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Dangers & Dormitories update v1.26.16

>33 new Danger event variations added, including 19 new vidcom graphics to illustrate them
>Social Housing and Worker Appartment Asset Types added, allowing you to convince Population and Worker to stay in a specific Zone
>The slightly weakCommerce Profile at 50+ now gets an extra Stratagem "Improvised IP"
>Detailed mouse overs added to the election reports to show why the election votes went a certain way
>>
>>1913523
Republica DLC when?
>>
>>1913523
The Mooks
>>
>>1913523
vgh, sovless
>>
>>1913523
What is this soulless slop image?
>>
>>1913552
A perfect representation of Shadow Empire
>>
>>1913539
>>1913552
>MUH SOVL
fuck off, these give shadow a polished and refined look rather than the hilarious out of touch art it initially had. Thankfully Vic confirmed all old art will be replaced come 2025 when republica is out
>>
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>>1913523
So much better than the dog shit it had before
>>
>AI will still chain ICBM you the moment it can
>Staff Council still sucks
Republica when?
>>
>>1913703
The potato art was cute tho
>>
Both the old and new art are bad.
>>
>>1913703
good. this stuff looks much better than the original art.
>>
>>1913703
>polished and refined

you mean AI slop
>>
>>1914023
>>1913918
The new art is more immersive and higher production value, gives shadow empire a more mature and refined style that it was missing
>>
Im an enjoyer of shitty graphics, it gives me good hopes that the devs prioritize gameplay over it
>>
>>1914039
Are you retarded? The gameplay is literally 99% of the game. Fuck off back to goi 4 moba pleb
>>
>>1914027
It still looks potato, but it's just even deeper into the uncanny valley
>>
>>1913523
Sad slop.
>>
>>1914122
>deeper into the uncanny valley
so it's even MORE sovlfvl?????? based vic
>>
>>1913534
>>1913704
AI art is actually a blessing for programmer art retards.
>>
>>1914039
gameplay is even shitter than art tho
>>
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>>1914745
Awww little babby thinks anything that requires above room temp iq is shit. Sorry you got filtered smooth brain, back to goi 4 and Fortnite faggot
>>
>>1914748
anon, the game is easy as shit
the problem is that mechanics of the game are both bloated and shitty and difficulty is mostly bound to crappy map generation RNG
like how much of brainlet you must be to claim that this game is difficult?
>>
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>>1913523
>I mIsS tHe oLd aRt, iT hAd sOuL
Stfu the old art was dog shit and you know it.
>>
>>1914750
LOL. Lil babby got comp stomp’d on easy and now larps like he “mastered” the game. Nobody brags about beating the game, even on hard which is often extremely difficult or even impossible, the real challenge is against other humans which I know you never did.
>>
>>1914753
>game is badly designed
>full of bloated mechanics that add nothing other than fake ''deep''
>shitty to play in SP
>brain dead AI
glad we agree on something
>but its much better to play in MP I swear
doubt it, I used to play board wargames back in the days and I can bet my left testicle that it can't even reach 1/10 of fun of that especially with people you can get to play it online
>>
>>1914754
LOL rage baiting this hard omg
Bait harder retardant. Shadow empire is the greatest 4x game ever made and easily the most ambitious game ever designed so slob on my grognuts zoomer cuck
>>
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>>1914770
>Shadow empire is the greatest 4x game ever made and easily the most ambitious game ever designed
sure if you didn't played any other 4x game
>>
>>1914750
haha this faggot reveled hes cheating at lowest difficulty setting and now is seething in every SE thread since, unbelievable how many schizos this board has, go back to your paradox visual novel threads you stupid mongoloid
>>
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>>1914774
>unbelievable how many schizos this board has
agree, now take your pills anon
>>
>>1914751
holy soul
>>
>>1914751
This Alexander Kerensky reference was so cool.
>>
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>trying to population max during the planetgen for maximum urban sprawl
>roll a perfect planet
>too perfect
>12 billion people live on the world
>and they're all farmers
>no cities at all, just everyone living the Jeffersonian ideal
>roll for the apocalypse and somehow 99.9% of everyone dies despite the planet being the literal garden of eden
>>
Are they ever gonna expand on the Shadow storyline? The implication that all players are fragments of one of the old emperors was rather interesting.
>>
>>1915947
Yeah Vic plans to expand on the shadow later after the next few dlcs

