tsiforb
Learned
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- Oct 3, 2013
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https://www.matrixgames.com/game/shadow-empire
Dev has only written little teasers for the most part but this looks like it could be interesting. Part 4x, part wargame. Conquer a low tech post-apocish planet that used to be part of a now decayed galactic republic. Release next year pending microissues. Here are some devposts:
planets
econ/management
diplomacy
stratagems
military
planets
The type of Planet you play on will impact your game quite a lot. It determines the terrain of battle (and economy), but also the relative scarcity of the different resources. For example a Seth Class desert planet will have very little water, making water very precious. While on other planets water will be more or less plentiful and of no concern.
Key parameters of those Planet Classes shown are Temperature, Amount of Water and presence of (Alien) Life.
There is still quite some variation between Planets in the same Class. The “Siwa” Class for example often has a breathable atmosphere, the others probably not. The thing is that Oxygen is not something that is usually present in an Atmosphere, unless there is some process like converting other molecules like CO2 to it.
econ/management
This snippet shows one of a players zones key statistics. Two important parts of a zone are population and workers. Population works in the private economy and does not necc. require your meddling or input. Workers however work in the public economy and you’ll need them to actively build public assets (like industry or research facilities) and work in them. The design idea behind the seperation between population and workers and private and public assets is that it allows the player the choice to either ignore the economy and just take tax revenues from the private economy.. or actively start planning and steer the economy in a specific direction. The latter strategy should reap more fruits when enough time goes by and your foes are getting more organized and tech-savy.
Your empire will have 7 profile groups, each with 3 profiles. The groups are: Society, Work Method, Ideology, Warrior Spirit, Diplomatics, Leadership Style and Economics. In the little screenie shown here you see the Warrior Spirit Group. Its 3 profiles are: Cleverness, Bare Bones and Morale. Cleverness gives you good tactical bonuses in the field, but has a limiting effect on Bare Bones once it gets to high. Bare Bones gives your logistical network a boost, but has a limiting effect on Morale once it gets to high. Morale increases the base morale of your troops in the field and helps avoid unwanted retreats or panics, but has a limiting effect on Cleverness once it gets to high.
Furthermore once you get a certain profile field to a certain level you’ll be able to produce specific special Stratagems. In the case of this group of profiles you can get Posture Stratagems that you can play on HQs. Like for example: Hold at all costs, Recon in Force and Ambush.
Here are a sneak peak into the nation profile fields. Note that the arrows actually indicate a negative feedback loop. So for example a high ‘democracy’ profile diminishes the ‘totalitarian’ profile. This system means a nation can only have one profile at a really high score in each circle. Note that this is part of a bigger system and what you are seeing here are just the ‘cap the maximum scores’ rules. Capping is important because we don’t want players to have top scores on everything. Opening certain doors means closing certain others. The profile scores themselves, if high enough, will provide you with bonuses, special action cards and can trigger special stories.
In fact Shadow Empire is going to turn to be a bit more towards the Grognard side of the strategy spectrum than expected. There are a lot of moving parts. The key thing that is different compared to other games and previous games (ATG) is the introduction of Organisations. Think here of analogues of ministries. You can have multiple off them and you can allocate part of your budget (in BPs, bureaucratic points) to each you have. The idea behind them is partly to allow the game to be easy to expand with new features after release, but mostly to allow the player that does not want to do to much management to not create to many organisations (which are not free of cost). My aim is that the game should be perfectly playable even without the advanced options some of those organisations give you.
diplomacy
Shadow Empire diplomatics are relatively simple, but I think they’ll be engaging. Basically either you or an AI regime can take the initiative. You can do so by playing diplomatic Stratagems. For example requesting to make contact, opening an embassy or proposing a scientific exchange. The AI can do the same, but on top of that the AI controlled Major Regimes will be involved in stories that are driven partly by their political and ideological attitudes and partly by their strategic analysis of their position versus that of the player.
In this particular snippet we see the Kaiser of Freikopf Reich being willing to move his attitude from COLD to FRIENDS. Well if you make the right choice and don’t roll particularly bad dice that is.
Note that your 1st Strategic HQ commander has a rather unpleasant attitude to diplomacy
p.s: Also note a scripting error in the message. The compliment is of course not for running his ‘reich’ but for running your empire.
It would be nice to have extra Decision options based on your Regime profile or the Leader handling the decision (in this case your Secretary, the Commander is just giving his opinion). But I have to prioritize a bit, so don’t think so for launch at least.
However a fair amount of Decisions and Stratagems do involve skill rolls. Here the commander definitely has an effect (in capability and motivation to do a good job).
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You core enemies in Shadow Empire are the other Major nations. These function much like your own nation. However there are also Minor nations and Unaligned Forces. These Minor nations are somewhat organized, but they don’t have the culture, intelligence, tech or will to become a real (major) nation. They are quite diverse and include Roamers, Farmers, Slavers, Religious Fanatics and Mutants. Gameplay-wise they mostly function as speed bumps to your growth, but you can also engage in limited diplomacy with them. It is for example possible to offer your protection to a Minor or make it a client state. Eventually they can even merge into your Major nation.
