Follow TV Tropes

Following

History VideoGame / ShadowEmpire

Go To

OR

Is there an issue? Send a MessageReason:
None


* GreatOffscreenWar: The Dissolution War. It came and went centuries ago, and your people just get to live with the hardship and endless violence of its aftermath.

to:

* GreatOffscreenWar: The Dissolution War. It came and went centuries ago, and your people just get to live with the hardship and endless violence barbarism of its aftermath.



* LandOfOneCity: Your regime can only ever have one city per zone. Extremely large zones cause administrative strain which has negative effects on productivity, but you can easily found new cities and thus make new zones, and reshape internal borders more-or-less as you see fit. Chances are you'll find yourself founding a few new cities during the course of a campaign, in order to exploit remote clusters of resource deposits or to secure strategic locations.

to:

* LandOfOneCity: Your regime can only ever have one city per zone. Extremely large zones cause administrative strain which has negative effects on productivity, but you can easily ''can'' found new cities and thus make new zones, and reshape internal borders more-or-less as you see fit. Chances are you'll find yourself founding a few new cities during the course of a campaign, in order to exploit remote clusters of resource deposits or to secure strategic locations.



* RandomEvent: These happen to your regime almost every turn, and how you deal with them influences your regime profile.
* ReluctantWarrior: Minor regimes who are Farmers aren't quite as laughably weak as you might expect. They're in no hurry to ''start'' a fight (unlike Raiders or Mutants or Arachnids), but the challenge of defending their fields in a ruined world forces them to keep what's usually a sizeable militia.

to:

* RandomEvent: These happen to your regime almost every turn, and how you deal with them influences your [[KarmaMeter regime profile.
profile]].
* ReluctantWarrior: Minor regimes who are Farmers aren't quite as laughably weak as you might expect. They're in no hurry to ''start'' a fight (unlike Raiders or Mutants or Arachnids), but the challenge of defending their fields in a ruined world forces them to keep what's means they'll usually have a sizeable militia.
Is there an issue? Send a MessageReason:
None


* YouRequireMoreVespeneGas: Constructing (and maintaining) buildings and military units requires having enough Food, Water, Fuel, Metal, Rare Metal, Energy, Machinery, Hi-Tech Parts, and/or Radioactives. All of these things must be grown, generated, or mined from surface deposits by your regime. Constructing ''anything'' also requires Industrial Points, military units require Ammo/Energy to fight depending on their weapons, and Logistics points are used to move EVERYTHING mentioned here to where it is needed.

to:

* YouRequireMoreVespeneGas: Constructing (and maintaining) buildings and military units requires having enough Food, Water, Fuel, Metal, Rare Metal, Energy, Machinery, Hi-Tech Parts, and/or Radioactives. All of these things must be grown, generated, or mined from surface deposits by your regime. Constructing ''anything'' also requires Industrial Points, military units require Ammo/Energy to fight depending on their weapons, as well as Recruits to fill their ranks, and Logistics points are used to move EVERYTHING mentioned here to where it is needed.
Is there an issue? Send a MessageReason:
None


* ArmorIsUseless: Notably averted, as a stiff penalty is applied if a weapon's caliber is too low to punch through a target's armor, to the point that ten heavily-armored mecha can shrug off the attacks of hundreds of early-game infantry without one casualty on their side, pounding the human meatbags with their own weapons until the latter are driven from the battlefield.

to:

* ArmorIsUseless: Notably averted, Averted, as a stiff penalty is applied if a weapon's caliber is too low to punch through a target's armor, to the point that ten heavily-armored mecha can shrug off the attacks of hundreds of early-game infantry without one casualty on their side, pounding the human meatbags with their own weapons until the latter are driven from the battlefield.



* NoBiochemicalBarriers: Notably averted. If your planet has an alien ecosystem, it's more likely than not that your (human) population will be unable to derive full (or even any) nutrition from it, forcing you to rely on [[DomedHometown Agri-Domes]].

to:

* NoBiochemicalBarriers: Notably averted.Averted. If your planet has an alien ecosystem, it's more likely than not that your (human) population will be unable to derive full (or even any) nutrition from it, forcing you to rely on [[DomedHometown Agri-Domes]].



