Shadow Empire Suggestions and Feedback

A military-oriented and sci-fi wargame, set on procedural planets with customizable factions and endless choices.

Moderator: Vic

phyroks
Posts: 86
Joined: Tue Dec 01, 2020 9:07 am

Re: Shadow Empire Suggestions and Feedback

Post by phyroks »

They AI really needs an update on terrain types and how it should understand that mountains and other easy to defend terrains are valuable. AI on the hardest difficulty and extra time to think, still often retreats its line, sometimes it might be good idea, but it should think more than twice about moving off a mountains and such.

Economy AI is just, well is there even one?... Starting the games usually with tech lvl4, the AI during the entire game has only/mostly build mines, farms and bio-fuel buildings in their zones(this game had plenty of rainfall so no water stuff this time which is nice). All of these are bare minimum to keep armies going, and I dont find any places with my spies etc where it would have buildings besides starting buildings for industrial capacity or BP! It does not really advance in technology at all during the game and easily falls behind as it has no BP production (and this is with nemesis and max difficulty). The AI really needs to know how to build its empire if it has zones that are not bordering hostiles, or at least give the hardest AI some free/cheat* points for building BP assets and factories.

*I would prefer if it would be done without "cheating", but I would rather take hotfix now than wait 6+months for something to change

AI nearly never upgrades troops (it still has units in uniform when it has new models with heavy combat armor available). AI nearly never uses air forces, still.

I keep returning to this game once now and then, its nice to see improvements but it also pains to see some sides of the game still have same issues :(

Always nice to see new content coming up, but hopefully you find the time and motivation to look at the old stuff too vic!

I know I only come whine and post bug reports, but its because I like the game :oops: , so thanks for the great game. <3

Edit: yeah posted it in the actual thread too now
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JonasWalker
Posts: 5
Joined: Wed Oct 05, 2022 1:30 pm

Re: Shadow Empire Suggestions and Feedback

Post by JonasWalker »

Hello Vic, long time lurker who finally made an account. First off I wanted to say thank you for the amazing game and I really do appreciate all the effort you must have put in to make it. The following is just a wish-list of features I'd personally like to see and is likely some combination of unbalanced/impractical/poorly thought out as fair warning. Some of them have been posted elsewhere as well but are included here if I really liked the idea. One or two might already be in the game but I've somehow missed.


-Quality of Life features
1. Savable Starting Empire choices. Please let us save the starting empire information as a profile so we can simply load it in instead of having to manually set everything again for those of us who like playing the same empire (for various reasons) in different reasons. I could also see this being potentially useful for Streamers as well.

2. Bookmark planet generation rolls. Being able to save a single roll during planet generation and compare it to subsequent rolls of a given phase with the choice of either rolling again, using the bookmarked one, or replacing it with a new bookmark would be quite handy for those who spent a lot of time hunting for the perfect planet for a given game. People can already do something similar by simply rerolling until they get what they want, this would simply make the process less painful.

3. Additional History Class options. Having the flexibility to bias the generation results towards additional things could be pretty useful for those hunting for a specific planet they have in mind. Such options could be for example:

----Radiation: Weighs Dissolution War rolls towards radiation hazards being more likely.
----Mutants: Weighs Dissolution War rolls towards mutants being more likely.
----Metropolis: Weighs colonization rolls towards having higher population counts, the opposite of Outpost basically.
----Metal Rich: Increases the the percentage of Metal in the crust.
----Metal Poor: Decreases the percentage of metal in the crust.
----Rare Rich: Increases the percentage of Rare Metals in the crust.
----Rare poor: Decreases the percentage of Rare Metals in the crust.
----Fuel Rich: Increases the percentage of Fuel deposits in the crust.
----Fuel Poor: Decreases the percentage of Fuel Deposits in the crust.

4: Changing Auto-saves to automatically add your factions name to it could be handy for those who have parallel active campaigns. An alternative could be simply having a sub-folder created with the factions name for the current auto-save system.

