DONE 1.32a , version #264 Fixed CTD with turn processing due to an Artifact generating Asset being lost Fixed CTD with a game load causing CTD Fixed issue with blocked Scrap Stratagem Fixed issue with target selection conditions for playing Master Spy Stratagems DONE 1.32 , versi
DONE 1.32a , version #264
Fixed CTD with turn processing due to an Artifact generating Asset being lost
Fixed CTD with a game load causing CTD
Fixed issue with blocked Scrap Stratagem
Fixed issue with target selection conditions for playing Master Spy Stratagems
DONE 1.32 , version #263
First of all: Big thanks to “ydmatrix2” from the Matrix Forums! Thx!
If playing Limited Political Difficulty you will not have Virtus Crisis Events anymore, neither Minor nor Major. This will make it much easier to stay longer in the same Political System. *
Capped the text for Commander in extreme HQ Name cases in the bottom Map UI part (sometimes was too long)
Fixed Scavenger Team Unit Feat. Also during running games.
If Task receives 0 BP then no skill rolls are made now
Operational Command Roll is now +25 for Martial Tournaments Regime Feat
Administration Roll is now +40 for Administrative Competence Regime Feat
Fixed combat mechanic to avoid a freak 0 attack value hit (because defend value rolled 0 as well)
Fixed Natural Relation Calculation to include salary effect from Apparatchik Feat
Fixed error with Salary payments to Rank #1 Leaders (it was fixed to 10 Cr instead of Salary Setting * 5)
Fixed MTH Policy Decision that was not showing all options
Made fixes to SSP production with SSF Assets, especially concerning those related to Fist Profile
Fixed the Political Picture when playing without Advanced Politics, but with NewGfx. (this time added the fixed gfx files)
DONE 1.31t2 , version #262
Hotfix: Fixed Virtus effect of Syndic Computer Unplug (also for running games)
DONE 1.31t , version #262
Small fix to I/O Hack Stratagem *
Fixed capped modifiers >=100% in top of combat resolution popup.
Fixed a glitch where Arachnids (and others) could get a more generic troop type than they should have gotten.
Fixed Warrior Ideology Regime Feat to work. Also in running game
Fixed Circuitry I-IV Regime Feats to actually give Industrial Public Production Bonus (it didnt do that). Also in running game
Also fixed Circuitry Regime Feat mouse over to specify its “industrial” public bonus only.
Assured proper visible logging of all 3 Compu Upgrade Regime Feats.
Fixed glitch with appointment making relation drop under 0 (and related CTD with drawing portrait gfx)
Fixed Rarity modifier for Pol.Stratagems with Syndic Democracy
Made fix to Cult Stratagems that were half of them missing a validation rule *
Made fix to Interface that avoids exploit with playing Unit Feat Stratagems
Made fix to some Political Stratagems that target another Major Regime: If not Diplomatic than there is no play limit.*
Minor fix to combat logs (secondant skill increaser log too many)
Fixed a Vidcom NewGfx rendering bug when playing without Advanced Politics.
DONE 1.31s , version #261
Might have fixed the rare crash when generating Colossus Class Planets (added security code)
Also might have fixed a rare crash during watching AI move (added security code)
Fixed “Compu” Maintenance Stratagem. Failure roll now doesnt deactivate it. *
Fixed issue with savefiles while Compu in Maintenance Mode. (switched to Democracy)
Made some fixes to Leader Relation Decision impacts with Feudal Level.
Made big fixes to AI playing with Oceania Rules where it has chosen not to expand overseas due to local issues.
Made a fix to the AI playing with Oceania Rules that started on a small island next to huge landmass
Fixed Bottom UI for when SSF and Delegation at same time
Crusade now more weighted to be declared against Regime you have lower relation with
Fixed Rarity Modifer for Fanatical Autocracy
Fixed mouse over for Apparatchik Score *
Fixed some issues with Retract Law mouse over and Leader speech bubble
DONE 1.31r , version #260
Special Open Beta Testing required: For Raising new Formations… make sure nothing glitchy happens.
The low percentage chance (5% or 10%) for the ideological road becomes more lenient after 20 (for 5%) or 10 (for 10%) rounds (when you should have rolled it by now).. Eventually going to 20%.
Fixed a number of Stratagems that were detaching Advisor from the wrong Leader.
AI no longer destroys road during first 3 rounds after a Pol. system change.
Made a fix in AI new SHQ creation and SHQ
Zone assignments.
Fixed -1,-1 Leader reporting when transferring from Zone to SHQ
Fixed -1,-1 when transferring Items from SHQ with no Leader
Fixed Powerbook Stratagem, can now also be played on the Director *
AI better assigns Panzerhead.. If possible.
Made a fix in the combat algorithm that made some Unit Feats give too much bonus
Made a fix to sometime doubled logged Leader relation change after Decision
Made a fix to Model table in MNG tab and fixed combat/oil sometimes too high due to tech effects not taken into account.
Fixed National Recruitment Strat feedback to show correct TOTAL recruits recruited.
