Shadow Empire - Updated Manual

A military-oriented and sci-fi wargame, set on procedural planets with customizable factions and endless choices.

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ledrobi
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Shadow Empire - Updated Manual

Post by ledrobi »

The Shadow Empire manual has been updated to reflect the changes in 1.20.

The Manual is included with your game install and is also available to view here:

v1.20
https://ftp.matrixgames.com/pub/ShadowE ... 0EBOOK.pdf

v1.11
https://www.matrixgames.com/amazon/PDF/ ... _EBOOK.pdf

(you may need to refresh/clear cache if you have the link open previously)
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Rhylsadar
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RE: Shadow Empire - Updated Manual

Post by Rhylsadar »

Is there a printer friendly manual ?
  • French soldier, I pledge to serve my country. In all circumstances, I conduct myself with honor, courage and dignity.
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BlueTemplar
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RE: Shadow Empire - Updated Manual

Post by BlueTemplar »

Not with Airforces, though I see a printer-friendly "Manual Chapter Airforces.pdf" in the main game folder ?
SundiataWTF
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RE: Shadow Empire - Updated Manual

Post by SundiataWTF »

Any chance of a hardback manual? I would happily pay!
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Clux
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RE: Shadow Empire - Updated Manual

Post by Clux »

ORIGINAL: SundiataWTF

Any chance of a hardback manual? I would happily pay!

Honestly, the game its still being updated and several things have been changed, also the navy its coming later this year which would render the hardback manual outdated
Amateurs talk about strategy. Professionals talk about logistics!
SundiataWTF
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RE: Shadow Empire - Updated Manual

Post by SundiataWTF »

Okay, I'll wait for a stable version and ask again!
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BlueTemplar
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RE: Shadow Empire - Updated Manual

Post by BlueTemplar »

I'm not sure why, considering this, Vic/Matrix went with a PDF ?

PDFs aren't appropriate for electronic documents, and it would have been much better to go with (epub?) (M)HTML (which can be printed too, but also put on a website !), or even with an official, yet community-updated Wiki.
zgrssd
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RE: Shadow Empire - Updated Manual

Post by zgrssd »

ORIGINAL: BlueTemplar

I'm not sure why, considering this, Vic/Matrix went with a PDF ?

PDFs aren't appropriate for electronic documents, and it would have been much better to go with (epub?) (M)HTML (which can be printed too, but also put on a website !), or even with an official, yet community-updated Wiki.
PDF's are literally designed as a electronic document format. It is right in the name - Portable Document Format.
I do not know of many tools that can churn out MHTML from another format, while PDF Creators are commonplace.
And a wiki would need curation. And I doubt Shadow Empire has that kind of fanbase yet.
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BlueTemplar
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RE: Shadow Empire - Updated Manual

Post by BlueTemplar »

That name doesn't contain "electronic" in it - PDFs are mostly appropriate as backups/masters of physical documents
(especially PDF/A, the "archival" sub-format),
but their focus on fixed size pages makes them inappropriate for most electronic documents
(with the exception of slides - themselves originally physically based),
especially these days, with small touchscreens and multimedia.

Another reason is that since PDF is such a complex format, tools able to deal with HTML are indeed *much* more commonplace than for PDFs - in fact pretty much *any* text editor is able to do basic HTML editing !
Way too often the machine-readable data is left out of PDFs, forcing people and companies to rely on Optical Character Recognition to try to extract that data again... tables often being particularly painful to deal with...
Thankfully not the case with this PDF, which has a table of contents and working search, props for that !
(Though some OCR might still have been involved, otherwise, what's up with the weird chapter uPpErCaSiNg when copying chapter titles ?)

BTW, Distant Worlds (another Matrix game), is one example : the in-game Galactopedia [online copy] [relevant discussion, also about the wiki that online copy is hosted on] is a local folder of mht(ml) files.
(Distant Worlds : Universe now also has a similar pdf "EBOOK", and a hardcover version of it, but it might have been added only years later ?)

You're right in that an official wiki would indeed require at least one part-time moderator able to authorize and/or revert modifications...
solops
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RE: Shadow Empire - Updated Manual

Post by solops »

PDFs are easily the best form for manuals short of a printed copy. I avoid games that rely on the on-line wiki type manuals.
BTW, I am getting a 404 error to the manual link.
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Moat_Man
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RE: Shadow Empire - Updated Manual

Post by Moat_Man »

ORIGINAL: solops
BTW, I am getting a 404 error to the manual link.