* PossessionImpliesMastery: Thoroughly averted. In most games, you'll dig up a few robotic walkers and/or energy weapons to supplement your army long before you're anywhere near learning how to build such tech for yourself.

to:

* PossessionImpliesMastery: Thoroughly averted.Averted. In most games, you'll dig up a few robotic walkers and/or energy weapons to supplement your army long before you're anywhere near learning how to build such tech for yourself.



* ResourcesManagementGameplay: The EasyLogistics trope is brutally averted here, as your army units who stray (or get cut off) from your supply network will lose morale and inevitably starve. Therefore, getting your troops to the front line is only half the battle. The other half is making sure that you build - and protect - enough roads, truck stations, supply bases, and rail lines to keep your troops supplied with Food, Ammo, Fuel, Energy, and reinforcements!

to:

* ResourcesManagementGameplay: The EasyLogistics trope is brutally averted here, averted, as your army units who stray (or get cut off) from your supply network will lose morale and inevitably starve. Therefore, getting your troops to the front line is only half the battle. The other half is making sure that you build - and protect - enough roads, truck stations, supply bases, and rail lines to keep your troops supplied with Food, Ammo, Fuel, Energy, and reinforcements!
Is there an issue? Send a MessageReason:
None


'''Shadow Empire''' is a complex science-fiction TurnBasedStrategy game that was developed by VR Designs and released in 2020.

to:

'''Shadow Empire''' ''Shadow Empire'' is a complex science-fiction TurnBasedStrategy game that was developed by VR Designs and released in 2020.



In short, it's ''VideoGame/PanzerGeneral'' meets ''VideoGame/KingOfDragonPass'' meets ''VideoGame/Aurora4X''.

to:

In short, it's ''VideoGame/PanzerGeneral'' meets ''VideoGame/KingOfDragonPass'' meets ''VideoGame/Aurora4X''.
''VideoGame/Aurora4X''. Nothing to do with the ''Franchise/StarWars'' book ''Literature/ShadowsOfTheEmpire'' or the VideoGame based on it.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* VideoGameCaringPotential: One of the most important and yet easily-overlooked factors in the game is a zone's Quality of Life - which has several subfactors such as Security, Healthcare, Education, and so on. Whilst Zones will try to take care of these needs by themselves with privately owned and operated assets, establishing government-operated hospitals and schools is one of the best ways to draw the Free Folk to your cities and have a stable, thriving population and economy. Many events also have upset civilians voicing their concerns (either with low pay, dangerous working conditions, incompetent governors) and make you decide who to support.
Is there an issue? Send a MessageReason:
None


* NuclearOption: ICBMs with various different sizes of nuclear warhead are one late game weapon. You can also arm your anti-tank infantry with micronuke missiles, load monitor tank howitzers with mininukes, and find 'Hellraiser' mobile nuclear missile launchers - relics of the Republic's armed forces - that can only be used once. Whether the use of nuclear weaponry is warranted or [[NukeEm overkill]] is up to you. Either way, the target hex will be irradiated and require cleanup.

to:

* NuclearOption: ICBMs [=ICBMs=] with various different sizes of nuclear warhead are one late game weapon. You can also arm your anti-tank infantry with micronuke missiles, load monitor tank howitzers with mininukes, and find 'Hellraiser' mobile nuclear missile launchers - relics of the Republic's armed forces - that can only be used once. Whether the use of nuclear weaponry is warranted or [[NukeEm overkill]] is up to you. Either way, the target hex will be irradiated and require cleanup.

Added: 384

Changed: 648

Is there an issue? Send a MessageReason:
None


* DomedHometown: As almost all planets are going to be atmospherically hostile to humans, this is a given, and at least one Disaster stratagem card implies this to be the case for all cities. Agri-Domes are your fallback farming option early on.

to:

* DomedHometown: As almost all planets are going to be atmospherically hostile to humans, this is a given, and at least one Disaster stratagem card implies this to be the case for all cities. Agri-Domes are your fallback farming option early on.on, and can be used regardless of atmospheric or ecological conditions.



* NukeEm: ICBM missiles are one late game weapon.

to:

* NukeEm: ICBM missiles NuclearOption: ICBMs with various different sizes of nuclear warhead are one late game weapon.weapon. You can also arm your anti-tank infantry with micronuke missiles, load monitor tank howitzers with mininukes, and find 'Hellraiser' mobile nuclear missile launchers - relics of the Republic's armed forces - that can only be used once. Whether the use of nuclear weaponry is warranted or [[NukeEm overkill]] is up to you. Either way, the target hex will be irradiated and require cleanup.



