About the Game
Shadow Empire is a deep, turn-based 4X wargame with a unique blend of military focus, procedurally generated content and role-playing features. Players take the seat of the supreme ruler of a small nation, with the goal of reconquering a devastated planet.
Set in an alien universe, Shadow Empire immerses players in a dark and unforgiving future, where they take command of military conquests and engage in delicate diplomacy. Control the nation's budget, recruit and oversee governors and commanders, build the economy, and develop infrastructure. Every decision plays a pivotal role in shaping the fate of the empire.
Shadow Empire is one of the most ambitious games VR Designs has ever made. It offers a rich experience and stands out as a truly unique game, one unlike anything players have experienced before.

Leaders with diverse skill sets can be recruited and become zone governors, council directors, army commanders or advisors. Leaders can have over 40 different skills and can receive Leader feats to augment their statistics.
Political systems, including parliaments, senates, or politburos, can be established and evolve as the game progresses. Political bodies will vote on laws, which introduce new dynamics to gameplay. The outcome of these votes can have far-reaching consequences on the direction of the empire.
Diplomacy with neighboring factions is also a key component of the game. Minor regimes can be coerced to become vassals. Major regimes can be tied down with pacts and deals, ensuring a peaceful coexistence or you can use your spies to manipulate their politics and reveal their military forces.
Managing the expectations of both the populace and the ruling class is a delicate balancing act. There is a strong role-playing and human dynamics element to Shadow Empire, and mismanagement can lead to discontent, strikes, corruption, or even full-scale rebellion.

Detailed, procedurally generated planets that adhere to the rules of Astrobiology can be explored. Including detailed climate, rainfall, deserts, snow, glaciers, lava streams, deep forests, alien evolutions, mountain chains, resources, rivers, biohazard levels, respiratory hazard levels and more.

The game features a huge variety of mining operations: water, metal, rare metals, oil and even radioactive materials. Prospecting is often necessary for discovering resources that could be mined and you‘ll need to scavenge through the ruins of fallen empires and discover rare artifacts from a lost age.
There is also a separate system for discovery of technology, formations and units. Research and development paths are different in every game and this ensures that the route to success is different every time, too.

Stratagems are complete plans and series of actions that allow players to complete vast swathes of micromanagement tasks simply and easily. This system can also help respond quickly to crisis or unforeseen situations. It’s even possible to craft procedural Stratagems.



Combat is deeply operational, with detailed resolution based on factors like readiness, morale, supply, experience, entrenchment, landscape, recon, rivers, weapon and armor technologies, concentric attacks, leader skills and posture stratagems. Strategic planning is essential to victory, as forces must be carefully managed across numerous specialized unit types and formations.

Players have to manage a realistic supply chain that has real consequences: running out of ammo could mean that the military is unable to attack or defend itself. Running out of food could have even more dire implications.
Logistical network capabilities can be extended by building roads or rails as well as constructing truck stations, maglev stations and supply base assets. The development of transport helicopters and cargo planes is essential to set up Air Bridges to support Invasions or to drop supplies into isolated positions.
Please note:
The game features AI-generated portraits, created by combining a base image with layered facial variations. Using advanced AI tools, elements such as eyes, mouth, hair, and aging effects are rendered separately and overlaid dynamically to create diverse and evolving character appearances.
Screenshots
16 images
Version Information
Steam Patch Notes
Official update history
DONE 1.32a , version #264
Fixed CTD with turn processing due to an Artifact generating Asset being lost
Fixed CTD with a game load causing CTD
Fixed issue with blocked Scrap Stratagem
Fixed issue with target selection conditions for playing Master Spy Stratagems
DONE 1.32 , version #263
First of all: Big thanks to “ydmatrix2” from the Matrix Forums! Thx!
If playing Limited Political Difficulty you will not have Virtus Crisis Events anymore, neither Minor nor Major. This will make it much easier to stay longer in the same Political System. *
Capped the text for Commander in extreme HQ Name cases in the bottom Map UI part (sometimes was too long)
Fixed Scavenger Team Unit Feat. Also during running games.