>>1915913
When the planet gets cut off from the rest of the galaxy, sustaining 12 billion would be impossible. 99% pop loss is quite severe what was the dissolution events?
>>
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>>1916009
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>>1916143
99.94% reduction of life following the Dissolution War.
>>
>>1916144
Disease and raiders. Brutal.
12 billion is crazy population I don’t think I ever generated a planet with that mich
>>
>>1916144
>religious cult uses nuclear weapons to destroy 11 zones
When the Amish get ahold of WMD’s
>>
>>1914751
i like this more
>>
>>1915913
the planet generation is the shittest thing in this game and that say a lot
>>1916144
i never seen pop that high usually get around 3-4mln up to 5
>>
>>1915913
The game is post-apoc. They even chucking nukes around.
>>
>>1914751
The new art is just dogshit: HD edition.
>>
Just pirated the game and Im still confused about lots of thing
So is the game actually good? also what should some tips to know about? all I know is that logistics matter since I got buckbroken everytime I attack enemy units, right now Im getting attacked by aliens but I created a defensive position arround the oil field and builted a supply hub
>>
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>>1917971
>bureaucratic point generation is your main way to advance as a society
>BPs are distributed across your various organizations according to their budget, which allow them to generate stratagems, discover and research technology, and so on
>you can build bigger, more efficient bureaucratic generation buildings when your cities get big enough, your citizens across your empire get comfortable enough (amenities from hospitals, barracks, vidcom stations, and private sector equivalents), and assuming you have the power generation, workforce, and materials to pay for the building's construction and upkeep
>the amount of BPs you generate is scaled with how well your society as a whole is doing- nobody's doing much research when they live in a hovel fearing for their lives
>free folk will become city slickers if it has a better quality of life than what they can expect out in the boonies and will move out if things get bad
>like all 4Xs, your first turns have an outstanding impact on the rest of your game
>you have a lot of territory around your first city, but some chokepoints and a lot of forest as well
>my recommendation would be to use the 'Raise Form' button on the right to build some independent formations of machine gunners to plug up choke points
>build a recycling facility in the ruins to generate more resources
>you're surrounded by potentially hostile neighbors, click on the areas around you and look at the flags to figure out how to proceed
>non-aligned forces are xenofauna, raiders, and other various lowlifes you can't negotiate with
>if you have minor factions around you, it'd be a good idea not to push the border with them too much unless you're seizing a strategic point like a town or hex feature- eventually you'll get a random event to make peace with them and that'll make it easier to expand early game when you aren't literally surrounded by enemies on all sides
>you can declare war on annex them later when you're ready
>keep the manual at hand
>>
>>1913523
DANCE PARTY in the bureaucrat office!
>>
>>1917991
So the main currency in the game is paperwork?
>>
>>1917971
Can’t read 400 + page manual = filtered.
>>1918214
No the main currency is liquid energy which is store in a coin.
>>
>>1918214
BPs are for research which lets you go from caveman to alien tier. IPs (industrial points) are an abstracted value representing work force or the labor force you have to construct new buildings.
LP’s or logistical points represent your logistical capacity as each resource has a weight value, (100 units of food vs 10 tanks). Just keep your roads simple and upgrade your truck stations, use railroads to connect cities to further increase your logistics. supply hubs are for increasing APs (action points) for your supply trucks so they can get over rougher terrain and reach further and usually aren’t really needed unless there’s mountains or heavy jungle and your fighting in a far off location where units need supply’s.
>>
>>1918214
Paperwork is the primary measure of your civilization's success.
>>
>>1917971
>So is the game actually good?
not really
>>
>>1919544
>T. Brainlet
Your bad, not the game.
>>
>>1919886
its bad game disguised as deep game to fool brainlets like you
and the game is easy, the difficulty come mostly from rng planet generation
>>
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>Discovered water deposits in Retardtown
Thank you. Very cool. Have you found metal yet?
>>
>not even AI can make vicslop look good
lol
lmao even
>>
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>>1920170
>400+ page manual describing every mechanic and feature of the game is disguising the game as deep
Okay retard. Just say you got filtered and you have a literal peanut rattling around in a tin can for a cranium.
>>1920943
Tranny detected. Day of the rope can’t come sooner.
>>
>>1920922
>wahhh I’m a literal mouth breathing retard who can’t figure out how to use a slider to dump BPs into prospecting and using cheap buggies to easily discover metal deposits wahhhh
>>
>>1921097
What do trannies have to do with this?
>Okay retard. Just say you got filtered and you have a literal peanut rattling around in a tin can for a cranium.
You are definitely not white, I'll tell you that much. Making the game obtuse and inaccessible hides its flaws, that's just a fact. Perhaps the greatest example of this is planet gen, where you cannot even hide behind "well it's soooo complicated vic is just not prioritizing this because the game is for high iq individuals only!!1". Letting one choose whatever value you want would be trivial, but he didn't do that anyway, because that would let people figure out faster how much of a hack he is.
>>
>>1914491
>programmer
this nigger cannot even properly handle return values from fucking input widgets, it's just persistence of an autist that made this project and it's also why it's so flawed at its core and why it appeals to similarly minded autisms.
>>
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>>1921097
>it has 400+ pages manual
>so its must be good
lmao
just write that its too complicated and hard for you to grasp it you brainlet
>>
>>1921221
>>1921198
>>1921297
Please give me an example of a 4x game that can do what shadow empire does
>>
>>1921556
Could you be more specific? What does it do that no other game can replicate?
>>
>>1921755
Pretty simple, what game can say it does everything SE does, but better?
>>
>>1921834
Pretend you're reading a manual while slurping up vic's carnal juices. When it says "specific", what do you understand by that word? Cause I ain't providing an exhaustive fucking list of "everything SE does", give some examples.
>>
>>1921556
There isn't. That's why people play this game. I would like to see what the contrarians are playing, lol.
>>
>>1921982
Well my person of color anon friend, the issue isn't that people are playing it because it's unique and 4X as a genre has less than a handful of games worth playing so any slop has an audience, the issue is that people playing it pretend like it's not a huge time wasting pile of steaming dogshit made by a very incompetent developer for a niche autistic audience, but that it's actually a masterpiece that requires a high IQ to comprehend.

For example, notice how neither of you so far have managed to point out anything specific that it does so bloody well? That's because you, being so high IQ, know that having a poorly written overly verbose manual isn't actually good enough to be considered a good game. But feel free to try again.
>>
>>1921978
LOL. Completely and utterly BTFO
SE chads win again. Peanut brains on suicide watch
>>
>>1921993
You literally said “exhaustive list of features” now you want specifics ? I can’t imagine being filigreed so hard by a game that your only course of action is to cope on 4chan.
>>
>>1922217
*filtered
>>
>>1913703
Faggots. The old art was kino. Bait and switch scam.
>>
>>1922214
>>1922217
The question was: "Could you be more specific? What does it do that no other game can replicate?" to which the reply was "Pretty simple, what game can say it does everything SE does, but better?". That isn't specific and I'm not going to provide an exhaustive list of "everything SE does" for comparison. The question remains: what are specifics examples of "things that SE does" that you want to compare to how they're done in other games?

