Search found 11 matches

by GoblinCookie
Thu Jan 25, 2024 8:36 pm
Forum: Suggestions and Feedback
Topic: Reinforce and absorb militia stratagems
Replies: 3
Views: 473

Re: Reinforce and absorb militia stratagems

Another idea I just had might be to have the militia be paid a wage by the zone governor out of the private economy. This wage however is based upon the maximum size of the militia, not its present size.

The militia unit buys manpower from the main pool via a random event and also buys upgrades ...
by GoblinCookie
Thu Jan 25, 2024 8:29 pm
Forum: Suggestions and Feedback
Topic: PLEASE remove the heart penalty for rejecting MTH leaders
Replies: 2
Views: 301

PLEASE remove the heart penalty for rejecting MTH leaders

There is an event in the game that seems to fire extremely often if you have the misfortune (seems that way sometimes) of forming an alliance with a Maritime Trading House (MTH).

In it they offer you a new leader that belongs to the MTH. Initially you need this event in order to fill your ranks ...
by GoblinCookie
Sat Aug 26, 2023 3:16 pm
Forum: Shadow Empire
Topic: recommended maximum tax rate
Replies: 6
Views: 1000

Re: recommended maximum tax rate

You have to worry about sales taxes being too high but not income taxes. People are always going to be making an income but buying things aside from food is optional.
by GoblinCookie
Sat Aug 26, 2023 10:59 am
Forum: Suggestions and Feedback
Topic: Reinforce and absorb militia stratagems
Replies: 3
Views: 473

Reinforce and absorb militia stratagems

At the moment the militia system basically breaks down entirely once you leave the early-game. This is due to the strength of the factors reducing militancy in settlements combined with the weakness of those factors increasing it. However at the point that the inevitable militancy crash occurs, you ...
by GoblinCookie
Fri Aug 25, 2023 5:09 pm
Forum: Tech Support
Topic: Private sector gets stuck *about* to build farming domes[v1.21d]
Replies: 1
Views: 297

Private sector gets stuck *about* to build farming domes[v1.21d]

I have run into a fascinating bug with the private sector building AI. I created a new town to the north of my capital in a game set on an earth-like planet. I created the town from a farming asset that I created, the open-farming type of asset, which means that said asset is on the town square. I ...
by GoblinCookie
Sun Aug 20, 2023 12:39 pm
Forum: Suggestions and Feedback
Topic: 1.21K3 Feedback re Metals
Replies: 8
Views: 810

Re: 1.21K3 Feedback re Metals


Not sure yet. These changes to metal sources are in beta. It is definitely a challenge and is, I suspect, not yet balanced. In the past versions of SE, the lack of metal sites I encountered and the placement of the soil demetalization tech further out in the tech tree would have been fatal for me ...
by GoblinCookie
Sat Aug 19, 2023 8:59 pm
Forum: Suggestions and Feedback
Topic: 1.21K3 Feedback re Metals
Replies: 8
Views: 810

Re: 1.21K3 Feedback re Metals

Is this a problem with the game or just a challenge?
by GoblinCookie
Sat Aug 19, 2023 8:55 pm
Forum: Tech Support
Topic: [v.1.21d] Disappearing religions
Replies: 5
Views: 337

Re: [v.1.21d] Disappearing religions

As soon as I conquered the enemy capital I acquired a fourth religion, the Apocrypha Cult and in a turn it managed to oust the syndics from three out of my four zones.

What seems to be happening is that the game contains a religion spread mechanic to redistribute religions between adjacent zones ...
by GoblinCookie
Fri Aug 18, 2023 10:11 am
Forum: Tech Support
Topic: [v.1.21d] Disappearing religions
Replies: 5
Views: 337

[v.1.21d] Disappearing religions

In one of my games I had two established religions, the Anima Cult and the Eternity Movement. The first was supported by my government while the latter had no policy.

Then I captured a third, highly depopulated town with about 9000 people left in it. However they had something else, a third ...
by GoblinCookie
Tue Aug 15, 2023 4:47 pm
Forum: Suggestions and Feedback
Topic: Phasing out 'generic militia' models by the mid-game.
Replies: 1
Views: 328

Phasing out 'generic militia' models by the mid-game.

As it stands I see a fair amount of use of generic militia units in the game, way past the point that such units should really be being used. For some reason a system exists for milita by which they get to eventually use, typically obsolete models of their own faction, but no system exists for ...
by GoblinCookie
Tue Aug 15, 2023 2:52 pm
Forum: Suggestions and Feedback
Topic: Could rebels make use of militia-style unit progression?
Replies: 4
Views: 300

Re: Could rebels make use of militia-style unit progression?

I think the rebels become more dangerous over time but based upon turn number rather than tech of those they are rebelling against. They basically use the same units as free folk marauders and the like, the generic militia units.

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