* PollutedWasteland: A potential outcome of the Dissolution War is use of chemical, biological, and/or nuclear weapons against various factions, which can leave areas as blighted wastelands. To a lesser degree, using nuclear weapons will cause long-term radiation on tiles, and units with portable nuclear engines or micronuke weaponry will irradiate tiles when they're destroyed too.



* TankGoodness: The only tanks you can start with are irregular militia tanks that are replaced only when the militia gets around to it. They're better than ''nothing'', to be fair, but there's a certain joy you'll feel when your regime completes the research to build proper tanks of your own.

to:

* TankGoodness: The only tanks you can start with are irregular militia tanks that are replaced only when the militia gets around to it. They're better than ''nothing'', to be fair, but there's a certain joy you'll feel when your regime completes the research to build proper tanks of your own. By the endgame you can develop "Monitor Tanks", which are huge beasts with massive firepower and heavy armour, but are extremely slow.
Is there an issue? Send a MessageReason:
None


* BreadAndCircuses: Your population doesn't really care how repressive your regime profile is, as long as there is enough food and Quality of Life improvements in their cities.
* BugWar: If that neighboring minor regime happens to be Arachnids, this is what you'll have. Apparently they're strangely prevalent on human-colonized worlds and semisentient, suggesting they're lab experiments, pets, or pests that escaped and multiplied during the Dissolution War.

to:

* BreadAndCircuses: Your population doesn't really care how repressive your regime profile is, as long as there is enough food and Quality of Life improvements in their cities.
cities. (Though keeping hostile units away from the gates doesn't hurt, either.)
* BugWar: If that neighboring minor regime happens to be Arachnids, then this is what you'll have. Apparently they're strangely They're semi-sentient and attack humans on sight, but the reason why they are so prevalent on human-colonized worlds and semisentient, suggesting they're lab experiments, pets, or pests that escaped and multiplied during the Dissolution War.has been lost to time. As Arachnids never engage in diplomacy, their origins remain a mystery.

Changed: 441

Is there an issue? Send a MessageReason:
None


* GeoEffects: As with many hex-based wargames, knowing how the terrain affects your units will help you win battles.

to:

* GeoEffects: As with many hex-based wargames, knowing how the terrain affects your units will help you win battles. It can also dramatically influence your approach; mountains, for example, are almost (if not completely) impassable to wheeled and tracked vehicles, meaning only infantry and walkers can operate effectively in such terrain. If enemy infantry have entrenched themselves in a mountain hex, you better hope you can surround them to wear them down with artillery/air attacks and starve them out, or else they're going to be a constant nuisance.
Is there an issue? Send a MessageReason:
None


* LandOfOneCity: Your regime can only ever have one city per zone. Thankfully (as huge zones can cause administrative strain to the resident city), you do have some amount of control over how much space a zone contains.

to:

* LandOfOneCity: Your regime can only ever have one city per zone. Thankfully (as huge Extremely large zones can cause administrative strain to which has negative effects on productivity, but you can easily found new cities and thus make new zones, and reshape internal borders more-or-less as you see fit. Chances are you'll find yourself founding a few new cities during the resident city), you do have some amount course of control over how much space a zone contains.campaign, in order to exploit remote clusters of resource deposits or to secure strategic locations.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* InsultBackfire: If the Head of your Foreign Affairs Council rolls poorly on the Intimidate check for a Provocation card, they may flub it so hard that you ''gain'' relation with the target instead of ''losing'' it.
Is there an issue? Send a MessageReason:
None


Of course, your rival regimes - ranging from [[TheRival resurgent major regimes like your own]] to minor regimes of [[NeutralsCrittersAndCreeps raiders, slavers, mutant barbarians, xenomorph-like arachnids, religious fanatics, and remnant killbots]] - aren't going to just ''hand'' the planet to you.

to:

Of course, your rival regimes - ranging from [[TheRival resurgent major regimes [[TheRival like your own]] to minor regimes of [[NeutralsCrittersAndCreeps raiders, slavers, mutant barbarians, xenomorph-like arachnids, religious fanatics, and remnant killbots]] - aren't going to just ''hand'' the planet to you.
Is there an issue? Send a MessageReason:
None