If Task receives 0 BP then no skill rolls are made now
Operational Command Roll is now +25 for Martial Tournaments Regime Feat
Administration Roll is now +40 for Administrative Competence Regime Feat
Fixed combat mechanic to avoid a freak 0 attack value hit (because defend value rolled 0 as well)
Fixed Natural Relation Calculation to include salary effect from Apparatchik Feat
Fixed error with Salary payments to Rank #1 Leaders (it was fixed to 10 Cr instead of Salary Setting * 5)
Fixed MTH Policy Decision that was not showing all options
Made fixes to SSP production with SSF Assets, especially concerning those related to Fist Profile
Fixed the Political Picture when playing without Advanced Politics, but with NewGfx. (this time added the fixed gfx files)
DONE 1.31t2 , version #262
Hotfix: Fixed Virtus effect of Syndic Computer Unplug (also for running games)
DONE 1.31t , version #262
Small fix to I/O Hack Stratagem *
Fixed capped modifiers >=100% in top of combat resolution popup.
Fixed a glitch where Arachnids (and others) could get a more generic troop type than they should have gotten.
Fixed Warrior Ideology Regime Feat to work. Also in running game
Fixed Circuitry I-IV Regime Feats to actually give Industrial Public Production Bonus (it didnt do that). Also in running game
Also fixed Circuitry Regime Feat mouse over to specify its “industrial” public bonus only.
Assured proper visible logging of all 3 Compu Upgrade Regime Feats.
Fixed glitch with appointment making relation drop under 0 (and related CTD with drawing portrait gfx)
Fixed Rarity modifier for Pol.Stratagems with Syndic Democracy
Made fix to Cult Stratagems that were half of them missing a validation rule *
Made fix to Interface that avoids exploit with playing Unit Feat Stratagems
Made fix to some Political Stratagems that target another Major Regime: If not Diplomatic than there is no play limit.*
Minor fix to combat logs (secondant skill increaser log too many)
Fixed a Vidcom NewGfx rendering bug when playing without Advanced Politics.
DONE 1.31s , version #261
Might have fixed the rare crash when generating Colossus Class Planets (added security code)
Also might have fixed a rare crash during watching AI move (added security code)
Fixed “Compu” Maintenance Stratagem. Failure roll now doesnt deactivate it. *
Fixed issue with savefiles while Compu in Maintenance Mode. (switched to Democracy)
Made some fixes to Leader Relation Decision impacts with Feudal Level.
Made big fixes to AI playing with Oceania Rules where it has chosen not to expand overseas due to local issues.
Made a fix to the AI playing with Oceania Rules that started on a small island next to huge landmass
Fixed Bottom UI for when SSF and Delegation at same time
Crusade now more weighted to be declared against Regime you have lower relation with
Fixed Rarity Modifer for Fanatical Autocracy
Fixed mouse over for Apparatchik Score *
Fixed some issues with Retract Law mouse over and Leader speech bubble
DONE 1.31r , version #260
Special Open Beta Testing required: For Raising new Formations… make sure nothing glitchy happens.
The low percentage chance (5% or 10%) for the ideological road becomes more lenient after 20 (for 5%) or 10 (for 10%) rounds (when you should have rolled it by now).. Eventually going to 20%.
Fixed a number of Stratagems that were detaching Advisor from the wrong Leader.
AI no longer destroys road during first 3 rounds after a Pol. system change.
Made a fix in AI new SHQ creation and SHQ
Zone assignments.
Fixed -1,-1 Leader reporting when transferring from Zone to SHQ
Fixed -1,-1 when transferring Items from SHQ with no Leader
Fixed Powerbook Stratagem, can now also be played on the Director *
AI better assigns Panzerhead.. If possible.
Made a fix in the combat algorithm that made some Unit Feats give too much bonus
Made a fix to sometime doubled logged Leader relation change after Decision
Made a fix to Model table in MNG tab and fixed combat/oil sometimes too high due to tech effects not taken into account.
Fixed National Recruitment Strat feedback to show correct TOTAL recruits recruited.
Fixed a bug with Raising New Units *=needs new game start with this version or higher
Shadow Empire: Republica DLC is out now!
Download the DLC now and expand your empire with 9 new political systems, new mechanics such as Virtus, 200+ new stratagems, 50+ new Regime Feats, and much more.
[dynamiclink href="https://store.steampowered.com/app/3645760/Shadow_Empire_Republica/"]We’re currently holding a written Q&A with the developer!
