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Can anyone tell me why my guys are starving despite available logistic points being like 7 times higher than consumed ones? Are they just too fucking lazy to pick up their stuff or what?
Logistics man, how the fuck do they work?
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I'm pretty sure red and black mean it's bad but I also have no idea why it's like that and how to fix it.
This shit makes no sense.
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>>2086259
Okay so I redesigned the road system here, that highway is now the only connection between the capital and Chron Peak, so why is it not getting any logi points? Interbridge is also getting nothing apparently, but even so the army north of Scylla from the first screenshot is now in the green again after just 1 turn.
Is the current points overlay just bugged? Both initial and preview points overlays show that points are definitely being transferred.
This game is so esoteric man, what is even happening.
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>pov: you have been fighting raiders constant raiders on your borders and a massive dustcloud of a player appears.
It's time to endsieg.
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>>2086255
If your units are within logistical range but still not getting supplied, you're out of resources. Click on one of them and look at their supply tab (the barrel icon) and it will tell you exactly what's going on. You're either out of food, ammo, or both.
>>2086257
>>2086270
SE has some very autistic design choices but logistics is surprisingly simple once you realize what's going on under the hood. Think of logistics as water flowing through pipes: if it splits off in a bunch of different directions, the water pressure will decrease, and you'll have less liquid getting to your taps (front lines). Truck stations are pumps that generate water pressure, and supply depots help that pressure travel farther. Sealed roads are pipes with less friction. Using road signs, you can cut off certain "pipes" so all of your water is forced to go to in the direction you need to.
In your second screenshot, you have almost no water pressure. Upgrade your truck stations.
>>2086297
Hello Anime Cult, nice weather we're having on Laqisio
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>>2086270
You haven't flipped any traffic signals? Do you have a truck depot in each city? Also, again, it might not fix it, but instead of roading to Ola and Gandy via the main road, you're probably better off making a road come from the NW hexside of the city to Ola and the water deposit north of it and out the south hex to connect to Gandy.
Also maybe it will fix itself next turn? Sometimes you solve the problem and it takes 1-2 turns for the game to sort itself.
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>>2086337
>>2086340
I definitely had both food and ammo back then, I had truck stations in every city and halfway between them too. I tried messing with road signs in order to funnel all the points where they needed to go but that didn't work.
What did work was simplifying the road network to have less crossroads and then waiting 2 turns. Or maybe it was the railroad coming online that did it, both were happening at the same time. Now the points show up properly everywhere.
It must have been some weird logistic calculation that did it, that's all I can think of.
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>>2086394
It's possible I might have blocked the wrong road on some crossing I guess.
Whatever that was, at least it works. I'm gonna make sure to try and connect all outside buildings with a single road from now on and turn the map into a giant spaghetti noodle to avoid making crossings.
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>>2086399
A couple rules I’ve developed:
-Only one main paved road between two cities.
-supply depot halfway between two cities.
-any mines or anything branch off with a gravel road, set up roadblock at the branch to block all logistics except for pull points. This way the building will only get what it needs.
-overlay railroads over roads
-always be upgrading truck and rail stations. One of each in each major city.
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>>2086713
Is this how you do the pull points thingy? The dirt path on the right leads to an oil well and nothing else. Apparently traffic sign settings are hexwide, so isn't that just going to block logistics completely for the other 2 roads as well?
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>1440p resolution causes ingame slowdown and stuttering
>fixed after switching to 1080p
>it actually switches the entire monitor to 1080p and not just the game
>decide to just run it in a window since 1080p stretched to 1440p looks like ass
>have to edit a text file to do it
>now edge scrolling doesn't work
>have to scroll the map with arrow keys like it's a fucking 90s game
what the hell man, I just want to play the game
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>>2088230
Maybe I'm a retard, but I always attack with formations made purely of offensive units (tanks, buggies, walkers, etc) which are then reinforced by separate, defensive formations once the enemy has been pushed out (infantry, anti-tank guns, etc).
I don't see why you would ever want to have defensive units at the tip of the spear. Why risk losing an infantry unit in an assault when you could just steamroll the enemy with a concentrated force of tanks? Once that's done, move up the infantry so they can hold off enemy counterattacks.
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>>2088254
It's complicated.
Having some infantry joining an attack by armored vehicles helps protect from the random ambush chance where that rifle militia managed to destroy your heavy tanks.
