Shadow Empire Catch-All

Robear wrote:

Does anyone even move their SHQ? Is there a reason to, until you get a better zone maybe?

No, I never moved mine. I think the only practical reason would be if your empire gets cut in two and each part needs its own supplies. I can theoretically see the argument for a very large empire (to prevent the capital's logistics from being overwhelmed), but in practice I don't think it would be worth the nightmare of keeping track of multiple resource stockpiles.

qaraq wrote:

I'm expecting my 53% Slitherine/Matrix anniversary discount code in the next few weeks and when it comes this will be mine!

Woo!

Looks like the next patch will add a way to diplo-annex minors. Also, Vic is addressing the turn times!

Per the beta change log:

Spoiler:

Changelist to v1.03-beta5
-Fixed glitch where you could use Group Move to enter territory of other Regime without declaring war
-Fixed a miss calculation with AdminStrain with delegated Assets
-Profiled a bit the Logistics Calculations (but still more needs to be done here)
-Profiled a bit the Scripting Interpreting Calcs
-Did some other profiling to improve turn speed as well
-Fixed issue with Windows Form not using correct mouse location (if you play in Windowed mode please check i didn’t actually break anything)
-Avoided crash in Windowed Mode if size of window and DPI would result in game below minimum screen size
-Fixed glitch with too high militia numbers (glitch occurred on higher difficulty settings mostly)
-Fixed broken “Supreme Leader Day” Stratagem. *
-Concerning Rail Logistics. The quickest route between two Rail capable Cities now takes into account All/100% Block Traffic Signs.
-Added “Unification” and “Annexation” Minor Dip Stratagems *
-Fixed CAS for a Minor that joins you. It should start at 0.
-Fixed the mess caused in Stratagems (causing crashes) in v1.03-beta3. You might lose some Stratagems or have some weird swaps due to this however, but it should allow you to continue game.

Changelist to v1.03-beta4
-Fixed governor keeping to many reserves for construction of asset that is already partly finished.
-Fixed the Soldier salary setting decision that I broke in beta-2.
-Fixed faulty presence of 2 Bureaucratic Offices (constr finished of course) in same City… delete lowest on game load.
-Also fixed cause of those 2 bureaucratic offices. If you now conquer as Command Bunker/HQ/Palace it will only become a bureaucratic office if none yet present or level is higher and in that latter case it will replace the bureaucratic office.
-Fixed bug caused by clicking on Hide Units and then clicking on a Subunit of a previously already selected Unit
-Fixed a glitch i caused yesterday with 103-beta3 concerning the Stratagem speed-up.. It was to brutal and caused issues, seems especially in multiplayer games. Fixed now.. Including for running games. This might lead to some Stratagem loss in some cases though.
-Fixed glitch with Skill Log report with Admin Roll for Supreme Command Council *
-Fixed glitch with execution of Archeology Stratagem
-Fixed max-stack preview in battle window to always being minimal 100
-Fixed a logging issue where Leader suffered two relation effects but only one was logged
-Fixed glitch with text in CEO asks for tax reduction
-Fixed issue with Stratagem Categories not being selectable if player had more than 1000 stratagems.
-Fixed a number of minor issues in layout, list sorting, spelling
-Fixed some extreme case layout issues in the combat select window (not perfect yet, but at least not overflowing)

Changelist to v1.03-beta3
-Fixed an issue with Regimes without Leaders and Units appearing. I think this appeared in v1.03-beta1. Good we catch this before the patch goes public Should be working as intended again with this version. *
-Fixed issue with recon glitch on enemy City
-Fixed a rule that never properly worked: Other Regime’s Cities are nos showing up with 1 Recon on Hex if they are within range 4 of your Hexes. This is because they block founding of new City/Zone within that distance.
-Fixed Archeology Stratagem *
-Fixed issue with Rebels getting victim to their own earlier rebels manpower still present in conquered Zone
-Fixed a minor glitch in the Colonization History.. Low rain was causing excessively little natural Pop growth.*
-Fixed a rare crash with “Strat” button on Regime bottom pane.
-Fixed glitch with Task priority sliders not doing exactly what they were supposed to do.
-Sped up some start of turn calculations (notably players with high stratagem count where being slowed down)
-Cult membership should go back to max 100%

Changelist to v1.03-beta2
-Fixed Mountain % count in final Planetary Generation report (it was not counting grassy/forested and snowy mountain hexes)
-Fixed preview of Fuel use in Model Designer
-At Recon Level 5 on a Zone you now get to see its neighbouring Zones (1 hex recon point on Zone’s border Hexes added)
-Road Demolition now also clears Traffic signs
-Fixed again the New Model calculations. It was working almost as intended but Engine/Weapon/Armour Design was not using an earlier higher score if it had a low roll. Fixed this now. *
-Secretary can now be paid a salary too
-Did some QA on the mouse overs of the Diplomatic Stratagems *