Join our official Discord server and drop your questions in the new #questions channel, or share them in the comments below. We'll be collecting questions until Sunday, April 12th, and will answer them in a follow-up news post on the store page in the coming days.
In the meantime, check out our Mechanics Video Episode #2, exploring the pros and cons of the Syndic Computer — beware, it might be a bit paranoid!
The development of Shadow Empire: Republica is nearly complete. Before we announce the official release date (coming very soon!), we are releasing the latest core update to the base game as part of our continued effort to improve the overall gameplay experience.
This update focuses on morale mechanics, combat adjustments, visual upgrades, and a range of fixes and improvements. As well as support for the upcoming Republica DLC.
A big thank you to all beta testers and community members whose feedback helped shape both this update and the upcoming DLC features.
What’s New in Update v1.30?
Main changes include:
Lots of fixes and refinements
Low and high soldier morale now play a significantly larger role in combat, and morale is easier to lose
Helicopters have been strengthened against armored targets, especially if these are in difficult landscapes
Older characters now look more properly aged thanks to updated NewGfx portrait art
All Vidcoms and Stratagems now have NewGfx art versions as well
This update continues our work on improving immersion, mechanical depth, and visual consistency across the game. You can find the full changelog below.
AI-Assisted Illustration Update
For new functionality - particularly Vidcom and Stratagem artwork - the developers use tools such as Midjourney and Nano Banana to generate high-resolution illustrations, which are then post-processed and refined using additional software such as Magnific and Topaz Labs.
All AI-generated art is created in advance; no generative AI tools are used in real time by the game itself.
Players can toggle between original and updated graphics through the Preferences menu (note: this option may not yet apply to all content).
Our goal remains greater immersion with full transparency.
Full details about AI usage in Shadow Empire can be found in the store page description, and you can read more about the developer’s philosophy on AI usage in games in this article:
https://www.vrdesigns.net/?p=2311
Full Changelog:
Changelist 1.30 (#238)
Added a whole bunch of newGfx Stratagems and Vidcoms for all Core Game illustrations. This will provide a coherent graphics style for the upcoming Republica DLC. Remember newGfx can be switched on/off in the Prefs Tab if you so desire to.
Fixed char popup functionality (added in subversion F) upon recruit stratagem when scrap cards are present as well
fixed some issues with newGfx Vidcom set to false (especially for multiplayer i think - where it can be mixed settings due to different prefs files being used)
Also added the char popup for receiving new Leader through Decision
Shadow Advisor/Diplomat only get used for Stratagems + Decisions, not for Organizational Task Rolls
Faction Leader’s Job Prestige has more impact on Faction Happiness also for larger Factions (though effect still grows smaller if more members)
Fixed issue with Vidcoms being old Vidcom gfx when loading saved games, might take a round or two to take effect
Fixed Propellor Tech being present without airforce selection
Some smaller fixes, including some spelling fixes
Fixed issue with semi-amphibic wrongly moving/attacking in-land (leaving the coastal hex)
Fixed Zone List issue with recon refresh (for spy strat)
Fixed crash with Replacement Troops (Jaroslavl)
Morale hits are now larger (double) for attacker when suffering a PINNED hit or a RETREAT hit and rolling both a 1d50>XP and a 1d100>MOR. So attackers take morale losses more often when low/average on morale and XP, especially if both are low.*
Made fixes to some buggy parts of the NewGfx Vidcom modding options (full new documentation will be released with Republica release moment)
Moved the History Class “Mayhem Mode” to the bottom of the History Classes as my publisher’s 25th anniversary is well in the past now. *
Allowed Air OHQ to Disband
Mass Driver Gun gets Sfx now (but only when designed with this newer version)
Mass Driver Gun gets rendered now on Assault Gun (but only when designed with this newer version)
1.27g (#230)
Fixed char popup functionality (added in subversion F) upon recruit stratagem when scrap cards are present as well
fixed some issues with newGfx Vidcom set to false (especially for multiplayer i think - where it can be mixed settings due to different prefs files being used)
Also added the char popup for receiving new Leader through Decision
Shadow Advisor/Diplomat only get used for Stratagems + Decisions, not for Organizational Task Rolls
Faction Leader’s Job Prestige has more impact on Faction Happiness also for larger Factions (though effect still grows smaller if more members)
Fixed issue with Vidcoms being old Vidcom gfx when loading saved games, might take a round or two to take effect
Fixed Propellor Tech being present without airforce selection
1.27f (#229)
UI improvement: When you recruit a Leader using Stratagems you’ll go his/her Character Sheet Popup immediately after the recruit message. You go back to Stratagem Tab upon exiting the character popup.