5. Aux Info screen during geology phase of planetary generation. Basically right now if you want to see the heavy metal percentage of your planets crust you can only do it once actually in a campaign via your empires dashboard. Assuming that is decided during the geology phase and not when a campaign starts it'd be nice to see something akin to the Aux info tab we have for the biosphere generation phase showing a breakdown of various resource percentages in the crust. Once again aimed at those who have a specific planet in mind be it to make the game easier (to learn it or have a relaxing playthrough) or for those who deliberately want the challenge of one or more resources being very scarce.

6. Empire wide governor settings. Basically the ability to edit most of the things we can on the current governor screen (wages, bonuses, allow or disallow emergency food/buying freefolk, et) globally instead of having to only do so for each individual city one at a time. It'd be extra useful if we could also save a setting profile that would automatically applied to any new/captured cities during a campaign as the default.

7. Privatize Asset. Just what it says on the tin; please Vic let us be able to sell off public assets to the private economy if they can afford it as a way to undo nationalized assets. I'd be perfectly fine if it had a PP cost or required a stratagem to do so.

8. Water assets. This might already be planned for the navel updates but as of the moment coastal cities are disadvantaged by having less workable tiles then a landlocked city which can still get the same amount of water by simply having a zone border touching the coast. It'd make coastal cities much more interesting (and more competitive) if there were potential bonuses you could get from water assets. On a side note it'd also be nice if rivers (and maybe other water bodies as well?) could make use of a (researchable?) hydroelectric power-plant. Functionally a location locked solar power-plant balanced to be cheaper and/or have more output?

9. Remind me option. Having the game automatically remind you (maybe as something you can also flag certain things with?) about units that have yet to move/mothballed assets or other such things when you hit the end turn button then asking for a confirmation on if you /really/ want to end the turn anyway would be pretty nice. Especially for later in a game when you already are going to have a lot of stuff to keep track of so things will slip through the cracks.

10. Admin Strain overlay. Pretty short and sweet, this would be a map overlay option that shows you where admin strain starts to kick in. Potentially useful if in the future admin strain can be altered in-game somehow from the default over six tile range.

-Change in Mechanics
1. Interior Council Leader influencing Recruit rolls. As of the moment the only way to influence the cap level of a recruit is via meritocracy, which is both frustrating from a player standpoint and I'd argue unrealistic since the person doing the headhunting should be able to sort the obvious chaff from the wheat. Perhaps reuse existing mechanics for the roll where success gives a small bonus (an example could be 15%) to a recruits cap with a critical success being double the bonus? By the same token a failed roll could instead give a penalty with a critical failure doubling the penalty. Essentially this would represent your Interior Council leader using the Admin (or other relevant skills) to actively headhunt useful talent and on occasion mistaking a poor candidate for a real hotshot. This would also give the player the feeling of agency when it comes to recruiting short outside of taking Meritocracy, either at its first level or maxed out for the leader cap bonus.

2. Land Hex Perks need logistics. This is more to make them act consistent with how land assets work by requiring them to have a logistics link back to the city whose zone they reside in plus it would require a player to put more thought into harnessing them than "plop city down within six tiles of a perk and your set". It could also represent building up local infrastructure in an area and give more tactical options since having them be linked via logistics also means they can be cut off easier potentially opening up more tactical opportunities.



Once again I want to thank you for this excellent game Vic and I hope you might find something of use in the above word salad. :P
JonasWalker
Posts: 5
Joined: Wed Oct 05, 2022 1:30 pm

Re: Shadow Empire Suggestions and Feedback

Post by JonasWalker »

A few additional things.

QOL:
--In the Raise Unit screen, please let us raise multiple units at once akin to how the Replacement screen works. Unless I've missed something (which is possible) we currently have to reenter it for every unit we wish to create.

--In the Trade screen, please let us sell/buy from multiple categories at once rather then having to set the amount and click sell/buy for every category individually.