Adding a single infantry battalion attacking from a different hex will give you more concentric attack bonus, which is one of the easiest to scale and most powerful modifiers in battle. It affects all units, not just the infantry.
Infantry can help draw away fire from enemy units with anti-tank capabilities, i think the way targetting is selected is random, so adding infantry meat can protect your vehicles, which are far less expendable.
You're right about keep formations seperate. All the part, infantry part tank formations are kind of ass. You're better off having them be seperate.
Anyway, regarding Heavy Grenadiers: They're only 800 men per battalion, which is important in a game where population is the most important number. They have 200 mgs and rpgs each.
rpgs are the most efficient unit in the whole game once you get to micro nuke rpgs, and mgs are absurdly tough for their price tag.
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>>2086938
Yep. You are now blocking all logistics to that gravel road, except for pull points. So your system will only send 100 logistics points or whatever down that road for the oil rig. Plus additional logistics points for any troops you might have down that road.
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>>2088254
I play in the exact same way, frontline infantry with machine guns in a continuous line plus concentrated armored fists where they can maximize their potential and maybe some mechanized artillery if I can spare the resources to bomb enemy troop concentrations (mostly for fun).
Tanks roll in and the infantry follows close behind, they can (usually) keep up and enter battles together with tanks. I'd probably get smoked in multiplayer for not using mechanized inf instead but luckily the AI is almost always busy fighting someone else, by the time they can muster up anything to oppose me I probably already conquered half their land.
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>>2090579
There's currently a chromium bug on 9070xt cards that causes the same type of slowdown when having youtube open sometimes, but there's no way this game is even remotely chromium related right?
Edge scrolling straight up doesn't work on windowed mode though, I googled it.
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>>2090631
It would fit the description because that bug is triggered by high resolution videos and this fixes itself when going down from 1440p.
I just learned to live with 1080p in this game, that works as its supposed to.
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>>2093213
>my supreme emperor, last week a bunch of space deer walked onto our main highway and then retreated into the nearby forest!
>as a result 8 quadrillion soldiers have died and our entire war effort has collapsed, it is over
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>>2094084
Hey, it happened IRL.
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/// INCOMING TRANSMISSION ///
People of Zerira,
As ze World Economic Forum continues its benevolent mission to bring peace and prosperity to our shattered planet, we find ourselves at odds with ze despotic, warmongering regimes of Raider Nation and Osprey Hegemony. Zhese fascist states are a grave threat to our planet's stability, enslaving millions as zhey pillage everything within zheir grasp.
But do not worry, as a grand plan has been set in motion... As we speak, ze noble, disciplined security forces of ze World Economic Forum are preparing to crush zhese troublesome insects, bringing an end to zhese terrible regimes once and for all. A great showdown is about to begin... And Zerira hangs in ze balance.
You will live in ze pods. You will eat ze bugs. And you will be happy under the omnipotent eye of ze World Economic Forum.
To zhose who oppose us, know that only subservience will be tolerated.
/// END OF TRANSMISSION ///
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>>2098798
Everyone was expecting fucking navy until Vic bodied us with the blog post describing the god awful water jews mechanic.
Oceania has 1 good feature and that's the mapgen, but it's completely destroyed by making the only way to interact with sea zones through the water jews.
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This is one of those games that look really deep but you play it a few times and realize it's not deep at all
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I'm at the point in my game where I have enough nukes to destroy the entire continent on the other side of the planet, but I feel like making hundreds of thousands of droids and marching them on my enemies to the tune of the Droid March instead.
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I remember pirating this game to try it out and once I got used to the super autistic UI, understood logistics and started playing properly I realized that I was still fighting the usual grand strategy AI that crams units on the frontline with no regards to terrain or military situations.
For example when you declare war on an enemy and they don't have a presence on your border they'll scramble to send individual units against your whole army to get them immediately encircled and destroyed.
Has this improved since launch? Is the AI better?
Also how's the oceania DLC? Alien world naval combat sounds like the coolest thing ever
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>>2109110
I'm sure those are good additions but I was looking forward to designing my own ships, conquering the world with horribly inefficient aircraft carriers and getting them sunk by sea monsters.
Do we know if actual ships are in development or has the dev moved on to another DLC?
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>>2109225
it's been on his roadmap for a while.
we're getting a politics overhaul in the upcomming republica dlc
after that, who knows? the roadmap looks impressive, but i wouldn't be suprised if development is dropped in favor of something else.
i hope he sticks with it
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>spend ten turns building up population in a city so it stops being cancer about low qol and giving protesting events
>the very next turn get a cunting slaver event that knocks out 6k population
These events are the WORST part of the game, holy shit.