More morale adjustments. This time at end of combat based on loss ratio in individuals. This effect represents the loss of life ratio impact, not the loss of equipment as such. Its another step towards making morale play a bigger role, by allowing more ways for it to get low (and then get exploited by the enemy or used in future Republica calculations). The positive morale effect of this adjustment is less pronounced than the negative effect and even small positive kill ratios can still result in morale loss. A high morale unit will be less likely to lose morale though than an already lower morale unit. Furthermore ranged combat only has half the effect.*
Helicopters are getting a boost. As they are much easier to keep perfectly stationary, for longer time periods, compared to thopters and VTOL. They get a +25% boost on Hard Attack and much less penalty to attack enemies in dense (forested or mountain or urban) landscape types.*
Fixed a rare CTD with Oceania DLC (Xebec)
Fixed issue with missing text in major regime event with Elitist Culture Group *
Fixed issue with not enough worker/pop being allocated to new Zone because upkeep workers/pop are not taken into account *
Fixed getting Propellor Model Choice if you have only researched Rocket Engines *
Fixed a graphics glitch (re-orienting map with Top-left flag button while asset selected)
Fixed election glitch where big negative weights could bug the elections
Fixed Use SHQ Troops glitch for Raise Troops
Now indicating why Assets cannot be constructed if they are constrained by a “randomkey” variable (like earth plant life present for example)
Fixed a rather weird pick-up-point preference issue involving air & navy supplies (Jukelo)
Fixed a confusing \[Pick Up Issue] message for units that were only getting Food delivered (making it appear they were out of supply while they weren't)
Prepared a future compatibility with newGfx Vidcom settings
*=req a new game start to go into effect
Big thanks to all players taking the time to report issues through various means. But this time I would like to give a specific mention and big thanks to the continued reporting on Matrix forums: alocritani, JeanLeChauve, daktaklakpak and others.. Thank you! for the many reports.. Note that I have addressed the most critical, skipped a few issues that are really minor.
1.27e2(#228)
Fix of crash (big thanks to Zarohn and Creese and Augusti)
1.27e(#228)
-Morale starts playing a much bigger role in combat starting with this patch….
Ammo cost of big bombhatches significantly reduced (especially the highest bomb loads) because of ammo production efficiency gains. *
Morale under 50 gives chance of PINNED turning into RETREAT, the lower the morale the more likely (basically a localized panicky effect on the individual sub unit level, not being willing to be exposed to more lethal fire)*
Morale under 40-70 (depending on XP) gives chance of a MISS being experienced as a PINNED hit (basically a panicky risk-averse effect on the individual sub unit level: seriously overestimating the lethal danger of nearby enemy fire - high xp troops cannot pretend here hence they’ll be less exposed to this)*
Morale above 50 gives chance of a RETREAT hit being turned into a PINNED (at 100 morale this rises to 50%) (basically high morale allows more chance on a individual sub unit level to rally and hold the position) *
Fixed issue with Oil Percentage calcs for Units being wrongly set in some weird cases, causing 0 AP units (thx to Dienekes)
minus 33% Profile impact for Decisions around Hex Feats *
minus 66% Profile impact for Decisions around Unit Feats * (like the notorious Mascot gives you a +10 Profile gain will now be much weaker)
Newly recruited Militia friendly Leaders can now get Militia Chief Leader Feat, but relatively rare, the higher the Militia Profile the more chance (+=10 and +++=30%)
Fixed an issue with Form Formation with SHQ troops that are very fragmented in the SHQ (different types, different peoples)
Plugged a hole that allowed rare cases of multi continent maps with Oceania disabled
AI uses Spy Cards too now
Rename Regime Feat: Martial Law regime feat becomes Armed Governance *
Rename Regime Feat: Central Computer becomes Strategic Processing Unit (SPU) *
Rename Regime Feat: Fanaticism becomes Zeal *
1.27d (#226)
Increased the aged looks of the older character NewGfx Portraits, albeit at the cost of a tiny bit of quality, but I think conveying the age properly is much more important.
