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Re: Shadow Empire Suggestions and Feedback

Posted: Sat Aug 09, 2025 7:29 pm
by czert2
and another one, this time regarding giving medals.

so far i encoutered only medal of merit which add charisma (are here another ones too ? if not, pls add :) ).
my idea is when trying to give it add new line/row which will be simple - jobs which needs charisma. it will improve qol and reduce nanomanagment.

Re: Shadow Empire Suggestions and Feedback

Posted: Fri Aug 22, 2025 10:43 pm
by czert2
add posibility to give orders to governor regarding building - like e.q. allways make sure that logistic poits are enough (auto build/upgrade transport assets), set desired lvl for building(s) xxx - like auto max all (needed) goverment buildings. it will save a lot of time and clicks when new building like vidcom, school..etc is researched.

when sending spies to missions, pls automaticali REMOVE FROM LIST imposible destinations (own regions, mth)

allow us to build own ships (if needed) to allow us to do own naval tranport, without need to hire mth and rely on them on supplying own zones

implement unique building/office - GR tech reclamation office - here will be gr tech examinated and tried to replicate, so player will no longer need to rely on archeological finds/fate points to get some techs(cards).

improve logistics, so we dont need to nanomanage it (yes, i play with easier logistic), but i badly asumed that all i will need to care of logistic points, and all that routes nanomangment with blocing where not lp to go or set limits to certain ways, so majority of lp from shq go to way in which is another 12 cities, and not only 1 city.

pls, add posibility to build more shq, as it will reduce logistic headache. i think addind 3 more shq will be enough, with current penalties for max shq remain same (so they will be reduced per shq).

pls, revork logistic distibution so it will prioritoze fuel/energy (if used in logistic), and after it food/water and then rest. it is realy big pain to get up logistic working again, if crashed because lack of fuel, and you have eneugh fuel again. especialy if you have enough workers.

pls, confrim to me that only excess production from zone is send to shq, and not all production send to shq, only to be send back, eating up logistic points.

Re: Shadow Empire Suggestions and Feedback

Posted: Sat Aug 23, 2025 1:21 pm
by czert2
now i found out, pls, pls, pls ADD opinion when changing zone shq that it will change shq for ALL units present in that zone. it will greatly help with logistics, especialy on naval invasions.

add stance for units - (continous) military training ( without cards, avaivable from start..mayby some technology?)- at cost of resources, units will slovly get exps, but most importantly used weapons get field experience, especialy useful for planes, for which use requres nanomangment if you use them outside combat (and i have no idea if it actualy field experince if they fly non combat missions, basicaly recon only).

add switch/filter which show only air units, will ease up life if you want use airforces and have land and air units on same hex.

give us free (empty) special hexes - basicaly similiar that we now find geysir turbine, waterfall turbine..etc, but these will have nothing here, waiting for player/ai to build energy sources (or other sources) there.

hmm, mayby add defunct gr tech, waiting for repair by high tech/machines. things like automatec factories and similiar. and sucesfull repair will allow player/ai to build lesser version for themself.

gameplay tip - change how creating of new zone works, now it only add workers from original hex, but dont add workers on manual "assimilation" of hexes via zoning. it leads to surplus of workkers on losing zone and shortage on growing one.

performance tip - when you have opend workers screen it recaltulates (use cpu resources) needed workers every single time, even if doing things not related to building new buildings (moving units, using colonist ..etc).
so storing final number and changing it only whe actual builing will help save some cpu and make faster game.

Re: Shadow Empire Suggestions and Feedback

Posted: Sun Sep 07, 2025 6:26 pm
by czert2
pls, add us posibility to change zones borders color, since there is nothing more funny than trying to setup zone borders in snow covered mountains.

add police station with secret plolice department (or similiar function building) to game, since i realy, realy hate to fail every sinngle time with event in which i have to find sabouteur/agitator or similiar security/police based events, including unrest, despite having here enough troops and capable governor ( III, rarely IV, II are replaced as fast as posible.)

add (mid) game tech land trains (hello australia) which will simulate bigger and longer land trucks to transport more cargo with same 1/2 driver demands. this one will improve lp by 30% for land trucks only.
why is this tech needed ? because big cities are basicaly logistic nigntmare and death spiral. big cities need a lot of logistic to keep going...resulting in more and more logistic point sources build....needeig more workers to run...and more workers needing more resources to live creating bigger demand for lp....i think you get my point.
using rail can help, but even rail have its limits in suppling big cities, making land trucks needed for survival.
and mayby some tech tor improving rail capacity too.

yes, i know about logistic autamation which will improve lp generation, but it comes late in game.

it is possible to add color coded icons to game ? will love if they changer color depending on situation. like logistic one will be green if everthing is ok and you have enough lp, will change to yellow if here are some problems...etc - basicaly identical to bottlenecks color code, but instead of of just showing it on lines, it will be shown on zone overview.
same color coding will go for workers , for quic identification if you need more workers or not.

add tech to build megabridges (bridges over 2 hexes) - why ? for very simple reason, great part of my cities are on landmass, cnected to shq only by one hex wide land, meaning death sentence (figuratively speaking) to around 10 cities located there. and this piece of land can be capured by sea monster at any time (surei know about standing miliray there, but that will consume very precious lp).
and with that comes second part of problem - i allready have great amount of road leading there covered by logistic centres at lvl 7, so no hope for upgrade and more capacity. so all cities there are stuck to be supplied by yellow logistic.
having more supply highways will help dealing with this problem.
using air bridge is possible, but not economical long term. as it will eat huge amounts of fuel.

add tech to build fortifications, yes, similiar to ones you randomly get from discovered gr tech. and you will use them for same reason - to cheaply (lp wise) defend strategic points.