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>>2110001
It'll take the points you produce the next turn and put it into the building. Early game there's not much you can do. It's going to be a while before you get an industrial base. Just take it one building at a time.
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>supply randomly cuts off from my capital for no discernable reason
???
Does ANYBODY know what causes this bug? It keeps fucking me up, randomly for a single turn none of my units will get resupplied or reinforcements. No, population isn't an issue, everything is max staffed. Logistics points aren't an issue either, I'm using maglevs for fuck sakes.
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>>2110916
I don't know how I couldn't have enough supplies, I'm maxed out on everything. The only thing I can see that could have caused this was the high speed rail in my capital being upgraded. It only seems to happen when something logistics related in the capital gets changed.
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>>2110933
Never mind. Guess I don't know what the issue is, it cuts in and out randomly. Can empires get too big for a single SHQ to handle? I'm endgame with like, a dozen large cities and hundreds of thousands of troops.
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>another episode of "20 rounds straight of nonstop danger events"
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>>2112504
Negative events being a self reinforcing spiral is cancerous
it's the most frustrating thing in the world when you're knee deep in actual gameplay problems and then they won't stop giving you the negative rng events
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>>2112504
>>2112533
I JUST got a shitload of them, on the same turn, in a row lmao. I think what's the most irritating about this is
>CRITICAL SUCCESS!
>still lose 10k population anyways
THANKS CUNT
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I really like how danger works in this game, you can't just handwave it away. It really incentivises you to keep all external sources of it away from your important sectors.
>>2112648
>still lose 10k population anyways
First world problems, how populous is the sector if you lose 10k on critical success eh?
If ammo chokes you network, improve throughput especially around central command or invest in ammo size techs.
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>>2113791
>If ammo chokes you network, improve throughput especially around central command or invest in ammo size techs.
Doesn't work if you're using level bombers in anything over pitiful amounts. They soak up so much ammo even level 5 high speed rails choke to death.
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>>2113799
Again, first world problems, if you have high speed rails then you have enough industrial capacity to simply have multiple central commands feeding your frontline with ammo over different routes. The tools are all there, you just need to start using them.
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>>2113820
>But what about that other thing.
Logistics or rather lack of understanding of it is an "extremely common area of complaint" since the game first got released. I'm not going to claim I'm some sort of game expert and I know everything, but when it comes down to it it's always the same complaints and problems. And they boil down to people going brain off and expecting to fix every logistics issue they create themselves over dozens of turns with a single click of upgrade asset when it usually requires planning and preparation ahead of time. Read the manual, plan ahead, learn the tools you have and use them.
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>>2112504
I don't know what it is about this game but I always get shit on by RNG in early game. My entire country except the capital was completely dysfunctional for most on my recent playthrough to the point I started having rebellions everywhere which just spiral things even further since they generate danger.
Eventually I resolved it by focusing all development on a single city and stabilizing them one by one, but man that was fucking annoying. Thank god I was basically a petrol state and could afford to pay everyone neetbux just to stay calm by selling oil.
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>>2113890
(the best feature in the whole game)
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>>2113877
Why should I worry about how people play their games, if they can't handle logistics let them play midcore, let them play any way they want. At the end of the day it's a, mostly, single player game.
>Change it or explain it better, or expect it to not get used.
Learn it or play midcore but don't expect to be taken seriously when you cry about it being hard.
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>>2114135
I mean, yeah.
They're also incredibly expensive and arguably impractically so against the AI, where going above even just light tanks is questionable at best.
Build them. If you want. But you have been warned about their cost.
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>start game with friend who hasn't played
>don't pay attention during planet gen
>accidentally create a hellworld with leaping 5 meter spiders that roam in packs of 200
>also planes don't work
I think he's probably fucked. I haven't seen his start but he has mentioned the beasts are on his border
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Reminder that motorised infanty additional manpower cost is mostly reimbused after unit creation. The additional mobility allows for efficient capturing of territory in early game and easier encirclements of the natives.
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>>2086255
This game any good? I just heard about it today, but I'm really not sure what its deal is. What is it like, what do you enjoy about it, what are the game's major issues right now? Would appreciate any insight you can give me here.