Danger Events now cause less casualties at higher Populace levels. *
Fixed a glitch with Vidcom gfx sometimes not displaying the new model sprite
Fixed a badly configured AI bonus for training, public economy, private economy, cultural adjustment and diplomacy. This should especially make harder AI level, especially in later game, more competitive.
Fixed the Scrap Card CTD (big thx to Stefan + Elliot)
Made a fix with Hunger Recovery of Units (big thx to CreasedTails)
Small fix to Supply Base Hex Sprite
Robotic troops can no longer die from starvation (if in mixed units with non-robotic)
Non starving troops issue resolved
Morale Highstanding Pop Casualty reporting fixed (probably in some other Danger events too) *
At Recon 50 the enemy troops should show up in Stats now
On higher diff make sure AI gets higher CAP Levels Leaders (to offset the human tendency to collect these) *
Once Rebel Manpower is available in Zone placement will not be immediate, so it can store up more and act later. *
Fixed age to be consistent through all UI screens (there was a rounding error)
*=requires new game start with this version
1.27c (#225)
Seperated Empire Dashboard into Dashboard Report and Budget Report
Fixed a glitch where regime could have no “national” and “nation” name.
Fixed a glitch with Mayhem Mode where human player would have higher tech level as well.
Today’s patch brings a lot of tuning, boosting and nerfing to Shadow Empire. There are many, but most importantly tanks have become somewhat weaker when out of their element and artillery has become somewhat stronger especially when targetting troops with low experience levels. It also brings a new feature: Rank. Leaders can be given a Rank in order to pay them a lot more salary and make them happier. The AI has received quite some improvements as well. Furthermore advanced tools have been added for modders to allow doing some magic with the Vidcom graphics.
1.27a (#223)
Split Theocratic Major Regimes into Theocratic and Elitist Major Regimes. They are very similar but their Factions are different. The Elitist Regimes have the Factions: Criterians (reasonable but definitely not stupid), Regents (self preservation), Optimates (more aggressive and militarist) *
Fixed getting too much high Cap Leaders on higher difficulty levels *
Fixed some Stratagems displaying stuff like <NATION> in their text blurb.
Fixed exploit with moving into enemy hex using the P key.
Militia Troops will no longer be sent back to SHQ if they have quality level obsolete. Furthermore SHQ will allow obsolete troop types to be sent out to Militia Units if they have the “militia people”.
Vidcom NewGfx Switch added to Prefs, by default it is on. If switched off only old style graphics are used for Vidcom, this does also mean less diverse graphical illustrations. In a few months a similar switch should become available for Stratagems. I hope this pleases the part of the player base that does not want to use the NewGfx, at least somewhat. -For Matrix Open Beta the above this doesn’t work completely as I cannot remove existing files, so in the Matrix Open Beta switching off NewGfx actually still shows the Arachnid + Danger newer graphics. Link to NewGfx Vidcom modding: https://docs.google.com/document/d/1sf_DqtVhBMQsYfKG-KhYNWmIq5Ck6N1HB1Mm8KAuIKs/edit?usp=sharing
1.26o (#222):
Some relatively big combat balance changes with this patch. Artillery has been boosted and AFVs have been nerfed, but only in specific circumstances.
Increased the Artillery KILL chance a bit (did not make many kills, but should make 20% more kills now, a tad bit, but read on below) *
Added ACCIDENTS rule for AFVs, for in order of vulnerability: Tanks, APC and Walkers. See below for more info. *
Artillery RETREAT hit can translate to KILL hit with (relatively) low XP targets. See below for more info. *
Militia Replacement Troops can now be low level Models as well. This was inconsistent before with new Units having the possibility for regular Model usage, but not their replacements troops. -AI is now more inclined to upgrade troops (especially at lower XP levels if seriously better equipment available)
Faction Stratagem gifts did not take into account the Profile preferences of the Faction in question for the selection of the Profile Stratagem given, they do now, though some randomness remains.
Fixed possible issue with Decision not raising worker happiness.
Fixed an issue with non-Cabinet members actually being able to vote during Politburo elections.
Fixed issue with not being able to manually transfer Militia from SHQ to Militia Unit in same Hex.