Second this. Please fix the link to the manual. Thanks.
Maerchen
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RE: Shadow Empire - Updated Manual

Post by Maerchen »

You will have to log off and on to the forum to get to the updated manual. That's my workaround at least.
The logistics hell this game is IS the fun part! - Maerchen, 2020

The good thing is, we have all the information in the reports. The bad thing is, we have all the information. Maerchen, 2020

Came for SE. Will stay for SE.
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BlueTemplar
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RE: Shadow Empire - Updated Manual

Post by BlueTemplar »

Hmm, nope, both logging off/on and even clearing browser cache didn't help with the 404...
I avoid games that rely on the on-line wiki type manuals.
Distant Worlds's Galactopedia is mht(ml), but is offline (for the official copy that comes with the game at least).
Wikipedia is available in offline versions, and tools like XOWA seem to be able to make available offline any wiki ? (Not even talking about the usual website scrapers...)
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BlueTemplar
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RE: Shadow Empire - Updated Manual

Post by BlueTemplar »

The manual linked from the Matrix file downloads for SE loads, but is an old version :
http://ftp.matrixgames.com/pub/ShadowEm ... 0EBOOK.pdf
Kaspar
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RE: Shadow Empire - Updated Manual

Post by Kaspar »

From the patchnotes: "Also the mm penetration value of gauss/charged gauss has been increased with respectively +25% and +50%."

This is not reflected in the manual.
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deMangler
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RE: Shadow Empire - Updated Manual

Post by deMangler »

I made some notes on the changes from the previous manual so I can pencil-in/add them to my printed copy.

Here they are in case it is helpful to anyone...



A new section has been inserted:
3.1.2. History Classes
If you want the procedural generation system to work optimally do not flag
any of the classes on this page. However if you really want the Planet about
to be generated to have a certain outcome flag the history class you want the
Planet to belong to. You can select multiple flags if desired.
Note that when you flag Survival Stress, especially on larger Planets, you
might end up with a very large amount of Regimes. This might well slow
down AI turn processing speeds.
Note that when you flag Alien Lifeforms you are basically forcing
xenobiological evolution on the Planet. This can sometimes have interesting
and weird, but playable, results. When you combine this flag with a Medusa
Class planet (which already ensures Alien Lifeforms) it will often lead to
extremely large and dangerous wildlife.


...meaning that Planet Setup Options is now 3.1.3 and subsequent changes to numbering in this section.

In the Difficulty Level section (now 3.1.3.3) there is the added...

On hard difficulty all AI forces get +10% combat bonus and +10% movement
bonus. On extreme difficulty all AI forces get +20% combat bonus and +20%
movement bonus.

3.6.5 Strategems, has the amended section:

6 Either the Execute Stratagem button is greyed-out and the reason why
is given above, or all is okay and you can go ahead and play the Stratagem
(on the selected target).
It is also possible to scrap Stratagems to gain Scrap Points, which allow you
to craft Scrap Stratagems. To go to “Scrap Mode” click the so-named button
in the top right. Once in Scrap Mode you can click on the trashcan symbol
overlain on all Stratagems. By doing so you will scrap the Stratagem and
recuperate the Scrap Points indicated. In Scrap Mode the Craft Stratagem
button is also visible on the right side of the tab. Click the Craft Stratagem
button to generate a new Craft Stratagem (and doing so will also get you out
of Scrap Mode and back in regular mode).


The info on fear in the Cultural Adjustment Score (in 5.3.3.1) has been amended to...

Fear helps reduce Unrest, but also limits Population Happiness and Worker
Happiness (less so). It does not impact the Happiness of Workers, since they
are considered to be “Regime employees.”
The Fear Score is also the percentage chance your population will suffer
a 2d10 Happiness reduction as well as your workers suffering a 1d10
Happiness reduction. However if your Autocracy profile is higher than 40
this reduction will be reduced and nullified at Autocracy-80.

There is a new section with info on aliens...

5.4.2.10. Alien Natives
... tables and good info here ...

In section 5.6.4.1. Organizations, the following has been added to tasks the Staff Council can perform...

Customize Formation Type
This task will generate Customization Points. These points can be spent by
calling the directors of the Staff Council and customizing a Formation Type
with him/her.

In section 5.6.10.2, the following has been added...

The higher your Government Profile the more likely it is your Population
will put up with higher taxation levels.

The following has been added to the strategems that can be produced by the Foreign Affairs Council (5.7.3)...

Xeno Diplomat
Xeno Diplomat Team

5.7.7. is now Scrap Stratagems...

