We continue in our series of 'terrible graphics - complex gameplay - excellent design' with Shadow Empire.
https://www.gog.com/en/game/shadow_empire
https://www.matrixgames.com/bundle/shad ... e-complete
Manual: https://ftp.matrixgames.com/pub/ShadowE ... EBOOK.pdf
The gist of the game is this:
You are the Supreme Commander of one of many factions fighting for complete domination of a procedural generated planet after apocalypse hit.
You got Leaders to help you manage your planetary zones, administer your organizations and lead your armies.
You also have 'Stratagems' (Cards) at your disposal that you can play on various targets.
In essence this is a wargame but you will also have to engage in diplomacy, budgets, organizational management, economy, infrastructure and logistics , unit design, to name just a few.
Because the game map (the planet) and your military equipment (the units) are procedurally generated there's lot of replayability.
There's also separate system each for discovering techs, formation and model types and R&D.
Style-wise the game tries to impress the feeling that your are on grim-dark planet in the even grimmer-darker future and it feels a bit like playing a Fallout faction simulator.
Here's DasTactic's tutorial video:
A word of advice: This game features one of the most ugly render art I have seen in decades of gaming.
Fortunately modders have already taken care of most of it: https://www.matrixgames.com/forums/view ... hp?f=10623
We have a Steam curator now. You should be following it. https://store.steampowered.com/curator/44994899-RPGHQ/
Shadow Empire - Fallout Faction Warfare Simulator
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Decline
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Shadow Empire - Fallout Faction Warfare Simulator
Last edited by Decline on June 16th, 2024, 01:17, edited 1 time in total.
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It's great! I have played it many times in different planets with different rules and different strats.
It's near the top of my list of recommended strategy games.
It's near the top of my list of recommended strategy games.
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I tried to play this game but it explains nothing well and I couldn't even understand what was going on in combat.
I would attack many times and very little seemed to happen with few deaths.
I would attack many times and very little seemed to happen with few deaths.
You may as well not bother replying to my posts if it's to argue anything except concrete facts or your personal opinion. I still probably won't see it.
Reject your retarded-wing political programming and learn to think.
If you can.
Reject your retarded-wing political programming and learn to think.
If you can.
Why are you channeling stereotypically worthless Reddit comments?
Last edited by Rand on June 16th, 2024, 12:37, edited 1 time in total.
You may as well not bother replying to my posts if it's to argue anything except concrete facts or your personal opinion. I still probably won't see it.
Reject your retarded-wing political programming and learn to think.
If you can.
Reject your retarded-wing political programming and learn to think.
If you can.
I tried it at one point, found it too complex to get started quickly. The portraits and the card art was really bad, and I mean really bad. AI art would be a massive improvement.
Edit: It's good to hear that there are graphics mods. They'll be the first thing I install when I return to this.
Edit: It's good to hear that there are graphics mods. They'll be the first thing I install when I return to this.
Last edited by Element on June 16th, 2024, 12:45, edited 2 times in total.
You're not wrong. It took me a long time to learn how to play even at a basic level, much less thinking in strategies. But after many, many starts and ends, I got the hang of it at least at an intermediate level.Element wrote: β June 16th, 2024, 12:44I tried it at one point, found it too complex to get started quickly.
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Decline
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The most important thing is to start on tech level 4 and with at least 1 army.Irenaeus wrote: β June 17th, 2024, 00:25You're not wrong. It took me a long time to learn how to play even at a basic level, much less thinking in strategies. But after many, many starts and ends, I got the hang of it at least at an intermediate level.Element wrote: β June 16th, 2024, 12:44I tried it at one point, found it too complex to get started quickly.![]()
With a TL3 start you can (and will) get trashed even by minors.
Sure, that makes it easier and faster, but I've won maps with TL1 and no starting army, just the starting militia, through hard work, luck and a long game. I'd suggest starting with at least 1 army, though. I usually play on random planets but I have varied a lot. Last few games I did the new water world maps.Decline wrote: β June 20th, 2024, 00:24The most important thing is to start on tech level 4 and with at least 1 army.Irenaeus wrote: β June 17th, 2024, 00:25You're not wrong. It took me a long time to learn how to play even at a basic level, much less thinking in strategies. But after many, many starts and ends, I got the hang of it at least at an intermediate level.Element wrote: β June 16th, 2024, 12:44I tried it at one point, found it too complex to get started quickly.![]()
With a TL3 start you can (and will) get trashed even by minors.