Mech Artillery/Launchers now have 10 readiness loss for 100 AP move instead of 30. *
Absorption Critter Feat now always has 10% chance to fail (caused an issue before at level V which made a fail impossible)
Changed the weighting of possible culture groups on Planet; should result in more diverse cultures on newly generated maps *
High Tradition >100 was still not allowing a tiny chance of CAS raise, this should now work, though it will be really slow.
Some mouse over fixes for some skills, techs and stratagems *
ACCIDENTS During offensive warfare and when scoring a KILL/RETREAT hit, Tanks, Walkers and APCs have a small chance to get destroyed by last minute (suicidal) enemy counter actions accidents or accidents (or combination of both). This can only happen against highly entrenched adversaries or in landscapes or river crossings that are not well suited for the Troop Type in question. Tanks attacking unentrenched enemies in Plains Landscape Type for example will have 0% chance to suffer an accident, however Tanks attacking in Forest have a 3% chance to suffer an accident (remember: only upon scoring a KILL/RETREAT hit there is a test). APCs and Walkers have only half that chance, note also that Walkers do not have any Landscape Types that give them penalties in the first place (though major rivers still expose them).
HIGHER ARTILLERY KILL CHANCE WHEN FIGHTING LOW XP TROOPS
A Retreat Hit by Artillery can be transformed into a KILL hit if the XP of the target is below 40.
At 10xp or lower the chance is almost 30%
At 20xp the chance is about 10%
At 30xp the chance is about 5%
At 39xp the chance is about 2.5%
At 40xp or higher the chance is 0%.
1.26n(#221):
New Faction’s first Faction Leader during the game is now usually much better aligned with their new Faction. They sort of trade their previous ideology for a potential position of power. Ambitious Leaders have more chance to align and to found a new Faction during the game.
Added some more log entries on Private Credits in the Zone Logs & did some general QA work on tracking this really correctly (for me and for the player)
Fixed faulty XP in raising formation with SHQ Troops
Fixed misconfigured conditions for raising Light and Heavy Armor Grenadier Army.*
Fixed the amount of Energy/Food/Ammo/Fuel/Water/IP that is being kept by Zone in case it will not have enough maximum storage points to do so; in that case it will send items back to SHQ even though it needs them next round, better than losing them. (Big thx to Dave with this rather rare case).
Fixed a small reporting glitch with energy in the inventory tab (consumption need reported was not taking energy rebate into account of agri facilities)
Verified Disband Militia is working; it is working. But you need to play a scenario started with #220 or later.
Major AI on higher difficulties now does higher Tech Level starts with Models utilizing the best Tech thats available at start of game.
Major AI in early game is now more keen to design better versions of much used equipment/models when important new tech becomes available
Major AI is now more sensitive to recognizing another Major is getting too much ahead (but stays sensitive to especially victory pact for non-game winning reasons)
AI gets better Leaders at higher difficulty levels (upto +1 cap level at extreme difficulty)
AI fix where it was not perceiving possible longer term encirclements as good as it could
Limited budget changes for Organisations to minimum 1% per organisation. There is minimal upkeep needed to keep the lights on.
Fixed feedback when using “Call To” diplomatic Cards to explain the addition of dem,aut or mer to your ROLL. *
Fixed small glitch in Crime Syndicate algorithms (destroyed security asset without crew) *
Fixed issue with some other Cultures Milita Units losing Unit Feats.
Fixed crash with sentient alien units and using the Battlegroup Order.
Correct mouse over now for Major Diplomatic Pact Stratagems.
1.26m (#220):
Salary effect on Natural Relation Point has been lowered *
Rank Feature added. HR Task now also produces Increase/Decrease Rank (title) Stratagems that can give a Leaders a higher salary and more prestige from their job *
In Leader Management Tab you can now also inspect the Leader Feats
AI change on tactical level: added an extra move algorithm option on normal AI speed or higher, should result in slightly better tactical moves.
Fixed glitch with losing of Quality Levels when reforming unit/HQ (Zarohn)
When depleting the Militia Pool the Population will be reduced (if possible)
When rebel units form the Population will be reduced (if possible)
When suboptimal recon the Unit counters now show the same value on map as in the troops breakdown in the bottom.
Fixed glitch where logistical points need of Asset was reduced by city level multiplier (farmstead III req 50 logistical pts instead of 150)
Fixed having the Model graphics show up in the Battlegroup Popup Window
Private Economy will stop upgrading private mines that dont have enough reserves left in the ground
Private Economy will favor industry/scav assets more often again
Fixed a tiny glitch with not selecting the city hex when clicking in left side window
Fixed mouse over for make peace Strategem
Fixed issue with some Profiles not changing with diplomatic major events *
Fixed transferring from Zone to SHQ in same Hex if no logistical points available.