*=requires a new game start to go into effect

Changelist to v1.03-beta1
-Fixed the glitch where a Regime was getting like 10x the Rebel Unit per turn. Was caused by faulty duplicate regime records. Is fixed. And running games will be fixed as well (for future turns of course)
-Fixed a glitch with Red Hex Border Marker being shown in normal Map mode where you were attacked by non-aligned in the previous turn.
-Fixed glitch in Unit target selection in the Stratagem Tab where some people could not click the last item in the list.
-Fixed Upgrade/Downgrade bug concerning MG Infantry Brigade/Corps/Army *
-Multi Zone start has received plenty of extra checks to favorise the Zones being close. Having Zones without rail/road between them should be near impossible now. (and was already very rare)
-Fixed a glitch with BP above 100 in 1 task being capped in the wrong way. You can now effectively assign more than 100 BP to a single task.
-Fixed some glitches in the Org Task Progress Reports
-Tuned down the Resign exploit.. Now costs 3PP to resign and the maximum relation gain is +1.
-The Ancient Archive Stratagem now can also give you Techs from the Tech Groups you do not yet have access to, but that have a connection with a Tech Group you do. More powerful again now after previous downtune.
-Forced March Posture now only -10% readiness instead of -20%. *
-Fixed the graphic for forested mountain that did not colorize well with different vegetation colours (due to color of sunlight and type of flora).
-Fixed the faulty divisional nato counter with X symbol for one with XX symbol.
-Fixed processing turn crash due to Leader leaving a Cult
-Fixed some minor text glitches with -1 hex name for treasure and “” for job name.
-Fixed correct % display (or rounds feat still needs to be highest) for gain Regime Feat in Management Screen
-Fixed logging glitch on round 1 with Unit Food consumption
-Fixed a crash opening the OOB Tab
-Fixed nasty bug with cancellation of Model Design causing the next version to be based on a phantom Model (that was cancelled)
-Fixed a Model stat calculation bug that was not properly reading the actual Base Design value resulting in too low Armour,Weapon and Engine Design scores.
-Fixed the weird history bugs with Orange counters and some disappearing units (especially after just loading a game)

*=requires a new game start to go into effect

I finally internalized enough of how this game works to finally really get into a game. The secret for me was to figure out that most of the systems can be mostly ignored most of the time. At the same time you need to understand the various systems well enough to deal with situations that arise where you cannot ignore a system and how it interacts with all the other systems.

I am explaining this poorly but it makes sense to me.

Makes total sense.

And the 1.04 patch is out!

Note the rebalance to road vs rail logistics.

Changelog:

Spoiler:

