Leader events first 12 turns?

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morganja
Posts: 28
Joined: Mon May 23, 2005 1:28 am

Leader events first 12 turns?

Post by morganja »

Twelve turns into my game, and I have had at least one leader event every turn except the first. It's very annoying. Is there something I am doing? Is there a bug? Why is this happening? I'm even getting the same event two turns in a row sometimes.
Makes the game very unfun. I'm in a war with slavers, and my total of 8 leaders can't stop causing incidents every fracking turn? Come on.
eddieballgame
Posts: 903
Joined: Wed Jun 29, 2011 2:50 am

RE: Leader events first 12 turns?

Post by eddieballgame »

Unless the 'dev' reveals what triggers every 'decision making' action, one will have to deal with it.
The amount of them vary to even zero sometimes.
Personally, I like them (even the annoying ones to some degree) as it adds to the experience/immersion for me.
It also forces one to pay attention about how one's empire can be struggling & why; such as your 'Profile' vs the ones who are already in a your council, for example.
They may have other (better?) ideas on how things should be run & whether or not you will tolerate it. [:)]
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KingHalford
Posts: 701
Joined: Thu Aug 18, 2016 3:53 pm
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RE: Leader events first 12 turns?

Post by KingHalford »

You can leave them and your government will make a decision for you. This is a common theme in Shadow Empire: it's designed so that micromanagement of certain aspects of the game can be ignored unless you want to focus on them.
Ben "BATTLEMODE"
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Lovenought
Posts: 229
Joined: Mon Aug 21, 2017 3:06 am

RE: Leader events first 12 turns?

Post by Lovenought »

Leaders who have low relations are more likely to cause problems. In the early game, you haven't yet been able to shoot/fire everyone who doesn't think the correct way, so they cause problems.
pauls2271
Posts: 49
Joined: Fri Apr 10, 2020 1:20 am

RE: Leader events first 12 turns?

Post by pauls2271 »

Yes, leaders with low relation scores are trouble-makers. Also, it seems like once your leader starts their antics, they are more prone to more antics.

I got to use the useful "Assassinate Leader" card in my current game due to the continuing antics of a low relation governor.

morganja
Posts: 28
Joined: Mon May 23, 2005 1:28 am

RE: Leader events first 12 turns?

Post by morganja »

I know there is a good reason for it. I just don't know where to look to find it. I started the world again, not from the beginning fist turn, but from the planet generation, and there was no issue. I'm guessing it had something to do with the generated leaders being especially awful, but I wish I could figure out why so I would be aware of it in the future.

Great game, by the way. Love it.
eddieballgame
Posts: 903
Joined: Wed Jun 29, 2011 2:50 am

RE: Leader events first 12 turns?

Post by eddieballgame »

Remember, over time you can relieve, fire, rehire, piss off, & assassinate your way to a council that aligns with your profile.
Bribing & sucking up will only delay the inevitable chaos that is part of dealing with a hostile/less agreeable council.
Or...you can succumb to their views & govern accordingly.
You are at the mercy of the 'rng' in the beginning, but that is one of the many challenges this great game offers.
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