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
1.31q , version #259
-Fixed the thing that could cause a Character Profile to receive a double Profile (like 2 times autocracy) -Fixed S&S Editor (again!! Apologies for this)
-Fixed issue with Stratagem preview difficulty with NATION Stratagems being wrong
-Fixed a CTD related to removal of a Dynastic Faction
-Tuned down max Trader contribution to the Impose Stratagems
-Some minor fixes to other Stratagems DONE 1.31p , version #258 -Fixes to the cleaning up of SSF Assets belonging to Leaders that are no longer with you.
-Fixed Economic Flexibility Regime Feat to be actually needed to Denationalize (instead of Property Agnosticism).
-Private Economy Stimulation Law now giver 100% bonus on Private Investment (instead of giving 50% bonus) -Fixed issue with assigning Commander directly to non-Commander Job.
-Harmonized the old Prestige rules to give no surprises when appointing to new Job (and promise for better job)
-Fixed a number of decisions with AI Major Regimes (like release spy).
1.31o , version #257
-Fixed a number of oversights that allowed you to get too much info on enemy units you do not have total recon on.
-Fixed “Peace Conference” Stratagem
-Made fix to Crime Syndicate to no longer destroy Assets that are still in construction
-Fixed some Decision events switching target character when re-opening the Decision
-Fixed some weird Leader ghost assignments to OHQ/SHQ after revolution
-Causing the ghost leaders has also been fixed for revolutions and stratagems and decisions alike
-Ghost Leaders get cleaned up upon load game -Fixed making a New Makeshift Zone crash.
-Strat Rarity Modifier fixed for Meritocracy, only Cabinet Members taken into account now
-Fixed a Provoke War Decision against yourself.
1.31m , version #256
-Fixed glitch with found Artifact not appearing in Vidcom (or in hand)
-Fixed some Stratagems like Altruistic Resignation to replace Secretary if removed, if nobody in reserve Pool you will get a new Char as secretary.
-Fixed Coopt Minor Elite and Call to Submission to not work on Minors incapable of Diplomacy.
-Fixed bug with Abort for Merge Zone Order not being recognized!
-Fixed an extreme slow down with a Nomination Decision (and possibly other operations where Internal Faction Ranking has to be looked up)
-Replaced Vidcom FanaticInternalTerror by a fixed one
-Improved Game Reactivity/Processing with Scrapping Stratagems for big pile
-Made some fine tuning to the Recruit Veterans Stratagem
1.31k , version #255
-Fixed recently causes bug with S&S editor start up
-Fixed a hanging AI resolution bug
-Skill use for Mediation Training Strat changed from Diplomacy to Leadership *
1.31j , version #254
-Fixed Political General Unit Feat to actually work now.
-Fixed an accounting leak in Corporate Story Module that caused divergence between reality and treasury cashflow report.
-When setting userdebugger.txt to true and flagging Debug Mode in game start setup, the game will generate a lot of log files on the AI decisions. This could be of interest to modders. Or people who have too much curiosity. Wink wink.
-Added an experimental option to add a 3rd “true” line to direct2d.txt to allow some sharpening & contrast to be applied during upscaling on 200% DPI mode (like notably when using a 4K screen res).
-Made SSF Transformation more rare and only if the previous SSF is significantly less liked than the new one.
Changelist 1.31h (#253)
Fixed glitch where in some cases Leader’s Credits (wealth) could go negative.
Fixed that you can Nationalize Private Assets from Dynastic Fief (Now no longer possible, except logistics)
Added that you cannot Disband Private Assets in Dynastic Fiefs
-Fixed double Gov assignment in running games (upon load game)
Fixed the Decision Tab glitch to not allow its variable being corrupted by calling a Leader while the Tab is open and then making the Decision that was open (caused double Gov bug)
Fixed Meritocracy Hail Stratagem to only apply to only Faction Members now
Some fixes to Extension utilisation of Compounds during non Aristocracy systems/Factions. The 7 “Household” Extensions can be bought during a non Aristocracy System, but they will not all have an effect. (might still work a bit more on this later). All Extensions can survive the end of Aristocracy and can still have an effect in a different system, albeit without the Primus Inter Pares provides to all rule. A Dynastic Faction outside Aristocracy is not what is has been and more fragmented.
Fixed opening menu newGfx illustration.
*=requires a new game start with this version to be active.