-Fixed the glitch where a Regime was getting like 10x the Rebel Unit per turn. Was caused by faulty duplicate regime records. Is fixed. And running games will be fixed as well (for future turns of course)
-Fixed a glitch with Red Hex Border Marker being shown in normal Map mode where you were attacked by non-aligned in the previous turn.
-Fixed glitch in Unit target selection in the Stratagem Tab where some people could not click the last item in the list.
-Fixed Upgrade/Downgrade bug concerning MG Infantry Brigade/Corps/Army *
-Multi Zone start has received plenty of extra checks to favorise the Zones being close. Having Zones without rail/road between them should be near impossible now. (and was already very rare)
-Fixed a glitch with BP above 100 in 1 task being capped in the wrong way. You can now effectively assign more than 100 BP to a single task.
-Fixed some glitches in the Org Task Progress Reports
-Tuned down the Resign exploit.. Now costs 3PP to resign and the maximum relation gain is +1.
-The Ancient Archive Stratagem now can also give you Techs from the Tech Groups you do not yet have access to, but that have a connection with a Tech Group you do. More powerful again now after previous downtune.
-Forced March Posture now only -10% readiness instead of -20%. *
-Fixed the graphic for forested mountain that did not colorize well with different vegetation colours (due to color of sunlight and type of flora).
-Fixed the faulty divisional nato counter with X symbol for one with XX symbol.
-Fixed processing turn crash due to Leader leaving a Cult
-Fixed some minor text glitches with -1 hex name for treasure and “” for job name.
-Fixed correct % display (or rounds feat still needs to be highest) for gain Regime Feat in Management Screen
-Fixed logging glitch on round 1 with Unit Food consumption
-Fixed a crash opening the OOB Tab
-Fixed nasty bug with cancellation of Model Design causing the next version to be based on a phantom Model (that was cancelled)
-Fixed a Model stat calculation bug that was not properly reading the actual Base Design value resulting in too low Armour,Weapon and Engine Design scores.
-Fixed the weird history bugs with Orange counters and some disappearing units (especially after just loading a game)
-Fixed Mountain % count in final Planetary Generation report (it was not counting grassy/forested and snowy mountain hexes)
-Fixed preview of Fuel use in Model Designer
-At Recon Level 5 on a Zone you now get to see its neighbouring Zones (1 hex recon point on Zone’s border Hexes added)
-Road Demolition now also clears Traffic signs
-Fixed again the New Model calculations. It was working almost as intended but Engine/Weapon/Armour Design was not using an earlier higher score if it had a low roll. Fixed this now. *
-Secretary can now be paid a salary too
-Did some QA on the mouse overs of the Diplomatic Stratagems *
-Fixed an issue with Regimes without Leaders and Units appearing. I think this appeared in v1.03-beta1. Good we catch this before the patch goes public Should be working as intended again with this version. *
-Fixed issue with recon glitch on enemy City
-Fixed a rule that never properly worked: Other Regime’s Cities are nos showing up with 1 Recon on Hex if they are within range 4 of your Hexes. This is because they block founding of new City/Zone within that distance.
-Fixed Archeology Stratagem *
-Fixed issue with Rebels getting victim to their own earlier rebels manpower still present in conquered Zone
-Fixed a minor glitch in the Colonization History.. Low rain was causing excessively little natural Pop growth.*
-Fixed a rare crash with “Strat” button on Regime bottom pane.
-Fixed glitch with Task priority sliders not doing exactly what they were supposed to do.
-Sped up some start of turn calculations (notably players with high stratagem count where being slowed down)
-Cult membership should go back to max 100%
-Fixed governor keeping to many reserves for construction of asset that is already partly finished.
-Fixed the Soldier salary setting decision that I broke in beta-2.
-Fixed faulty presence of 2 Bureaucratic Offices (constr finished of course) in same City… delete lowest on game load.
-Also fixed cause of those 2 bureaucratic offices. If you now conquer as Command Bunker/HQ/Palace it will only become a bureaucratic office if none yet present or level is higher and in that latter case it will replace the bureaucratic office.
-Fixed bug caused by clicking on Hide Units and then clicking on a Subunit of a previously already selected Unit
-Fixed a glitch i caused yesterday with 103-beta3 concerning the Stratagem speed-up.. It was to brutal and caused issues, seems especially in multiplayer games. Fixed now.. Including for running games. This might lead to some Stratagem loss in some cases though.
-Fixed glitch with Skill Log report with Admin Roll for Supreme Command Council *
-Fixed glitch with execution of Archeology Stratagem
-Fixed max-stack preview in battle window to always being minimal 100
-Fixed a logging issue where Leader suffered two relation effects but only one was logged
-Fixed glitch with text in CEO asks for tax reduction
-Fixed issue with Stratagem Categories not being selectable if player had more than 1000 stratagems.
-Fixed a number of minor issues in layout, list sorting, spelling
-Fixed some extreme case layout issues in the combat select window (not perfect yet, but at least not overflowing)
-Fixed glitch where you could use Group Move to enter territory of other Regime without declaring war
-Fixed a miss calculation with AdminStrain with delegated Assets
-Profiled a bit the Logistics Calculations (but still more needs to be done here)
-Profiled a bit the Scripting Interpreting Calcs
-Did some other profiling to improve turn speed as well
-Fixed issue with Windows Form not using correct mouse location (if you play in Windowed mode please check i didn’t actually break anything)
-Avoided crash in Windowed Mode if size of window and DPI would result in game below minimum screen size
-Fixed glitch with too high militia numbers (glitch occurred on higher difficulty settings mostly)
-Fixed broken “Supreme Leader Day” Stratagem. *
-Concerning Rail Logistics. The quickest route between two Rail capable Cities now takes into account All/100% Block Traffic Signs.
-Added “Unification” and “Annexation” Minor Dip Stratagems
-Fixed CAS for a Minor that joins you. It should start at 0.
-Fixed the mess caused in Stratagems (causing crashes) in v1.03-beta3. You might lose some Stratagems or have some weird swaps due to this however, but it should allow you to continue game.
-Think i might have fixed for good (ehem..) the varying and semi-random history map glitches in the AI moves screen (orange units glitch)
-Think i fixed the weird results with the 8-9 keys and Units going to Guard mode without being told so. It was probably an integer overflow issue that is fixed now.
-Tuned down the Fuel Cost quit a bit for the heavier engines in big size models *
-Added in an AI loyalty to a high relation with another Regime. It is partly depended on victory score difference and a little randomness,, but mostly on the Faction in power in the AI Regime. Expansionist,Corporate and Crusaders have low loyalty. Federalist, Realpolitik and Humanist have high loyalty. This should allow for some more enduring relations with major AIs. But never be sure of it of course! *