Militia can now be disbanded as well. (because it could be scrapped, like this is more consistent)
Regular Troops can now no longer be transferred into Militia units (was an exploit)
HQ reports now show up even when round 70 passed or advice turned off.
Extra notes on the new Rank feature:
Giving a higher rank title to a Leader immediately gives some relation effects. It also increases the Natural Relation Point for monetary as well for honor-related reasons. It also increases the Prestige from the Job they are doing.
Rank 1 = salary * 5, prestige from job +10 pts
Rank 2 = salary * 25, prestige from job +20 pts
Rank 3 = salary * 125, prestige from job +30 pts
Rank 4 = salary * 625, prestige from job +40 pts
1.26k2 (#219) :
Major Fix with AI regimes not being set to a story mode (friends, blackmail, etc) and subsequent events not triggering. This has been fixed for new games and running games (retro-active fix will take a new round to go into effect)
Further AI changes on tactical level to try to strike the right mix between timid (too often previous subversion) and audacious depending on the number of units on the frontline.
Fixed the Base Design formula for aircraft , it no longer takes “aircraft ruggedness” into account a bonus as it causes issues with field testing. On top of that “aircraft ruggedness” should never have given a bonus to the base design in the first place, it is already giving a bonus to Hitpoints. (Thanks Felius!) *
1.26k (#217) :
AI changes on the tactical level especially on medium and slow level (extra searches, small nudges & some code fixes). The AI should be a bit more wary now against encirclement and holes in the line, however it might have gotten a bit bore timid in some circumstances too, where it is better to drive forward. So feel free to send me a save game of any such instance where it should have played offensive cat & mouse instead of trying to avoid encirclement. This will be probably be worked upon for the next open beta. Feedback is thus crucial.
Expanded rather limited implementation of moveRedux effects of artillery on transporter (truck/apc) speed. Used to be only applied if the trucks had an AP cost decrease (fast trucks), now also for all others (normal and slower than normal)
MTH Stratagems are now handled by Economic Council Director (instead of Foreign Affairs Director) *
Salary impact on Natural Relation Point is now optimal at Leader Egoism=50 and slacks of going towards 0 or 100. In the first case because the leader is altruistic and doesnt value rewards very high, in the other case because it wants more and more credits as egoism creeps higher. (note that the stratagem gifts do work well on high egoism because the public ceremonial nature (PP expenditure) of these gifts does scratch their itch) *
Waterfall Turbine Hex Feat description fixed*
Mod Library usage fixed. Thx Magirot! It now loads mods again without crashing. Apologies here, not sure how this bug snuck in.
Fixed Danger Event preview with too high modifier on skill roll
Fixed map centering in some cases (big thanks to JeanLeChauve for this report and many others)
Fixed mothballing of private mines when necc
A cap on egoism loss with leaders with low ambition and parliament regime feat active. Iit cannot go lower than ambition now. *
Agri preview production fixed
Made fixed AI Admin level (based on round) now more variabl also depending on BP production *
Arachnids less chance to be present on planet where they have no prey to hunt
*=requires a new game start
{STEAM_CLAN_IMAGE}/35978598/e28d245922e7b8a3a0fb95f938da663581f72da3.jpg
Highlights:
- 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
{STEAM_CLAN_IMAGE}/35978598/9e87c337099d56d01d7710cd2c66358b6a9edd33.jpg
Full changelist:
[expand type=details expanded=false]
- Added 33 variations for Danger events *
- Including 19 new Vidcom graphics (this is a further experiment towards introducing more vidcom variety and moving towards a complete overhaul of all Vidcom graphics with core 1.4 release (planned with Republica DLC in 2025)) *
- Added new danger event that only triggers on high Zone Culture score *
- Added some secondary skill bonuses for Danger events (these give their absolute skill level as a bonus (note not their skill family level))*
- Many of these Danger variants only trigger under specific conditions and will make the difficulty level higher than the regular events, also they tend to make the casualty levels quite a bit higher. Luckily they should not occur that often. *
- Security Danger events now gets roll bonus from security score + troops in city *
- Health Danger events now get roll bonus from health score *
- (Low) Culture Danger events now get roll bonus from education score *
- Extra difficulty can be added under specific conditions (fear,unrest) but only likely on higher difficulty levels *
- Some moderate possibility that Danger events now also generate some Unrest *
- Enforcement >40 makes mitigating Danger Events easier. *
- Fixed GR Chaingun Tech, it now no longer affects energy MGs. *
- Fixed GR Phantasmagora Buggy, it now no longer has its AP modifier capped. *
- Fixed aircraft no longer benefiting from GR Chaingun Tech. *
- Fixed delegated Mining Asset not turning up in Mining Overview.