For a manual reader you have very poor reading comprehension.
>>
>>1922435
>still can’t answer the question
Kek. Cope and seethe. Back to plebbit and whatever moba trash your peabrain is capable of playing
>>
this game shits on hoi4 forgot it existed, are bunkers worth it? my capital is about 10 hexs away from a major so i want to fortify a frontline so i dont get rush
>>
>>1922603
Build them if you’re getting pushed back and you feel the city might get sieged otherwise I wouldn’t waste resources on them.
>>
shitposting aside, but I've been thinking of picking this up. what exactly makes it special and worth learning though?
>>
>>1923194
Replay value. Everything is procedural. Units, enemies, planets, aliens, fauna ect. There isn’t a set meta that will win you every game like in most games. One planet may offer loads of metal deposits and large open plains, ideal for mass producing tanks and walkers, open air farming leading to large populations and surplus manpower, while some planets are volcanic and scarce in resources, or jungles where vehicles are less effective. You must adapt to the planet and come up with a unique strategy every time. Combat is addictive, equipping and mass producing infantry in power armor with micro nuke launchers to wipe out tribal aliens is always fun. Grueling tank battles with 1000s of vehicles across massive fronts with various terrain features and planetary conditions. The AI has buffs but for most part plays with exact same rules as the player with a few exceptions. It’s challenging and will flank you, look for breakthrough’s, constantly move its units and even retreat to high ground and adopt a more defensive stance. It will send a few units to cut supply lines. (Not even gonna get into logistics) every resource is finite, your not just getting crap out of thin air, each deposit has a finite amount. RNG rolls add unpredictability. There’s politics, factions, councils, diplomacy, leaders ect. Card system allows you to play stratagems to create a unique strategy and min max. Big tech tree, going from basic rust style “slug throwers” all the way to nuclear missiles and lasers. There’s independents like raiders that literally just go around fucking with people, and actually level up and grow over time if left unchecked. There’s a lot of uncertainty, the odds say 5:1 but I have low recon and I only “know” there’s 500 men, turns out there’s actually 5000 and I just sent my men into a slaughter. It’s a real strategy game for real strategy gamers. There will never be a game like it, at least in the next decade. All made by 1 giga autist
>>
>>1922603
>>1922871
Build a shitload of them anyways because large fortified lines are cool.
>>
I like it when you go from dudes in fatigues and carbines to power armor and nuclear rocket launchers
>>
>>1923342
How necessary are the DLCs?
>>
>>1923342
I like that you can design your own units and there is a tard wrangling element like Crusader Kings, except I can't have my characters have sex. Internal politics of organisations is barely represented in wargames.
>>
>>1923342
Sounds like it's possible for it to be good. Too bad the autist in charge couldn't buy himself a UI/UX course.
>>
>>1923449
It’s more of a “buy the dev a coffee” than a dlc.
>>1923483
The UI looks bad at first, but a quick read through on the manual and it all makes sense. Plus there’s tooltips so a couple play through and the UI becomes demystified
>>
I want to play MP but I am not joining/installing discord
Last time I tried to organize a PBEM here I got faggot screeching about supposedly important time being wasted if you don't have heckin discord
>>
>>1923342
Resource-wise, as long as you have a planet with an active core, you can mine what is practically infinite resources even if the surface is barren of fuel, metal, and rares.
>>
>>1923789
Shit like this is why I cannot ever trust the fanboys. The mechanics are so obfuscated that I don't know if the game is actually le deep or it's just so confusing that most people don't figure out the ways in which its design breaks down.
>>
>>1923789
Soil demetalization is far enough down the tech tree that unless you have significant sources of metal already (and some hi-tech vault cards) you're going to lose the game before you reach it.
It used to be a tier-2 tech and the production yields were far higher which meant holding out until you got it was a valid strategy. Not really the case anymore.
>>
>>1923767
To be fair you can transfer save files much faster over discord but discord is full of massive faggots
>>1923800
Once again, read the 400 page manual and come back and tell me the game isn’t deep. The manual is free online.
>>1923789
That’s only if you have soil demetalization tech which cost quite a bit of BPs to get to. That tech is really only for planets with no metal deposits.
>>
>>1923839
>>1923905
The thing is, you can mine-max all the resources off the crust, and by that point in time you should have enough bp to have gotten Soil Demetalization. If we're talking about power armor troops flinging nuke rpgs, we can talk about harvesting every resource hex to fuel the machine and transcending into SD complexes after draining the hex's dry.
>>
>low metal
>only one metal mine
>rebellion
>starvation hits me
>cant make ammo duet to low steal
>major declares war
>GG
forgot i needed to power budlings was wondering why my mine was giving me nothing and that was the end kek.
>>
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fuck these worms
>>
>>1924155
Always max out discovery to discover power plant/solar, or else you run the risk of researching 3 techs and unlocking the next tree and skipping them.
>>1924198
I’ve seen worse but those will be annoying no doubt. Just surround em with cheap mg’s and bombard them to death
>>
>>1924289
>>Always max out discovery to discover power plant/solar, or else you run the risk of researching 3 techs and unlocking the next tree and skipping them.
oh shit i did not know you could skip techs, by maxing out you mean the sliders %?
>>
>>1924295
Not literally skip them forever but you want to make sure you discover all the important techs in a given tech group before you unlock new groups and suddenly your important tech goes from being one of two discovery options to one in ten. You need to shuffle your discovery and research priorities a lot to make sure research and discovery progress at desirable relative speeds.
>>
>>1923905
>tell me the game isn’t deep
Deep as a puddle.
You can throw dices and roll win, or you lose. So fucking deep lmao.
>>
>>1924155
>major declares war
>will never end it for any reason at all ever
Shadow Empire
>>
>>1924358
That’s cute, kid. Now back to your moba Fortnite skibidi toilet games
>>1924587
Play on hard against a militarist regime and come back and tell me how that turned out
>>
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>sentient reptiles at war with me they push my shit in
>sentient reptiles next to me not at war with me but extorting me for 1000s of credits
>rebels surrounding me
>my infantryy gets cut down in the 1000s if they attack
>trying to save metal for more tanks as man power is low
>all my metal going into ammo production through the workshop
>This one tank regiment counter attacking by gassing anything that gets close to the capital
>they are the only thing holding the line
comfy as fuck game desu
>>
>>1924774
I accept your concession.
>>
>>1924328
>You need to shuffle your discovery and research priorities
I just put 100% to research but don't actually research anything until I've discovered the techs I want
>>
>>1924977
>>I just put 100% to research but don't actually research anything until I've discovered the techs I want
so they will just keep stacking up and the you choose which on you want?
>>
>>1924977
>100% to research
big mistake, your leader gets exp for rolling bonuses and that way hes missing on research roll exp
>>1924995
if you do not choose research it will automatically transfer to discovery, thats why a lot people go 95%-5%
>>
>>1925017
>that way hes missing on research roll exp
oh, never thought about that, I'll join the 95/5 gang then
>>
>>1924830
Grim.
>>
>>1925023
i havent played in a while but recently I read that people go up to even 75-25, apparently you lose leader bonus to research when you do the auto transfer so theres some value lost if you do it 95-5. How true and worth is it i dont know, i read it on redd*t.
>>
How do I destroy relations with a major? I got them both of them to 100 but they're both cold and won't agree to anything. And now that I'm ready for war I get massive penalties if I attack. I tried playing that card that damages relations but the difficulty's really high and it usually fails and increases relations. If there's not an easy way to destroy relations, is there any way to raise their mood from cold to friendly?
>>
>>1925302
You might be better off trying to fail some of the ones that raise relations like gift or whatever. But yes, this is a big problem with the game, if you want to raise relations it is often impossible and if you want to lower relations it is often also impossible.