-Fixed scripting glitch (not sure if introduced with v1.03-beta5 scripting profiling, but probably) with faulty calculations of Credits (and some other formulas)
-Fixed weighting errors in events with Major Regimes causing some that should have appeared less to appear more. *
-Tech Fields that are missing a prerequisite condition for discovery are no longer shown as discoverable in the Tech Management Window
-Fixed glitch with lowering / hiring Worker salaries. You are not advised to exploit here again.
-Fixed Model Type Tree in Management window correctly showing Walkers need Heavy Tank, and not Medium Tank
-You can now play non-agression/friendship/victory pact on Human players as well *
-Major AI at war even if it doesnt want to be at odds with you will now start cancelling science and trade deals anyway ( if those are still in place) *
-Effect of multiple Leader Feats on same Stat or Skill is now actually shown in the Char Popup.
-Fixed small textual glitch in Senator Extradite Decision *
-Fixed a faulty concentric attack bonus calculation when HQ itself was involved.
-Added a special soundtrack for the Planet Generation phase
-Replaced the 4th women voices who where to shrill sometimes. It hurt the ears so to speak.
-Number of fine-tunings to decisions. Minor stuff. But needed a small fix here and there anyway. *
-Fixed glitch with 0 BP assigned to Task in Org
-Fixed nomenclatura with a bonus, now called “Public Industrial Bonus” and applies only to Industry, Heavy Industry and Hi-Tech Industry. *
-Public Prod Penalty now has a round of delay so it is always used.
-Fixed Public Prod Penalty not writing with Cult effects
-Fixed a glitched Report due to temporary no secretary
-Now no longer Asset Construction on a Hex that got conquered the same turn (just like those are illegal for road construction)
-Fixed a lot of non fully written out (user friendly) variables in mouse-overs
-You can no longer build HS Rail Station and Rail Station in the same Hex *
-Fixed wrong graphic for HS Rail higher than level I *
-Secretary Skill Roll -25 now shown when playing Stratagems
-Fixed a glitch with some Diplomatic Decisions where 1 Profile change was not applied
-Made some modifications to the Planet Generation system to allow Planets with larger pre-Dissolution War populations.
-Removed the faulty mouse overs caused with v1.03-beta7
-Fixed an AI loop (caused by glitch in raise formation code)
-Fixed a glitch where having a minor as Protectorate or Client state didn’t actually switch the Clear Relation switch *
-Fixed a glitch where failing annexation would NOT lead to war*
-Fixed graphics glitch with Hex Selected with Zone border drawing.
-Fixed losing SHQ if you used it for attack
-Less often sending metrics on Decisions (getting to much records)
-Light Walker now uses Twin MG instead of Howitzer as a weapon type *
-SHQ Troops now properly taken into account for determining % of troops you can raise with Raise Formation order.
-You can now always get to the second window of Raise Formation, even if you dont seem to have 50%. (maybe a different Model will have lower costs for example)
-Weird highlighted hexes fixed in Strategic/Stratagem mini map when playing with Partial FOW mode
-Some other glitches with Partial FOW mode fixed as well
-Fixed for good the Unit cycling issues
-Fixed glitch with disappearing Artifacts after turn of 0 production
-Fixed log glitches with Cults
-Reduced publicProdPenalty from Eternity Movement
-Fixed missing robotic infantry sprites (with armour)
-Some minor tunings
-After the 4th branching (not counting the source) logistics “runners” will suffer AP penalties (5th branch=10 ap, 6h = 40, 7th=90, 8th=160,etc..).
-Improved the speed of the Logistics calculations a lot.
-Rail Logistics => 5pts per Hex * (instead of 2)
-Truck Logistics on Sealed => 7pts per Hex * (instead of 5)
-Increased speed of Logistics calculations a lot
-Increased speed of opening Asset Tab in Management Screen quite a bit
-Annexation/Unification card can be only played once on a regime per turn now *
-Fixed wrong mouse over on Word with Policy speech
-Fixed Field Training Stratagem giving wrong penalty to infantry in attack *
-Medal of Merit can be played by Director on him/her self.
-Move Type of Unit (as shown, there was now actual rule problem) now based on “Rocky” landscape and not on sand-dunes. (go to next turn for fix to be effected)
-Fixed the sprite displayed on counters in some cases
-Fixed crash on clicking on non-existing arti target hex and then clicking in the bottom interface
-Fixed a similar crash as with artillery with Strategic Transfer
-Fixed order of Zone Recon Points => Recon Points on Hex to an earlier point so that it is taken along in Demand resolution
-Light Mechanized Armor Assault Corps is back * (Army and Brigade were there, but not the Corps)
-Missing soldier graphic with Personal Shield is fixed *
-Multiple artifacts no longer the same ones
-Fixed a glitch where Infantry with Personal Shield would retreat if no non-shielded compatriots left (a rule that should only applies to Shield Generator)
-Administrative Strain will decline a bit faster
-Tuned down the effect of Thieves a bit. Also made all 3 decisions lead to Credits loss here (the non intervention led to food loss). Also taking number of Zones in Regime into account in calculation now.
-Added protection for Draft Stratagems, now only usable at minimum 10 point loyalty Zones.
-Hid some exposed variable changes when making decision concerning internal ai variables.
-Finetuned the old Militia General event
-Fixed branching count being off by 1
-Added branching count to logs
-Logistics Rail Points increased a little bit
-Logistics Trucks Points decreased quite a lot
-Level III Private Transport Hub increased Truck Points
-Rail Points cost to 4 AP (was 5AP in beta-10)
-No longer Demands for QOL levels above 100
-Fixed not completely fixed Hex Count for Demands
-Fixed glitch with not having PP to raise Formation
-Fixed minor textual glitch with nomenclatura Public Industrial Bonus Points
-Fixed a minor -1 Lis Points textual glitch in Raise Formation
-Fixed a glitch if OHQ got destroyed/removed that needed Commander
-Improved AI Logistics speed
-Tuned the branching rule for Logistics to have less effect if Traffic Signs in place.
-Fixed harassed by Anima cult relation drops
-Fixed Hex Perk not giving 1PP
-Fixed limit to 80 of Pop Hap. Bonus not being enforced
-Minor glitch in minor strike return text fixed (inv)20% unrest instead of10%.*
-Support Faction and Ask for Help now can only be played once as well on any Major (per round)
-Delay for Militia to use your equipment was not properly taking the 30 round delay into account. Is fixed.
-Militia units will no longer consider your Model motorbikes as infantry.
-Counter attacks limited in combat calculations
-Scavenge Points will now more easily go to zero in final exploitation phase
-Governors now only execute Zone Stratagems that were not generated by an Organisation (Fate, Faction)
-Fixed some regime coloring issues/glitches in history view
-Weird centering of history view should be gone now
-Added security code to avoid the rare “Atlantis” issue (city in sea)
-Fixed Minors (that normally have a City) being removed after single City loss still survive in non-City Zone. Now they only survive if they have a second Zone with a City, a Zone-less City does not count.
-Fixed wrong mining penalty textual issue for Mines on snow/ice hexes.