- Fixed resettlement proposal decision to now impact reg-reg relation level.*
- Cloning Facility % increase now from 1% to 0.5%. *
- When you upgrade an Asset it now keeps its previous damage if it has any.
- Private Mines should now mothball when they run out of mineable reserves and startup again when new reserves are available.
- Can only play 1 Posture on a HQ each round now. *
- Arachnids less present on Planets (-33%) *
- You now have access to the trooptype statistics of other Major regimes at recon level 30 or higher.
- Also Regime Recon gets Spies 2 as extra recon if not more >=8 zones within the enemy. If >=6 zones 2.5, If >=4 zones 3, if more >=2 zones 4, if only 1 zone *6*spies. This means it is easier to get Regime Recon if the enemy regime has less Zones.
- Housing Tech added
- Social Housing Asset Type added
- Worker Apartments Asset Type added
- Added a lot of mouse overs in the election reports revealing a lot more information about how the calculations are made during elections.
- Governor influence on elections has been improved + Soldiers voting algorithm now follows more closely the setup for pop+worker voting. Notice that new elections with this version might see some shifts in voting behavior.
- Sped up AI calculations with 10-15%
- Much improved the algorithm for Midcore Logistics that was getting very slow once an empire got large with many roads and logistics sources. Added a LOT of cache-ing to the algorithm that should speed things up the midcore logistics by a factor of about 30 times faster. It might still get a tad slow when you get really large, but nothing like before.
- Fixed hex extra info mouse over for some Unknown Landscape hexes, which shouldn’t have been shown.
- Fixed first window of Raise New Formation Order where sometimes Formation Types where missing if Use SHQ Troops option was flagged
- Fixed issue with extra kill percentage not being applied for GR Optics Tech and the GR artillery unit. *
- Switched off Advice from round 70 onwards or if 9 or more Zones in control (we assume no more help needed at this point, and it reduces turn calculation time a lot for large empires that never switched advice off in the Prefs)
- Increased coarseness of logistics a little bit to increase speed
- Especially on lower difficulty levels and playing without the History Class “Low Resources” there will be more opportunities to find low-grade Metal Deposits. Considering base Metals are so common on all Planets they are now easier to find, but the extra deposits now added are not very economical to exploit. Same as for Metal is done for Rare Metals but much less pronounced. *
- Added new Stratagem for the Regime Feat Opportunism (Commerce-50) which is “Improvised IP” which allows you to use the Population of a Zone of choice to produce IP by paying Credits (and 25 PP). Giving a little buff to the commerce profile especially in the early game. *
- AI BP generation bonus reduced on Regular and higher levels, because the AI has become a little bit more clever in which research to prioritize recently. New BP gen bonus: -33% on beginner, +10% on regular, +50% on hard, +120% on extreme *
- Fixed an issue with SHQ management for an AI empire spawning many SHQs on the same island (thanks to Jed!)
- Fixed an issue with the AI not building flak when severely overpowered by the player (thanks to Jason!)
- AI was giving up a bit too early with the the air war, nudged this a bit
- Gave AI some more incentive to still research low techs when already in high tech areas, to avoid it having a hole in its tech tree
- Canyons now give combat penalties *
- Fixed an AI glitch where it could build (in rare circumstances) makeshift ports on your territory
{STEAM_CLAN_IMAGE}/35978598/6ceaf103fbad9957203cc33971aacd385c04dbd5.jpg
Current Release
Not available
System Requirements
How to Install
Launcher.exe to play
Troubleshooting tips
• Run Redist/_CommonRedist installers if game won't start
• Add folder to Windows Defender exclusions
• Run as administrator
Download
Direct link available
940 MB
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