During a longer game you can end up with a huge pile of Stratagems.
Some of them you’ll never use and these can be scrapped. When you scrap
Stratagems you’ll gain Scrap Points which you can spend on crafting new
Scrap Stratagems. These Stratagems are procedurally created and every time
you generate one you might well see one you have never seen before. Note
that every time you craft a Scrap Stratagem the price for the next one will
go up.
Also be aware that the maximum Stratagems you can have in reserve is
limited. Stratagems above the count of 300 will be scrapped without you
being asked for your permission. (auto scrapping will favour Stratagems that
have a high double count)

with subsequent renumbering of sections due to insertion.

5.10.2.4 has the amended...

Battle Groups (but not GR equipment) suffer a small penalty on attack values
(due to reduced organisation and to not give the incentive to put too many units
in BGs). Battle Groups need at least 3 subunits to be transferred to be formed.

5.10.3.2 has the addition...

Switching HQs
If you switch an Independent Unit to another HQ this will cause a 30%
Readiness drop for the switched unit.
If you switch an OHQ to another SHQ this causes a 15% Readiness drop
for all OHQ units.


There is the additional section:
5.10.10.3. Manpower Rebates

Trucks / APCs and Recon Buggy Model Types return some manpower back
to SHQ after their deployment from the factory. This models the return
of mechanics, instructors, logistics and factory teams. Thus defacto Trucks
use only 20% of stated manpower, APCs and Recon Buggies only 33%.
This rule also results in less manpower returned on disband and less food
consumption. Militia trucks and buggies do not profit from this rule as they
operate with more troops and retenue. The manpower rebates stated are
averages and dice rolls are made so there might sometimes be less rebate,
especially if you are raising very small quantities of troops.
5.10.10.4. Customising formation types
Your Staff Council has a Customize Formation Types Task. If you allocate
BP to it you’ll start amassing Customization Points. These can be used to
call the Director of the Staff Council and instruct him to customize an
existing Formation Type.
Customization makes it possible to organizationally deviate from the fixed
Formation Types discovered and operationalized by your Staff Council.
Your customization freedom is limited. You will have to think hard about
any customization you’ll want to make as you can only make 1 change at a
time. And at a possibly steep cost in Customization Points.
Both Individual and multi-Unit Formation Types can both be customized. Even
customized Formation Types can be further customized. The latter however
comes at an increasingly higher cost as you’ll customize upon customization.
The player can customize Formation Types by adding Reinforcement Types
to an existing Formation Type. Up to half its current complement counted
in sub-Units can be added. So for example a Formation Type with 1000
Infantry could be customized to get an additional 500 MG, but not 600.
A limitation of this process is that the customization only affects the non-
HQ Units and that you can not add Trucks or APCs to any Formation
Type. However if a Formation Type that you are customizing already has
either Trucks or APCs these will then be increased or decreased if you
added Troops that needed transport. The maximum number of different
Reinforcement Types a Formation Type can have is six.

... and a nice table here...

After you have customized a Formation Type it will appear in your
Formation Types listing and you can raise new Formations based on it. It is
also possible to upgrade on-map Formation Types of the original type to the
customized Formation Type.


5.12.3.7 has the added...

A further negative movement cost modifier is applied for very large vehicles
and tanks. If Size Stat is 6 or 7, like Medium Tanks there will be an additional
+10% move cost modifier. If Size Stat is 8 or 9, like Heavy Tanks there will
be a +20% move cost modifier. If Size Stat 10 or higher, like Monitor Tanks,
will give a +30% move cost modifier.

And there is the added section...

5.12.3.8. Minimum Tech Levels
Some weapon technologies allow heavier variants of weapons or armour.
Some of these have a minimum Regime Tech Level requirement to be
installed in a new Model design.

... and a nice list here...




kojusoki1
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Re: Shadow Empire - Updated Manual

Post by kojusoki1 »

Hi Gents,
I am missing one thing in the manual: what is the "High Speed Machinegun" caliber modifier?
Is it 20mm (I guess not, it is just for a regular MG) or 40mm as for Heavy MG (Walker?)
I am refering to 5.12.3.4 Caliber Modifier tab.
kojusoki1
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Re: Shadow Empire - Updated Manual

Post by kojusoki1 »

and the second question - what is the point of Decreasing Tariff? With taxes that is clear - workers will go on strike. But how about Tariffs?
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BlueTemplar
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Re: Shadow Empire - Updated Manual

Post by BlueTemplar »

Manual has been updated !
The /ShEmp/Manuals/Shadow Empire manual EBOOK.pdf
now says "V1.25 | 11.17.2023" !