Fixed a bug with Raising New Units *=needs new game start with this version or higher
1.31q , version #259 -Fixed the thing that could cause a Character Profile to receive a double Profile (like 2 times autocracy) -Fixed S&S Editor (again!! Apologies for this) -Fixed issue with Stratagem preview difficulty with NATION Stratagems being wrong -Fixed a CTD relate
1.31q , version #259
-Fixed the thing that could cause a Character Profile to receive a double Profile (like 2 times autocracy) -Fixed S&S Editor (again!! Apologies for this)
-Fixed issue with Stratagem preview difficulty with NATION Stratagems being wrong
-Fixed a CTD related to removal of a Dynastic Faction
-Tuned down max Trader contribution to the Impose Stratagems
-Some minor fixes to other Stratagems DONE 1.31p , version #258 -Fixes to the cleaning up of SSF Assets belonging to Leaders that are no longer with you.
-Fixed Economic Flexibility Regime Feat to be actually needed to Denationalize (instead of Property Agnosticism).
-Private Economy Stimulation Law now giver 100% bonus on Private Investment (instead of giving 50% bonus) -Fixed issue with assigning Commander directly to non-Commander Job.
-Harmonized the old Prestige rules to give no surprises when appointing to new Job (and promise for better job)
-Fixed a number of decisions with AI Major Regimes (like release spy).
1.31o , version #257
-Fixed a number of oversights that allowed you to get too much info on enemy units you do not have total recon on.
-Fixed “Peace Conference” Stratagem
-Made fix to Crime Syndicate to no longer destroy Assets that are still in construction
-Fixed some Decision events switching target character when re-opening the Decision
-Fixed some weird Leader ghost assignments to OHQ/SHQ after revolution
-Causing the ghost leaders has also been fixed for revolutions and stratagems and decisions alike
-Ghost Leaders get cleaned up upon load game -Fixed making a New Makeshift Zone crash.
-Strat Rarity Modifier fixed for Meritocracy, only Cabinet Members taken into account now
-Fixed a Provoke War Decision against yourself.
1.31m , version #256
-Fixed glitch with found Artifact not appearing in Vidcom (or in hand)
-Fixed some Stratagems like Altruistic Resignation to replace Secretary if removed, if nobody in reserve Pool you will get a new Char as secretary.
-Fixed Coopt Minor Elite and Call to Submission to not work on Minors incapable of Diplomacy.
-Fixed bug with Abort for Merge Zone Order not being recognized!
-Fixed an extreme slow down with a Nomination Decision (and possibly other operations where Internal Faction Ranking has to be looked up)
-Replaced Vidcom FanaticInternalTerror by a fixed one
-Improved Game Reactivity/Processing with Scrapping Stratagems for big pile
-Made some fine tuning to the Recruit Veterans Stratagem
1.31k , version #255
-Fixed recently causes bug with S&S editor start up
-Fixed a hanging AI resolution bug
-Skill use for Mediation Training Strat changed from Diplomacy to Leadership *
1.31j , version #254
-Fixed Political General Unit Feat to actually work now.
-Fixed an accounting leak in Corporate Story Module that caused divergence between reality and treasury cashflow report.
-When setting userdebugger.txt to true and flagging Debug Mode in game start setup, the game will generate a lot of log files on the AI decisions. This could be of interest to modders. Or people who have too much curiosity. Wink wink.
-Added an experimental option to add a 3rd “true” line to direct2d.txt to allow some sharpening & contrast to be applied during upscaling on 200% DPI mode (like notably when using a 4K screen res).
-Made SSF Transformation more rare and only if the previous SSF is significantly less liked than the new one.
The new Republica DLC has been out for two weeks now, and it’s receiving positive feedback. A huge thank you to our community for helping shape this DLC throughout the beta with your continuous input — and please keep it coming on our Discord ! Today, we’re back with more great n
The new Republica DLC has been out for two weeks now, and it’s receiving positive feedback. A huge thank you to our community for helping shape this DLC throughout the beta with your continuous input — and please keep it coming on our Discord!
Today, we’re back with more great news:
The complete soundtrack from Shadow Empire: Republica is now available on the composer’s Bandcamp page (LINK HERE).
The soundtrack is free to download and keep. If you’d like to support the artist, Marco Finestra, donations are greatly appreciated.
Changelist 1.31h (#253) Fixed glitch where in some cases Leader’s Credits (wealth) could go negative. Fixed that you can Nationalize Private Assets from Dynastic Fief (Now no longer possible, except logistics) Added that you cannot Disband Private Assets in Dynastic Fiefs -Fixed
Changelist 1.31h (#253)
Fixed glitch where in some cases Leader’s Credits (wealth) could go negative.
Fixed that you can Nationalize Private Assets from Dynastic Fief (Now no longer possible, except logistics)
Added that you cannot Disband Private Assets in Dynastic Fiefs
-Fixed double Gov assignment in running games (upon load game)
Fixed the Decision Tab glitch to not allow its variable being corrupted by calling a Leader while the Tab is open and then making the Decision that was open (caused double Gov bug)
Fixed Meritocracy Hail Stratagem to only apply to only Faction Members now
Some fixes to Extension utilisation of Compounds during non Aristocracy systems/Factions. The 7 “Household” Extensions can be bought during a non Aristocracy System, but they will not all have an effect. (might still work a bit more on this later). All Extensions can survive the end of Aristocracy and can still have an effect in a different system, albeit without the Primus Inter Pares provides to all rule. A Dynastic Faction outside Aristocracy is not what is has been and more fragmented.
