Search found 48 matches

by Krytor
Wed Jan 29, 2025 7:41 pm
Forum: Shadow Empire
Topic: Late Game Trade Issues
Replies: 14
Views: 602

Re: Late Game Trade Issues

Thanks Thrake, that's super helpful stuff I wish I'd known earlier.

As metal has no limit it's a bit surprising that metal was unsellable in my game.

You mention the market is my own + traders (this seems like a market made of magically created materials that regenerate) + neighbors. I assume ...
by Krytor
Wed Jan 29, 2025 6:02 pm
Forum: Shadow Empire
Topic: Late Game Trade Issues
Replies: 14
Views: 602

Re: Late Game Trade Issues

What I'm hearing is: "Produce less"

I've worked hard to get these values to where they are because while I have huge stockpiles now I use them all in bursts quite quickly when I need more units.

I think what a need is a tutorial on how exactly markets work. How many markets are there? Is it a zero ...
by Krytor
Mon Jan 27, 2025 10:18 pm
Forum: Shadow Empire
Topic: Late Game Trade Issues
Replies: 14
Views: 602

Re: Late Game Trade Issues

Sure! Let me know if you find anything interesting. The game has already declared me victorious but that shouldn't interfere with looking into the issue.
by Krytor
Mon Jan 27, 2025 8:08 pm
Forum: Shadow Empire
Topic: Late Game Trade Issues
Replies: 14
Views: 602

Re: Late Game Trade Issues

Commerce profile is low as it's not my main jam. But it's been like that all game. My pop is generally debt free. All that's left in the world is major powers. I border on pretty much everyone. However I'm totally unaware of how markets are created. I've never seen any guide as to how traders really ...
by Krytor
Fri Jan 24, 2025 4:40 pm
Forum: Shadow Empire
Topic: Late Game Trade Issues
Replies: 14
Views: 602

Late Game Trade Issues

Almost all cash problems can easily be resolved with trade. Makes some excess of a thing, sell it on occasion.

But late game the price to sell EVERYTHING goes down. Often to "No Interest To Buy". At that point the Trade button becomes near useless.

Here's a screenshot of what I see at the start of ...
by Krytor
Fri Jan 24, 2025 7:18 am
Forum: Shadow Empire
Topic: Shadow Empire Suggestions and Feedback
Replies: 82
Views: 12977

Re: Shadow Empire Suggestions and Feedback

I'm sure it's been mentioned before but exiting the Construct screen each time I click a building makes an already tedious task much worse. Today I wanted to construct all the rank 1 government buildings in all 20 of my cities. That was A LOT of time and clicking.

Extra credit: Let me build off the ...
by Krytor
Wed Jan 22, 2025 1:09 am
Forum: Shadow Empire
Topic: 100% of spies lost each turn due to AI zone reorg every turn
Replies: 4
Views: 351

Re: 100% of spies lost each turn due to AI zone reorg every turn

I've got a Sec Director with 81 total Covert ops. I've got spies in nations that have been there for years. First thing I did was check the spy report and the manual to be sure I knew of all ways spy loss could happen. I was amazed to find the zones I was spying on changed shapes and names each turn ...
by Krytor
Tue Jan 21, 2025 8:00 pm
Forum: Shadow Empire
Topic: 100% of spies lost each turn due to AI zone reorg every turn
Replies: 4
Views: 351

100% of spies lost each turn due to AI zone reorg every turn

I noticed that I had sent spies every turn for many turns to each zone an enemy controlled, yet each time one of the zones had 0 spies next turn. Reports didn't list any spies being captured. In fact reports didn't show any spy info for the previous turn.

Eventually I realized the AI was ...
by Krytor
Sat Jan 11, 2025 4:38 pm
Forum: Shadow Empire
Topic: AI works together as one unit
Replies: 2
Views: 491

Re: AI works together as one unit

+1
I made another post about early game danger->unrest spirals but really it only happens because unaligned AI all beeline for me and only me. How do I know? I do Spy Council first and get that recon maxed out near me.

All unaligned and minor factions ignore each other and coordinate vs player only.
by Krytor
Sat Jan 11, 2025 9:15 am
Forum: Shadow Empire
Topic: City unrest death spiral needs a solution
Replies: 1
Views: 255

City unrest death spiral needs a solution

I know I'm not the first to mention this but I've got 444 hours and play mainly on hard so hopefully I kinda know what I'm doing.