If you're not hemmed in just keep expanding, gradually they'll begin to hate you and relations will drop and then they'll declare war.
>>
>>1925439
Thanks, guess I'll just keep doing what I'm doing then. Also one more thing, my starting zone's gotten pretty big so I assume I should found a new zone/city. The only catch is there are hardly any resources on this planet worth making a city close to. Is there any downside to just dumping a new city on a free folk settlement and waiting for them to build up the private economy?
>>
>>1925450
>I assume I should found a new zone/city
This isn't Civilization, don't make a new zone unless you have a reason. The reason would be Admin Strain in your other zone above 10 or 20% depending on your specific level of autism. If you ever have any zones that don't need to exist you should be merging them into larger zones to popmax production facilities.
>>
>>1925469
>don’t make a new zone unless you have a reason
Any asset outside of 6 hexes pretty much necessitates a new zone. Admin strain is a bitch, there’s more rebuffs than just production efficiency. Having more zones means you cover more of the map, spread your pop out over greater area, and strengthens your logistics network on the map along with taking advantage of all the assets and hex perks with no admin strain. The AI usually have 6-12 zones a game.
>>
>>1925439
>this is a big problem with the game
Lol no, it’s a big problem with your factions and administration basically saying “fuck you were not backstabbing our neighbors” if you wanna be a backstabbed and have little penalty play the fist profile.
>>
>>1925450
Every 6 or more hexes is a good rule of thumb. Obviously there are dead spaces so admin strain wouldn’t matter, but you do want to build new zones and spread your population out. Having 3 cities connected by rail each with 100k population is better than 1 mega city with 300k population. Don’t put all your eggs in one basket. The goal is to conquer the map, you can’t do that by sitting and turtleling around 1 zone while the ai colonizes the rest of the map. While anon >>1925469
says it’s not civ, that’s only partially correct. You need to build new zones and remember you don’t know what’s all there if you have low recon and lack good prospecting. Building a new zone makes prospecting easy than 1 zone prospecting a crap ton of hexes.
>>
>>1925532
>i fucking hate those franconian militants, let's see if we can piss them off
>go spill some wine on that diplomat, wubby
>difficulty 283
...
>i'm sorry sir
>i spilled the wine on the diplomat, but the response was unexpected
>he laughed and said it was a color improvement
>relations +10
the system is fucking retarded
>>
>>1925540
>Having 3 cities connected by rail each with 100k population is better than 1 mega city with 300k population.
It's not. One high level asset is much more productive than three low level assets. You can do that math yourself. This isn't civilization where every map tile is productive as long as it's within two squares of a city.
>>
hey manual readers
can somebody point me to detailed planet generation guide and what everything mean and how it translate into planet generation?
>>
>>1925567
Retard “you” may hate those Franconian militants but your factions and leaders and people don’t. So yes it should be difficult to reduce relations with a faction you’ve built trust with over time. It’s not just 1 person walks up to the king and moons him then -10 relation you retarded paradrone. And like I said don’t like the penalty? PLAY FIST PROFILE.
>>1925568
That’s funny, try that on multiplayer and see how that goes. Your one city is a lot easier to attack and cut supplies off too then 3 cities with a strong logistic network. While the 300k city might produce more, that’s not the argument.
>>
>>1925835
Page 153
https://ftp.matrixgames.com/pub/ShadowEmpire/Shadow%20Empire%20manual%20EBOOK.pdf
>>
>>1925568
Yes it will produce more, but it also leaves you open to attack from every direction. Sitting in 1 city and not expanding is literally a death sentence on higher difficulties. While you turtle the AI is taking over the other AI regimes zones and expanding across the entire map. You must have a spartan 300 fetish or something idk
>>
>combining populations to make them more productive = turtling and letting the other regimes win
okay retard
>>
>1 mega city
u should put 3000 to colonist every turn
you should build a new city with a target pop of 50k just to avoid admin strain near deposits
every city with some bunkerization and supply depot can be a forward operating base.
>>
deposits are temporary
level six dirt metal sifter is forever
>>
What is the point of admin strain
>>
>>1926242
Go build a lemonade stand outside your house, now go build one a mile away.
>>1926032
>retard doesn’t know what exponential growth is
Cities grow on their own with private economies. That’s why there is investment cards to boost the growth of new zones you created. Please tell me what advantage there is with not creating new zones?
>>1926049
This guy gets it. Building cities 6 hexes or more and dumping private investment cards and flooding with colonist is how you spread across the map, take advantage of hex perks and deposits, prospect, and avoid admin strain.
>>
>>1926049
I do disagree with supply depots as they only give more AP to your logi trucks. Supply depots really should only be built at the furthest edges where your logi network falls off and your trucks need that extra AP to get through tough terrain. Jungles, mountains ect have a negative AP modifier on your logi trucks, but depots negate that but do not extend your LP
>>
>>1926356
>trucks need that extra AP to get through tough terrain. Jungles, mountains ect have a negative AP modifier on your logi trucks
Have you ever played this game?
>>
Played this for the first time earlier this year, had a lot of fun trying to learn it. Remember I ended up with some kind of wunderkind working in the foreign affairs council, minor factions were basically lining up to get annexed every turn while the other majors were struggling.
Figured I'd give it another go, any recommendations on planet types? I remember trying one with more water to learn about the maritime trade houses, but ended up with some permanent rainworld with storms so thick I couldn't scout two tiles ahead of me. Kept bumping into fauna and getting wrecked.
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>>1926352
>Please tell me what advantage there is with not creating new zones?
Civilization level.
When you have 1 city with arenas/zoos/etc that have 16 lvl civ, you have 4 qol.
When you build second city and place one zoo on it so it have 2 lvl civ, you will have 3 qol.
Of you build 3d with 2 civ too, you will have 2.5 qol.
Also some buildings req certain pop limit.
*nta*
>>
>i've spent the last 20 turns failing a 1d100+100 vs 2d100+100 unification roll against a minor that previously blobbed into the road on the only land bridge that leads to a zone that is under attack by a major
Certainly 1d100 is typically going to be less than 2d100 but fucking twenty turns.
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>>1926374
Have you ever read the manual, you dumb illiterate mongrel?
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>>1926483
You can build up civ level in your capitol while expanding other zones. You can only have one university, one industry, one power plant. Meanwhile I have 2-3 universities and multiple power plants producing more research and power than anything your 1 city can produce. Civ level really is only good for keeping your people happy.
There is literally no advantage to sticking to one zone, while ai conquers cities and acquires their population, industry, and resources.
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>>1926480
Siwa, 5-10% mountains and 10-15% water. Open air farming leads to large populations. There’s also more resource’s generally. No hazard in enviroment, roll for no annoying sentients. These planets sully also have a lot of cities before the dissolution war so there’s lots of ruins for metal and combat is more forgiving.
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>>1926374
Get dunked on illiterate non manual reading sub room temp iq troglodyte. Manual chads always win.
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>>1926724
>>1926735
I don't need the manual to know that "logi trucks" can only travel on roads, where they expend 10 or 7 AP per road tile regardless of the terrain through which the road passes. I also don't need the manual to know that Supply Bases only affect "logi truck" AP and don't affect "unit logistics" which is how the items travel the final step from the road/rail to the unit a few tiles away, and is affected by terrain (and roads) when applicable. Thus, I can safely say without reading the manual that trucks don't need "that extra AP to get through tough terrain." You dumb fucking retards. Why even bother trying to discuss the game here, you guys clearly don't play it.
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>>1926811
>logi trucks only travel on roads
False. Only LP goes through roads/rails. Trucks can supply units that are away from roads.