Fixed opening menu newGfx illustration.
*=requires a new game start with this version to be active.
A few days before the release of Shadow Empire: Republica DLC last week , we opened a written Q&A channel on our official Discord to collect questions from the community. We've collected all your questions until April 12th and below you’ll find the dev’s answers. Q&A with
A few days before the release of Shadow Empire: Republica DLC last week, we opened a written Q&A channel on our official Discord to collect questions from the community. We've collected all your questions until April 12th and below you’ll find the dev’s answers.
Q&A with the developer
Thanks for all the questions. I will try to do this more often. It’s a good sanity check for me and hopefully informative for the reader. In the answers I will be mentioning the “Militaria Module” quite a lot. This is basically the next feature set I will be working on. No promises on that, no ETA, it's just the next big thing in my current train of thought.
Enough disclaimers. Let's go to the Q&A.
Inspiration
Could you explain the design philosophy behind the Virtus system introduced in Republica?
If we just look at game design then the Virtus system does two major things. First of all it ensures (when on Regular Political Difficulty or higher) that your Political System will degrade at some point and slip into its “Corrupted” form. It is not a good idea to keep low Virtus in the long term, so the eventual low Virtus pushes, gently at first, harder later, towards change of the Political System (orderly or radical) or even a Revolution. So Virtus allows you to cycle through the Political Systems. Many paths are possible, including the one from the ancient Anacyclosis theory that states that Monarchy will grow into Tyranny to be succeeded by an Aristocracy that will grow in to an Oligarchy to be succeeded by a Democracy that will grow into an Anarchy and then require a strong autocratic ruler to start the cycle once more. This cycling through the Political Systems allows you to pick your own unique route and collect a unique set of Political Regime Feats while doing it. So summing it up: Virtus allows for dynamism and a changing environment. Secondly the Virtus system acts as an anti snowball mechanic in two ways: (1) there are sizable Virtus penalties for “good times” and being the top dog, (2) but also through the fact that every Regime will at some point go through a lower Virtus phase, making it at least temporarily vulnerable, not least of all when hit with for example a Revolution.
What inspired you to go from ATG & DC > SE (sci-fi)?
I have had a passion for Military Sci-Fi for a long long time. Especially the more “pulpy” kind. But my core area of expertise is probably world war 2, so I merged these two things into Shadow Empire. Basically by lowering the Tech Level a bit to make it less Sci-Fi, while keeping the Sci-Fi vibe, if that makes sense? In many ways that is exactly what one of my favorite military Sci-Fi authors, Jerry Pournelle, tended to do. It just somehow clicks. By the way, a more well known author today is David Weber (Honorverse), he in many ways does the same thing.
What inspired you for the Lore of SE?
Difficult to say. I must have read a thousand Sci-Fi books during my life. So some inspiration comes from them. No fixed source though I would say, at least not one I am conscious of. For the “Shadow” part of the Lore especially also my personal existential universe got some spot light time. My metaphysics postulate that there is another dimension with “soul matter” , say what normal people would refer to as consciousness, that is interdimensionally attracted to the physical bodies in our dimension (like bees to flowers). For the Dissolution War Lore and the collapse of the Galactic Republic it is really based on my real world big fear that over complex and very specialized systems are vulnerable to system shock (like dinosaurs to meteorites for example). Thats why when you Roll the Dissolution War Phase in SE often more people die by starvation than by war.
Future Plans
Are you going to post an updated Road Map?
I hope to do so in the near future, yes. It has been 2 years since it has been updated and everybody deserves to know my current ideas. Let me just get Republica in calmer water first (post release work) and then I’ll get everybody updated on my concrete future plans. Should not be too long. In any case, take note of the fact that the last version:
With the naval rework, will players be able to actively wage naval warfare and “conquer the seas”?
There is a very high likelihood my next work on Shadow Empire will focus on the “Militaria Module”. A rough bunch of inter-related features. Including making Naval Models and actual Units.
Will this naval warfare leave space for Cargo Ships as well?
Of course.
Do you have plans to improve MTH interactions, making them more varied and less predictable in terms of decisions and outcomes?
Once we get to Navy Units the MTHs might get some on-map-Units of their own. But once Navy Units arrive the MTHs will probably become more similar to the role that the Private Economy and the Militia has. An initial system permitting you (in this case) to cross the Seas before you have your own Naval Infrastructure. That being said, I have some ideas for surprises up my sleeve here.
Are there plans to further integrate story modules with DLC systems (e.g. corporations, cults, Shadow mechanics)?
Those systems were originally added, especially the Crime Story Module (which is fully scripted and moddable through the S&S Editor) as examples for potential modders to make their own Story Modules with. However this never really materialized. It might just be too annoying or complex to do. It might not be the center of interest. As actual key parts of the Base Game I am not super happy with them. Probably after Militaria I will work on substituting them for something new and better. In many ways they clamor to be more integrated with the Leader SSFs added with Republica.