[dynamiclink href="https://store.steampowered.com/app/1154840/Shadow_Empire/"]
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
The latest patch of Shadow Empire is available to download now.
The changelog from the previous versions can be found below.
Changelist 1.20q (#174)
- Fixed a crash during turn processing related to one of your Zones (temporarily not having a City)
- Fixed a graphical glitch when keying (9) through your Units while having the Asset Tab open
- Fixed a crash during AI processing (related to rebels)
- Fixed an edge case rule where Port forming new Zone got delegated to old Zone
- Fixed a relatively rare but annoying occurrence of a Zone ID getting swapped during making a Zone Decision due to interaction with other Zones while the Decision Tab was open.
Changelist 1.20p (#173)
- Fixed bug with Renegade Elements Decision
- AI Major Regimes now cancel Contracts that are hopeless amphibious invasions
- AI Major Regimes now better plot their target amphibious invasion Hex (using the new Flag of Interest feature also available to human players)
- Reduced AI advantage on somewhat cheaper MTH contracts a bit more, especially at lower difficulty levels
- Made AI sign shorter contracts for amphibious invasions (as it is not sure they’ll work out)
- Made AI stop sometimes buying way too big transport contracts (also constraining player shipping in the progress)
Changelist 1.20o (#172)
- You can now make a Zone trade with the Traders directly (switch between SHQ & Zone added in Trade Window)
- Fixed crash on trying Replacement Troops order on a Unit without a HQ
- Landscape Type “Base Sea” is now called “Lake” if it is a lake, in the bottom UI
- Made Zone Border changing easier if next to Sea Hex
- Added a little bit of extra Credits for a new Trade Area being formed during play (notably on Trader Area creation with makeshift port
- Fixed a rare issue with faulty Demand being made when you had lots of very happy Factions (>90)
- Fixed issue with Road Construction now being possible from a road that already has >=10.000 Logistical Points (Solops) & fixed issue with road construction being possible from a non-road Hex.
- Fixed the “Sell Share” Stratagem, it was not functioning at all. Should be good now! Now restart required, just this new version.
Changelist 1.20m (#171)
- Some more micro-management flexibility: You can now choose if Zone Unit Supply (Call Gov to discuss Zone Orders) is only for shortfalls or is given before Unit Supply (in which case the latter would complement any shortfalls not provided by the Zone)
- Fixed Radiation Leak Stratagem *
- Fine-tuned if a Sea Zone gets captured by an MTH or not, after naval warfare, less captures should take place if not somewhat favorable combat result.
- Fixed only 1 of the Leader Recruitment Decisions showing up with a MTH Alliance
- Glitch fixed with Private Ports not producing Private Credits *
- Private Ports Food + Credits production now also positively impacted by Private Economy Bonus *
- Port Point production now also positively impacted by Logistical Bonus *
- Building a Makeshift Port in a Zone that already has a City no longer results in a free Dirt Road.
- Fixed Corporation Tax Paid not resetting to 0 every round and screwing up the Treasury Report
- Added MTH Dividend payments to Treasury Report
*=requires you to start a new game with this new version for full fix
Check out the full changelog for version 1.07.01.
Asterix (*) at end of item means it requires a new game start to go into effect.
v1.07.01 – 07th January 2021
• No longer access to RPG Infantry Brigade in Tech 4 start (you’ll have to develop a Model + Formation first)
• Road construction at very long distance from SHQ now also possible (was a glitch)
• Reduced XP spending on Resist Influence, Endurance and some other Skills
• Added chance for learning a random skill, not often, but possible. Much more chance if no other skill qualifies for spending XP on.
• Added in some securities for AI to not go overboard with Airbase construction and not produce any aircraft models with to low range either.
• Upgrading and Replacing in same hex and SHQ should now always work, even if logistical points is at 0.
• Fixed a glitch where some Major Stratagems where presented as not accessible due to not the right Faction in Power (unless accessed by Regime Tab in the bottom). This is fixed now.
• Have been making fixes to the AI garrison algorithms, especially for Minors, which were still leaving empty their City in some cases.
• A number of spelling and missing “00” corrections. *
• Fixed a calculation error in Dogfight Modifier during Air Combat.
• Fixed a crash with Management Tab if you had an Asset/Hex Perk at 0,0 hex.
