This was very helpful! I used to play Advanced Tactics Gold, and so I thought this would be easier than it is to get into, but it is an overwhelming game. Lots of cool potential for when the mechanics are mastered, though! Your video helped clarify a lot of things for me. Thank you!
I reckon that the thinking behind putting it in the Reports instead of on the main UI is that Bureaucratic Points are not actually used by the player directly as a currency, rather they're indirectly directed (?) to the Organisations by the funding sliders.
"hit s for strategic move" 0_0 and my world changed i always thought it was odd to have a supply netowrk with truck stops and rail ways but i could not move further. Therefor i thought then that it was only for resupply of food or munition. BP were a myth to me, until now :)
Great video. A fairly basic question I hope, when I construct assets it says 2 rounds, that means that I pay the prize that is listed every round, but are rounds equal to turns. So if I hit end turn 2 times I go through 2 construction cycles? I'm not sure if it works like that but my buildings sometimes take a lot of time to build and I have enough metal, industrial points and machinery.
Yes by rounds it means turns so it takes two turns of x metals and y rare metals etc. Don't build too many things at once. Everything you build takes logistics, particularly if you're building away from your SHQ. It has to move all those materials from where they're located (it could be a different zone) to the SHQ and then out to where the construction site is, and you'll find that often the biggest bottleneck you'll have is your lack of trucks.
@@SaltySlanko one thing to remember: if a building is ready its effects start often working the round AFTER its completion. so 2 rounds of building mean it will work in the 4th round
16:00 Seems like a game balance issue? It doesn't make sense to have high level techs and then have an extremely difficult time discovering power plants. There should be a way to limit research to more basic techs after you have progressed to a high enough level.
Maybe so. If you follow this advice it won't be a problem, and really you won't get much use out of the later techs in that early game anyway: once you've gotten Automatic Rifles, Padded Envirosuits and High Velocity Guns you're set until you want to take on a more advanced Major Regime.
@@battlemode I'm already 30 turns into my first game and I don't have the power plants or universities...if there is a strategem card that allows you to unlock an older tech of your choice that would be a lifesaver and a very nice card to have in the game.
Ben, will you please do a full playthrough with beta patch 1.08 on new Hydra (or Morgana) class planet with sentient alien lifeforms? 1.08 introduced Minor Alien Regimes and special xeno diplomacy.
I move as you say, using move mode on the road, to the unit's limit. Then press "s" for strategic mode... and no further movement seems possible. I understand that this is dependent on having logistical points remaining... but I cannot see anyplace that says either how many logistical points are remaining, nor how many would be required to move this unit. But I doubt that that is the problem, since it cannot move even one hex.
If you hit the 'L' key it brings up a green indicator for how many LIP are on each node of your logistics routes. You need to have enough points to be able to move the weight you're trying to transport. You can also use 'P' for a logistics preview, and flicking between 'L' and 'P' gives you an indication of what you have versus what should be there. (in the logistics menu on the right bar, there's also several other logistics views)
sorry if you do touch on this, I’m watching it piece by piece as I get the chance, but I have a question concerning SHQ’s and whether there is a point in creating a second SHQ as you begin to expand your regime. I tried some google-fu with less than stellar results but perhaps you would know since you have a much greater handle on the game than I.
I'd avoid it unless it's absolutely necessary because of the size and shape of your empire: it increases the amount of work you have to do each turn by a large amount. I think you're probably better off building more logistics to try to reach out to the furthest corners of territory. Someone on Matrix said it like this: the Germans in WW2 probably had two SHQs: one for the Eastern Front, and one for the Western Front. The Americans probably had one for the War in Europe, and one for the War in the Pacific. I've played some games on very large planets and not found the need for more than one yet, however I fully expect it might be helpful in situations, like in those historical examples, where you have two large and separate operations all happening at once and you need to split things to keep it organised and efficient.
BATTLEMODE god bless your response but guess who just created a second SHQ lmfao. Thank you so much for taking the time to respond. I genuinely love this game and I’m still figuring out the logistics.
@@gregathol that makes two of us then! Although i feel I've mostly got a handle on it now. Just ensure to make it a top priority because logistical failure at a critical time can be game ending.
BATTLEMODE my logistical system is failing and that’s what helped decide creating a secondary SHQ. My borders are starting to look like the Eastern Front and my unit supply is nonexistent. Bad bad news
I will say that I now value BP production a bit earlier than IP, just be aware that the Burocracy producing asset is very Worker intensive and that means you're paying more people earlier.
@@battlemode thanks for the response dude - about 70 hours into my first playthrough - there are so many times where I’ve felt like ‘ah I get it now’ and then something else screws me over or a concept I previously felt I understood (damn you logistics!) all goes haywire as I expand my (pitiful) empire - your videos are a godsend both playthrough and general strategy discussions
@@tomkmb4120 really appreciate that! Persevere with Shadow Empire, it just gets better and better as it all starts to click. I still have problems with the game occasionally (usually logistics) and I've got a 1000 hours at least in it
This was very helpful! I used to play Advanced Tactics Gold, and so I thought this would be easier than it is to get into, but it is an overwhelming game. Lots of cool potential for when the mechanics are mastered, though! Your video helped clarify a lot of things for me. Thank you!
Wow thank you, I really required this to function better in this game because I was so lost.