Are you planning to go towards something like EoFS is doing? Like with Planet Maps and Space Maps?
I would like to dream so yes. I think it would work. There is just one major thing I’ll need to do first and that is making full Delegation possible. Without that a multi-Planet empire would be way too micro-management to play. In many ways an SE in Space would be a very different beast from EoFS.
Are there plans to expand or deepen sentient alien mechanics (e.g. keeping their identity, unique units, long-term gameplay impact after integration)?
That would have to probably have to wait for something like SE in Space. So in the short term: No. In the long term: part of the dream.
Beyond Discord, are there any plans for more structured multiplayer features or in-game support (forums, matchmaking, etc.)?
I would like to have integration of PBEM play into the Shadow Empire Core Game done, come the time of Militaria Module. For the moment I would like to advice going to the War of the Worlds Discord though:
Is there any consideration for adding Liquid Energy as a resource for energy weapons?
It is an interesting idea. I will be looking into similar systems for the Militaria Module. Having mobile Supply Columns and Immobile Dumps that can both carry and/or store Items would be something that would allow extended operations, as well as at a price. Still requires a good long look though before I make any decisions here.
Republica DLC
What exactly does “feudal level” refer to in game terms?
It's aka or better known as Feudal Code Level. If it is present and at Level 1 or higher your Political System in an Aristocracy.
Are there plans to expand or clarify Republica-specific mechanics such as Hidden Tech, Economic Flexibility (privatization), and Syndic Computer behavior?
Many things always require clarifying in the Shadow Empire. I’ll do what I can. Hidden Techs are Techs that you can discover and research when you get the Regime Feat “Great Archives”. Economic Flexibility allows Privatization, which is just the reverse from Nationalization. The Syndic Computer is quite well documented in the new Republica Chapter of the Manual.
Will there be options to save or reuse generated planets, or create more specific setups (e.g. Dune-like worlds)?
With the “Militaria Module” I will explore in this direction. The idea behind “Militaria” is that after “Oceania” and “Republica” the Wargamers and more military-minded players deserve some development time as well. Something resembling “Scenarios” might be interesting to ponder upon.
Are there any plans to improve or expose combat calculation clarity (e.g. total soft attack values)?
In the Combat Prepare Popup the simple red arrow on the left side and the simple blue arrow on the right side show a value that is very similar, but probably more pertinent.
Is there any update on technical aspects like multi-monitor support?
No sorry, I never seem to get around to this.
Why do the first 2 regime feats of autocracy give extra recruitment, is recruitment more difficult now?
Yes recruitment has been nerfed a tiny bit recently, but more importantly Low Virtus <70 really impacts it a lot. Furthermore there are quite a lot of Laws that could decrease recruitment.
Gameplay, engine, scenario & customization
Are you playing the game wrong when you play on Beginner difficulty? What's your difficulty philosophy?
Yes and no. The most important thing is you have fun. Its perfectly okay. That being said I prefer “Regular” myself and using the History Classes to make the Planet friendlier (and easier) or harsher (and harder).
Self-learning AI, using AI for improving AI strategy & tactics
I will be doing some exploring for this the coming year. I believe revisiting some form of scripting and analytics sharing about AI script results could lead to some limited but serious machine learning capability. Like real machine learning where an LLM or similar thing plays the game completely to learn how to play it. I don't believe that will work. We already tried this with a scientific experiment with the ATG engine, and it turned out the game was a bit too complex for machine learning. What could be fun is if players would have a way to mod the personality and play style of an AI Regime.
Localisation plans? At least to support fan-made localization?
It is complicated. Shadow Empire’s text is spread across code, databases, UI, reports, and procedural text generation, sometimes even multi-used as variable names and text at the same time, much of it assembled on the fly in ways that do not always work with languages that are structured differently. To make community translation or moddable language files possible, I would first need to build proper localization infrastructure and revisit a lot of old code, which is a significant technical project in itself for someone like me. Basically the game coding is really unorthodox and not originally designed (at all!) for clean localization. So in the short term: No. Best I can say is that it is on my wishlist too. With the advent of smaller LLMs like apps that can run locally, I think there might be some possibilities in a year or two by translating text on the fly on the rendering moment.
Any chance for an Earth Planet map? Will there be a Map Editor? Or more control over Planet-Gen?
Unlikely. It goes against the whole Planet Generation Flow. That being said between Planet Gen steps I might be able to allow some form of editing (instead of just having re-roll button) at some point in the future. Above I mention “scenarios” for Wargamers, once I start on that I will look again on the feasibility of this request while staying in the Generation Flow at the same time.
Closing Notes
We hope this Q&A has provided useful insight into the design and future plans for Shadow Empire and the new Republica DLC. We’ve also just released Patch v1.31h, fixing many bugs and improving the overall game experience. The changelog will be shared tomorrow.
Just a reminder: the current discount on the base game expires tomorrow. If you haven’t picked it up yet, you can get it at -50%, plus an additional -10% when purchasing the complete bundle.