(The one from Matrix Games' Store is now an obsolete version "V1.2 | 03.23.2023".)
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BlueTemplar
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Re: Shadow Empire - Updated Manual

Post by BlueTemplar »

Changes in the manual from "V1.2 | 03.23.2023" to "V1.25 | 11.17.2023" :
(typo fixes omitted)
(completely new sections that are too long to reasonably paste here only have their titles pasted)

+ 1.2.1. ANOTHER WORD FROM THE DESIGNER,
LATE 2023


~ 3.1.3.5. DEVELOPMENT SPEED LEVEL
[...]
+ Fast
It will take half the time of Normal Level to Discover and Research /
Operationalize and Develop.
- Normal
Basically a start with almost nothing. Default.
=>
+ Normal
The default mode. Note that with v1.23 this normal research speed is equal
to pre-1.23 slow speed. Things have been slowed down a bit to ensure every
Tech knows its hour of glory. If you want to keep playing at pre-1.23 speed
you’ll have to switch to Fast.
[...]

~ 3.6.2.1. TROOP STATISTICS
[...]
+ When a graph has multiple lines (legenda keys) you select which legenda
keys are visible. Either by clicking on their name / color box in the top of
the window or on the tiny line-connector-blocks in the graph itself. Click
anywhere else to reset. Right click to select multiple legenda keys. Left click
to select only one legenda key.
[...]

+3.10.7. BLUE PRINTS TAB

~4.3.9. ASSET LEVELS
[...]
+Logistical and Bunker Assets are the exception to this rule. They can
upgrade to Asset Level twice as high as the City Level. Logistical Assets
include Airbases, Truck Stations, Train Stations, Ports and Supply Bases.
[...]

~4.3.12. MINING
[...]
+The “Extend Mine” Stratagem produced by the Economic Council can
increase the reserves of one of your Mines. This Stratagem will allow you to
choose the Mine to extend (must have mining ease level 2+). Effect is that
more reserves will become available by digging into lesser peripheral deposits
as well. The cost however is a drop in the ease of mining. The Prospecting
Skill of economic Director and the Governor are used to determine the
exact effect of the Stratagem, as well as the Prospecting Optimization Tech.

~5.1.9.38. POSTURES
[...]
+Note that when Posture effects are put in place that Walkers count as
Infantry.

~5.2.1.12. RAINFALL
[...]
+High rainfall can also reduce the efficiency of Solar Panels and provide Hide
Points to your troops in the field. Note that Rainfall can be acid or alkaline
as well. See Water PH section.

~5.2.1.15. ATMOSPHERIC COMPOSITION
[...]
+[added table of gasses]

+5.2.1.21. HAZARD EXPOSURE LEVEL

+5.2.1.22. SALINITY

+5.2.1.23. HEAVY METALS

+5.2.1.24. WATER PH

~5.3.11.3. CONQUEST EFFECTS
[...]
§You will be awarded a free Fate Stratagem Pack (4 Stratagems) if the
Zone conquered has 10K Populace or more. Note however that you’ll
only receive these the first time you conquer a specific Zone.
=>
§You will be awarded a free Fate Stratagem Pack (4 Stratagems) if
the Zone conquered has at least 20% of the Populace of your current
Regime or more. If less than 20% there is still a chance linear with the
percentage. Note however that you’ll only receive these the first time
you conquer a specific Zone.

~5.3.13.2. INTER-TRADER TRADE
[...]
To determine if an actual trade is interesting the local Market price (average
of buy+sell price) of the buying Trade Area will be compared to the local
Market price (sell price) of the selling Trade Area.
=>
To determine if an actual trade is interesting the local Market price
(buy+(2*sell price))/3 of the buying Trade Area will be compared to the local
Market price (sell price) of the selling Trade Area.
[...]

~5.3.13.4. TRADER INVESTMENTS
[...]
+Note that Maritime Traders (MTH) will take the relation they have with
a Regime into account to adjust their level of investment in Land-based
Traders.

~5.3.13.5. PRIVATE ECONOMY
[...]
+The Private Economy has to buy at market prices as well and high prices
of the required items might make it much more expensive to for example
construct Private Assets and can incur significant Private Debts. Traders will
sell at lower prices if market prices are really high as sales are often made to
private families and enterprises that are partially controlled or in the same
family as the local traders. (there is a fuzzy boundary between traders and
population, traders actually exist somewhere halfway between free folk and
population).
[...]