• Fixed glitch with Mot/Mech Storm Grenadier Bat *
• Closed an exploit with Attract Free Folk Stratagem *
• Easier Logistics game variant now also doubles range of Supply Bases (the variant is more consistent like that)
• Fixed quite a major bug that caused “Maximum Storage” not to be transferred to SHQ in some circumstances, which led to some big Item losses in SHQ inventory.
• Made some nudges to Minor AI tactics (both for non-slow and slow AI mode)
• Fixed crash in combat window when doing combat with insane amount of enemy troops
• Fixed some Colonist/Recruits mouseover qty’s missing double zero behind 00
• Also fixed some wrong ratio in Replace Popup and Scrap and Upgrade Results
• Diminished Hi-Tech costs for Beam and Plasma Guns *
• Fixed some typo’s and spelling errors *
• Unification and Annexation Stratagems are a bit more difficult in general now, but also a bit more variable in difficulty (based on the aggression of the target culture) *
• AI now disbands old equipment piling up in its SHQs.
• A major AI now has 40% chance to always try to keep Airforce in the Air (instead of switching fully to Flak Gun production) *
• Fixed a sort of “hanging” request for Scientific Cooperation by a regime you already refused or at this time are even at war with *
• I speeded up a noticeable interface delay when clicking units a lot in some Militia cases / Units direct under SHQ cases.
• Added protective code for the crash issue with the permissions/virus checker for Steam version MyDocuments access. If system does not support internal savedgames/ directory will now be used.
• Added the relation change logbook entries to the mouse-over in the Leader Popup Window
• Added relation changes caused by Leader Feats to the relation change logbook of Leaders
• Fixed a nasty code bug which caused population happiness to malfunction.
• Fixed a glitch that caused Regime Overview Reports to disappear in rare cases
• Rule change: early Fate Stratagems will no longer disappear once you cross to respectively Tech Level 5+ or Culture Level 5+
• Added Max Size an Aircraft can transport through Air Bridge to its detailed popup.
• Added some mouse-over improvements for using Strategic Transfer through Air Bridges
• Added some map-arrow improvements for using Strategic Transfer through Air Bridges
• Fixed an Air Bridge calculation error were sometimes land connection got preferred. Should be fixed now. But keep an eye on it.
• Scrapping outside Zone was working well, but I have fixed the textual feedback to be a bit clearer.
• Prevented some map clicking when also clicking on a tab in the top
• Made a speed improvement to the slow AI that will hardly or not at all affect its quality of moves
• Beam Gun on Heavy Tank now rendered correctly *
• Veteran Sgt / Lt. will now longer trigger for Air Units *
• Added some protective code to avoid showing wrong Difficulty for Provocation Stratagem.
• Fixed an eternal loop "freeze" with Preview Points calcs
• Fixed crash with battlegroup transfers (finally!)
• Repaired the Roaming thieves decision, now targets private Food *
• Decreased Machinery cost for SAM Launchers *
• Fixed effect of Research Bonus on binary Tech advances
• Improved history flow with the battles now showing the original situation + combat results and only in the next step the after-battle state.
• Air Bridge SFX during turn startup are now really gone
• Fixed Leader Suitability Rating for Airforce Council
• Explosion before Combat with Air Recon gone for good
• Fixed a crash/corruption with Air Bridge calculations when enemy intercept became possible
• Combat sounds with Air Bridge intercept now also muted as you are not seeing their results and they are calculated behind the scenes, so to speak.
• Fixed a glitch for Tactical Nuke weapon, description of tech fixed and can now be used with Automated Turret as well *
• Machinery treasures have less quantity now (was a bit over the top) *
• Moved 5 Linear Weapon Improvement Techs from Military Research Council to Applied Science Council *
• Treasure Hoard Stratagem, AI giving you discovery and other similar events/instances will now NOT give certain techs that will be of no use because you do not have the earlier techs or because planetary conditions are not met. Did a manual pass tech by tech and it should be done right this time. *
• Fixed older game starts played with 1.06.02 or higher that were getting weird skill growth due to
the newly added personality modifiers on skill choice in 1.06.02.
• When establishing Air Bridges with the Air Bridge order they now limit you to the initial Air Bridge mission maximum range (which might be below optimal due to lack of AP or Rdn)
• A little bit more consequences from playing the Ask for Help Stratagem (to often). Also tuned down the amount of Credits you can ask for. (could be excessive in later game)*
• Fixed AI air unit relocation mechanism that was not using full range of its aircraft causing some to get stuck in airbasisolated areas.
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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