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Shadow Empire - Fallout Faction Warfare Simulator

For discussing tactical and strategy games. What's the difference between tactics and strategy anyways?
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Decline
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Shadow Empire - Fallout Faction Warfare Simulator

Post by Decline »

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
Last edited by Decline on June 16th, 2024, 01:17, edited 1 time in total.

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Post by Acrux »

Kinda cool that you can add Jeffrey Epstein to your team.


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Post by Irenaeus »

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.
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Post by Decline »

Acrux wrote: June 15th, 2024, 23:27
Kinda cool that you can add Jeffrey Epstein to your team.


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I recommend using Plymouth's various graphic mods to replace the ugly 3D renders.
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Post by Rand »

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.
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Post by asf »

maybe the game isnt for you
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Post by Rand »

asf wrote: June 16th, 2024, 02:23
maybe the game isn't for you
Why are you channeling stereotypically worthless Reddit comments?
Last edited by Rand on June 16th, 2024, 12:37, edited 1 time in total.
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Post by Element »

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.
Last edited by Element on June 16th, 2024, 12:45, edited 2 times in total.
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Post by Irenaeus »

Element wrote: June 16th, 2024, 12:44
I tried it at one point, found it too complex to get started quickly.
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. :toot:
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Post by Decline »

Irenaeus wrote: June 17th, 2024, 00:25
Element wrote: June 16th, 2024, 12:44
I tried it at one point, found it too complex to get started quickly.
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. :toot:
The most important thing is to start on tech level 4 and with at least 1 army.
With a TL3 start you can (and will) get trashed even by minors.
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Post by Irenaeus »

Decline wrote: June 20th, 2024, 00:24
Irenaeus wrote: June 17th, 2024, 00:25
Element wrote: June 16th, 2024, 12:44
I tried it at one point, found it too complex to get started quickly.
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. :toot:
The most important thing is to start on tech level 4 and with at least 1 army.
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.
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Post by DemoGraph »

I went from 1 city, 1 army, lowest TL to planetary domination, high(est?) difficulty.

The game is unoptimised meh, cards are retarded, the dev is lazy ass.
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Post by Irenaeus »

DemoGraph wrote: June 20th, 2024, 10:27
The game is unoptimised meh, cards are retarded, the dev is lazy ass.
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.
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Post by DemoGraph »

Irenaeus wrote: June 20th, 2024, 12:30
the cards are fun
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 retarded character? Diplo cards? Embargo?
OTOH you can explore all planet with spying cards, so that scouting units are there for LARPing.
Irenaeus wrote: June 20th, 2024, 12:30
the dev puts in hard work year after year
AI turn time.
Half the character skills do nothing.
Half the social engineering choices are useless.
Water DLC without ships.
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Post by asf »

I have to agree with the cards being retarded. Hiding crucial stuff like diplomacy behind shitty 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 retarded 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 retarded as usual.
Last edited by asf on June 20th, 2024, 16:02, edited 1 time in total.
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Post by Decline »

DemoGraph wrote: June 20th, 2024, 15:38
Water DLC without ships.
Have you ever seen any 4x/wargame with good naval combat?
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Post by DemoGraph »

Decline wrote: June 21st, 2024, 04:22
Have you ever seen any 4x/wargame with good naval combat?
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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Post by Decline »

DemoGraph wrote: June 21st, 2024, 10:24
Decline wrote: June 21st, 2024, 04:22
Have you ever seen any 4x/wargame with good naval combat?
Maybe Rule the waves? I haven't played it myself, but it looks promising.
https://rpgcodex.net/forums/threads/let ... es.108492/
Point is that Naval Combat sucks and it is a waste of time.

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.
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Post by Irenaeus »

Decline wrote: 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.
Awesome, nice to hear.
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Post by asf »

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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Post by Decline »

asf wrote: June 21st, 2024, 14:25
This game was intended to have eofs like scope, I suppose it might get there eventually, in a few decades or so.
Depends on how many kids the Dev keeps pumping out.
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Post by Irenaeus »

asf wrote: June 21st, 2024, 14:25
This 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 ... _functions

?
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Post by asf »

emperor of fading suns
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Post by Galdred »

Decline wrote: June 21st, 2024, 14:08
DemoGraph wrote: June 21st, 2024, 10:24
Decline wrote: June 21st, 2024, 04:22
Have you ever seen any 4x/wargame with good naval combat?
Maybe Rule the waves? I haven't played it myself, but it looks promising.
https://rpgcodex.net/forums/threads/let ... es.108492/
Point is that Naval Combat sucks and it is a waste of time.

But the developer has already said he wants naval units in the game so meh, you get what you're asking for.
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.
Last edited by Galdred on July 4th, 2024, 16:40, edited 1 time in total.
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Post by asf »

well face it, water ships are boring
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Post by Decline »

Galdred wrote: July 4th, 2024, 16:39
Decline wrote: June 21st, 2024, 14:08
DemoGraph wrote: 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/
Point is that Naval Combat sucks and it is a waste of time.

But the developer has already said he wants naval units in the game so meh, you get what you're asking for.
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.
If there's someone who can pull it off it's Vic. Let's wait and see.
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