--History Class option to weight planet generation towards not having alien life even if the planet normally would.

--History Class option to start only sharing borders with unaligned zones for those who would like a more rural start.
zgrssd
Posts: 5101
Joined: Tue Jun 09, 2020 1:02 pm

Re: Shadow Empire Suggestions and Feedback

Post by zgrssd »

Why are people using a thread called " Shadow Empire Suggestions and Feedback"

When there is literally a Subforum for this very purpose and the exact name?
Shadow Empire < Suggestions and Feedback
majama
Posts: 59
Joined: Wed Jul 25, 2001 8:00 am
Location: Poland

Re: Shadow Empire Suggestions and Feedback

Post by majama »

I feel like something is wrong with the game. My best director left although he still had a high level of relation 71. She talks about deficiencies in democracy when i have a high level of democracy. Now I have 10 level 1 leaders and there is no one to replace this director. The game effectively discourages you from continuing to play it. All the time problems with money and these conflicts with the leaders. And at the same time I noticed that AI, although much stronger, only threatens war and does not attack until I start the war myself. I'm too weak to win so I don't attack. I can probably play another 160 turns anyway.
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I can't enjoy playing it unfortunately. Too many failed attempts. I suppose this game is doomed to failure.
Burnrate
Posts: 23
Joined: Thu Mar 04, 2021 11:53 pm

Re: Shadow Empire Suggestions and Feedback

Post by Burnrate »

zgrssd wrote: Wed Oct 19, 2022 12:38 pm Why are people using a thread called " Shadow Empire Suggestions and Feedback"

When there is literally a Subforum for this very purpose and the exact name?
Shadow Empire < Suggestions and Feedback
This is true. The original post was literally a link to the feedback subforum but no one decided to actually read the post, only the title. :lol:
Malekron
Posts: 1
Joined: Sun Dec 17, 2023 6:20 pm

Re: Shadow Empire Suggestions and Feedback

Post by Malekron »

A hotkey for Raising Formations like how C is construction. Maybe R or F?

Maybe make Militia AI controlled ally within your territory that either defends or expands your territory based on the credits you put in so they buy the materials needed and strategems you put into place. A Private military with the Private economy.
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havoc1371
Posts: 446
Joined: Tue Dec 05, 2017 2:44 pm

Re: Shadow Empire Suggestions and Feedback

Post by havoc1371 »

An advisory feature that tells a player the best places to put a truck station, supply depot, etc., instead of players stumbling around trying to figure it out on their own.
zgrssd
Posts: 5101
Joined: Tue Jun 09, 2020 1:02 pm

Re: Shadow Empire Suggestions and Feedback

Post by zgrssd »

havoc1371 wrote: Sun Dec 31, 2023 9:08 pm An advisory feature that tells a player the best places to put a truck station, supply depot, etc., instead of players stumbling around trying to figure it out on their own.
The best place for truck stops is inside cities. Which is also the best spot to put all the road splits (unless you got simplified logistics).
The best spot for supply depots does not exist/is way too subjective.

Remember that every advisor will need some math formula to figure out the "perfect spot". And if Vic was able to do that, the AI would need fewer logistics cheats ;)
JethroE7
Posts: 3
Joined: Wed Mar 27, 2024 2:07 am

Re: Shadow Empire Suggestions and Feedback

Post by JethroE7 »

I sometimes like to start with at least one "special" character, level 4 or 5, but I can't control what they will like. Being able to create a special "revolutionary leader" at start up, and distribute some points, or even have it variable / random (just select a "majoring in" and a "minor interests" would do much to make every game start very immersive and hopefully would'nt take much to do.
Thanks. Incredible Game.
mattpilot
Posts: 103
Joined: Thu Mar 08, 2018 1:17 pm

Re: Shadow Empire Suggestions and Feedback

Post by mattpilot »

Need more zone names like this: :D
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czert2
Posts: 547
Joined: Sat Feb 09, 2013 10:56 pm