For more insights on the new DLC, we recommend joining our official Discord and checking out the latest episode #3 of our Mechanics video series, which explores some of the new systems introduced in Republica:
Shadow Empire: Republica DLC is out now! Download the DLC now and expand your empire with 9 new political systems, new mechanics such as Virtus , 200+ new stratagems , 50+ new Regime Feats , and much more. View game page We’re currently holding a written Q&A with the develope
Shadow Empire: Republica DLC is out now!
Download the DLC now and expand your empire with 9 new political systems, new mechanics such as Virtus, 200+ new stratagems, 50+ new Regime Feats, and much more.
View game pageWe’re currently holding a written Q&A with the developer!
Join ourofficial Discord serverand drop your questions in the new #questions channel, or share them in the comments below. We'll be collecting questions until Sunday, April 12th, and will answer them in a follow-up news post on the store page in the coming days.
In the meantime, check out our Mechanics Video Episode #2, exploring the pros and cons of the Syndic Computer — beware, it might be a bit paranoid!
We’re excited to announce that Shadow Empire: Republica DLC will launch on April 9 . To celebrate the announcement, we’re kicking off a new video series exploring some of the main mechanics and features of the DLC. Episode #1, “Virtus”, is now available on YouTube. If you’d like
We’re excited to announce that Shadow Empire: Republica DLC will launch on April 9.
To celebrate the announcement, we’re kicking off a new video series exploring some of the main mechanics and features of the DLC. Episode #1, “Virtus”, is now available on YouTube.
The development of Shadow Empire: Republica is nearly complete. Before we announce the official release date (coming very soon!) , we are releasing the latest core update to the base game as part of our continued effort to improve the overall gameplay experience. This update focu
The development of Shadow Empire: Republica is nearly complete. Before we announce the official release date (coming very soon!), we are releasing the latest core update to the base game as part of our continued effort to improve the overall gameplay experience.
This update focuses on morale mechanics, combat adjustments, visual upgrades, and a range of fixes and improvements. As well as support for the upcoming Republica DLC.
A big thank you to all beta testers and community members whose feedback helped shape both this update and the upcoming DLC features.
What’s New in Update v1.30?
Main changes include:
Lots of fixes and refinements
Low and high soldier morale now play a significantly larger role in combat, and morale is easier to lose
Helicopters have been strengthened against armored targets, especially if these are in difficult landscapes
Older characters now look more properly aged thanks to updated NewGfx portrait art
All Vidcoms and Stratagems now have NewGfx art versions as well
This update continues our work on improving immersion, mechanical depth, and visual consistency across the game. You can find the full changelog below.
AI-Assisted Illustration Update
For new functionality - particularly Vidcom and Stratagem artwork - the developers use tools such as Midjourney and Nano Banana to generate high-resolution illustrations, which are then post-processed and refined using additional software such as Magnific and Topaz Labs.
All AI-generated art is created in advance; no generative AI tools are used in real time by the game itself.
Players can toggle between original and updated graphics through the Preferences menu (note: this option may not yet apply to all content).
Our goal remains greater immersion with full transparency.
Full details about AI usage in Shadow Empire can be found in the store page description, and you can read more about the developer’s philosophy on AI usage in games in this article:
Added a whole bunch of newGfx Stratagems and Vidcoms for all Core Game illustrations. This will provide a coherent graphics style for the upcoming Republica DLC. Remember newGfx can be switched on/off in the Prefs Tab if you so desire to.
Fixed char popup functionality (added in subversion F) upon recruit stratagem when scrap cards are present as well
fixed some issues with newGfx Vidcom set to false (especially for multiplayer i think - where it can be mixed settings due to different prefs files being used)
Also added the char popup for receiving new Leader through Decision
Shadow Advisor/Diplomat only get used for Stratagems + Decisions, not for Organizational Task Rolls
Faction Leader’s Job Prestige has more impact on Faction Happiness also for larger Factions (though effect still grows smaller if more members)
Fixed issue with Vidcoms being old Vidcom gfx when loading saved games, might take a round or two to take effect
Fixed Propellor Tech being present without airforce selection
Some smaller fixes, including some spelling fixes
Fixed issue with semi-amphibic wrongly moving/attacking in-land (leaving the coastal hex)
Fixed Zone List issue with recon refresh (for spy strat)
Fixed crash with Replacement Troops (Jaroslavl)
Morale hits are now larger (double) for attacker when suffering a PINNED hit or a RETREAT hit and rolling both a 1d50>XP and a 1d100>MOR. So attackers take morale losses more often when low/average on morale and XP, especially if both are low.*
Made fixes to some buggy parts of the NewGfx Vidcom modding options (full new documentation will be released with Republica release moment)
Moved the History Class “Mayhem Mode” to the bottom of the History Classes as my publisher’s 25th anniversary is well in the past now. *
Allowed Air OHQ to Disband
Mass Driver Gun gets Sfx now (but only when designed with this newer version)
Mass Driver Gun gets rendered now on Assault Gun (but only when designed with this newer version)
1.27g (#230)
Fixed char popup functionality (added in subversion F) upon recruit stratagem when scrap cards are present as well
fixed some issues with newGfx Vidcom set to false (especially for multiplayer i think - where it can be mixed settings due to different prefs files being used)
Also added the char popup for receiving new Leader through Decision
Shadow Advisor/Diplomat only get used for Stratagems + Decisions, not for Organizational Task Rolls
Faction Leader’s Job Prestige has more impact on Faction Happiness also for larger Factions (though effect still grows smaller if more members)
Fixed issue with Vidcoms being old Vidcom gfx when loading saved games, might take a round or two to take effect
Fixed Propellor Tech being present without airforce selection
1.27f (#229)
UI improvement: When you recruit a Leader using Stratagems you’ll go his/her Character Sheet Popup immediately after the recruit message. You go back to Stratagem Tab upon exiting the character popup.
