Secret Societies and Corporations

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

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AntoneT
Posts: 30
Joined: Thu May 29, 2014 12:24 pm

Secret Societies and Corporations

Post by AntoneT »

I've played a fair amount of Shadow Empires, but always turn off the Story Modules that include options like Crime Syndicates and the like. I've avoided them as I don't want them to pop up and derail my game.

I'm curious if other players choose to enable the Story Modules, and if you do use them, how much can they change the game?
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varangy
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Re: Secret Societies and Corporations

Post by varangy »

I also always disable story modules. I don't want them to generate unrest or danger.
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Twotribes
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Re: Secret Societies and Corporations

Post by Twotribes »

I turn of crime but keep the others yes corporations tend to take over zones but are worth the perks in my opinion. As for religion it is a mixed bag but generally better then not.
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mroyer
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Re: Secret Societies and Corporations

Post by mroyer »

My group has always turned on all three, so it's hard to compare to playing without. I think we do that just for the additional immersion and variability, scenario to scenario.

I can say, however, I haven't noticed a large effect plus or minus. The effects seem to be secondary as long as you keep up with them and don't let it get out of hand. I find that it adds a little interesting fun at the cost of a bit of additional play time per round.

-Mark R.
ObeseMonkey
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Joined: Fri Jun 05, 2020 1:31 pm

Re: Secret Societies and Corporations

Post by ObeseMonkey »

I keep them all on, but I tend to play more Rp than to win. So I don’t know if it’s the most optimal, especially for multiplayer.
'Juana Azurduy, flor del Alto Perú, No hay otro capitán más valiente que tú'.
pauls2271
Posts: 49
Joined: Fri Apr 10, 2020 1:20 am

Re: Secret Societies and Corporations

Post by pauls2271 »

I play a lot of games without any turned on.
I will turn one on occasionally to "mix it up" - usually Cults.
But I never turn them all on at once.
mattpilot
Posts: 104
Joined: Thu Mar 08, 2018 1:17 pm

Re: Secret Societies and Corporations

Post by mattpilot »

I have them all turned on, but i have to be honest, i dont really understand how they impact... i like the cults, because of the extra cards they give, but i dont understand the negative that comes with it.. or never 'feel' it.

Corporations... sure, they tell me they take control and i get unrest, and i try to control them with the strategems, and increase tax rate etc... but again, i dont understand how it really impacts my game.

Crime... again.. i dont understand. Maybe the effects are so tiny.

I just dont know how to steer them to take advantage of it all. I dont suppose someone has a guide? :-)
Kylejack
Posts: 18
Joined: Thu May 12, 2022 7:51 am

Re: Secret Societies and Corporations

Post by Kylejack »

mattpilot wrote: Sun Apr 17, 2022 11:43 am I have them all turned on, but i have to be honest, i dont really understand how they impact... i like the cults, because of the extra cards they give, but i dont understand the negative that comes with it.. or never 'feel' it.

Corporations... sure, they tell me they take control and i get unrest, and i try to control them with the strategems, and increase tax rate etc... but again, i dont understand how it really impacts my game.

Crime... again.. i dont understand. Maybe the effects are so tiny.

I just dont know how to steer them to take advantage of it all. I dont suppose someone has a guide? :-)
Corporations add massive stat bonuses to your leaders that you put on the corporate board. Something like +20 or 25 charisma and intelligence plus some other smaller things once they get all the traits. It’s very good

There’s a fairly substantial semi-hidden benefit from the crime syndicate I’ve never seen anyone mention when this topic has come up on here in the past, and that I only noticed myself by paying close attention

I’m not saying what it is :3
solops
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Joined: Thu Jan 31, 2002 10:00 am
Location: Central Texas

Re: Secret Societies and Corporations

Post by solops »

Per OP - used them a couple of times when the game came out. Now they are one of the first things I turn off.
All that is necessary for the triumph of evil is that good men do nothing.-Edmund Burke
Liberty lies in the hearts of men and women; if it dies there, no constitution, no law, no court can save it.-Judge Learned Hand
mattpilot
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Joined: Thu Mar 08, 2018 1:17 pm

Re: Secret Societies and Corporations

Post by mattpilot »

Kylejack wrote: Thu May 12, 2022 7:55 am I’m not saying what it is :3
BRUuuuuuuuuuuuuuuuuuuuuuuuuuh
Kylejack
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Re: Secret Societies and Corporations

Post by Kylejack »

mattpilot wrote: Thu May 19, 2022 9:23 am
Kylejack wrote: Thu May 12, 2022 7:55 am I’m not saying what it is :3
BRUuuuuuuuuuuuuuuuuuuuuuuuuuh
Ok :3

When the syndicate and the corporation are both active in a city they interact in various ways. One of the ways is that it appears to raise the corporations savvy trait every turn. This seems to be the most important corporate trait because it creates money from nothing and multiplies their income. If the corporation is pulling 30 credits a turn out of the private economy and it has 100 savvy that 30 credits stays 30. If it has 200 savvy the credits are doubled to 60 a turn, without taking any more out of the city's private economy. So, free credits for the corporation to buy your leaders you put on the board traits, and buy private labs, and i think increase factory production
Kylejack
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Re: Secret Societies and Corporations

Post by Kylejack »

Its very good and my problem is getting the syndicate to spawn and stick around when I want it to, not getting rid of them
mattpilot
Posts: 104
Joined: Thu Mar 08, 2018 1:17 pm

Re: Secret Societies and Corporations

Post by mattpilot »

Interesting.. thanks for sharing.

I tend to kill off the crime because it makes my people more unhappy :-/
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