Re: Shadow Empire Suggestions and Feedback

Post by czert2 »

i will love to have these technologies added (if something similiar is in, i missed it)
- quad (4x) electric engine
- sextuple (6x) electric engine

- to simply give more mobility to heavy behemots if i want to go electric power for units

add some indicator when i play strategems which add building to cities. e.q. when i want to add zoo to city which dont have it , i realy hate if i get pop up "your zoo was upgraded to lvl 2/3).
PukeSkyhocker
Posts: 5
Joined: Mon Nov 29, 2021 7:16 am

Re: Shadow Empire Suggestions and Feedback

Post by PukeSkyhocker »

Ok Ive been playing the 1.2.6.16 and the new disasters are just insane. Every three turns a disaster like a dome breach, bacterial infection or alien virus kills 6k, 20k and 32 thousand people! Thats just too often and too much for the only resource you CAN NOT increase without great luck.
Dukie
Posts: 32
Joined: Fri Dec 19, 2008 3:18 pm

Re: Shadow Empire Suggestions and Feedback

Post by Dukie »

I have a true love/hate relationship with this game. Disclaimer - I'm terrible at it. But my suggestion(s) are:
1. Can we please rename our planets? Too many of my planet names look like random strings of letters.
2. The planet generation/regime generation seems broken. I keep playing on the beginner level and still have to quit and reboot 10 - 20 times to get a game I think I can actually play. I almost always have NO water resource and often no metal or fuel resources. I always immediately start bleeding cash (usually run out in 5 turns or less). I have a tax increase stratagem, but I never have had a leader that could successfully play it, rendering it useless. In short, I never seem to start with a viable economy -- on beginner?! Please, please give us a viable starting economy, at least on beginner.
3. I would like to see some additions to the planet generation where the user could flag that the planet will definitely contain oil and at least moderate levels of metals. There is already a flag to limit resources. How about one to ensure they are present?
4. Tweak the starting leaders, at least on the beginner level. The manual states the average level for leaders is two to three. My statistical average over the last couple starts has been 1.8 and again, this is beginner?! More importantly, when the game generates the regime, the player picks 3 regime profiles. I don't expect my leaders to be 100% on board with them, but I usually end up with them overtly hostile to these initial choices. Please re-wicker this, at least for the beginner level. It just seems that the game initialization is the same regardless of desired play level.
zgrssd
Posts: 5101
Joined: Tue Jun 09, 2020 1:02 pm

Re: Shadow Empire Suggestions and Feedback

Post by zgrssd »

Dukie wrote: Thu Jan 09, 2025 3:36 am I have a true love/hate relationship with this game. Disclaimer - I'm terrible at it. But my suggestion(s) are:
1. Can we please rename our planets? Too many of my planet names look like random strings of letters.
2. The planet generation/regime generation seems broken. I keep playing on the beginner level and still have to quit and reboot 10 - 20 times to get a game I think I can actually play. I almost always have NO water resource and often no metal or fuel resources. I always immediately start bleeding cash (usually run out in 5 turns or less). I have a tax increase stratagem, but I never have had a leader that could successfully play it, rendering it useless. In short, I never seem to start with a viable economy -- on beginner?! Please, please give us a viable starting economy, at least on beginner.
3. I would like to see some additions to the planet generation where the user could flag that the planet will definitely contain oil and at least moderate levels of metals. There is already a flag to limit resources. How about one to ensure they are present?
4. Tweak the starting leaders, at least on the beginner level. The manual states the average level for leaders is two to three. My statistical average over the last couple starts has been 1.8 and again, this is beginner?! More importantly, when the game generates the regime, the player picks 3 regime profiles. I don't expect my leaders to be 100% on board with them, but I usually end up with them overtly hostile to these initial choices. Please re-wicker this, at least for the beginner level. It just seems that the game initialization is the same regardless of desired play level.
2. If you don't have water, that should be a bug report
The tech Level is much more important for early game difficulty. Don't try TL3 as beginner, but it is unfortunatley selected as default.
Krytor
Posts: 48
Joined: Sat Dec 26, 2020 2:46 am