More morale adjustments. This time at end of combat based on loss ratio in individuals. This effect represents the loss of life ratio impact, not the loss of equipment as such. Its another step towards making morale play a bigger role, by allowing more ways for it to get low (and then get exploited by the enemy or used in future Republica calculations). The positive morale effect of this adjustment is less pronounced than the negative effect and even small positive kill ratios can still result in morale loss. A high morale unit will be less likely to lose morale though than an already lower morale unit. Furthermore ranged combat only has half the effect.*
Helicopters are getting a boost. As they are much easier to keep perfectly stationary, for longer time periods, compared to thopters and VTOL. They get a +25% boost on Hard Attack and much less penalty to attack enemies in dense (forested or mountain or urban) landscape types.*
Fixed a rare CTD with Oceania DLC (Xebec)
Fixed issue with missing text in major regime event with Elitist Culture Group *
Fixed issue with not enough worker/pop being allocated to new Zone because upkeep workers/pop are not taken into account *
Fixed getting Propellor Model Choice if you have only researched Rocket Engines *
Fixed a graphics glitch (re-orienting map with Top-left flag button while asset selected)
Fixed election glitch where big negative weights could bug the elections
Fixed Use SHQ Troops glitch for Raise Troops
Now indicating why Assets cannot be constructed if they are constrained by a “randomkey” variable (like earth plant life present for example)
Fixed a rather weird pick-up-point preference issue involving air & navy supplies (Jukelo)
Fixed a confusing [Pick Up Issue] message for units that were only getting Food delivered (making it appear they were out of supply while they weren't)
Prepared a future compatibility with newGfx Vidcom settings
*=req a new game start to go into effect
Big thanks to all players taking the time to report issues through various means. But this time I would like to give a specific mention and big thanks to the continued reporting on Matrix forums: alocritani, JeanLeChauve, daktaklakpak and others.. Thank you! for the many reports.. Note that I have addressed the most critical, skipped a few issues that are really minor.
1.27e2(#228)
Fix of crash (big thanks to Zarohn and Creese and Augusti)
1.27e(#228)
-Morale starts playing a much bigger role in combat starting with this patch….
Ammo cost of big bombhatches significantly reduced (especially the highest bomb loads) because of ammo production efficiency gains. *
Morale under 50 gives chance of PINNED turning into RETREAT, the lower the morale the more likely (basically a localized panicky effect on the individual sub unit level, not being willing to be exposed to more lethal fire)*
Morale under 40-70 (depending on XP) gives chance of a MISS being experienced as a PINNED hit (basically a panicky risk-averse effect on the individual sub unit level: seriously overestimating the lethal danger of nearby enemy fire - high xp troops cannot pretend here hence they’ll be less exposed to this)*
Morale above 50 gives chance of a RETREAT hit being turned into a PINNED (at 100 morale this rises to 50%) (basically high morale allows more chance on a individual sub unit level to rally and hold the position) *
Fixed issue with Oil Percentage calcs for Units being wrongly set in some weird cases, causing 0 AP units (thx to Dienekes)
minus 33% Profile impact for Decisions around Hex Feats *
minus 66% Profile impact for Decisions around Unit Feats * (like the notorious Mascot gives you a +10 Profile gain will now be much weaker)
Newly recruited Militia friendly Leaders can now get Militia Chief Leader Feat, but relatively rare, the higher the Militia Profile the more chance (+=10 and +++=30%)
Fixed an issue with Form Formation with SHQ troops that are very fragmented in the SHQ (different types, different peoples)
Plugged a hole that allowed rare cases of multi continent maps with Oceania disabled
Rename Regime Feat: Central Computer becomes Strategic Processing Unit (SPU) *
Rename Regime Feat: Fanaticism becomes Zeal *
1.27d (#226)
Increased the aged looks of the older character NewGfx Portraits, albeit at the cost of a tiny bit of quality, but I think conveying the age properly is much more important.
Danger Events now cause less casualties at higher Populace levels. *
Fixed a glitch with Vidcom gfx sometimes not displaying the new model sprite
Fixed a badly configured AI bonus for training, public economy, private economy, cultural adjustment and diplomacy. This should especially make harder AI level, especially in later game, more competitive.