Of course, your rival regimes - ranging from resurgent major regimes like your own to minor regimes of raiders, slavers, mutant barbarians, xenomorph-like arachnids, religious fanatics, and remnant killbots - aren't going to just ''hand'' the planet to you.

to:

Of course, your rival regimes - ranging from [[TheRival resurgent major regimes like your own own]] to minor regimes of [[NeutralsCrittersAndCreeps raiders, slavers, mutant barbarians, xenomorph-like arachnids, religious fanatics, and remnant killbots killbots]] - aren't going to just ''hand'' the planet to you.
Is there an issue? Send a MessageReason:
None


* VigilanteMilitia: Any zone with high Militancy has a chance to spontaneously raise Militia units. These forces are essentially poorly-trained and poorly-equipped rabble, but they can be useful for maintaining order whilst your professional army handles the messy business of war and conquest.

to:

* VigilanteMilitia: Any zone with high Militancy has a chance to spontaneously raise Militia units. These forces are essentially poorly-trained and poorly-equipped rabble, but they can be useful for maintaining order at home whilst your professional army handles the messy business of war and conquest.

Added: 846

Changed: 152

Is there an issue? Send a MessageReason:
None


* DomedHometown: As almost all planets are going to be atmospherically hostile to humans, this is a given, and at least one Disaster stratagem card implies this to be the case for all cities. Agri-Domes are your fallback farming option early on.



* LaResistance: Upset leaders, governors, and other staff may turn against you; pushed far enough, they may even attempt to lead a full-blown militia uprising in a city. This can go about as well for them as you'd expect if you currently have a loyalist military brigade stationed in the city at the time...



** Minor regimes can be Slavers, Raiders, Mutants, Arachnids, Surviving AI, or other jerkasses, but they exist only to obstruct (and be absorbed by) the major regimes, of which your own empire is one. Some planets also have hostile indigenous life that (while not part of any regime) is dangerous enough to threaten military units.

to:

** Minor regimes can be Slavers, Raiders, Mutants, Arachnids, Surviving AI, or other jerkasses, but they exist only to obstruct (and be absorbed by) the major regimes, of which your own empire is one. Some planets also have hostile indigenous life that (while not part of any regime) is dangerous enough to threaten civilian assets and military units.units, forming roaming herds of thousands of crabs/molluscs/land-squid/''et cetera''.



* NoBiochemicalBarriers: Notably averted. If your planet has an alien ecosystem, it's more likely than not that your (human) population will be unable to derive full (or even any) nutrition from it.

to:

* NoBiochemicalBarriers: Notably averted. If your planet has an alien ecosystem, it's more likely than not that your (human) population will be unable to derive full (or even any) nutrition from it.it, forcing you to rely on [[DomedHometown Agri-Domes]].


Added DiffLines:

* VigilanteMilitia: Any zone with high Militancy has a chance to spontaneously raise Militia units. These forces are essentially poorly-trained and poorly-equipped rabble, but they can be useful for maintaining order whilst your professional army handles the messy business of war and conquest.

Added: 1590

Changed: 1200

Is there an issue? Send a MessageReason:
None


* ApocalypseHow: ''Galactic'' Societal Collapse, and boy did it hurt. Potential fallout of the Dissolution War includes localized Species Extinction or Physical Annihilation, as rogue warlords fighting during the prehistory unleash nukes or viral bombs on each other, or a damaged starship deorbits and [[ColonyDrop slams into an unsuspecting city]].



* BugWar: If that neighboring minor regime happens to be Arachnids, this is what you'll have.

to:

* BugWar: If that neighboring minor regime happens to be Arachnids, this is what you'll have. Apparently they're strangely prevalent on human-colonized worlds and semisentient, suggesting they're lab experiments, pets, or pests that escaped and multiplied during the Dissolution War.



* DeathOfAThousandCuts: Battles between large armies often play out this way, as defeated units tend to flee more often than get killed outright, requiring the victor to chase them to the next hex and attack again (if the victor's goal is total eradication, that is). Even if your side is clearly stronger, it can take several turns (representing months of fighting) to wipe out an enemy doomstack.

to:

* DeathOfAThousandCuts: Battles between large armies often play out this way, as defeated units tend to flee more often than get killed outright, requiring the victor to chase them to the next hex and attack again (if the victor's goal is total eradication, that is). Even if your side is clearly stronger, it can take several turns (representing months of fighting) to wipe out an enemy doomstack. The trick is to break through the enemy's line and encircle units entirely; if they have no tile to flee into, they'll surrender instead.