So they advertised this on the Slitherine launcher when I first started to play Gladius.

This is like way beyond 4X isn’t it? Super hardcore strategy with early 00s aesthetics?

Not... really. It's a wargame and 4x combo by the designer of "Advanced Tactics" and "Decisive Campaigns: Barbarossa". So you have exploration; resource management; tech development and building; diplomacy and warfare on the 4x side. The wargame side is ground warfare only (at the moment, if it sells well that will change), with unit design and development (a bit like HOI4), simple but decisive logistics (basically, you'll need to build and extend roads and rail to keep armies in supply) multi-phase battles, morale, leadership effects, training and of course terrain effects. Oh, and there are a large number of different planet types to pick. When you get one, the game evolves it, puts the Galactic Empire in, then tears it down and you get to live in the ruins. So you can go from a desert world where water is gold but you've got a ton of ancient tech lying around, to a jungle with hostile aliens but very few metal deposits and a need to wear respirators outside the domes. Tons of replayability.

The internal mechanics, like politics and events and such, are provided by cards you can collect over time and use when you need them. You use them to get new leaders, or resource bonuses, or influence other countries, conduct spy operations, all sorts of policy stuff. The leaders you then have to keep loyal with pay, medals, even jobs they will enjoy. You have a staff with multiple slots to fill, and there's also a military chain of command.

Once you are over the learning hump - maybe 6 or so restarts at 10-15 turns each - you'll find it's a smooth, fast-playing game. But not really "super-hardcore". Just fun and busy enough to keep it interesting.

I've been having a really great time with this so far! Still going with my first game, which is on a small Medusa world. Had been hoping for a bit more of a feeling of a planet overrun by hostile wildlife everywhere, but instead we just have to deal with the occasional Doxihydrozoa attack (a carnivorous, 3m long, land-based jellyfish). Still, it's been pretty neat building dome farms and getting to look at the cool green terrain color.

My empire is at 8 cities now and we just finished connecting them all by railroad (including a massive project to lay track around a big mountain range which separates the capital from the rest of the empire), which has helped the logistics situation a decent amount.

I've only run into one major empire so far, who promptly declared war after a spying snafu I may or may not have been responsible for. They seem to have their hands full dealing with an angry mutant minor faction, though, so I've had almost no fighting against them. That's given me free reign to gobble up on the various minor factions around me, which has felt like Kramer beating up on the kids at the dojo since I built my first tank brigade.

Looking forward to finishing up this one fairly soon hopefully and then starting another on a higher difficulty (did regular this time) with the new patch. Anyone have any suggestions for interesting planet configurations?

IMAGE(https://live.staticflickr.com/65535/50069122918_7786dbe21c_o.png)

Friends, FYI, I'm streaming this as part of Slitherine's 20th anniversary tomorrow at 6 AM pacific and will be giving away five copies as well (along with five copies of Distant Worlds Universe). I'm still a n000b at the game, so watch me play slowly and badly.

Good luck and have fun, Veloxi!

And thanks for the update, Gunner - I'd been meaning to ask how you were going on that Medusa world.

I'm playing my second game - now it's a small Medusa world on Regular difficulty. Hoo boy, is there a big difficulty spike between Beginner and Regular. The game is pressing me hard, forcing me to pull every available lever ... and it's a blast. On Regular:
- There is no guaranteed metal deposit near your capital;
- The populace, and your officers, are much stroppier;
- The AI's army composition seems better.

Net result - 50 turns in, I have 3 restive cities, 2 regular brigades plus a smattering of militia, and am fighting for my life against a computer player that's aggressively fielding tanks and anti-tank guns (my light tank spam from my first game clearly won't work this time!) in support of its infantry. I'm scraping up metal to raise new troops while playing fate cards to try to keep the cities under control. Whoo.

ETA - Best of all, the 1.04 patch appears to have fixed the horrific turn times that vexed my game at launch.

Aaand, just quit out of that Regular game. My capital fell; most of my leaders died; two major AI empires were busy trying to carve up the remnants of my territory. Still, what a fun game it was.

Oh wow, that’s pretty rough! Starting next to majors seems to be a huge factor in the difficulty.

Aw yiss, 1.05 is now out, together with a new manual. The highlight appears to be a new, and hopefully more intuitive, logistics system based on pull points.

Download link at Matrix: https://www.matrixgames.com/game/sha...
New manual: https://www.matrixgames.com/amazon/P...

Changelog:

Spoiler:

V1.05.00 – 29th July 2020
Highlights

• Pull Points added to the Logistics System
• History Classes added to game Setup
• Updated Manual (rules & grammar) https://www.matrixgames.com/forums/t...

