Shadow Empire

Shadow Empire

Demitrious Apr 13, 2024 @ 6:47am
Is there a list of Card and GR Tech descriptions?
Is there a list of GR Tech descriptions? That gives a better explanation of what they do.

What does GR Combat Simulator +XP actually mean?

Some of the cards don't seem clear to me, for example +3 Fate card: Lab Leak - Fertility of Culture -20? I don't understand what that effects, and is it worth the +3 Fate?
Last edited by Demitrious; Apr 13, 2024 @ 7:05am
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Slippy Apr 13, 2024 @ 7:51am 
Once you 'research' one you can go to your tech tech tree and you should see a box for GR techs in the bottom left. Mouse over them for more info. I think thats all the documentation right now.

For stuff that isnt obvious its worth searching in the manual for the key term. Fertility is a score that determines how much free pop growth each zone gets a turn. Its falls with a high civ score anyway. Cant tell you if its worth the 3 fate points though.
Overlord Apr 13, 2024 @ 9:35am 
The GR tech group should be visible by default IMO. A list on here, the matrix forum or Vic's blog would be appreciated. I imagine that the manual will be eventually updated though. I'd also love to see one for all unit feats too as there doesn't seem to be one even in the manual.

Originally posted by Slippy:
Cant tell you if its worth the 3 fate points though.

Doubtful that it's worth the 3 fate points, population and population growth is way too valuable currently. Are cloning artifacts still the only way to speed up growth? If so, then yeah, not worth the 3 fate points, should be at least 4 or 5 if not outright on par with the epidemic fate card. Either that or allow hospitals and/or health score boost growth or something, anything really, especially for low pop and high hazard death worlds.

I'm getting tired of save scumming world gen rolls for earthlike planets with 5 to 10bn pre-apoc pop with a high service industry % to try to luck my way into a mid or lategame cloning artifact drop.
Last edited by Overlord; Apr 13, 2024 @ 9:40am
Slippy Apr 13, 2024 @ 9:52am 
Originally posted by Overlord:
The GR tech group should be visible by default IMO. A list on here, the matrix forum or Vic's blog would be appreciated. I imagine that the manual will be eventually updated though. I'd also love to see one for all unit feats too as there doesn't seem to be one even in the manual.
I agreed, I did suggest for the box to be defaulted on the tech tree on the suggestions thread.

Originally posted by Overlord:
Either that or allow hospitals and/or health score boost growth or something, anything really, especially for low pop and high hazard death worlds.
According to the manual high health scores DOES boost fertility! No idea by how much.

Originally posted by Overlord:
I'm getting tired of save scumming world gen rolls for earthlike planets with 5 to 10bn pre-apoc pop with a high service industry % to try to luck my way into a mid or lategame cloning artifact drop.
Population is one of the games biggest challenges for sure. I think that it would interesting if the game offered ways to deal with population problems without it just being 'OP cloning facility' or 'hex perks that poop out X people from nowhere every turn'. I know we have robot infantry but they are pretty far down the tech tree.

Either a way to replace workers with automated robots (at resource costs/upkeep) or a way to make workers more efficient (1 worker = 1 worker point + repeatable tech % or something) would also be interesting as at least that offers the player choices at a cost rather than stumbling across something that generates population out of thin air.
Overlord Apr 13, 2024 @ 1:04pm 
Originally posted by Slippy:
According to the manual high health scores DOES boost fertility! No idea by how much.

Population is one of the games biggest challenges for sure. I think that it would interesting if the game offered ways to deal with population problems without it just being 'OP cloning facility' or 'hex perks that poop out X people from nowhere every turn'. I know we have robot infantry but they are pretty far down the tech tree.

Either a way to replace workers with automated robots (at resource costs/upkeep) or a way to make workers more efficient (1 worker = 1 worker point + repeatable tech % or something) would also be interesting as at least that offers the player choices at a cost rather than stumbling across something that generates population out of thin air.