I'm looking to write a guide for eXplorminate soon
thanks for strengthening some points
Great video mate so handy to know, especially about BP's I always wondered why they aren't more obvious??
I reckon that the thinking behind putting it in the Reports instead of on the main UI is that Bureaucratic Points are not actually used by the player directly as a currency, rather they're indirectly directed (?) to the Organisations by the funding sliders.
@@battlemode Yea I think your right battlemode but would still love to see it up top, would make life alot easier..
"hit s for strategic move" 0_0 and my world changed
i always thought it was odd to have a supply netowrk with truck stops and rail ways but i could not move further.
Therefor i thought then that it was only for resupply of food or munition.
BP were a myth to me, until now :)
I'm glad you found this helpful!
Great video. A fairly basic question I hope, when I construct assets it says 2 rounds, that means that I pay the prize that is listed every round, but are rounds equal to turns. So if I hit end turn 2 times I go through 2 construction cycles? I'm not sure if it works like that but my buildings sometimes take a lot of time to build and I have enough metal, industrial points and machinery.
Yes by rounds it means turns so it takes two turns of x metals and y rare metals etc.
Don't build too many things at once. Everything you build takes logistics, particularly if you're building away from your SHQ. It has to move all those materials from where they're located (it could be a different zone) to the SHQ and then out to where the construction site is, and you'll find that often the biggest bottleneck you'll have is your lack of trucks.
@@explorminate Thanks for the info.
@@SaltySlanko one thing to remember: if a building is ready its effects start often working the round AFTER its completion. so 2 rounds of building mean it will work in the 4th round
16:00 Seems like a game balance issue? It doesn't make sense to have high level techs and then have an extremely difficult time discovering power plants. There should be a way to limit research to more basic techs after you have progressed to a high enough level.
Maybe so. If you follow this advice it won't be a problem, and really you won't get much use out of the later techs in that early game anyway: once you've gotten Automatic Rifles, Padded Envirosuits and High Velocity Guns you're set until you want to take on a more advanced Major Regime.
@@battlemode I'm already 30 turns into my first game and I don't have the power plants or universities...if there is a strategem card that allows you to unlock an older tech of your choice that would be a lifesaver and a very nice card to have in the game.
@@inrptn the progression in techs really is random making each game unique. i think vic intended it that way. it works NOT like civ
Ben, will you please do a full playthrough with beta patch 1.08 on new Hydra (or Morgana) class planet with sentient alien lifeforms? 1.08 introduced Minor Alien Regimes and special xeno diplomacy.
I've not even seen that patch actually, thanks for the heads up!
I might well do a Shadow Empire Let's Play soon, it's been a while!
I move as you say, using move mode on the road, to the unit's limit. Then press "s" for strategic mode... and no further movement seems possible. I understand that this is dependent on having logistical points remaining... but I cannot see anyplace that says either how many logistical points are remaining, nor how many would be required to move this unit. But I doubt that that is the problem, since it cannot move even one hex.
If you hit the 'L' key it brings up a green indicator for how many LIP are on each node of your logistics routes. You need to have enough points to be able to move the weight you're trying to transport. You can also use 'P' for a logistics preview, and flicking between 'L' and 'P' gives you an indication of what you have versus what should be there. (in the logistics menu on the right bar, there's also several other logistics views)
Thanks!
sorry if you do touch on this, I’m watching it piece by piece as I get the chance, but I have a question concerning SHQ’s and whether there is a point in creating a second SHQ as you begin to expand your regime.
I tried some google-fu with less than stellar results but perhaps you would know since you have a much greater handle on the game than I.
I'd avoid it unless it's absolutely necessary because of the size and shape of your empire: it increases the amount of work you have to do each turn by a large amount. I think you're probably better off building more logistics to try to reach out to the furthest corners of territory.
Someone on Matrix said it like this: the Germans in WW2 probably had two SHQs: one for the Eastern Front, and one for the Western Front. The Americans probably had one for the War in Europe, and one for the War in the Pacific.
I've played some games on very large planets and not found the need for more than one yet, however I fully expect it might be helpful in situations, like in those historical examples, where you have two large and separate operations all happening at once and you need to split things to keep it organised and efficient.
BATTLEMODE god bless your response but guess who just created a second SHQ lmfao.
Thank you so much for taking the time to respond. I genuinely love this game and I’m still figuring out the logistics.
@@gregathol that makes two of us then! Although i feel I've mostly got a handle on it now. Just ensure to make it a top priority because logistical failure at a critical time can be game ending.
BATTLEMODE my logistical system is failing and that’s what helped decide creating a secondary SHQ. My borders are starting to look like the Eastern Front and my unit supply is nonexistent. Bad bad news
How relevant is this video still?
100% relevant still, it focuses on core issues that haven't changed much since release.
I will say that I now value BP production a bit earlier than IP, just be aware that the Burocracy producing asset is very Worker intensive and that means you're paying more people earlier.
@@battlemode thanks for the response dude - about 70 hours into my first playthrough - there are so many times where I’ve felt like ‘ah I get it now’ and then something else screws me over or a concept I previously felt I understood (damn you logistics!) all goes haywire as I expand my (pitiful) empire - your videos are a godsend both playthrough and general strategy discussions
@@tomkmb4120 really appreciate that!
Persevere with Shadow Empire, it just gets better and better as it all starts to click. I still have problems with the game occasionally (usually logistics) and I've got a 1000 hours at least in it