Fixed the Scrap Card CTD (big thx to Stefan + Elliot)
Made a fix with Hunger Recovery of Units (big thx to CreasedTails)
Small fix to Supply Base Hex Sprite
Robotic troops can no longer die from starvation (if in mixed units with non-robotic)
Non starving troops issue resolved
Morale Highstanding Pop Casualty reporting fixed (probably in some other Danger events too) *
At Recon 50 the enemy troops should show up in Stats now
On higher diff make sure AI gets higher CAP Levels Leaders (to offset the human tendency to collect these) *
Once Rebel Manpower is available in Zone placement will not be immediate, so it can store up more and act later. *
Fixed age to be consistent through all UI screens (there was a rounding error)
*=requires new game start with this version
1.27c (#225)
Seperated Empire Dashboard into Dashboard Report and Budget Report
Fixed a glitch where regime could have no “national” and “nation” name.
Fixed a glitch with Mayhem Mode where human player would have higher tech level as well.
Closed Beta sign-ups for Shadow Empire: Republica DLC are officially live! This is your chance to play the upcoming DLC early and help us refine new features through your feedback. Selected participants will gain access to an in-development build, which may include unfinished con
Closed Beta sign-ups for Shadow Empire: Republica DLC are officially live!
This is your chance to play the upcoming DLC early and help us refine new features through your feedback. Selected participants will gain access to an in-development build, which may include unfinished content and balance changes.
Vic (VR Designs) is hard at work on the upcoming Republica DLC for Shadow Empire , an expansion that puts politics at the center of the experience. This series of articles explores each of the nine political systems playable in the Republica DLC. In our last entry, we examined Ty
Vic (VR Designs) is hard at work on the upcoming Republica DLC for Shadow Empire, an expansion that puts politics at the center of the experience. This series of articles explores each of the nine political systems playable in the Republica DLC.
In our last entry, we examined Tyranny. We now conclude the series with Fanatical Autocracy.
In a Fanatical Autocracy the Supreme Leader is glorified until he reaches a God-Emperor like stature, Leaders that not concur will be harassed by your Fanatics
Moodboard: Fanatical Autocracy
“All hail the Divine Emperor,” intoned the secretary of the politburo, his voice reverberating through the chamber.
The members rose in unison, echoing the words with solemn reverence. The Emperor, clad in his imperial robes, entered the meeting room and seated himself on the grand, ornate chair that stood slightly elevated above the others. He sighed, a subtle weariness evident in his demeanor, and said, “Please, gentlemen… be seated.”
It took a full ten seconds before the first of his cabinet members dared to sit, and the rest quickly followed, the weight of the Emperor’s presence pressing down on them. His gaze swept across the table, acknowledging some of his key council leaders with a nod. But then he noticed an empty chair.
“Where is Milan Bluemoon?” he asked, his voice carrying a sharp edge.
Silence hung in the air, thick and oppressive. After a few tense moments, the secretary cleared his throat and spoke. “Divine Emperor, I regret to inform you that the council leader of military research, Bluemoon, is no longer with us. The news only just reached us, or I would have informed you sooner.”
“What?” The Emperor’s voice rose in disbelief. “What happened to Milan?” The secretary hesitated, glancing nervously at Orgosh Forner, the leader of the fanatical FAC faction, before replying. “He was… challenged to a… duel,” he stammered.
The Emperor’s eyes narrowed, his patience thinning. “Elaborate, please.” The secretary swallowed hard. “This morning, as Bluemoon walked towards the palace, a group of FAC faction members saw him pass by your statue outside—your divine likeness—without offering a salute. They took this as an insult to your honor and immediately challenged him to a duel.”
The Emperor grunted, an unintelligible sound that conveyed both anger and resignation. His gaze shifted to Christian Staffelman, commander of the 2nd SHQ and a close friend of Bluemoon. Raising an eyebrow, he asked, “What did you hear, Staffelman?”
Uncharacteristically pale, Staffelman’s usually composed demeanor was tinged with sadness and unease. Yet his voice remained steady. “The same as the secretary just told you, sir, though from what I understand, neither a formal challenge was issued, nor the proper protocols observed. It appears more like a murder to me.”
Orgosh Forner leaped to his feet, his face contorted with rage. “We address His Divinity as the Divine Emperor, Staffelman!” The Emperor, his patience finally snapping, rose from his chair, his voice thundering through the room. “We will have order! Let Staffelman speak! I do not care how I am addressed.”
Staffelman, unperturbed by Forner’s outburst, continued in the same measured tone. “You see, sir, this is what’s happening. You’ve created zealots instead of commanders. I’ll be next on their hitlist, I am sure, either executed or simply disappeared.”
The Emperor’s expression betrayed a flicker of distress; it was clear he both liked and trusted Staffelman. He was all too aware that Bluemoon was not the first casualty of this rising fanaticism.
Drawing himself up to his full height, the Emperor addressed the FAC members directly. “This must stop! I issue a formal order: cease killing your fellow leaders because they are less fanatical than you. Less fanatical does not mean less loyal!”
Staffelman did not even smile at this decree; he merely remarked, “Again?” The Emperor, his gaze hardening, demanded, “Do I have the word of all the FAC members in the politburo?”
Faction Leader Forner snapped to attention, his posture rigid with total obedience. “Yes, Divine Emperor! Our loyalty is our honor!” The Emperor seemed somewhat reassured, his taut expression easing as he sat down.
But Staffelman, ever the pragmatist, sighed quietly to himself, knowing full well the futility of the Emperor’s command.