~5.3.14.1. SERVICE TAX
[...]
§20% of Credit income generated by Private production and the
Hidden Economy, modified for Administration Skill of Governor.
=>
§20% of Private Credits income generated by Private production and
the Hidden Economy.
[...]

~ 5.3.20. PRIVATE ECONOMY
[...]
+ *=If the Private Economy is in debt it will repay debt before buying these [Luxuries / Assets / Free Folk settlers]

~ 5.3.20.1. PRIVATE ECONOMY CAN STIMULATE MARKET
[...]
+ Note that the Private Economy will pay market prices for the Items needed
to for example construct Assets. This can lead to incurring Private Debts.

~ 5.3.20.2. PRIVATE ECONOMY CONTRACTION
[...]
+ Some Assets like Bunkers and Logistical Assets need only half those
Logistical Points. Farmsteads only need a third.
If Governor makes Admin Skill roll above 70 more Credits will be earned.

+ 5.3.20.6. PRIVATE DEBT
Private Trade Debt (to Traders) and Private Tax Debt (to Regime) can be
incurred by the Private Economy.

~ 5.3.21. ZONE MERGE
[...]
Note though that if the Populace of the Zone to disappear is much smaller than that of
the target Zone, the chance for rebellion is much reduced.
[...]

~ 5.5.1.1. PRE-REQUISITES
[...]
Pre-existing high levels that are above your maximum level are tolerated; just
imagine the Workers or Population in that Asset do not fully understand
how to get to such a level, but are able to follow established practices and
existing manuals to use the machinery and maintain it.
=>
Pre-existing high level Public Assets that are above your maximum level
can be barely tolerated; just imagine the Workers or Population in that
Asset do not fully understand how to get to such a level, but are able to
follow established practices and existing manuals to use the machinery and
maintain it. There is a 10% chance every round such an Asset loses a level.

+ 5.5.1.9. DEPLETED ASSET REMOVAL
( typo : Mines get removed once now reserves are left )

~ 5.5.2.1. ENVIRONMENTAL MODIFIERS
[added to TERRAN FARMING table :
+ Radiation Hazard Level
+ Acid Rain PH
+ Alkaline Rain PH
+ Dissolved Heavy Metals in Soil
+ *=Parts per billion]
[added to XENO FARMING table :
+ Radiation Hazard Level]
+ With high Hazard Exposure Level the construction costs for Assets go
up. Roughly for every 10 metals or rare metals needed for construction
extra IP per Hazard Level will be added as Surplus Cost to ensure their
will not be any pressure loss. Note that the extra IP is not linear, once the
protective systems have been put in place, things are basically done. This
means that cheaper Assets will have a higher metals:Surplus IP ratio than
more expensive Assets.
(typo : "their" should be "there" ?)

+ 5.5.3. DOMED FARMING RULES

~ 5.5.5.1. ASSET BASED WATER COLLECTION
[...]
+ Other Assets are able to produce Water. Notably Ice Mines, Water
Purification Assets and Wind Traps.
Note that the efficacy of Snow Mining depends on the actual centimeters
of snow cover. if only 1 cm of snow then the mining operates at -90%. At
100cm it operates perfectly. At 50cm if operates at -30%.

~ 5.5.3.2. FREE WATER INCOME
[many changes]

+ 5.5.5.4. WATER EXTRACTION MODIFIERS

~ 5.5.6.1. ITEM TYPE LIST
(also typo)
[...]
Ammunitions (Ammo)
[...]
You can produce it by expending Metal and IP Items.
=>
You can produce it by expending Metal and IP Items.” to “You
can produce it by expending Metal and IP Items, or by constructing Ammo
Factories.
[...]

~ 5.5.6.2. ASSETS’ ITEM USAGE
[added to table :
+ Ammo Factory
+ Organic Furnace
+ Scavenging Furnace]

~ 5.5.6.5. ENERGY ASSET TYPES
[many changes]

~ 5.6.2.1. FATE POINTS (FP)
This abstracts your personal interventions and your twisting of the fate of
your empire. They can be used to play Fate Stratagems. Those and these
points can be acquired by conquering Zones (minimal 10,000 Populace)
and by gaining new Tech, Culture or Admin levels. Furthermore, you’ll get a
point and free Stratagem pack for free at the start of a new game.
=>
This abstracts your personal interventions and your twisting of the fate of
your empire. They can be used to play Fate Stratagems. Those and these
points can be acquired by conquering Zones (only assured if >20% of your
current Populace) and by gaining new Tech Levels. Note that when playing
on Beginner Difficulty Level you’ll also get Fate Packs when acquiring
new Admin or Civilisation Levels. Furthermore, you’ll get a point and free
Stratagem pack for free at the start of a new game.