Re: Shadow Empire Suggestions and Feedback

Post by Krytor »

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 MNG->Assets screen. So much easier to see my existing structures there.
ShadowEmpireHost
Posts: 11
Joined: Sat Jan 25, 2025 1:05 pm

Re: Shadow Empire Suggestions and Feedback

Post by ShadowEmpireHost »

Hello! I've been playing Shadow Empire for about two years and I am about to host my very first PBEM, ever, in anything. I am a huge fan of the game and very excited to play against other players who are also new to MP in SE. Between the guide here on fair map generation and pre-game discussion, I've finally been moved to say something about map generation. I've heard a lot of people complain about it in non-multiplayer contexts and I thought it was meritless, "stop being a baby" etc, but having now spent hours generating arguably the most fair maps that can possibly be generated, I understand why no one is in a rush to host these PBEM despite there being a surprising amount of demand for games where I am organizing this one. I may have enough players to host a second game and we may even have a second host. Of the three maps I generated I think there's a clear best map, but I'm letting the players select. I am also making my maps available to the other potential host in case he doesn't have time like I do right now.

The worst is when you're rolling Dissolution War and checking all the zones. How many almost perfect maps are discarded because the starts are on top of each other? Too many, too painful. This is worse than "religious cult nukes X zones" and even solar flare (a neat event actually). Spread Out does not seem to do much of anything. I want to be able to generate a Hydra planet with mountains. Most importantly, the player needs to be able adjust thresholds and parameters for planetary conditions and hopefully have some say in creation for the placement of player starting zones. I want to be able to tell the game "generate me a planet with 15% mountains and 20% ocean on a planet between 10 and 20 degrees C, let me mark on the map where I want the player starts to be, let the planet not be an irradiated nightmare." Simply because my time is too valuable to be mashing "re-roll". Sure I can watch TV while doing it but that's not an ideal. The players I've encountered are also generally requesting mild, breathable planets for the reason that they don't have multiplayer experience and don't know what to expect. All I can think about is map gen from the Deadlock strategy games. How much of a pain this would be to implement, I don't know, I am not a programmer, but it is probably the single most important issue facing the game other than players not reading the manual.

My other outstanding issues are mostly about AI and ICBM rules and behavior degenerating every single player game into "rush AI and win or get nuked," which happens if I ever choose to hold back against the AI. This stops me from playing single-player, which then forces me to organize PBEM games, which then forces me to spend hours generating maps. It also stops wars at higher tech levels from happening against the AI, as the game has already degenerated into nuke tossing. There is very little that can be done against ICBMs and the AIs recon rules, the Wide Area Shield doesn't do much of anything, there is no missile defense technology in a sci-fi game, and all you can do is hope you did bother to build your bunker to max level. Please implement some sort of anti-missile unit/system. Lastly, the Staff Council is convoluted, confusing, totally unintuitive and micro intensive and I hope it sees a revision soon.

Otherwise thanks for a great game and I can't wait for Republica!
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JeanleChauve
Posts: 171
Joined: Thu Apr 06, 2017 5:03 am
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Re: Shadow Empire Suggestions and Feedback

Post by JeanleChauve »

The election report adds some welcome immersion for democracy in particular. :D

However, after receiving 3 of the same requests from the same minority faction 3 consecutive rounds, I still don't really feel the point in manipulating the election. [edit]It seems to me, at first glance, that the requests are highly random.[/edit]
If Faction Happiness is lower than 90, there is a chance that they make a Demand. The lower the Happiness, the higher the chance.
French democracy allows minority factions a "parliamentary niche" to file a law request once a year. Perhaps there is another way to see things in this example? :?:
I would love to have a notification 5 rounds before the election, for example, we always miss the event. :cry:

Thank you Vic!
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