TIL, for some reason it never occurred to me to CTRL-F for fertility instead of whatever else I used before when trying to find out about non-clowning growth options, I'm such a derp.

Yeah, I feel like robots should be accessible in the midgame at least. Also, we probably need robot variants of other infantry types too, and there should be options to turn your vehicle and aircraft models into unmanned vehicles (all with associated trade offs ofc).

Something I fantasize about is about there being a "manning" spectrum for units and assets through techs, model designs, and upgrades. These allow you to go from fully employing only humans across the board, to semi manned, and to finally fully autonomous for units and assets, and maybe even parts of the private sector.

The first would be cheap in machine, hi tech and metal/rare metal costs relatively speaking, but churn up your pop especially during war or in high hazard worlds. The second would improve unit and pop performance, productivity, and survivability, but only slightly lower manning requirements in units and assets and crank up resource costs above the first option. The the last one would be the flipside of the first option where you crank up resource costs but rarely expend pop on much but lose out on man-unmanned teaming productivity, combat performance gains, and maybe even lower private sector productivity and tax base too.
Last edited by Overlord; Apr 13, 2024 @ 1:05pm
Demitrious Apr 13, 2024 @ 5:39pm 
So, anyway...

What does GR Combat Simulator +XP actually mean?
Slippy Apr 14, 2024 @ 2:21am 
Originally posted by Demitrious:
So, anyway...

What does GR Combat Simulator +XP actually mean?

I think it raises the max training XP your units can get but I could be wrong. Research it (or another GR tech) and the box should appear on your tech tree to mouse over. Then reload the save if you arent keeping the tech.
Demitrious Apr 14, 2024 @ 11:32am 
I got this as a fate card early in the game...

It says: 'Allows XP to go up +10 points higher. without needing to get in actual combat'

Does that mean that leaders or units can earn extra experience every turn? Just leaders? Just units? Does it mean 'can' = may or might earn XP or means will earn? Does it mean something else?

My point is the description is terribly vague and unclear to it's real value.
Slippy Apr 14, 2024 @ 1:00pm 
Originally posted by Demitrious:
I got this as a fate card early in the game...

It says: 'Allows XP to go up +10 points higher. without needing to get in actual combat'

Does that mean that leaders or units can earn extra experience every turn? Just leaders? Just units? Does it mean 'can' = may or might earn XP or means will earn? Does it mean something else?
Yeah I was correct - this definitely sounds like the max training XP I was talking about, which is for units only.

Honestly I think you are reading into it TOO much. It raises the XP training cap for your units, simple. If they will get their will depend on time, OHQ unit relations and all the other stuff that relates to training XP. I wouldnt get hung up on the wording.

Originally posted by Demitrious:
My point is the description is terribly vague and unclear to it's real value.
Yeah probably, I mean as soon as you told me what was on the card I was like 'yup thats what I thought it did'. You can make that argument for a lot of the techs when mousing over them, so I do get where you are coming from. Take it up with the suggestions thread! Hopefully when the manual gets its next update they will be added in there.
Demitrious Apr 14, 2024 @ 5:00pm 
Is this worth a 2 fate points, this early in the game?

Turn 12, after I took a minor city when I got a fate pack.

edit, it was 2 fate... so IDK if i can even get the needed anytime soon
Last edited by Demitrious; Apr 14, 2024 @ 6:03pm
Slippy Apr 15, 2024 @ 12:03am 
Originally posted by Demitrious:
Is this worth a 2 fate points, this early in the game?

Turn 12, after I took a minor city when I got a fate pack.

edit, it was 2 fate... so IDK if i can even get the needed anytime soon

Only you can make that choice. The higher training cap means your fresh green troops should upgrade to regular faster which has some benefits.
Hasefrexx Apr 15, 2024 @ 4:58am 
Probably not early game. Worth keeping to play it later though.
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Date Posted: Apr 13, 2024 @ 6:47am
Posts: 11