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>>2122313
>What is it like, what do you enjoy about it
The game is a very unique and competent blend of a 4X + wargaming + a little of character RPG managing. It also has a variety of scenarios because you can play in different planets that will change the way you play the game. There really is nothing like it out there.
>what are the game's major issues right now?
As for major issues: the UI is a little janky, the logistics are a little difficult to understand, managing your government and commanders is a little of a chore, some of the stats of your units are presented rather badly and the system of formations is useless right now. Also it's first DLC, Oceania, was very dissapointing.
If you want to try the game just download a pirated copy from the high seas and try it. It's what I did and I don't think it's a bad practice to do it. But if you end up liking it make sure to buy it because the game is made by one dutch boomer who lives in a small town in the south of France.
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The marauders event in cities is so fucking aids, man. So you're telling me I have a band of random fuckheads from the wastes assaulting my city, which has ten thousand troops sitting in it, and they do fucking nothing as they rape and pillage my population? VERY cool.
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>>2110120
>>2110352
>>2112504
>>2112648
60% of this "game" is suffering random events, 30% is playing the leader gacha to prevent the 60%, 10% is everything else.
I mapgen a fun map, boot up a game, I look at my faction and see 1 capability leaders, I close the game thinking about all the gacha I need to do to fix it.
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>>2125288
epochs are retarded yes, and should be turned off
cults and corporation is fine, but you can probably turn off syndicate too unless you specifically want to try and play around them.
also epochs turned off won't save you from event spirals but it will stop some of the random retardation
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>>2125288
>>2125308
You can also avoid unrest event bullshit by going full DEMOCRACY and just paying off all the protesting workers. No high capability leaders needed. The only gacha left is army model gacha.
>Autocracy
>bro just kill all your pops that barely grow
>Meritocracy
>whoops you got 1-2 capability leader in this draw, see you next turn :^)
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>>2125356
going full democracy won't fix high danger, going full democracy won't fix the workers harassed event nor will it fix those random events where you support the leader in a roll that again can cause more danger and or unrest
the problem is the death spiral of it all, once it gets bad the event system makes sure it stays bad by self-reinforcing with more negative events
this is outrageously frustrating when you are also trying to deal with actual, real non rng problems
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>>2125370
The key is removing all the wild fauna from your city's vicinity. From my experience high danger decays very quickly, while low danger takes ages to disappear, and I haven't really been stunlocked by a danger spiral before, unless you had a few events brewing such as dormant AI or didn't seal a vault with ancient virus phatogens.
But once you deal with a danger spiral - getting a few cities running means unrest spiral is inevitable which can only be dealt with by democracymaxxing.
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>>2125391
>I haven't really been stunlocked by a danger spiral before
i've had starting positions where i cannot remove the fauna from the vicinity with tech 3 start, it's not the danger itself but the lower population happiness = increased chance of negative events giving you unrest
>democracymaxxing
yes it is the optimal profile in more ways than one
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>>2125416
try to get a buggy without a OHQ battalion, they have a small bit of armour, breakthrough and give you scouting on the fauna
alternatively use militia buggies to scout out the fauna before attacking them as well, but a buggy will act as an early tank for your needs as long as you're not fighting 20 foot carnivorous biological bulldozers
from my experience, getting some buggies helps you fold aggressive AI regimes as well
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>>2126231
Not sure if it's actually a web engine under the hood, but it's the same fucking engine he used in 2007 for advanced tactics. I doubt he *truly* changed anything since then. No GPU-acceleration + multiple spreadsheet layers of population, logistics, terrain, etc. It's just a 2GB Excel spreadsheet on a hex map.
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I'll point out the numbers on city events that fuck over your population are often wrong, too. Just got an event that gave the numbers "1000 workers lost, 2300 population lost" for what should have been a grand total of 3300 people lost.
Instead what I actually lost was 33,000.
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AI sure likes to spam units out huh.
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I bought this game played it less than two hours and returned it promptly. You should be able to tell that it's a bad game, maybe not in terms of depth but something about is just inherit shit and makes me want to vomit, let alone having to figure out, largest manual ever, why everything is fucked up, because it's a convoluted exercise in vanity. A very ugly game and creepy for some reason.
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>>2133262
I don't know why I'm surprised my aerial assault worked so well. Aside from losses due to transport aircraft getting intercepted and shot down en-route, everything went perfectly.