5.6.12.3. POLITICAL SYSTEM CHANGE
[...]
Introduce Class based voting : commerce>=50, government<30
=>
Introduce Class-based voting : enforcement>=50 government<30
[...]

~ 5.8.4.1. TECHNICAL SKILL FAMILY
[...]
[Technician & Inventor are used by the Model Design Council now.]
(also I believe there might be a typo with Model Design Council having been wrongly put in the Relevant Stats column ?)
[...]

~ 5.8.4.4. SKILLS WITHOUT SKILL FAMILY
[...]
[Improvisation - USED BY DIRECTORS WITH TASKS : Model Design Council.]
[...]

~ 5.8.4.18. ADMINISTRATION
[...]
The Admin Skill also allows more Private Credits to be earned in the
Hidden Economy (if roll>70) and more Private Credits to be earned by
Private Assets (if roll>100).
[...]

~ 5.8.4.19. IMPROVISATION
[also used in Model Design]

~ 5.8.4.25. TECHNICIAN
[also used in Model Design]

~ 5.8.4.34. INVENTOR
[also used in Model Design]

~ 5.10.1.1. ALIEN LIFEFORM UNITS
[...]
+ Alien Wildlife and Mauraders are both played by “Unaligned Regime”.
However Alien Wildlife will tend to attack Mauraders if they find
themselves in the same Hex.

~ 5.10.7.1. AMMUNITIONS
[penalties for lack of Ammunition changed]

+ 5.10.7.5. BATTERY SELF-DISCHARGE

+ 5.10.14.6. CARRYING TROOPTYPES WITH A MOVEMENT
PENALTY
Some heavier artillery and AT guns might well have movement penalties.
If these are being carried by Trucks/APCs this movement penalty stays in
effect, but it is offset by any movement bonus the transporters might have
due to having powerful or overpowered engines.

~ 5.10.15.1. COMBAT LOOP
+ [note that "backbench" means "rear area"]

~ 5.10.15.2. COMBAT STEPS LOOP
[...]
Scroll through all Subunits
[...]
Find a target
A Subunit can only attack an enemy backbench Subunit if the attacking
Subunit has either accomplished a breakthrough or if it has artillery range.
=>
A Subunit can only attack an enemy backbench (aka rear area) Subunit if
the attacking Subunit has either accomplished a breakthrough, if it has
artillery range or if its trying to counter-attack anti-tank guns (direct fire
from far away) under the right conditions. Counter-attack against anti-tank
guns is not possible if (Landscape Hide Points * 1.5) < 1d100 or if random
roll dth(currentEntrench of AT-Gun) is higher than 50. This means that
AT-Guns will be strongest in Hexes where they can hide and/or are well
entrenched. And be sure to provide AT-Guns with an adequate screening
force.
[...]

~ 5.10.15.3. SUBUNIT ATTACK
[...]
Determine if hit scored
[...]
+ Mines


~ 5.10.15.4. OTHER COMBAT RULES
[...]
+ Hazard Exposure Level
+ Collateral Damage


~ 5.11.1.7. WEIGHT OF CARGO
[...]
+ *=Ammo weight counts for only 25% if it is carried by combat troops/vehicles, as it
is partly considered an integral part of the Model.

+ 5.11.2.6. ROAD CONSTRUCTION
Road Construction needs to start on a Road Hex that has (Initial) Logistical
Points connecting the chosen start Hex to the Hex of the SHQ of it’s Zone.

~ 5.11.5.3. ZONE ASSETS NEED A LOGISTICAL NETWORK
CONNECTION
[...]
Some Assets like Bunkers and Logistical Assets need only half those
Logistical Points. Farmsteads only need a third.”
(I believe that extra ” is a typo.)

~ 5.11.5.4. ZONE SUPPLY TO UNITS
It is possible to call the Governor of a Zone to tell him to supply Units if
they are missing Items not delivered by their SHQ.
=>
It is possible to call the Governor of a Zone to tell him to supply Units if
they are missing Items not delivered by their SHQ.
You can choose if these supplies should be delivered initially (before Unit
and Zone supply) or after and will thus only address any shortfalls not
delivered by regular supply. You are strongly advised to use the latter as the
former might deplete inventory the Zone needs for its Assets production
or Populace.