“ Supply depots work by extending the range of a truck station along a road. They do not add any Logistical Points to the network. In other words, a Supply Depot will not increase the quantity of resources you can move along that road. Instead a Supply Depot increases the Free Logistical Action Points for supplies entering the Supply Depot; it increases how far the existing Logistics Points reach before they begin degrading”

Hexes that don’t have a road cost significantly more AP for your logi trucks to get to your troops. If there is mountainous terrain, jungle, canyon ect guess what? That means it cost more AP for your logi trucks which is why you can cheaply construct supply depot to extend the range of your trucks so they have more AP to get through tougher terrain where no road is present you dumb fucking idiot. You have no understanding of how logistics work in this game and your illiterate. I bet you play on mid-logistics and think you mastered the game. What a clown. Hope you learned something today !
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>>1926480
Getting someone decent in the foreign affairs council early on is a game changer. Annexing tribesman and scrapping the militia units in your capital is a good source of population as well once they're no longer competitive on the battlefield.
>>
>>1926915
not him but isn't that outdated?
or dev changed again how it works?
last time when i checked it worked by refreshing AP degradation or something
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>>1927334
it sucks how weak militia is, only good for garrisoning cities
they have lowered exp level efficiency, you can't rearm them(even if you could in early game version) you can't attach them to any OHQ or give them their own OHQ command and they come in usually shitty units, if you play on fast tech their subunits weapons are also like 100 years behind your army and you can't even integrate them into your regulars
shame because if it was well made system you could have ethnic units or ethnic troops around
>>
>>1927424
I'm just glad they give population now when you disband them.
>>
>>1927448
they always did? alongside with some small amount of resources
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>>1927455
They didn't.
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>mechanize my entire army
>I have enough fuel for maybe 10 turns of warfare
Every time.
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>>1927513
Maybe it's just the planets I generate but I am always swimming in fuel without doing anything about it. The civilians are constantly drilling for it.
>>
>>1927513
dunno but its usually metal that I am short on(or everybody really)
motorcycle brigades and toyota trucks with guns when?
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>>1927334
Yeah, in that game the issue was less about trying to expand through hostiles and more just figuring out how to link up my logistics to start bringing the new cities into the network. My nation ended up snaking across the equator with majors on the north and south, which made for some fun wars later on. I didn't know about scrapping militia, I'll have to remember that.
>>1927515
With my luck, the only sources I ever seem to find are through scavenging. So plenty early game, but then no deposits, so I usually end up with mostly infantry.
>>
>>1927575
How are you trying to mechanize before you have any of the oil production factories?
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>>1927589
Man's gotta eat
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>>1913523
Is there a way to decrease danger yet aside from waiting?
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Haven't played since like April.
Does the game have new art or what?
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>>1928004
AI ART
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If I ever have to mass scrap a quarter million militiamen again it'll be too soon.
>>
>click "mass scrap"
>select "entire SHQ"
>repeat for a dozen different unit types
what a pain
>>
Am I the only one who keeps militia around in cities to break strikes and whatnot?
>>
>Hey boss, I just got out of the library and want to let you know I started screaming at some nerds in front of the media.
>I told them they should be dying of asphyxiation on the frontlines after their enviro-suit is punctured by enemy fire instead of reading.
>Anyways, some people got upset.
>Please take care of this.
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>>1928911
You could do that, or you could disband them so they turn into recruitable citizens and then recruit them into actual military units.
>>
>>1928911
I keep them around to initially act as borderguards then later as unrest units since, as far as I can tell, the game treats every 100 men equally when it comes to lowering unrest whether they are militia, an unarmored/slugthrower wielding green recruit or a combat armored veteran.
>>
>>1928939
>Sincerely, the 40 happiness secretary belonging to the polar opposite profile faction that just won't quit
>>
sorry If I still cant generate a snowy planet that is actually snowy and not 90% dessert when I want to play on a snowy planet, or any variation like that, Im not buying

christ the map generator is such shit
>>
Why would I ever NOT use the "supply units before SHQ" zone setting? What benefit is there to spending logistics to ship resources to the SHQ only to ship them right back, when the zone could send easy stuff like food straight to the units?
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>>1929057
>christ the map generator is such shit
it really is
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>>1929057
That isn't hard. It just needs to have an atmosphere, water, a slightly below freezing temp over most of it and possibly a significant tilt so it's not actually just cold at the poles only. A higher wind speed to spread rain around helps too.
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>>1926731
>You can build up civ level in your capitol while expanding other zones
No you can't since building req cards, and you never will have enough cards.
>Meanwhile I have 2-3 universities and multiple power plants producing more research and power
Meanwhile when you finally build all those universities and power plants i'll control half of map and there's no worthy opfor anyway.
And if you cr8 map with Godzillas they simply not allow you control that much territory so you can effectively build and growth several cities until late, where you no need them anyway.
And additional zone req additional leaders that pain to manage since retarded card system.
Checkmate, my low life enjoer.
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>>1929333
Please tell me how you plan on conquering half the map by refusing to build new cities and only harvesting resources 6 hexes away? I’ll be waiting Mr.SE expert game master despite not reading 1 page of the manual.
>>
>>1929057
>>1929124
There’s literally an article planet in Oceania dlc. Quit complaining. I bet you go to a super high quality restaurant and get served the finest dinner you ever had but then complain the napkins weren’t laced in silver and gold.
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>>1929558
Artica*
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>>1928792
>936k pop
China will grow larga
>>1928911
I use them for border security, and garrison to keep unrest down. Also good fodder for slowing an advance while your main units are on their way
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>>1927575
Pro tip, put 100% bps into prospecting for a few turns. You won’t regret it.
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>>1927422
That’s from the latest version of the manual, although a lot has changed I haven’t went through every change log.
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>>1929556
Please tell me why you so retarded so claim that in this game player not allow to gather rss further than 6 hexes away from city?
And painting map is very simply: all you need is enough mg inf for hold line and several armors for make breakthroughs. And a brain for make encirclements.
Look like you lack some of reqs for map painting tho.
>>
>>1929558
>Oceania dlc
nigga pls
planet generator is shit for main reason
>you can't just insert values and let generator engine play around it
just let me choose values
just let me go back to previous steps and allow to modify it
just let me save planet seed and let me choose different spawning location plus maybe allow me customize other majors
wouldn't you want it too?
instead we have: roll, roll roll, roll,... and even if your roll exactly what you want(and save it - lastgeneratedplanet) you can't choose different location spawn
its shit, no reason to be defensive about it
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>>1929570
I’m not saying the planet generator couldn’t be improved but considering all the things SE accomplished it seems rather petty to bitch about the planet generator being mid
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>>1929566
>Please tell me why you so retarded so claim that in this game player not allow to gather rss further than 6 hexes away from city?
Admin strain. It creeps up slowly starting at 10%.
So if a metal mine is 7 or more hexes from your city, and it gathers 100 metal, 10% is lost, so only 90 metal. But over time that 10% increases to 20 and then 30 eventually you will be losing over half your resources from that mine that you will never get back. This is why it’s essential to build new zones around assets further than 6 hexes from your main city.
>>
>the "deliberately misinterpret the manual and spread misinformation to shit up the thread" guy is back
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>>1929570
>just let me modify the game to make it easy mode instead of rolling with what I get
yeah no, he already gave in to logitards and bulletards and oceantards. You people won't be happy until you can just make yet another map of earth and map paint it with your country based fanfiction.
>>
>>1929702
>only harvesting resources 6 hexes away
>It creeps up slowly starting at 10%
So you literally claim that 90% of rss gathering efficiency is the same as impossibility of gathering at all.
I have last q - why you so retarded?
>>
>>1929702
nta but I've never had admin strain in cities that matter since it's tied to production % which is basically how many workers are outside of 7 tiles. A level one mine needs 1000 workers while, for me, every city is at minimum going to have a bureaucrat office 3 which needs 12900 workers, a truck depot 2-3 which needs 2400/3500 workers and a farm 1 which needs 5000 workers. That doesn't include whatever public and private assets the AI already has which usually includes a private farm 3 which is about 18000 worth of production since it's halved. If the mine is in one of the poles or in an uninhabited wasteland I'm not going to spend a couple ten thousand worth of population just to save on some metal. Plus if that mine in the middle of nowhere is really that valuable I'd first use the admin strain solver leader card that always sits in my deck before spending population like that.
>>
Is it worth trying to build up field testing on the starting infantry model(s) or should I just upgrade into rifles/armor as soon as it's researched? I haven't really been paying attention to FT at all, but I don't know if that's a mistake.
>>
>>1929861
New weapons and armor doubles soft/hard attack and hitpoints while field training is just a bonus. The only time I consider something with designs is if the starting structural design level is below 100 and if I have a model designer with a decent inventor stat then I'll try to reroll the structural stat with a new model.
>>
>>1929861
Field testing it’s important to get your structural design stat up which is big factor in design stats. Easy way is to just make a independent of that model design and have them die since you gain more field testing when you lose them in combat than you do when they kill something
>>
>>1929856
>>1929858
Read the part where it affects the ENTIRE zone retards. Learn 2 read.
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>>1929869
Structural design will never go up and is only determined by the model designer's inventor stat.