>>2138123
I've spent hundreds of turns fighting and mopping up every empire on the planet, these guys are the very last ones so it's extreme late game. Everyone is rolling around with plasma guns and thopters.
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>>2138234
Spread out like a cancer, already took four of the enemies cities one turn after landing, AI is panicking and doesn't know how to respond. The AI hanged the turn for about ten minutes as it thought about what to do lmao, thought my game crashed.
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>>2139025
It's only a medium with about four majors. I won the game at around turn 250 and just kept going. After I conquer this last major and it's just me on this planet, I'm gonna pop all my negative fate cards and fight the rebellions to finish it off.
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>>2139854
Before the final war started, a couple minutes. After the war its ballooned to 5-10 minutes, since the AI sometimes hangs during defensive front movement. I'm not sure if it's because of the insane amount of units, or because I D-day landing'd it.
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Are there any troops that are immune to the effects of radiation? I'm currently moving my front through my enemy's heavily irradiated homeland and I can't help but think robotic infantry and extremely heavy armored units should not be affected.
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Game is insanely fun in multiplayer.
It is just a big commitment, a hassle and if you can't stand the thought of losing then it is better if you stay away.
Also, if you have to play with people from the wotw discord then you'll run into some mentally ill, creepy freaks
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>>2144283
Radiation needs to be as little as 500 to start killing your guys if you only have Environsuits. Basically 400 points of unnegated rads will start resulting in casulties. Combat armor is 300 negation, vehicles and battledresses are 500.
Researching radiation filters and developing new models will give you +200.
Keep in mind those numbers are only for when your men will start straight up dying. You'll still suffer readiness and morale penalties if your men are standing on hexes with too much radiation.
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>>2138244
And that's just about the end of this empire. I've bombarded them with nukes so hard their cities disappeared. The only remaining "city" in the north only contains ruined buildings, it has zero population left. The troops still unfortunate enough to be still alive in the zone are slowly dying to both hunger AND extreme radiation. Any that get close enough to my containment lines either die instantly when I engage them, or surrender instantly just to escape the hell I have created.
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If you pop a rebellion and the rebels capture a city, do they then act like another major power and start producing new units? Or are they like a minor power and just kinda sit there? I want to know if it's possible to create a civil war scenario.
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>>2185054
the ai has higher starting tech on harder levels. i play on extreme, the only way out is to get a good foreign council and rush science joint effort asap. also play with the spread out majors options or its over before it even began
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just finished my first game which I won and had a few questions
1. Does the "shadow" ever show up in games? The one mentioned in the manual, if so how does that change the game?
2. how do I do those time lapse of fronts that I see people post occasionally, when I click history it only shows the last turn as opposed to the turn by turn of my entire nation spreading or a front being fought from start to end.
3.I've heard midcore makes logistics easier, I was wondering where I can enable it as I played with normal logistics which I got the hang of but want to see and try out the alternative method.
Airforce was fun and don't have the oceania stuff. Played on a normal fertile world, think I might try one with sentient alien life next.
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>>2198210
>1.
nah its just some undeveloped flavour
>2.
toggle on screenshot every turn, and then you have to manually turn the collection of screenshots in your folder into a gif somewhere
>3.
you enable midcore when picking rules before planet generation
Don't bother with oceania its just bad. I couldn't get into it even after 2-300hrs in the main game.
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I can't comprehend their decision to ruin this beautiful game with Midjourney. Shadow Empire has the best interface since Master of Magic, despite being a bit unintuitive. Its original art is endearing and full of soul. I'm poor and I pirated it, but I won't even play it after the AI slop is implemented. If you're too cheap or do not have enough money to pay someone to draw, ask for fanart or draw fucking stick-men png's, just don't fucking sloppify your work.
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>>2198374
The original art was butt fucking ugly and only retards liked it.
>draw fucking stick-men png's
This is actual delusion. No, fucking stick men are not superior to AI art just because MUH AI BAD PAY ARTISTS WHAT THEY ARE WORHT!!!!
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>>2198374
What did they do with Midjourney?
Unironically if AI was good at generating dialogue and art ingame that would add unlimited potential to it. I assume that's coming, NPCs that can be interacted to like a chatbot allowing you to create any kind of emergent scenario? Skyrim would be obsolete at that point kek.
I vaguely remember someone was actually making a Skyrim mod with this concept but I forget the name.