~ 5.11.5.13. MAXIMAL LOGISTICAL POINTS USAGE
SETTING FOR SHQS
[...]
[in table :
+ inserted Optional initial Zone Supply to Units
~ Optional Zone Supply to Units => Optional shortfall Zone Supply to Units]

~ 5.12.3.4. CALIBRE MODIFIER
[added the air weapon calibre values to the list]

~ 5.12.3.5. WEAPON TYPES VERSUS ARMOR TYPES MATRIX
[...]
+ Ablat Coating Tech

~ 5.12.3.6. MODEL STATS OF THE NEW MODEL
[...]
+ Hazard Surplus Cost
If the Planet has a high Hazard Exposure Level producing this Model will
cost more Industrial Points (IP)

+ 5.12.3.7. DIRECTOR SKILL ROLLS

~ 5.12.3.8. OPERATIONAL STATS
[...]
~ Movement Cost Modifiers
[...]
+ Trucks (and to lesser extend APC) get some simulated weight in their
Movement Cost Modifier calculations so that their eventual cargo is taken
into account as well.
[...]
~ Hitpoints
[...]
+ Bulky Vehicles get sheer size hitpoints
Against non-infantry attacks the bulky vehicle will be able to absorb more
damage by sheer size. Can go up to +50% at Size 10. So yes bulkier tanks
are better used in fighting other tanks than in fighting infantry, that kind of
fighting is better left to the lighter tanks
[...]

+ 5.12.3.10. PLANETARY CONDITIONS

~ 5.13.1.2. LINEAR TECHS
[...]
Linear Tech costs X BP per point, but the higher you get the more expensive
it will get. At 25 points the cost will have almost doubled and at 50 points
it will have quadrupled. At 75 points it will have increased sixteen-fold. 100
will be near impossible to reach.
=>
Linear Tech costs X BP per point, but the higher you get the more expensive
it will get. For the first 33 points the cost will be baseline. But after that the
cost will start exploding. At 50 points the cost will have almost doubled and
at 75 points it will have increased around eightfold. 100 points will be near
impossible to reach. The costs per point thus follows a hockey curve.

~ 5.13.1.3. DISCOVERY
Any field that is open to discovery could be discovered next. Which one is
beyond your control.
=>
Any field that is open to discovery could be discovered next, unless you
use Discovery Focus, which will limit the possible discoveries to the Tech
Group selected. To use Discovery Focus, call your Council Director in
question. Note that Discovery Focus comes at a 66% penalty due to stifling
the creativity of your inventors.

~ 5.13.1.5. TECH GROUPS
The Tech Fields are divided over a number of Tech Groups. Once you have
fully researched 3 Techs in a Tech Group the Tech Group will be Mastered.
=>
The Tech Fields are divided over a number of Tech Groups. Once you have
fully researched 4 Techs in a Tech Group the Tech Group will be Mastered.

~ 5.13.2.1. BASIC TECH GROUP
[...]
+ Furnaces (#10)
This Tech allows you to construct the Scavenging Furnace and the Organic
Furnace Assets.

~ 5.13.2.2. EARLY TECH GROUP
[...]
+ Ammunitions Factory (#126)
This Tech allows you to construct Industry specialized in economically
producing Ammo.
+ Gas Powered Small Arms (#44)
This Tech allows you to equip your Infantry and MG Models with Gas
Powered rifles and MGs.
+ High Speed MG (#307)
This Tech allows you to design Machinegun Models that are equipped with
a high-speed MG.

~ 5.13.2.3. CHEMISTRY TECH GROUP
[...]
- Metal Soil Filtration (#115)
This Tech allows you to construct Assets that can extract Metals and Rare
Metals from any part of the Planet’s lithosphere.
[...]
+ Water Atmospheric Recomposition (#113)
Certain Planets have atmosphere where it is possible to construct Assets
that extract Water from chemical reactions between atmospheric gasses.
This costs a lot of Energy however.

~ 5.13.2.4. ENGINEERING TECH GROUP
[...]
- High Speed MG (#307)
This Tech allows you to design Machinegun Models that are equipped with
a high-speed MG.
[...]
- Gas Powered Small Arms (#44)
This Tech allows you to equip your Infantry and MG Models with Gas
Powered rifles and MGs.
+ Gauss Rifles (#212)
This Tech allows you to design models that use Gauss Weapons as their
Rifle or MG.