* DiscOneNuke: Even in early turns, ruin-looting and certain Fate stratagems can give you units like robotic walker Sentinels and Galactic Republic infantry, with firepower far outstripping any of your starter units. These ass-kickers can still go down from a lucky hit in battle and eventually you'll learn how to build them for yourself anyway... but they're nice when you can get a few of them early.

to:

* DiscOneNuke: Even in early turns, ruin-looting and certain Fate stratagems can give you units like robotic walker Sentinels and Galactic Republic infantry, with firepower far outstripping any of your starter units. These ass-kickers can still go down from a lucky hit in battle and eventually you'll learn how to build better versions of them for yourself anyway... but they're nice when you can get a few of them early. A very literal example is the GR Hellraiser, a single-use mobile nuclear missile launcher.
** Bunkers can also contain ancient Republic artificial intelligences that, with a good skill roll, can gift you all kinds of exotic technologies ''and'' let you skip the prerequisite techs for that technology. Getting your hands on the ability to ''manufacture'' laser rifles or [[PoweredArmor battledress]] can be a huge boon, if you can keep up with the energy/tooling demands.



* EnergyWeapon: Laser and plasma weapons make up the topmost tiers of the personal and vehicle scale weaponry, and are a massive firepower boost over ballistic weapons.



* GlassCannon: You can make any kind of unit with the heaviest weapon you can build, but only minimal armor.

to:

* GiantEnemyCrab: Alien life can take many forms (molluscoids and squid are common), but one of them is, of course, crustaceans. These can be sentient too, and if they've formed a minor regime you may find yourself fighting giant enemy crabs.
* GlassCannon: You can make any kind of unit with the heaviest weapon you can build, but only minimal armor. Motorbike units especially, as they can be armed with fairly powerful weaponry but can never go higher than padded envirosuits, the second tier of personal armour.



* JetPack: Jetpack troopers are one of the models of infantry that you can research.

to:

* JetPack: Jetpack troopers are one of the models of infantry that you can research.research, and a rare GR infantry unit you can sometimes get access to.



** As a ruler, you also have a Word rating, which measures how often you have kept promises to (and fulfilled demands from) your regime's factions.

to:

** As a ruler, you also have a Word rating, which measures how often you have kept promises to (and fulfilled demands from) your regime's factions. A high Word rating is particularly beneficial when you're negotiating with other Regimes.



* MagneticWeapons: Gauss and Charged Gauss weapons. GR infantry and walkers start with Charged Gauss weapons, which gives them a significant firepower boost compared to regular slugthrowers.



* MoreDakka: Automatic weapons (kinetic or otherwise) are always a fine upgrade for infantry. Contrary to the usual trope, MG-equipped infantry are vastly better at ''defending'' a hex than attacking one.
* MyRulesAreNotYourRules: Due to the game's complexity, the AI regimes get a few minor rules breaks over the player. For example, major regimes can build Dirt Roads for free, and only player regimes must deal with decisions or story events.

to:

* MoreDakka: Automatic weapons (kinetic or otherwise) are always a fine upgrade for infantry. Contrary to the usual trope, MG-equipped infantry are vastly better at ''defending'' a hex than attacking one.
one. You can also build Quad Machine Guns and ''Mechanized'' [=QMGs=], which have devastating amounts of anti-infantry firepower and thus are great for dealing with poorly-equipped rebels or hostile natives.
* MyRulesAreNotYourRules: Due to the game's complexity, the AI regimes get a few minor rules breaks over the player. For example, major regimes can build Dirt Roads for free, and only player regimes must deal with decisions or story events. It also gets to ignore minimum level requirements for airfields, now that planes are in the game.



* PoweredArmor: Called Battledress, it makes up the top two tiers of personal armour for infantry. It's not completely invulnerable by any stretch of the imagination, but against low-tier infantry it might as well be unstoppable.