>>1929870
Did you read my post? At a bare minimum my cities are going to have 40k worth of production within 7 tiles. That translates to one to two worth of level one mines outside of 7 tiles depending on the distance.
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>>1929871
It's based on asset level, not worker count. That and all the other retardation in your post like "admin strain solver card" suggests that you're the misinterpret/misinform guy arguing with yourself so I'm going to stop replying.
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>>1929877
It's asset level multiplied by zone production percentage which is essentially worker count multiplied by one retard.
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>>1929877
Additionally the fact that you consider the strain solver card "retardation" makes me think you don't even play the game.
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>>1929693
obviously there are worse things in this pile of crap game but RNG is what you first meet and it affect game difficulty and enjoyment because if you roll in blind you can often get map that is plain not dun in to play or are devoid of challenge and you will not even know it, it just waste time with no gain
>>1929797
what is wrong with that?
map editor would be neat, especially making some more balanced maps for MP
>>
>>1929870
>t. retard
>>
I had to upgrade the scrap mines and oil wells outside of 6 tiles to level 3 to even get admin strain past 10% in my capital. It was 4% and 9% at levels one and two. If I waited one more turn to get admin strain to 0% half of the scrap mines disappear because of how fast level 3 scrap mines deplete what's there lmao.
>>
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It isn't the biggest critter I've seen but goddamn those traits are nasty. I'm estimating a short game even with two starting armies and max starting tech level.
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>>1930072
>modified defensive power of over 10 million
I don't feel so good bros. Obviously I wasn't going to attack across the river, just to give you an idea of the numbers here.
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>>1929904
is there even reason to build up mines and scraps higher than 1?
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>>1930078
>Gothic refuges looking through Danube at fortified roman cohorts(3)
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>>1930078
can you tell me what of each modifier is?
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>>1930078
Good lord.
>>
>>1930083
I was going post the lastplanetgenerated save for you to check out yourself, but apparently game doesn't make that if you have autosave turned off. Shit.
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>>1930092
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>>1930082
Upgrading scrap mines lets you roll for machinery, hi tech and artifact faster and I usually upgrade rares and radioactives since at that point of the game IC and metal matter less. I don't upgrade metal mines or oil fields because level one is enough when it matters and there either will be a shitton of deposits or none at all. If there's almost none I'm saving everything to survive until soil filtration is researched and built.
>>
>>1914750
lmao this little faggot plays on easy and never shuts his mouth about how big and tough and strong and smart he is even though he only plays single player and never even tries to go against other humans and he probably reroll the map until he like it
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>>1930210
lmao this little faggot play on easy and get his ass owned by AI, he is amazed by 400 page manual(probably because he never read any or anything other than gay fan fiction on discord), he play with other faggots like him and rage quit when he lose, he thinks he is so smart when sucking dev dick and never shuts up how this game is great because he is too dumb to actually understand that this pile of crap work
>>
>>1930215
kek, he really did hit a nerve with his post, you assblasted faggot have been shitting up SE threads for over a year already. Did you atleast buy the game now or are still complaining about bugs in your pirated version which is 8 months out of date.
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>>1930220
>lmao he really did hit a nerve with his post
I see
you must be really shaken by it to a point that I can smell you rage and tears
>game is shit in SP, where major audience is
>it does not matter, MP which my butt buddies play(badly, bet you can't even win against AI so you look for some brainlets to play against)is where the real gameplay is
well at last thanks for admitting that SP part is bad
>>
>>1930225
i deleted then reposted it >>1930221
cause i fucked up editing you assblasted nigger, tell me did you manage to beat AI at easy difficulty already
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>>1930227
cry more you little bitch, your posting is even worse than quality of this game and that is real achievement
of course I beat AI, even more than your mommy beat your sorry ass for wetting the bed at night
if you stop having a fit we can talk alter like real men but for that you need to grow up
>>
>>1930228
>filtered so hard on easy difficulty he has meltdowns year later in every SE thread
take your meds and go back to your visual novel parashit threads retard.
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>>1930230
anon I played board war games when you probably weren't even born
game have serious issues and consist of plenty of barely working or completely unnecessary components(aka bloat without any real depth to it) kept together by duck tape and prayer
its interesting concept but shallow and not really well made(Vic is a hack), with main difficulty being RNG(note that game is not really difficult - the issue is that challenge - or lack of it - too much depend on randomized planet generation and less on starting options and you can't even much affect them) - you can have games that are already won or lost when you started them - that is bad design especially in MP game
also its disappoint that you really can't have take a little of banter, I suggest that in the case of you fragile ass - you should take some lessons of good manner - so you ass is not handed to you in shouting match so often
>>
>>1930234
>shallow and not really well made
go ahead list 4X games you think arent shallow and are better you tranimetard.
>>
>>1930238
try classics like MoO I, Master of Magic or SMAC
also try to be less of raging loser, making fun of you is like kicking a drooling retard - gets old fast
also if you think that SE did something right try to name it, what exactly SE did right? which systems it did good?
I bet you can't
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>>1929871
I meant basic design not structural
But regardless you’re a fucking retard for thinking admin strain is not a problem. I would love to 1v1 you I would wipe your ass off the map by turn 50 lmfao
>>1929883
I literally don’t give a fuck, it’s like arguing to a gay guy why tits are great. You’re just retarded.
>>1929897
Literally google it just so you realize how retarded you are. Here listen to your fellow redditors since I know your a pea brained Moron and can easily understand eachother better.
>https://www.reddit.com/r/ShadowEmpireGame/comments/v0nv09/administrative_strain_in_city/
I’ve literally spanked all of you multiple times and like the retards you are you expect me to keep spoonfeeding you information from the manual because you’re too dumb and lazy to read a simple 400pg manual. I hate you with all my being and would absolutely wipe your ass off the map with ungodly efficiency. Illiterate niggers.
>>
>still going on about admin strain
see >>1929904
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>>1930245
>>1930234

I’m sorry, I missed the part where any of those games have a 400 OG manual listing every feature and mechanic. Oh wait..that’s right. They don’t because your just a nostalgic faggot who is a mouth drooling retard who can’t read or learn anything that isn’t designed for 12 year olds