Next to the minors there are also Unaligned Forces and they represent those entities that are completely without organisation. They include Free Folk forces and also Alien lifeforms native to the Planet. Note the non-terrestrial plant colours in the screenshot. That is because this particular Planet (Lazonar Lumus) has alien plant life. If it has sizeable Alien animals is not sure yet. It is relatively rare to find yourself on a Planet that had much alien evolution. (well… unless you don’t go fully random and select the ‘Medusa’ planet class for your game)
stratagems
This snippet shows a part of the stratagem tab. Stratagems can be played on zones, empires or HQs and cost political points. Here we see the ‘Send Spy’ stratagem which you can send to any visible zone. If the insertion of the spy is successful (skill roll involved) it means you’ll get recon points on the zone (and subsequently the empire owning it). Basically the spies enable you to explore the map without using military force. Furthermore more spies will allow you to get information on the enemy troop dispositions and economy.
In this snippet we are seeing some new Fate Stratagems the player has received. I am really expanding on these Stratagems and using them for lots of different stuff. These Fate Stratagems are rare and can only be acquired by conquest and levelling your empire up. Other Stratagems will include Artifact Stratagems that you’ll acquire through scavenging and archeology. Faction Stratagems that you’ll acquire by having a good relation with a faction within your empire. And then there is a big bunch of Organisation Stratagems that are produced by your different councils.
military
This snippet shows that when you are creating new troop configurations you can specify what kind of equipment they’ll receive. Yes these kind of choices are in essence trade-offs between beneficial equipment versus cost of production. On some planets however you’ll not have a choice. A toxic atmosphere for example will oblige you to issue at minimum envirosuits to your troopers.
In this snippet you are seeing me choosing which new Formation to build. Once I select one I’ll pay the costs in Industrial Points, Metal, etc.. and I’ll get a fully manned HQ and subordinate Units placed on the map.
There are two kind of Units in Shadow Empire. Those which belong to a Formation (a Formation is several units + an commanding operational HQ) and those which are Independent Units. Formations should be preferable to build since they come with their own HQ and can thus have their own Commander, who can give significant combat and other bonuses. As well a Formation gives you the option to play Posture Stratagems on it like: Defense, Hold-at-all-Costs, Shock, Blitz, Reconnaissance-in-Force, etc…
The other kind of Unit is the Independent Unit. The Independent Unit allows you to build specialist Units like for example extra Artillery or AT Support. And each operational HQ can next to its own Units still take a limited number of Independent Units under its command.
The system is more flexible than DC, but less flexible than Advanced Tactics. Instead of designing your own ‘TOE’s you’ll need to develop them (like research) to be able to raise a certain type of Formation.
One thing that is interesting to know about Shadow Empire is that its troop types (like tanks, guns, infantry) never are exactly the same every time you play. In the small screenshot above you can see a detailed statistical report on the ‘ATG’ anti-tank gun. Note also that you can improve the gun by ordering a newer version to be designed. This of course does come at a cost in bureaucratic and political points and is best only done after significant technological advances have been made to ensure the investment will be worthwhile. One thing I am not still completely sure about is how much of the detail to hide, probably I’ll eventually allow the player to chose either ‘extreme FOW’ or ‘normal FOW’. In my humble opinion I believe that not being sure how good your equipment is until you are committed to battle would be a very interesting mechanic. However I’ll have to put that ‘extreme FOW’ on the list for later on since hiding stuff is not the best way to debug and beta test
The screeny shows a small empire that just started expansion. For a change we find an empire that is on a planet that actually supports open farming and has some rainfall! That’s good because it makes growing crops a lot easier. No need to build domes or do ice mining for supplying your plants with water.
The small empire shown above is starting to deal with some Marauders at its borders but has not yet ran into any real opposition. Only issue it seems to have right now is a Crime Syndicate which is causing some loss of private Credits and increasing the Danger level a little bit.
The Crime Syndicate is an example of a Story Module that is the first of a template approach for later on. It will be relatively easy to add more Modules like that to further flesh out the game universe. I am using a modular approach with further story content and the aim is threefold: allow the player to switch on/off a Module before starting a game, allow VR Designs to add DLC-like content after release and allow modders a way to create extra content for the game.
But for now it has been enough work on content. There is now a quite rich tapestry of immersive details in place. Lots of events to occur and decisions to make, including diplomatic ones, almost 200 Stratagems, detailed Leader stats, dozens of Hex Perks and Unit Feats, politics, elections, internal factions, archeology, rebellions and what not more. There is enough there right now to make the world feel sort of like a real place. It needs some more work for mid and late game in the final content design phase, but I consider the basic content design phase finished.
It’s time to move to the Interface & Graphics Phase start of August and after that do some AI work. Then it will be on to the Final Content Phase. And then we’ll be getting awfully close to full beta.
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