Full Changelog

• Mining Overview Report added *
• Archeology Overview Report added *
• Construction Overview Report added *
• Name labels for lakes and seas are back (they disappeared somewhere during the patches) *
• It is now possible to have a world where the survivors start with alien farming. But it should still be relatively rare. *
• Fixed selling Pop to Slaver to properly pay you. *
• Switched off Metrics as I have enough info gathered for now
• Fixed a bug with disappearing Assets (due to AI code containing a bug and deleting the wrong ones)
• Fixed issue with Asset Construction Dirt Road only going to closest Rail (without road). Will now be build all the way to the first road with Logistical Points
• No longer allowing you to build Wind Traps if rain scarcity is level 4 (no water at all in atmos)
• Fixed an issue with SHQ Troops disappearing if insufficient LIS points to Raise Formation
• Changing Quality Levels for OHQ in Model Management Tab will now also make all subordinate Units to that OHQ compliant to that setting.
• Suitability rating was still wrong in the bottom part of the UI for the Commander. (OHQ & SHQ mixed up)
• Some textual fixes
• No longer possible to transfer zero weight items between SHQs if 0 Logistical Points on trajectory.
• Public Production Penalty applied to production that produces feeble quantity and thus suffers much larger penalty due to rounding up or down errors gets randomized chance if penalty is applied or not.
• Fixed a silent crash (no error message) with round 440 game
• Fixed a crash with beta9 related to the logistics calculations
• Slaver event and choosing declare war will now actually declare war *
• AI Regime Feats now go with the same rules as for the human player. Including the minimum number of rounds you’ll have to wait before having a chance to get the Regime Feat.
• Games started with Beta10 will NO longer have the stop-at-next-Logistical Asset rule from Beta9. Instead of stopping the spread of their Logistical Points they’ll be REFOCUSED at the next Logistical Asset. This Logistical Refocusing will diminish their Logistical Points but reset their APused to 0. Formula is refocused Logistical Points are diminished with currently used AP / maximum AP range and for the 1st refocus with a further 25% , for the second refocus with 50% and for the third and final refocus with 75%. This way there is less depleted runners on the map (good for pull) and it is still possible to have overlap (good for ease of play and realism).
• Pull Points algorithm now first considers the possible reach of your Logistical Assets before choosing trajectories from the Hex with the Pull Points to its SHQ (or Zone City in case of Assets).
• Fixed still buggy Asset Pull Points causing too high demands by faulty addition.
• Fixed an issue with Unit Pull Points as well.
• Lot of sweat and effort with plenty of pesky Logistical details to get it as good as possible
• In order to get the Logistics system more comprehensible I added a rule change. Once a runner from one logistical Assets encounters another logistical Asset it stops there. This is the only sane way to avoid the big majority (almost total) of the problem cases where a runner from a far away Asset would remove Pull Points that would cause a more nearby Asset to not use them. Furthermore it makes the network more comprehensible as there is less runners per hex in large networks now. * (requires new game start with beta9 for not to disrupt older games in progress)
• Units pick up supply as far downstream the Logistics network as possible now as long as pickup will still be at 100%
• Fixed a bug in the Preview mode when switching between Preview Asset and general Preview related to rail.
• Fixed QOL Bonus which was applied double the stated value
• Fixed a crash found in a round 400+ game
• Several smaller textual and typo fixes
• Fixed Raise Formation problems notably when SHQ Troops were involved.
• Fixed issue with Alien crops temperature rules, which was buggy especially with below zero temperature plant life. *
• Added an Alien Crops details report in the Help Subtab of the Reps Tab detailing its temperature tolerances. *
• Fixed bug where you could build another Asset of same kind in the same Hex as one that was delegated.
• Fixed a bug caused with v.104-beta6 where using Violent history could cause human player to be set to an AI Culture Group. It breaks some events that place Units. *
• The combination of Siwa class + Alien Life History Class was causing bad atmospheres and high biohazard levels (DasTactics). Is fixed now.
• Fixed a glitch in the Pull Logistics with to much Pull Points being requested in some directions (caused by Asset Pull overdoing preserving existing points on trajectory)
• Fixed Spotters Unit Feat… It now actually will work only with artillery instead of only with infantry. *
• Fixed another disappearing sidebars issue when you pressed “No more orders” for a New Model Decision.
• No longer showing agricultural fields during Colonization Planet generation phase if Domed Farms are used
• Added code to put back those Leaders not KIA with their HQ destruction in the Reserve Pool.
• Auto-MG Formation now available without need for the Tech Robotic Infantry *
• Fixed a glitch with Faction having a shifting Profile
• Fixed still missing robotic infantry graphic (double check this time) *
• Fixed issue with Replacements not being returned to SHQ
• Should more often have Siwa class Planets with no RHL. (perfect atmosphere for humans)
• Logistics: No more branching increase if pull goes in single direction on a road fork.
• Rail and Truck Traffic Sign will not stop Logistics Points running towards Pull Points anymore. Pull Traffic Signs will.
• Fixed double food consumption glitch caused in beta6
• Fixed an issue with Logistics where auto Pull Points from Cities were higher (and correct) with Preview than in actual execution at start of turn.
• Fixed 0 hp with immobile models (auto-MG / auto-Turret) (requires making new Model to go in effect)
• Bazooka Model is available without RPG Tech now
• Fixed issue with “Haven of Peace” and Farmer regimes without Cities appearing.
• Big one. Added History Classes to Planet Generation to allow players some variants to regular Planet Generation. Many options to explore here.
• Model development costs no longer takes into account unfinished Models
• Opened up REPLACE troops in a SHQ as well now
• Repaired The Hero of the Nation Stratagem *
• Fixed Bureaucratic Bonus not being applied to BP production *
• Fixed a number of small glitches with Logistics
• Fixed effect of Accomplished Envoys, Martial Tournaments and Administrative Competence
• The Public Production penalty reverting to either 50% or 0% now is only used for Assets in construction.
• Fixed a graphic glitch with right bar reappearing when Tabs open in very low resolution screen (that should hide the right tab to make place for the Tab itself)
• Added a 75% DPI mode that simulates having a larger screen. Obviously at the cost of some render speed and graphic fidelity, but it might be useful to some low resolution screen players.
• Fixed a possible glitch in Raise Formation quality levels not initially selected
• Fixed some mouse overs there too
• In higher difficulty levels Minors do not have the AI combat bonus against a Major AI.
• Radiation symbols on map are now coloured. Green = RAD level 1 or 2. Yellow = RAD level 3 = Blue = RAD level 4, Pink = RAD Level 5 Light Red, RAD Level 6 Heavy Red = RAD level 7 or higher.
• Sealed Road construction over existing Dirt Road now only 60% of the cost.
• Rail next to existing Road or Road next to existing Rail only 50% of the cost.
• Stopped normal Minor Militia spawning on a Hex that they cannot move out off (was notably issue with Minors without city on high mountain planets) *
• Rare case, but still: Xeno- Farming with plants with non Water solvent will not require water to farm now.
• Soil Demetalization Facility will now also produce some Radioactives Items.
• Also fixed Alien Plants ideal temperatures calculation if using a different solvent than water.
• The Pull trajectory to its source now only uses Traffic Signs that apply for pull.
• Hero of the Nation cannot be played again on same Leader
• Improved mouse-overs for SHQ Inventory better showing if there would have been a shortage for delivery of Item to Units
• Fixed issues with the penalty on AP or combat if low on Fuel or Ammo
• Public Production Penalty % below 50% now gets a roll where the effect is upped to 50% penalty for an Asset if you roll 1d50 below or equal to the Production %, if you roll above 0% penalty is applied.
• Cycling Units no longer includes Units that maybe didn’t move or attack but which have 0 AP.
• Added WHY remarks to the Unit Supply sub-Tab for Unit having less Supply than requested. Possible reasons that will be mentioned: Pickup-Point to far away, Not enough LP on road between pick-up point and SHQ, Not enough Items in SHQ inventory, SHQ Logistical point use limit reached.
• Added Color codes to the Unit Supply sub-Tab button now shows the % of of requests that was delivered. White = 100%, Greenish >=75% , Yellow >= 50%, Blue=> 25%, Red < 25%. To give a quick signal that even though the Unit might have had 100% present of what it needed to consume there
• Fixed issue with Custom Pull Points not working if Automatic Points disabled