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>>2199252
>What did they do with Midjourney
Generating images. Portraits and event images I think. Looked like shit before but still looks like shit now. I don't know how Vic did it. Personally I think image generation is the most functional and easy to use thing AI does. He may just have some odd aesthetic preference that seems insane to the average person.
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>>2200314
>>2200468
Hmmm I was expecting them to do this, I think I read that file that described the development goals for the game. I didn't expect it to be fucking AI though. Like I said it would be fun if the img ot txt generator was ingame and you could fuck with it, but just using AI slop for your game's art is fucking garbage. I'd much rather just keep those Rebuild-tier ass faces.
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There is only one correct choice, but it seems like the options should be ordered mind | heart | fist instead
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>>2220729
/vst/ is slow but if there's a thread that means it's being discussed.
>god it makes me so fucking happy to see all the defenders of this steaming pile of shit have died off
How many hours have you spent seething about this incredibly niche computer wargame? There's far too many obsessive schizos on this site now.
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>>2222446
>How many hours have you spent seething about this incredibly niche computer wargame
I would say about 1/10000 of the time you spent reading a very poorly written and laid out manual and it was time better spent too
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>>2235785
I don't mean obsessed with playing games, I mean obsessed with crying about them. As an example, Europa Universalis V just released and since the first day there's been some guy crying in every thread for hours. It's obviously one person because they're using the same few images over and over again. They become emotionally invested in hating these games. That's insane to me. 40 years ago, if your father found out that you were spending your free time on something like this he would beat you.
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Maybe one day I'll do a playthrough that doesn't frustrate me so much that I'll actually get to the endgame.
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>>2272002
>is there any program that would let me hotseat with my friends over the internet rather than having to send files back and forth?
steam hates this for some not very good reason
your real concern is finding 3 other SE players that aren't completely deranged
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>>2272177
>your real concern is finding 3 other SE players that aren't completely deranged
A game i joined on the pisscord was constantly delayed and derailed due to a mentally ill tranny being too unstable to do its turns. Eventually it left the game to run for public office in the US.
never again
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>Less than a month for a new year and my yearly campaign of Shadow Empire in January
>Still no Republica DLC
>We even got a development video 2 months ago but no release date
Vic pls. I beg of you.
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Artillery needs a buff in my opinion, right now if you use the lower calibres you’ll struggle to ever get any kills. You have to design the biggest guns possible to even make a dent in the enemy, but the bigger the gun the more it strains your logistics
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>>2278486
So you think it’s still worth using even if you aren’t getting many kills? I put some 180mm attachments to my infantry army but now I can barely attack at all a turn because getting ammo down the line is just too much
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>>2278544
Yes its worth to break entrenchment and is also suppresses the stats of the unit being bombarded.
So your soldiers/tanks can mop them up more easily.
Makes no sense to have a giga killer howitzer if you can't supply it though.
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>>2278544
If you attack a unit without artillery with artillery you get an additional bonus
The game generally moves fast enough that you'll have Mech Arty ready by the time you can sustain ammo production, non-mech arty is for infantry garrison
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>>2236835
>40 years ago, if your father found out that you were spending your free time on something like this he would beat you
Oh boy you should have seen /v/ way back in 2005, mind you those guys where in their 14 - 50 year olds.
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>>2279765
>Its different in multiplayer.
Probably, but finding a PBEM game is hard and playing it is very slow and dependent on other people who may or may not be as commited as you are.
Not to mention the map balancing issues you brought up yourself.
Playing SP i can set the pace myself if i wanna play 10 minutes or 10 hours in a day
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Where are these recruits going, how do recruits get "sent to zone"?
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>>2309875
It's turn 180ish, I haven't had a militia unit on the map since Tuesday.
Now I have more recruits flowing in to the SHQ than the individual zones collectively report sending to the SHQ. 1200 more. I don't understand where they're coming and going.
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>>2279765
I got fucked a few times in single player due to RNG.
cause i got spawned in the middle of fucking nowhere low pop villages and no major city to capture, almost no relic tiles to extract rare metals.
While my opponents had 2 or 3 cities they had up close and comfy.
Well it doesn't always happen but sometimes.
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>>2314413
How can you achieve 'ultra-BP' when you can't grow the size of your starting zone?
Spawns inside of massive non aligned zones will often spawn no free folk villages at all. You'll be limited to Bureucrat office 3 or maybe 4 if you're lucky
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I HATE GUARDIANS ! I HATE GUARDIANS !