Here's the situation:
Game starts in the middle of no mans land, enemy nomads (and sometimes beasts) start out in visible range turn 1. So you push them out trying to ...
by Krytor
Mon Apr 17, 2023 11:11 am
Forum: War Room
Topic: Best 1st through 5th turn decisions
Replies: 7
Views: 2564

Re: Best 1st through 5th turn decisions

Lots of good advice here. I differ a bit.
1. Raise a MG formation on your first turn. Bring up a pair of buggies to attach to them when possible. This is the most important thing to do on turn one.
2. Call up your governor. Set worker pay to .1c above private pay. This will make them all very upset ...
by Krytor
Fri Mar 11, 2022 7:30 pm
Forum: Shadow Empire
Topic: Synthetic Fuel Refinery vs Methane Synthesis Plant
Replies: 0
Views: 339

Synthetic Fuel Refinery vs Methane Synthesis Plant

Checking all their ranks and such, it would seem that the Methane Synth is just worse. All values are the same except Methane costs water on top of the workers, AND Methane costs more in Worker Upkeep where Synth Fuel stays a static 100 every level.

I figured one of the advantages of having CO2 in ...
by Krytor
Fri Mar 11, 2022 7:22 pm
Forum: Shadow Empire
Topic: What causes some empires to be harder to spy on?
Replies: 10
Views: 939

Re: What causes some empires to be harder to spy on?

AH! There it is. The higher difficulties hate me with the passion of many burning suns. Don't know how I missed it. Thanks!
by Krytor
Fri Mar 11, 2022 11:21 am
Forum: Shadow Empire
Topic: What causes some empires to be harder to spy on?
Replies: 10
Views: 939

Re: What causes some empires to be harder to spy on?

Interesting. The place in question had 0 of my spies in it at the time I recorded the difficulty numbers. Anything else that might factor in?
by Krytor
Fri Mar 11, 2022 9:51 am
Forum: Shadow Empire
Topic: What causes some empires to be harder to spy on?
Replies: 10
Views: 939

What causes some empires to be harder to spy on?

One of the Majors in my game has a 120 Difficulty for the Send Spy card (The single spy, the Spy Ring is 136). Other majors have 20 and 96. Does the difference have to do with tech level of the empire? Is this info available somewhere? The manual suggests that you can lose spies from some factors ...
by Krytor
Fri May 21, 2021 7:38 pm
Forum: Suggestions and Feedback
Topic: The "Clear all Signs" button on the Global Ops of the Traffic Interface NEEDS a confirmation box
Replies: 2
Views: 106

The "Clear all Signs" button on the Global Ops of the Traffic Interface NEEDS a confirmation box

<t> If you click twice in Traffic mode, you get the signs screen. It's easy to accidentally click 3 times, having the third click hit the interface. If your mouse happens to be over the Clear all Signs button, you lose them all without any confirmation.<br/>
<br/>
You could even just misclick that ...
by Krytor
Wed Jan 20, 2021 1:33 pm
Forum: Tech Support
Topic: [1.07.03][SteamOpenBeta] Rebels units move through ALL terrain at 10AP
Replies: 3
Views: 124

RE: [1.07.03][SteamOpenBeta] Rebels units move through ALL terrain at 10AP

<t> It would be super nice if Rebels/Remnant AI/Nomads didn't all require a literal solid boarder of units to prevent them from going from the fog of war to stepping a tile away from your city in a single turn. Causing massive amounts of danger for the next 10 turns even if you kill them quickly ...
by Krytor
Fri Jan 15, 2021 6:34 am
Forum: Shadow Empire
Topic: Is spying a bit overpowered?
Replies: 25
Views: 429

RE: Is spying a bit overpowered?

Oh? Interesting. I generally put anywhere from 6-12 spies per important area and less for areas I don't care about. I've seen Majors kill 3+ spies/turn. Made it hard to fight them.

EDIT: I play on hard currently, beta patch
by Krytor
Thu Jan 14, 2021 4:09 pm
Forum: War Room
Topic: How do I get units to work together?
Replies: 5
Views: 343

RE: How do I get units to work together?

Huh, I figured breakthrough had to do with frontline units being killed/retreating. But all a unit has to do is not take any hits in order to make an attempt. News to me.

Go to advanced search