• Limit Production now also limits Asset auto Pull Points.
• Fixed issue with Auto Asset Pull Points not taking branching into account
• Added the option to distinguish between Additive Custom Pull Points and Overruling Pull Points.
• Added the option to set a Hex-based order if the Traffic Signs apply to Truck Logistics, Rail Logistics or Pull Points (or a combination)
• Fixed a glitch with the Suitability Rating for SHQ Commanders in the bottom part of the interface
• Fixed problem with Logistical Bonus not being applied to Asset Production
• Fixed a glitch with setting the age when rolling Leaders
• Should have improved rare issue where map wouldnt be able to scroll completely visible to the bottom
• Fixed intermittent crash with Mystic Priest in combat
• Reduced Corporate anti-crime taking Credits from godfather a bit
• Made efficiency of anti-crime ops from Corporate depended on the percentage of control they have over the private economy
• Fixed at least partially, but probably completely, the disappearing sidebars issue if click on a popup opening element in the Reports or Decision tab.
• Victory is now declared if you have more than 50 Victory Score and 2nd place has at least 25 Victory Score less than you. Is now in line with manual as well.
• With Raise Formation and using SHQ Troops the Popup is now showing ITEM% and TROOP% as the percentage of the total Formation you can raise, either by using pre-produced SHQ Troops or by newly constructed (or a mix). This way you are not blocked raising a Formation if you have for example no Items but 50% of Troops already in SHQ.
• Board Member Stratagems can now also be played on the Director executing them *
• Upped Rain mm limit for receiving free Ice Mine on higher development levels
• Fixed a faulty mixup with a Corporate CEO “leaving you” which is not possible (but harmless glitch)
• Thanks for all the feedback.
• Wanted to make two points.
• First the system has not been simplified, just an extra tool to manage it has been added to the toolbox. If you want you can play the game exactly the same as before the Pull Points were added to the toolbox by just not using the “Pull Points tool”.
• Secondly I gave it a lot of thought and I concluded (for now) the Traffic lights system and the Pull Points should be interconnected and NOT be presented as two separate systems. This will lead to less confusion and Players can always choose to use only one or only the other or choose to mix them. I just feel it is more coherent like this.
• Traffic Signs now also affect the Pull Point trajectories
• Some other minor nerfs to Pull Points
• Trains now spread LP before Trucks
• Fixed glitch with to many Logistical Points being sent towards Pull Points (first bug that got reported)
• Asset Pull Points are now only applied to the trajectory if current Pull already applied is below what they need
• City Pull is now [ previous turn pickup request ] + [ current predicted delivery to zone request ]
• The event where you got Free Folk or Adventurers on a distant Hex will now be made less distant if possible. Remember it is always possible to refuse to take this choice. Also will try to avoid to close ones. But it will not always be possible due to the randomness of the map.
• Made some small fixes to Dissolution War calculations to make the numbers add up better. However do not forget that over hundred of years many children are born as well, total casualties can be higher than the initial population. *
• Minors with a City now start with a Private Truck Station. Which will help you when taking over a Minor. *
• Fixed Item % (and Troop%) preview calculations in Raise Formation popups.
• Fixed coding present in some messages in the decision archive (from next round forward)
• Fixed a history map glitch after you conquered a Zone
• Fixed minimap in history map not working well (or with delay causing artifacts)
• Fixed some other minor map glitches in history mode as well
• Blocked clicking on enemy hex in the combat selection popup
• Fixed a -1 glitch in Treasure Found text
• Fixed glitch with Slave Trader not paying up *
• Mystic Priest Unit Feat fixed.. Will now have salvage effect with KILLS *
• Policy Speech, Faction Candidate and Faction Demand not clicking anything and ending turn is no longer possible *
• Fixed Storm Grenadier OOBs (they are Inf + Art + Pz) *
• Fixed a code showing in text issue for decisions with Unrest/Danger… *
• Increased randomness for Stratagems given by Factions
• Added Pull Point systems for the Logistics
• You need to start a new game with this beta2 to try them out (wanted to minimize risk to disrupt running games)
• By default automatic Asset, Unit and City Pull Points are used. You can however switch these automatic points off in the Traffic Signs Popup
• You can place Custom Pull Points on any Hex you like and they will be added to any automatic Pull Points
• Hexes with Pull Points trace a path to either their City (Assets) or to their SHQ (Units, Cities)
• These paths will favor roads without traffic signs leading to them (so for some edge cases you can discourage use of a certain road)
• When Logistic Points find a branch in the Road they’ll first serve any Pull points that have been traced to their City/SHQ through that branch
• The Pull systems is logged and can be studied in the Logs of the Traffic Signs Popup
• On map in current LP view only the Custom Pull Points are shown in green.
• On map in history LP view the Pull Points used at start of turn calculations are shown in gray.
• On map in preview LP view the Pull Points as they’ll probably be automatically placed + your Custom Pull Points are shown in pink.
• On top of the Hex total Pull Point info block is shown a small red bar if Asset Pull Points are present, green if Unit Pull Points are present and blue if City Pull Points are present and black if Custom Pull Points are present.
• The City Pull Points are based on previous turn delivery requests + pickup requests
• The Unit Pull Points are based on the weight in supply they’ll request
• The Asset Pull Points are based on the minimal logistics points needed for them to operate without penalty
• You can also place a Custom Pull BLOCK on a Hex which nullifies any automatic requests of that Hex.
• This will require some fine tuning.
• Field Training Stratagem will now only be played if little enemies around.
• Added rules to not allow random event based gifting of Methane Synthesis, Deep Core Mining and Water Atmospheric Recomposition if the Planet does not have the right variables.
• Added protection code for Assets being placed without road connection at game start
• Fixed a Stratagem mouse over inconsistency on who’s going to execute the Stratagem
• Fixed 3rd party Leaders founding new Factions and some other related minor glitches with those kind (and dead/left leaders)
• Changed the way Supply Bases are giving extension. They now only give extension points upto the point normal action points have already been used. This makes them function as actually intended. Will only be in effect with games started with v1.04-beta1 *
• The calibre and weapon matrices were not being implemented as combat modifiers. Major oversight indeed. They will from this version on forward. Be careful when continuing with this beta as it might change the odds in your favor or disadvantage in especially mid to late game.
• Tuned the soldiers losses where they had the upper hand in event-based fighting.
• In event-based fighting with troops and security staff the Security Assets can now also lose levels.
• Hurting the Syndicate in a specific Zone by attacking them and causing them to be reduced to close to 0 crews will now mean their hidden bases have also been dismantled and it will cause a big cut in the capital of the syndicate. *
• Fixed mouse over. Algae vats do not profit from cross-fertilization.*
• Fixed 0 key for Guard, if not yet pressed 8 or 9.
• Fixed some small glitches
• Fixed a bug where Food delivered by Militia to Zone inventory was reported as given, but where it actually was not being added
• Fixed a minor glitch where the Recruits + Colonists transferred from Zone to SHQ where being fed in Zone and after transfer in their SHQ as well. Now they will only be fed in SHQ.
• You can now pass to the 2nd Raise Formation window even if you do not have the PP available for raising the Formation (for inspection purposes)
• Major Regime without Zones or Units is now put to sleep (in future version I want rebels to be able to revive a Major Regime) and relations with Minors reset (so some blockages for minor diplomatics are removed concerning this major). Also it is removed from the S.MAP regime list if no hexes left on map and from TARGET STRATAGEM tab if asleep.
• And Majors without Zones will be removed from the Regimes Reports.*
• Added a cap to Incr Sales Tax, inc Income Tax, Incr Import Tariff, Incr Export Tariff stratagems. Max tax is 100%.
• Buggy maximum 50mm armour now *
• Increased Buggy size from 2 to 3 to make cost for armour go up a bit *
• “Loyal AI” no longer going to emergency hostility if getting close to losing the game
• No longer losing Stratagems in some cases with dip/spy stratagems where you lost the previous level of the stratagem and that caused a higher level to disappear.
• Natural relation point Job Prestige factor less depended on Ambition now

