Shadow Empire

Shadow Empire

Darthclimo Mar 8, 2024 @ 9:26am
Tips for Industrial Points
Seems like the beginning of the game is slow in terms of building the economy due to a lack of Industrial Points. Is this by design do you think, or do you guys have any tips for getting a nice baseline of Industrial Points production going?

Many thanks.
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Showing 1-8 of 8 comments
frutada Mar 8, 2024 @ 10:57am 
A less known mechanic is the service tax of your economy, it provides 6% + (1% per Regime Tech Level) of Pop/100 in Industrial Points (viewable in the 'Items' tab under IP production). So early on, capturing freefolk towns and having high happiness and QOL can boost your IP along with the private asset 'Light Industry' to even above the Industry I. Alternatively if you go full Autocracy you can just force relocate freefolk and use fear to suppress unrest.
Slippy Mar 8, 2024 @ 12:40pm 
Its intended and by design and early on you will need to focus on 1 project at a time.

Frutada has covered it, service tax will provide you early game IP. Light industry is built by the private economy and is usually one of the early buildings they will build. You can force build/upgrade that asset with a fate card which is well worth playing early on.

Some hex perks can provide IP. Otherwise its a case of getting a metal mine (hopefully) to afford the costs of industry 1.
Last edited by Slippy; Mar 8, 2024 @ 2:28pm
Darthclimo Mar 8, 2024 @ 1:42pm 
This is great, guys thank you. Can't believe how many ways there are to skin a cat in this game, the complexity is off the damn chain. One more question if you would be so kind:

What is the purpose of Nationalizing Private buildings? Are there any mechanics / bonuses I should be aware of?

Cheers.
Slippy Mar 8, 2024 @ 2:41pm 
Originally posted by Darthclimo:
This is great, guys thank you. Can't believe how many ways there are to skin a cat in this game, the complexity is off the damn chain. One more question if you would be so kind:

What is the purpose of Nationalizing Private buildings? Are there any mechanics / bonuses I should be aware of?

Cheers.
No problem!
You can’t nationalise all private assets, private industry assets and private QOL assets are the ones can’t.

A private asset will only provide you with part of its output, the rest goes into the private economy. For example a private farming dome will only provide you with a small amount of food and the private economy keeps the rest. In addition, private assets you can nationalise block you from building the public version of the asset in the same hex.

This means that you can’t build a truck station in your capital until you nationalise the private truck station, at which point you can upgrade it. Same thing for if the private economy builds a mine on a resource you need.

The main reasons for nationalisation is 1) improved output on something you need and can’t build else where (such as the truck station, or a mine).

On the flip side nationalising means you have to pay the workers in credits and feed them.

Your follow up question is probably ‘what should I nationalise’. Quick tips: leave the private farming asset alone, they need to feed themselves. You can build your own farming assets elsewhere. Nationalise the truck station as soon as your logistics start getting stretched, you will instantly get more points and they will go a bit further. Mines (including the scavenging asset the private economy starts with) are a player choice. If it’s something you need and don’t want to waste it (water on a world with little water) consider nationalising it. If it’s an oil deposit on an oil rich world you could leave it.
Darthclimo Mar 8, 2024 @ 7:06pm 
Originally posted by Slippy:
Originally posted by Darthclimo:
This is great, guys thank you. Can't believe how many ways there are to skin a cat in this game, the complexity is off the damn chain. One more question if you would be so kind:

What is the purpose of Nationalizing Private buildings? Are there any mechanics / bonuses I should be aware of?

Cheers.
No problem!
You can’t nationalise all private assets, private industry assets and private QOL assets are the ones can’t.

A private asset will only provide you with part of its output, the rest goes into the private economy. For example a private farming dome will only provide you with a small amount of food and the private economy keeps the rest. In addition, private assets you can nationalise block you from building the public version of the asset in the same hex.

This means that you can’t build a truck station in your capital until you nationalise the private truck station, at which point you can upgrade it. Same thing for if the private economy builds a mine on a resource you need.

The main reasons for nationalisation is 1) improved output on something you need and can’t build else where (such as the truck station, or a mine).