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>watch some YouTube vidoes about SE and come back to it after not playing it in ages
>load up old early save game on a moon that I thought was unwinnable (for me)
>expected to lose from running out of resources at several points
>expected to lose from running out of manpower at several points
>expected my game to brick because more advanced AI processing was causing a CTD
>actually came away with a win, using a mostly infantry army because no fuel deposits
Feels good man. I'm still on babby beginner difficulty because that was only my second game, but I really do enjoy it when I get over my inertia and actually start playing. The only thing that really fucked me was managing population happiness. It felt like nothing could make those retards happy. It didn't help that I'd get constant events raising unrest and danger but even without that they'd never be happy. That almost broke me when my supply of recruits would dry up. All I could do was play cards when I got them to drum up happiness.
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>>2314248
>>2314277
Well sometimes with this game, you are just shit out of luck.
Getting getting anal gangbanged by 5 different factions at once, and then those fucking hive spiders man on my border too coming for sloppy seconds.
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>>2315703
I had the private sector build all sorts of qol buildings and my civilisation rating was quite high, so I figured adding another one wouldn't make much of a difference. Also good to know about public investment, I knew it gave a boost but I didn't think you could get away with such a small investment.
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>>2086257
>>2086270
I think if there is a heavy battle even if initially your logistics is all green.
Once heavy clashes happen it will use up Logistics points depending how many need ammo/fuel i have noted this a few times it fluctuates to green black when i was doing a invasion even though every thing had a fat green line initially.
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>>2317469
Raising taxes is usually pretty bad.
One way by public investment but it can take long and they don't always build what you want.
By commerce the investment cards where they build companies.
Capturing big cities.
And the best way is trading metal, oil, rare metals and hopefully the traders give the big bucks.
Cause i have seen they give 1 - 30 creds per metal.
I'm not sure how they calculate this but i guess its demand/supply of you and your trading partners.
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>>2317019
Putting your SHQ closer to the battle can help too cause the SHQ can be the one causing the bottleneck, your ammo/fuel/reinforcements come from the SHQ all the way to your units.
SHQ can cause stress on roads where it doesn't really need be.
And compete for LP points for stuff like mines/farms.
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>>2317019
I think that would be rather obvious
Ammo and fuel don't need to be transported if it isn't being used, combat can cause big spikes
>>2317604
>moving your SHQ
An ill advised move
>>2317469
Raise taxes to the max your profile allows before you get protests
Rarecoin is your best source of cash early but as you get more and more metal income, metal becomes your main way to make gorillion credits
Not sure why you would want more credits, given how its competing for least important resource
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>>2317644
>Not sure why you would want more credits, given how its competing for least important resource
It's not about having more, it's about having enough. In my most recent lategame the price of everything dropped to <1, save radioactive, machinery, and hi-tech, so I had to tell the economic director to make some tax cards after running at 0% for the entire game. Even at 30% income and 25% sales I still had a deficit every turn. Selling hi-tech and machinery isn't a problem but I assume if I do it enough those will also drop to nothing.
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>>2317604
>ammo/fuel/reinforcements come from the SHQ all the way to your units.
FUCK THATS WHAT MY ISSUES BEEN ALL THIS TIME FUCK
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>>2318516
Its advised not to go totally ape shit with your army maybe breakthrough with a few units, just to be kind to your logistics.
Cause if that breaks down you can pretty much drop the soap to your enemy.
People aren't joking here that logistics will filter you.
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>>2319658
alternatively, overbuild your truck / rail station?
truck station level isn't tied to zone level so you can go as wild as you want.
also also, if you get applied science council, have them discover logistics optimization and put points into it for free logi points
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>>2319797
Really depends on your infrastructure you have ready.
If you are getting suddenly invaded unprepared for whatever reason in some remote area.
Even 2 full brigades with some tanks can be a nightmare to supply when they all are in combat.
And you don't have the economy or tech for sealed roads/trains.
Plus the amount of ammo they can eat up.
You are pretty much forced to go "soft" on your enemy.
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We're looking for a 6th player in a new SE MP campaign.
Preferably someone experienced with MP, and comitted to deliver consistent daily turns over the next 6 months. US or EU timezone.
Planet/start TBD, but maybe:
>T4
>Terran
>2 or more starting cities
>no oceania
Apply to: Orboto (@) proton (.) me
Only one spot, so if you don't hear back, then we went with someone else.
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>>2322732
You need to have bought the game on Steam and I bought it on GoG.
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