* TheRemnant: Every regime, minor and major, is this by default - a vestigial remnant of the once-extant Galactic Republic. (Well, except for possibly the Arachnid regimes.)
* ResourcesManagementGameplay: The EasyLogistics trope is brutally averted here, as your army units who stray (or get cut off) from your supply network will lose morale and inevitably starve. Therefore, getting your troops to the front line is only half the battle. The other half is making sure that you build - and protect - enough roads, truck stations, supply bases, and rail lines to keep your troops supplied with Food, Ammo, Fuel, and reinforcements!

to:

* TheRemnant: Every regime, minor and major, is this by default - a vestigial remnant of the once-extant Galactic Republic. (Well, except for possibly the Arachnid and Indigenous Xeno regimes.)
* ResourcesManagementGameplay: The EasyLogistics trope is brutally averted here, as your army units who stray (or get cut off) from your supply network will lose morale and inevitably starve. Therefore, getting your troops to the front line is only half the battle. The other half is making sure that you build - and protect - enough roads, truck stations, supply bases, and rail lines to keep your troops supplied with Food, Ammo, Fuel, Energy, and reinforcements!



* YouRequireMoreVespeneGas: Constructing (and maintaining) buildings and military units requires having enough Food, Water, Fuel, Metal, Rare Metal, Energy, Machinery, Hi-Tech Parts, and/or Radioactives. All of these things must be grown, generated, or mined from surface deposits by your regime. Constructing ''anything'' also requires Industrial Points, military units require Ammo to fight, and Logistics points are used to move EVERYTHING mentioned here to where it is needed.

to:

* YouRequireMoreVespeneGas: Constructing (and maintaining) buildings and military units requires having enough Food, Water, Fuel, Metal, Rare Metal, Energy, Machinery, Hi-Tech Parts, and/or Radioactives. All of these things must be grown, generated, or mined from surface deposits by your regime. Constructing ''anything'' also requires Industrial Points, military units require Ammo Ammo/Energy to fight, fight depending on their weapons, and Logistics points are used to move EVERYTHING mentioned here to where it is needed.
Is there an issue? Send a MessageReason:
None


* AfterTheEnd: Your regime comes into the picture centuries after the Dissolution War ended the Galactic Republic and wrecked every planet in the galaxy. If you do full planet generation during game setup, you get to see exactly how badly the war hit your world, too.

to:

* AfterTheEnd: Your regime comes into the picture centuries after the Dissolution War ended the Galactic Republic and wrecked every inhabited planet in the galaxy. If you do full planet generation during game setup, you get to see exactly how badly the war hit your world, too.
Is there an issue? Send a MessageReason:
None


The year is 8200 CE, centuries after the collapse of galactic civilization, and you are the leader of a small city-state on a hostile, forgotten planet. For you, a return to the stars is too lofty a dream - your only goal is to dominate your ruined world by any means necessary, unifying its (remaining) people under a single regime.

to:

The year is 8200 CE, centuries after the collapse of galactic civilization, and you are the leader of a small city-state on a hostile, forgotten planet. For you, a return to the stars is too lofty a dream - your dream. Your only goal is to dominate your ruined world by any means necessary, unifying its (remaining) people under a single regime.

Added: 132

Changed: 90

Is there an issue? Send a MessageReason:
None


* {{Cult}}: There are several cults that can take root among your people. Thankfully, they tend to be more kooky than malevolent or apocalyptic. Supporting them can have benefits, such as priests to improve your armies or improving relations with any of your leaders who are members of the cult.

to:

* {{Cult}}: There are several cults that can take root among your people. Thankfully, they tend to be more kooky than malevolent or apocalyptic. Supporting them can have benefits, such as priests to improve your armies or improving better relations with any of your leaders who are happen to be members of the cult.



* MilitaryCoup: A civil war on your turf is one possible (and common) consequence of becoming unpopular with your military leaders.



* MyRulesAreNotYourRules: Due to the game's complexity, the AI regimes do not play by as many rules as the player. For example, major regimes can build Dirt Roads for free, and only player regimes must deal with decisions or story events.

to:

* MyRulesAreNotYourRules: Due to the game's complexity, the AI regimes do not play by as many get a few minor rules as breaks over the player. For example, major regimes can build Dirt Roads for free, and only player regimes must deal with decisions or story events.