On the flip side nationalising means you have to pay the workers in credits and feed them.

Your follow up question is probably ‘what should I nationalise’. Quick tips: leave the private farming asset alone, they need to feed themselves. You can build your own farming assets elsewhere. Nationalise the truck station as soon as your logistics start getting stretched, you will instantly get more points and they will go a bit further. Mines (including the scavenging asset the private economy starts with) are a player choice. If it’s something you need and don’t want to waste it (water on a world with little water) consider nationalising it. If it’s an oil deposit on an oil rich world you could leave it.
Wow. Just experimented and went from 400 to 800 Truck points. Fantastic.

Any time I've needed help you've been there for me. Really appreciate it, brother.
Darthclimo Mar 8, 2024 @ 7:24pm 
Originally posted by Slippy:
Originally posted by Darthclimo:
This is great, guys thank you. Can't believe how many ways there are to skin a cat in this game, the complexity is off the damn chain. One more question if you would be so kind:

What is the purpose of Nationalizing Private buildings? Are there any mechanics / bonuses I should be aware of?

Cheers.
No problem!
You can’t nationalise all private assets, private industry assets and private QOL assets are the ones can’t.

A private asset will only provide you with part of its output, the rest goes into the private economy. For example a private farming dome will only provide you with a small amount of food and the private economy keeps the rest. In addition, private assets you can nationalise block you from building the public version of the asset in the same hex.

This means that you can’t build a truck station in your capital until you nationalise the private truck station, at which point you can upgrade it. Same thing for if the private economy builds a mine on a resource you need.

The main reasons for nationalisation is 1) improved output on something you need and can’t build else where (such as the truck station, or a mine).

On the flip side nationalising means you have to pay the workers in credits and feed them.

Your follow up question is probably ‘what should I nationalise’. Quick tips: leave the private farming asset alone, they need to feed themselves. You can build your own farming assets elsewhere. Nationalise the truck station as soon as your logistics start getting stretched, you will instantly get more points and they will go a bit further. Mines (including the scavenging asset the private economy starts with) are a player choice. If it’s something you need and don’t want to waste it (water on a world with little water) consider nationalising it. If it’s an oil deposit on an oil rich world you could leave it.
Last question...maybe not! Sorry, man there's one more thing -- for now, lol -- that's really been bothering me. It's my 2nd turn and I just received 56 Industrial Points. I don't see any IP producing assets so one can only assume -- and this might be a large assumption -- I've received these Points as a Service Tax. If that's correct it must be a percentage. A percentage of what? Is there any report I can view to garner this information? Maybe I'm way off and I've missed something.
Slippy Mar 9, 2024 @ 1:41am 
I think Frutada provided you the formula in the first post for service tax so that probably has what you need! As well as location to check it out.

I don’t think there is a way to check exactly how the total IP was calculated. If I am wanting to know my IP produced per turn I usually just check the green arrow on my SHQ inventory (right hand side of the screen) as a rough indicator of what I produced/received
My tip... there's a FP card that adds an industrial building for the private economy. You would be temped to use it as soon as the game starts, such as round 1, don't. Sit on it. You get a little of the priv. economy's stuff they make. So if they have a level one industrial building you'll get some, BUT.. if they are level two they make more so you get more.
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Wait until the private economy builds a level one industrial building (which they do early).. THEN play that card. Boom, it's level 2 . They make more, you get more. They build level one early. Level two, a lot later.
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In the interim get your basic needs covered. Food, water, mining and/or scavenging or power, whatever your situation seems to indicate you'll run out of first. Once you have the LV2 priv. ind. use that, plus the mining spoils you've collected in the interim to fast track the building of your LV1 ind. building.
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This should happen around turn 10-12ish. You would have factory around turn 20ish.
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Results vary based on difficulty level. Also, you're subject to RNG for drawing that card at the start in the first place.
Last edited by ABoxFullOfKittens; Mar 9, 2024 @ 5:46am
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Date Posted: Mar 8, 2024 @ 9:26am
Posts: 8