I finished my third game a while back under 1.04 so I haven't had the chance to try the new logistics system yet. Interesting game - I played on what began as an ice planet, except Terran plants introduced during colonisation had introduced oxygen into the atmosphere and pushed the temperature up. By the time of the game, temperatures were a rather pleasant 20+ degrees across much of the planet.

I spent the main part of the game in a cold peace with the militarist major empire on my border ... until I wiped them out in a surprise coup-de-main attack on their capital, while they were distracted by a couple of minor factions. After that it was mostly low-intensity frontier wars against marauders and minor factions, as the final major empire was on the opposite side of the planet. Our advance parties had barely started to skirmish when I won the game around turn 120 - I raced to victory by diplo-annexing three minor factions in a row.

Reading the beta patch log. Air forces are now in the game!

Yay! It's also coming to Steam soon.

I've just been waiting for this to hit Steam or GoG to pick it up.

Ooh! I'll jump back in this week for another go. Very fun game.

Steam keys are now available if you bought through Matrix. Go to the "my page" section of the Matrix site to receive your key, then activate on Steam. The Steam download will become available in <24 hours.

The new alien wildlife system (in the current patch) also looks very cool:

Originally, you could observe some of the offensive/defensive/competition statistics that any potential Alien Fauna had in the evolutionary phase of planet generation. This is still possible, but now these factors are used to assign over 40 different Alien Fauna Feats. Examples of these Feats are things like: Acrobat, Entangler, Metallic, Swimmer, Killer and Grazer. Most Unit Feats have 5 different levels to allow for even more variety and also for some extremely dangerous lifeforms....

Critters will also have different strengths and weaknesses and more importantly different on-map behaviour. Each Alien Fauna will now have its own area to which they might migrate and from which they might guard from human incursions. Some species might try to avoid you, others might try to ambush you or even start a “crusade” against you. The behaviour depends mostly on Fauna Feats. This means you will be required to think a lot more about how to tackle wildlife challenges.