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I went from 1 city, 1 army, lowest TL to planetary domination, high(est?) difficulty.
The game is unoptimised meh, cards are ********, the dev is lazy ***.
The game is unoptimised meh, cards are ********, the dev is lazy ***.
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This is simply false. You can not like the game, ok, but the cards are fun and the dev puts in hard work year after year.DemoGraph wrote: β June 20th, 2024, 10:27The game is unoptimised meh, cards are ********, the dev is lazy ***.
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About 25% of them. Do you use Motherlode much? Or those super elite officer cards that are like x3 cost of the cheapest intern and still can give you a ******** character? Diplo cards? Embargo?
OTOH you can explore all planet with spying cards, so that scouting units are there for LARPing.
AI turn time.
Half the character skills do nothing.
Half the social engineering choices are useless.
Water DLC without ships.
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I have to agree with the cards being ********. Hiding crucial stuff like diplomacy behind ****** cards was truly a braindead decision. I haven't played in over an year now, but last I tried the game had lots of fun stuff with some ******** systems spread around, like advisors having 'opinions' and crap migration. Of course it might have improved since.
Game is easy overall you have half a brain, since AI is ******** as usual.
Game is easy overall you have half a brain, since AI is ******** as usual.
Last edited by asf on June 20th, 2024, 16:02, edited 1 time in total.
Maybe Rule the waves? I haven't played it myself, but it looks promising.
https://rpgcodex.net/forums/threads/let ... es.108492/
Last edited by DemoGraph on June 21st, 2024, 10:25, edited 3 times in total.
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Decline
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Point is that Naval Combat sucks and it is a waste of time.DemoGraph wrote: β June 21st, 2024, 10:24Maybe Rule the waves? I haven't played it myself, but it looks promising.
https://rpgcodex.net/forums/threads/let ... es.108492/
But the developer has already said he wants naval units in the game so meh, you get what you're asking for.
Last edited by Decline on June 21st, 2024, 14:08, edited 1 time in total.
Awesome, nice to hear.Decline wrote: β June 21st, 2024, 14:08
But the developer has already said he wants naval units in the game so meh, you get what you're asking for.
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This game was intended to have eofs like scope, I suppose it might get there eventually, in a few decades or so.
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Decline
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Depends on how many kids the Dev keeps pumping out.asf wrote: β June 21st, 2024, 14:25This game was intended to have eofs like scope, I suppose it might get there eventually, in a few decades or so.
https://en.wikipedia.org/wiki/Empirical ... _functionsasf wrote: β June 21st, 2024, 14:25This game was intended to have eofs like scope, I suppose it might get there eventually, in a few decades or so.
?
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Sadly; I don't think there is any games that have both good gound and naval combat. Maybe World in Flames and the highly abstracted Gary Grigsby's World at War? One key reasone being probably that naval units should have a much longer range than your typical ground range, so the scale becomes inconsistant.Decline wrote: β June 21st, 2024, 14:08Point is that Naval Combat sucks and it is a waste of time.DemoGraph wrote: β June 21st, 2024, 10:24Maybe Rule the waves? I haven't played it myself, but it looks promising.
https://rpgcodex.net/forums/threads/let ... es.108492/
But the developer has already said he wants naval units in the game so meh, you get what you're asking for.
Last edited by Galdred on July 4th, 2024, 16:40, edited 1 time in total.
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Decline
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If there's someone who can pull it off it's Vic. Let's wait and see.Galdred wrote: β July 4th, 2024, 16:39Sadly; I don't think there is any games that have both good gound and naval combat. Maybe World in Flames and the highly abstracted Gary Grigsby's World at War? One key reasone being probably that naval units should have a much longer range than your typical ground range, so the scale becomes inconsistant.Decline wrote: β June 21st, 2024, 14:08Point is that Naval Combat sucks and it is a waste of time.DemoGraph wrote: β June 21st, 2024, 10:24
Maybe Rule the waves? I haven't played it myself, but it looks promising.
https://rpgcodex.net/forums/threads/let ... es.108492/
But the developer has already said he wants naval units in the game so meh, you get what you're asking for.