This dude got filtered so hard he made it his life mission to hate on Vic and SE fans. Truly fascinating, it’s like his pea brain desperately tried to learn the game but just ended up failing every time and decided to go on a villain arc and swear revenge against vic and se fans
>>
>>1930250
>I literally don’t give a fuck
you don't give a fuck that game have a bad design and could be changed for a better?
talk about retarded cultist
like if you want totally randomized start and obtuse planet generation you can have it, nobody gonna take it away, its can fun be sometimes, usually its a bother and waste of time
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>>1930147
>I don’t upgrade metal mines or oil fields
HAHAHAHAHA
these are people that play with cheat engine or on retard monkey brain difficulty holy shit lmfao
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>>1930257
you are beyond saving
>much 400 manual
I asked you to name me some good mechanics in SE, and yet you go on inane rambling
you can't name them, because there is none
you are afraid to name any in fear that I would poke holes in them
man you are such loser, and to think that I even extended hand to you, well enjoy wallowing in shit
>>
>>1930255
Once again, it’s GRADUAL. What part of that don’t you understand? It’s a constant debuff that increases over time over the entire zone. Lmfao I would absolutely DESTROY you idiots in MP
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>>1930258
Idgaf what your opinion is because it’s coming from a hoi 4 Fortnite moba trash retard. Get the fuck out of the thread, your brain must be wrinkled to ride this ride.
>>1930260
enjoy forever being a literal mouth drooling monkey brained retard who can’t read. If you looked at the manual WHICH EXPLICITLY states all the games mechanics and you found not 1 thing that was good, it’s obvious you got GIGA-FILTERED and your assbergers are causing you to speed out on people that aren’t mentally challenged enough to hate on this masterpiece.
>>
it's gradual until the calculated administrative strain is higher than the current strain bud
>>
>>1930260
Now get the fuck out of here and go jerk off off to anime like the sissy retard you are, your mind is just too sissified to enjoy conquering. It’s a real man’s 4x game and that’s exactly why your effiminate ass hates it. Now cope seethe and dilate tranny boy
>>
>until
so long as
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>>1930264
>enjoy forever being a literal mouth drooling monkey brained retard who can’t read
but that is you
I asked not the list of features but what it does well
even if it would be your opinion
like are you retarded that you can't understand it or you admit that SE have plenty of features but none done right?
>>1930266
make me you seething loser, go back to your gay discord you brain damaged retard
>>
>>1930245
>try classics like MoO I, Master of Magic or SMAC

lmao did you google this nostalgia bait, all of those are shallow compered to even mainstream 4X games today, moo1 is so basic it barely above checkers in complexity, yet despite all that simplicity and insane amounts of cheats AI is utterly braindead. As for poor design i take SE with its flaws over SMAC dog-shit combat system and infinity city sprawl, also besides SMAC neither has playable MP so heres another argument you failed.
>>
>>1930265
And guess what? Your assets levels go up over time as you upgrade them, and so does production %. Admin strain scales over time, your assuming it goes down if all your assets stay the same level, production %, same distance, and no new assets discovered and built. Sit down smooth brain your not saying anything of value
>>
>>1930269
MoO I alone shit on SE even with its simplicity, keep your mouth shut you braindead zoomer
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>>1930260
>I asked you to name me some good mechanics in SE
wargame combat, unit designer, planet weather simulation
>>
>>1930273
ok Sulla, MoO2 was more popular and had 10 billion clones for a reason.
>>
>>1930279
none of them good, MoO 2 wasn't that good either even if it was fun to play it decades ago
>>
>>1930273
Lol okay let’s start shall we?
1.procedural units
2.procedural planets
3.procedural enemies
4.competent AI
5.model design
6.tech tree
7.logistics
8.private and public economy
9.indepth and complex combat system
10. Competitive MP scene
11.200+ updates, multiple planned dlcs, 400pg manual
12. Made by 1 guy
13. Stratagem cards
14.leaders, councils factions, diplomacy
15.large scale battles
16.air units
17.RNG events
18.rebellions, leader and faction management
19.city building
20.expansion and colonization
Just to name a few. Now go ahead, top that. I’ll make it fair and allow you to combine all the features from those games. Go ahead.
>>
>>1930279
Just Bieber was one of the most popular artist, does that make him a good artist?
>>
>>1929702
Does it affect special hexes/free folk towns or just asset buildings?
>>
>>1930286
Just assets
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>>1930285
for the "niche" he was filling? yeah sure.
>>
>>1930288
Don’t you understand by now SE fans are some of the most fanatic? We get it you got filtered and now have disdain for those that didn’t. Not our problem. Not even memeing, did you actually try reading the manual?
>>
>>1930270
I wasn't assuming anything. Admin strain went to zero in my pic because of the fate card that you don't know about which extends the strain distance from 6 to 12.
>>
>>1930283
and none of it done well, pile of shit didn't become suddenly pile of gold, no matter how much of it you amass
>>1930291
why they are so fanatic tho?
I meet some deranged paradox fans but never so rabid like these here
they are also so fragile that they can't take anything negative, why?
>>
>>1930295
Except I do know about it and used it before, and I’m pretty sure that fate card is only generated for certain profiles so it’s not always guaranteed. The fact remains, you have to build new zones, more cities, more pop, more BPs more education points, more LPs. Literally not even a debate
>>
>>1930300
>yeah well …those mechanics suck!
Totally. And were rabid bc smooth brains get ass blasted by getting filtered and take it as a personal stain on their ego and go on vendettas against a otherwise peaceful community that just wants to discuss the game and not deal with “know it all’s” who never read the manual but LARP like they mastered the game, or triggered filtered tards like you
>>
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>me waiting for someone to show us a 4x game that has more mechanics and features than SE
>>
>>1930300
>>1930301
the fuck are you blabbering about? Its not the first time you came to this thread purely to shit it up and spew complete nonsense, when asked you brought up 30 year old games with 1/10 of the features and depth SE has. kindly fuck off.
>>
>>1930302
>>1930306
k.
lets look at MoO 1(like old ass game) vs SE in a matter of production
MoO have localized production, you can convert production to stored production(credits)(storage is global) at the rate 2 to 1, then you can reinvest this stored production locally again but you can only double local production that way, its very simple and elegant solution - no buying units, no sudden spawning fleets, if you didn't build up defenses when enemy come there is no mercy
now SE
production(IP) is stored globally at ratio 1:1, there is no local production and you can immediately spawn armies whatever your logistic network reach as long as you have available resources, same for roads - as long as you have connection and resources you can build up it immediately - no need for worker units or planning(another old as game like Civ do it better)
sure some argue that it may be simplified for game play reasons or dumbing it down for a angry brainlet audience but still - its worse, less elegant solution that also strip planning from game and leave more space for reaction
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>>1930313
Moo has like at most 20 some planets. Shadow empire can have over 500 hexes. The scale isn’t even close. So a lot is abstracted for the sake of gameplay. Just accept SE is the greatest 4x game ever made in the 21st century. KNEEL
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>>1930322
>Moo has like at most 20 some planets
why lie? in such dumb way?
>So a lot is abstracted for the sake of gameplay
too bad that gameplay suck
>SE is the greatest 4x game ever
more like gayest 4x game ever, it fit into 21th century perfectly
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>>1930313
storing production is time travel tier bullshit in both games but its nature of turn based games, atleast in SE it has cap related to population size
>immediately spawn armies
need to have recruits and equipment produced first, it also starts without movement points and has low combat readiness they are not usable that turn.