* PermanentElectedOfficial: Even if your regime profile is ostensibly democratic, you're permanently in charge, and only a military defeat of your regime can remove you from office.

to:

* PermanentElectedOfficial: Even if your regime profile is ostensibly democratic, you're permanently in charge, and only a military an outright defeat of your regime can remove you from office.



* RagnarokProofing: Downplayed. All that remains of the Galactic Republic's cities are ruins. You ''can'' set up recycling facilities to loot the ruins, but they only reliably generate Fuel, Metal, and other resources that aren't particularly special. Only occasionally do they yield an Artifact or any weaponry from the Galactic Republic's era.

to:

* RagnarokProofing: Downplayed. All that remains of the Galactic Republic's cities are ruins. You ''can'' set up recycling facilities to loot the ruins, but they only reliably generate Fuel, Metal, and other basic resources that aren't particularly special. Only occasionally do they yield an Artifact or any weaponry from the Galactic Republic's era.
Is there an issue? Send a MessageReason:
None


* AcceptableBreaksFromReality: In a few places, most notably the rectangle map for planets (which is easier to display but less "accurate" than a globe map would be) and the notion that such small populations would be able to put together planet-wide logistic networks, power plants, vast armies, etc within the timeframe of a typical game. For the latter, the manual [[LampshadeHanging speculates]] that perhaps humans thousands of years in the future have more advanced construction techniques than we have on modern day Earth.

to:

* AcceptableBreaksFromReality: In a few places, most notably the rectangle map for planets (which is easier to display but less "accurate" than a globe map would be) and the notion that such small populations would be able to put together planet-wide logistic networks, power plants, vast armies, etc within the timeframe of a typical game. For the latter, the manual [[LampshadeHanging speculates]] that perhaps humans thousands of years in the future have more advanced construction and manufacturing techniques than we have on modern day Earth.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* ComplexityAddiction: Having this isn't strictly necessary to enjoy this game, but it certainly doesn't hurt.


Added DiffLines:

* GlobalCurrency: Zig-zagged. You need credits to pay your soldiers and workers, as well as to buy resources from the inter-zone traders. However, you use abstract Bureaucratic Points to "fund" your administration's stratagem-generating departments, and you use Political Points to upgrade your cities, raise new armies, appoint leaders, change a director's focus, and execute stratagems. Both types of points depend on certain buildings and your empire's overall strength; your credits cannot help you with tasks in either category.
Is there an issue? Send a MessageReason:
None


Of course, your rival regimes - ranging from resurgent major regimes like your own to minor regimes of barbarians, slavers, mutants, sentient arachnids, religious fanatics, and remnant killbots - aren't going to just ''hand'' the planet to you.

to:

Of course, your rival regimes - ranging from resurgent major regimes like your own to minor regimes of raiders, slavers, mutant barbarians, slavers, mutants, sentient xenomorph-like arachnids, religious fanatics, and remnant killbots - aren't going to just ''hand'' the planet to you.



In practice, this leads to all kinds of emergent chaos spicing up what was once your simple plan to conquer a planet. Every turn, you have to make decisions about events in your empire and about issues that your various councilors need resolved. You might end up committing to a decision that you don't like just to keep your most powerful leaders happy. You might inadvertently cause a famine or economic downturn in a zone when you nationalize the only farm or oil deposit to supply your army, leaving your civilian population nowhere to buy food or oil for themselves. You might end up being dragged into a war when a neighboring regime asks for your help in rooting out dissidents who have fled to your zone, and you refuse because complying would increase your regime's Autocracy value, which would negatively impact its Meritocracy value, which you don't want because you're grinding Meritocracy perks.

to:

In practice, this leads to all kinds of emergent chaos spicing up what was once your simple plan to conquer a planet. Every turn, you have to make decisions about events in your empire and about issues that your various councilors need resolved. You might end up committing to a decision that you don't like just to keep your most powerful leaders happy. You might inadvertently cause a famine or economic downturn in a zone when you nationalize the only farm or oil deposit to supply your army, leaving your civilian population nowhere to buy food or oil fuel for themselves. You might end up being dragged into a war when a neighboring regime asks for your help in rooting out dissidents who have fled to your zone, and you refuse because complying would increase your regime's Autocracy value, which would negatively impact its Meritocracy value, which you don't want because you're grinding Meritocracy perks.

Top