~ 5.13.2.5. APPLIED CHEMISTRY TECH GROUP
[...]
~ Prospecting Optimization (#117)
[...]
+ This Tech also helps increase the level of success when the
“Extend Mine” Stratagem is played.
[...]
~ Fuel Mix Optimization (#122)
[...]
+ Also improves output from Power
Plants (that run on oil).
[...]
+ Water Detox Methods (#68)
This Tech improves the ability of the Water Purification Asset to filter out
salinity, heavy metals and rebalance Water Levels.

~ 5.13.2.6. APPLIED ENGINEERING TECH GROUP
[...]
+ Solar Energy Efficiency (#67)
This Tech improves the output of Solar Panel Assets.

~ 5.13.2.7. MANAGEMENT TECH GROUP
[...]
+ Logistical Optimization (#140)
This Tech will increase the number of Logistical Points generated by your
Assets.

~ 5.13.2.8. ADVANCED CHEMISTRY TECH GROUP
[...]
- Water Atmospheric Recomposition (#113)
Certain Planets have atmosphere where it is possible to construct Assets
that extract Water from chemical reactions between atmospheric gasses.
This costs a lot of Energy however.
[...]
+ Metal Soil Filtration (#115)
This Tech allows you to construct Assets that can extract Metals and Rare
Metals from any part of the Planet’s lithosphere.
+ Lightweight Ammo (#130)
This Tech will allow your Troops to carry more ammo. And thus keep their
strength longer in bad supply situations. For aircraft this does not increase
ammo, but reduces ammo weight.

~ 5.13.2.9. ADVANCED ENGINEERING TECH GROUP
[...]
- Gauss Rifles (#212)
This Tech allows you to design models that use Gauss Weapons as their
Rifle or MG.
+ Charged Gauss Rifle (#46)
Improved version of the regular Gauss Rifle.
+ Geo Technics (#133)
This Tech will reduce IP + Metal costs for construction roads and rail in
expensive Hexes like mountains.
+ Mines (#134)
This Tech will give all defenders in land combat +75 attack points on their
first counter-attack.

~ 5.13.2.10. MACHINERY TECH GROUP
[...]
+ Ammo Compaction (#129)
This Tech will allow a Model to carry less ammo to the same effect. Basically
it makes things more economical for you.
+ Resonance Scanner (#138)
Short for Thermal Resonance Scanner. This Tech will double the Recon
Points of a Model.

~ 5.13.2.11. PROPULSION TECH GROUP
[...]
+ Hyper Explosive Ammo (#131)
This Tech will increase the Soft Attack / Defense values of weapons that
are using Ammo.

~ 5.13.2.12. ATOMICS TECH GROUP
[...]
+ Actinide Tipped Ammo (#136)
This Tech will increase the Hard Attack / Hard values of weapons that are
using Ammo.

~ 5.13.2.13. ENERGETICS TECH GROUP
[...]
+ Echo Tracer Spy Kit (#136)
This Tech will give your spies a lot more chance to uncover enemy Units.
+ Chameleon Camo (#137)
This Tech will give your troops more Hide Points. Works best with small
Size Models, like Infantry.

~ 5.13.2.14. AUTOMATION TECH GROUP
[...]
+ Automated Logistics (#141)
This Tech increases the Logistical Points produced by your Assets.
+ Ultra Capacitors (#128)
This Tech will prevent Troops suffering from battery-self-discharge. It also
doubles Power Bank storage.
+ Ablat Coating (#139)
This Tech will give existing armor more Hitpoints when attacked by Laser
or Beam weaponry.

~ 5.13.2.15. HEAVY MACHINERY TECH GROUP
[...]
+ Ammo-Printer (#127)
This Tech increases the Ammo production of your Ammunitions Factory.

~ 5.13.2.17. PHOTONICS TECH GROUP
[...]
- Charged Gauss Rifle (#46)
Improved version of the regular Gauss Rifle.
[...]
+ Photonic Mines (#135)
This Tech will give all defenders in land combat +75 attack points, or 20%
of targets Hit Points, on their first counter-attack. Note that this is a very
powerful defensive weapon for cheap Infantry versus expensive Tanks.

~ 5.14.2.4. HEX RECON LEVELS
[...]
1 You can spot Units in the Hex as well as any Assets
40 You can spot details on the Units in the Hex (but it will be fuzzy)
=>
1 You can spot Assets in the Hex
2 You spot Units in the Hex
40 You can spot Units in the Hex
(I believe this 40 is a typo ?)
+ Note every Hex on the map receives 2 Hide Points (for Units) by default.
+ Hide Points

~ 5.18. AI RULES DIFFERENCES
[Ammo production line added to the table]
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