You can harp on logistic system all you want but moo1 doesnt even have that, you get to transport billions of people every turn to spread population between solar systems cause apparently thats almost free. Also theres no difference between planets besides pop limit, no resources you just spawn advanced space fleets out of thin air as long as you have population for production.
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>>1930377
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>>1930327
Okay boomer.
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>>1930327
Let’s be real, DW:U is FAR superior to moO
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>>1930386
moo1 is playable late game it wins by default
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>>1930386
I wanted to like it and when its serviceable game it didn't work for me.
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>>1930379
BTW
Does SE have area effect? Like floods or mud or sand/snow/strom, etc that can paralyze military units(or at last effect its movement), prevent usage or airplanes or something?
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>>1930418
There is seasons, which have modifiers for units, rivers can freeze and some other shit but sadly no weather. One thing I’ve been begging Vic to add
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>>1930448
begging don't work, you need break some bones to get what you want
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how many hexs of travel is "good" for planes on earth like planets atmosphere
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>>1930522
8-10 is average I’d say. You don’t wanna be building airports every 5 or so hexes. Scout planes should be 10 at the minimum.
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>>1930377
>>1930379
Nice looking little planet. Should be a decent game. Not a lot of raiders, tons of ruins. Not enough open space for me personally I prefer large scale fronts. Too much water.
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>>1930596
>8-10 is average I’d say
oh fuck that is way less then i thought, so my models were not bad at 14 hex's. TY anon
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Is there a simple way to see your overall upkeep from supplying troops and such that's not just the quick summary from hovering over the resource?
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>>1930620
They'll get better once your research the techs to improve engines, materials, and aerodynamics.
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>>1930379
>>1930597
Had a game recently on a similar looking planet. It was lots of water and jungle, completely shitting my logistics. Ended up using militia from a sentient alien minors to flank an disrupt the supply of the major I was warring against. Still a slog on the main front, but quite a fun game
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>>1930778
>tfw you only play siwa
>>1930656
Yes top right in stats there’s logistic stats, and in your reports tab there’s like a quartermaster report and tells you what all units received what, also each unit in bottom left upon clicking them, if you click their supply like fuel and food it will show you what they have/need
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I want to play multiplayer
I am not installing discord
Any takers?
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>>1930873
Are you willing to play a map as the dev intended with high hazards and as little surface w*ter as possible?
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>>1930876
Yeah anything to play a real game
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>>1930873
Discord makes it easy to transfer save file. Why no discord?
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>>1931017
>Why no discord?
>spyware
>always nsfw shit available for all the kids and ownership doesn't take it seriously
>i don't need voice chat and chat rooms for a pbem 4x
I would have much rather that you expressed interest in playing with us
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I'm just playing on easy for now until I get a handle on the logistics, and I can't work out what's going wrong here. I have a level 2 train station that's generating 7216 points, and in the preview roughly that number is being split across the two rail lines leading out of my SHQ. But when I look at how many points were actually used it's only 2310 and it's causing a big bottleneck. Why might this be happening? The line with a bottleneck runs to another city that has its own train station, and before that splits off to two smaller zones with railheads.
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>>1931111
no idea, but logistics tends to lag behind 1 turn so everytime you change it you have to wait for turn or even 2
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>>1931154
I think I figured it out. I needed to use traffic signs to force the distribution of LP along a certain route. Heavily limiting all traffic off the main rail line more or less fixed it. My mistake was assuming the game would dynamically adjust LP use based on demand rather than having a fixed split regardless. It's confusing because the logistics system seems to be a mix of dynamic on-demand usage but also uses fixed values in other cases.

I think I get it now, though. The LP will split (semi-evenly) across everything it can, and that LP is used by whatever needs to draw goods. That pull is dynamic and the LP on the route may or may not be entirely used, but the LP distribution itself is fixed depending on how many splits you have on roads/rail etc. unless you use traffic signals to manually prioritise how the LP should be spread across the network.
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>>1931049
I’m going to try getting a tournament going here on /vst/ if the Jannie’s would allow it. Btw saying discord is bad for those reasons same can be applied to 4chan. Take the good with the bad.
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>>1931163
Traffic signs are essential for LP flow. Since your new there is a “dynamic LP adjust” if you enable mid core logistic during planet gen. Highly recommended until you get more experienced.
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>>1931177
>Since your new there is a “dynamic LP adjust” if you enable mid core logistic during planet gen
Tempting but I'm worried it'll instil bad habits. I'm slowly starting to learn. Like before realizing how important traffic signs are, I came to realize I should be connecting my cities not with one big road network, but with rail and then only using isolated zone road networks as a means to enable local supply of assets or frontline troops.
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>>1930842
More of a Boreas enjoyer actually, but wanted to try a resource-rich scenario. Plays out in a vastly different way
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>>1931163
the ''logistic'' model in SE is more of like flown water
>flow in equal measures from the center
>divide equally on branches
>lose strength extra on every divide
and you need to redirect it with traffic signs(like dykes on canal or stream)
and to add salt to injury it insist on doing double job - first you need to move all resources to HQ and then move them to units
no way to simulate real pull and push logistic(like setting forward supply bases with local supplies or setting priority units that get resupplied first or getting units/bases supplied on demand), the best logistic (((net))) is single line and everything rely on it(cut it down and entire army will starve even if they sit on top of farms)
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>>1931173
>I’m going to try getting a tournament going here on /vst/ if the Jannie’s would allow it
I don't see why they wouldn't, but I'm still not using discord
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>>1930327
>>Moo has like at most 20 some planets
>why lie? in such dumb way?
Is it a lie tho?
MoO2 on biggest galaxy is like 100 star systems.
Now eliminate empty systems, those without planets where nothing will ever be built, those with planet not worth colonizing (until very very late game where game is decided ) and how many do you end up if not 20-30?
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>>1931395
I was talking about MoO 1 but desu you could argue that colonized planet in MoO 2 is equivalent of zone or city in SE and you do not have that much either
you probably could play game from a single zone and and win it when having half dozen(or less) cities at max
some starts has like less like dozen zones at max including enemy, neutrals and wasteland
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>>1931479
>I was talking about MoO 1
MoO1 has even less desu.
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>>1931487
it has one planet per system but you usually have more of them(all of them) colonized because management is easier and you actually want all you can get
I don't think that I go over 20(usually its like half of that or less) cities in any of my SE playthrough even on planetoids full of neutrals and usually game was decided long before that
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>>1931325
>even if they sit on farms
How’s the farm gonna get water if the only supply route to the well has been cut ? You sound like a disgruntled hoi 4 fanboy. The values aren’t made up like in hoi 4, everything you produce needs transported to the front, and since it’s an apocalyptic world, there is only main roads for infrastructure.
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I started off a practice game on Cerberus (extreme, t4, militia, city state) in anticipation of mp because I haven't played in months, three out of four bordering minors (Guardians, Mercanteers, Roaders) war decced me by turn 5.
I held them with militia and a GR Vortex card. All difficulties for diplomacy were 700+, what happened?
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>>1931667
What profile were you? They hate fist and autocracy’s as neighbors. If your demo it should have been easy to get on their good side. Most likely extreme difficulty makes diplomacy much harder,
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>>1931765
Yeah I had Fist
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Give me one good reason not to enforce contractual obligations by force.
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>look at this shithole i need to invade
im low on manpower so im going all in vietnam air campaign
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>>1932096
>shithole
Vaguely looks like the Balkans on the map.
Checks out
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>>1931986
Muh ethics
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How does everyone feel about the Columbo or Zoo Tycoon DLCs
>>1931111
>Until I get the handle on logistics.
>Builds railroads in all directions without roads.
Anon, I... just adore how you are getting started in all of this.
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>>1932539
>Anon, I... just adore how you are getting started in all of this.
I used to have roads connecting everything in one big network, but then I saw people saying you should be using rail for city-to-city logistics, and keep roads reserved for local logistics and front line supplies. So I ditched the roads between cities and replaced them with rail.



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