aggressive minors like the slavers and raiders are probably more of a threat than the majors!
Any rumored Steam release date?
Haven’t seen a release date yet. I broke down and just bought it on Matrix because I think I get a Steam key when it’s out?
Finally getting into the swing of things a bit. No clue what I’m doing still, but at least the basics are getting more familiar. Fun game so far, although it took me like 30 minutes to figure out how to replace a Governor. The game’s UI can be pretty strange, but I’m starting to get a handle on it.
Apparently there are air and naval icons already embedded in the game’s files somewhere? Evidence that Vic plans to go there. Also, Vic has polled the playerbase on priorities, including the next big feature, and people voted for navies and air units. https://www.vrdesigns.net/?p=2014
I am just starting to get familiar with this game, and did some initial searching of the manual, but didn’t figure this out yet:
If I have like 8 unit stacks (like you would at the start of a game), and I want to go attack some rogue units, is there way to do a multiple-stack attack, or do I just attack with each one, preferably the strongest?
Is there a way to combine unit stacks? I’m guessing the answer is yes there is a way but the way they are stacked in the beginning is already optimal?
When you attack, there will be a box in the top-left corner of the screen that has the list of units that are available to join the attack. Click on them and it’ll add them to the attack.
Does anyone have a good overview/tutorial of the current Logistics system in the beta? I’m clearly doing something wrong but my troops aren’t getting supplies and the various logistics map modes look like they should.
Also, I’m confused on how Replacement Troops work. I’m trying to reinforce some damaged units but when I build them the SHQ never seems to send them out.
You can also click the units in the display of the hexes.
Are they militia? Militia replace whenever they damn well please, and in my experience it takes forever.
Replacement troops also require significant logistics points to get to their units. so if you’re already having trouble supplying them replacements will never get there.
Yes, that’s likely what was going on there. Thanks!
Now if I could just figure out why no matter how many truck depots etc I build I can’t seem to get supply to my troops. They have access to roads, nothing shows up as a major bottleneck or anything (most green with one stretch of road to the north that only a couple troops are dependent on), but my troops don’t have any supply anymore. They were okay in their positions for a while but it’s dwindled away now.
Does your SHQ have enough food, ammo and fuel? That’s the other main supply drought that can occur. In my experience, food is usually an issue before the others. You can see how much you’re producing per zone using the items tab and see your SHQ stockpiles on the left “SHQ Inventory tab”. If you have 0 stockpiles and are in the red, your dudez are gonna starve.
Ahh, I think it was food. I had pretty good food income but suddenly I’m running a deficit for some reason. That must be in, thanks! I thought it was a logistics bottleneck somewhere.
Yes, that’s what I saw.
Yeah, I find the food problems particularly difficult to figure out. I’ll be cruising along with a modest gain per turn, then all of a sudden ~200 per turn. Without my having recruited any new troops.
Typically, it has turned out that my ag asset is not getting enough of some input.
People seem to be talking mainly about the problems they have figuring out the systems. More exciting mini-AARs! I am really on the fence with this one. It’s extremely up my alley but triggering my “when are you really going to play this” complex pretty hard.
The thing about Shadow Empire is those are the AARs. :)
Does anyone have some guidance for a new player on things to prioritize and be thinking about at first? For instance, I’ve learned that the Economics council (or whatever it’s called) is pretty much a no-brainer as the first council to go for, as far as I can tell. Then I add a Military design one and then… I don’t really know how important the other 6 or so are. Should I be getting those ASAP or waiting?
Early on, do you guys build Battalion-sized formations or fewer Regiment-sized? On a Medusa world, I typically first build a Metal mine and then Industry, should I be prioritizing something else? In most games, I find I get swarmed from all directions and feel like I don’t have enough troops to hold them all at bay or risk getting my troops cut off. Perhaps I’m grabbing too much territory? It’s hard to tell what these little towns do for me. I know they’re important for population, but is it a land rush where I should grab them ASAP or stay small and consolidate and only expand once I have the manpower to hold the front?
Anyway, would love some general guidelines on how to start out. I’m having fun with the game so I’m engaged, but having a hard time getting traction and getting better so far. Mostly just some entertaining and interesting spinning of wheels. :)
Well, you don’t really have a choice, since the prices go up with each one. ASAP won’t be very S. The price increase kind of “gates” the number you can have as the game progresses. As for which ones you pick, it’s situational. You’ll need to refer to the manual to see what each one does for you, how it helps. It’s also largely a matter of which strategem cards you want. One of the main uses of your BP (bureaucratic points) is to be funnelled into the different organizations to draw the different strategem cards. Understanding that card distribution is partly the key to deciding which organizations to implement.
Alternatively, just choose the game start where you already have all of them. :)
I usually have all majors start with 2 armies. It makes the game more about conflict between majors and less about resisting agressive minors.
I also take the 4 main organizations at start, as I find the game to be too slow without any, and having 8 means an unecessary strain on my early resources (you have to fund them from the same budget, and pay the directors).
I usually raise units that are as small as possible, because more sub units means an easier time encircling the opponent, and are more flexible when it comes to protecting your own supply lines.
I usually try to get a few light armors or rovers out ASAP (independent units, as you cannot wait forever for the relevant OOB to be available).
These are awesome at cutting supply, scouting, and destroying infantry in the open.
But you’d need to first upgrade the base designs:
The stock rover has virtually no armor. 50mm would go a long way to make him good at punching infantry.
The stock light tank has an awful engine. I usually replace it with one that has the best possible engine, and the same everything else.
I usually go for Military research ASAP, unless the planet seems poor in metal. In this case, I will go Economy first and try to aim for Serpentization (the tech that allows getting metal everywhere).
Getting good leaders early, and assigning the best ones to the most relevant positions makes a huge difference.
Assigning leaders with low loyalty or bad stats to infantry units is usually a good way to get them killed relatively quickly.