“This will not end well,” he whispered to himself…
Commander Bluemoon forgot to salute the statue of the God-Emperor
Designer Notes: From Decay to Devotion in a Fanatical Autocracy
A degrading Autocracy that is turning into a Tyranny with low Virtus might find new vigor and purpose by moving into a Fanatical Autocracy by Glorification of the Supreme Leader. For Fanatics it is no longer about individual power but about the new “God” and loyalty to him. These Fanatics don’t care about themselves, only about the Nation and even more about its glorious supreme Autocrat (you).
They’ll stamp out any Tyrants and Sadists, they’ll return Virtus and they will turn the Supreme Leader into a God. This will initially stop any unnecessary loss of life among the Populace with misbehaving little Tyrants.
However be warned that the Fanatics will eventually demand more and more Glorification of the Supreme Leader (what else would a loyal believer demand than more loyalty?).
As the loyalty of Fanatics goes to extreme levels they will be repulsed to their core by any Leaders that are not on the same level of fanaticism. They might start harassing such Leaders, or worse. Fanatics will show similar behaviour with the rank and file. A Fanatical Commander will not tolerate low morale with its Units, a Fanatical Governor will not tolerate low loyalty with the Populace. In those cases examples must be made to increase loyalty to proper levels (or more accurately in some cases: perceived loyalty). These cases of infighting and punishment of the lower ranks and Populace are the big downsides of a Fantical Autocracy.
In many ways the Fanatics worship an idealized image of the Supreme Leader. They’ll obey till death, especially in combat, but they will not be able to wrap their heads around for example the Supreme Leader not wanting to be glorified. It just does not compute in the head of the Fanatic and thus they’ll remain loyal to their idealized image.
An entrenched Fanatical Autocracy can probably only be dislodged by a revolution of the Workers & Apparatchiks as the Supreme Leader will be able to nudge them towards that goal. A revolution by the Populace might be more complicated as Fanatics are obsessed with keeping them loyal by any means. If the Apparatchiks succeed with a Palace Revolution the Fanatics will be severely punished. The most fanatical will be executed and others will be denied the right to vote in the newly created Senate.
It has to be mentioned that one of the big boons of the system is that the troops led by Fanatic Commanders will have higher morale and will be able to take more casualties in combat before retreating. This is getting more and more important as I am currently (while rewriting) making morale more important in the combat mechanics. So the system could suit quite well a certain highly aggressive playstyle and is probably quite manageable in its lower levels of Fanaticism.
Shadow Empire: Republica DLC is coming. Wishlist Now:
Vic (VR Designs) is hard at work on completing the upcoming Republica DLC for Shadow Empire, an expansion that places politics at the heart of the experience. This series of articles aims to explore each of the 9 political systems that will be playable with Republica DLC. The eig
Vic (VR Designs) is hard at work on completing the upcoming Republica DLC for Shadow Empire, an expansion that places politics at the heart of the experience. This series of articles aims to explore each of the 9 political systems that will be playable with Republica DLC.
The eight entry in the series is: "Tyranny".
Autocratic Supreme Leaders are seen as an example to emulate at a lower scale by their henchmen, what could go wrong?
Moodboard: Tyranny
A pompous figure adorned in fancy clothing and gemstone jewelry, with a massive governor's chain around his thick neck, stood in front of the main view window. "Damn, damn," he mumbled. His face was as red as a tomato, twisted in fury. "Goddamn, what are those plebeian peons doing in front of our beautiful offices?" ask-shouted Governor Zoomray, known to his people as “the Gov.”
His security officers and police sergeants were blocking the raucous rabble outside from entering the administrative buildings. One of the sergeants reported to the Gov, “They are from the Southern District, and they want their children back.”
“Children?” inquired the Gov, “Which damned children?” “Yes sir, remember the student protests a few weeks ago? The FEM? The Freedom & Equality Movement they called themselves. About two hundred or so. We took the whole bunch off the streets.”
Zoomray seemed to deflate a bit. “Yes, I remember,” he said, “didn’t I… ehm… personally participate in the… ehm… interrogations?” The sergeant hesitated, visibly uncomfortable, and received an elbow in the ribs from the senior officer standing next to him. The Gov fixed his gaze on the senior officer and snapped, “Holy frack, answer me!”
“Yes sir,” said the senior officer. “For crying out loud,” the Gov hissed, “just disperse them, will you… open fire, whatever! Make them disappear! And do it now!”
The senior officer quickly whispered orders to the police sergeants, and three of them trotted towards their squads at the gates. “Jeesh,” said the Gov to the embarrassed senior officer, “why do I have to do everything myself around here?”
Outside, the shouted orders of the sergeants could be heard as police squads tightened their lines, preparing for offensive operations. The Gov lit a cigar.
“I thought you might have wanted to talk to them first,” the senior officer replied. During this exchange, the junior officers had started inspecting the laces of their boots. The Gov put his hands on his hips and retorted, “Talk? What would you have me say? Your children are gone? I tortured them, killed some of them accidentally, and then dropped the ones still alive in the deep desert?”
He paused, took a deep drag from his cigar, and blew out a large cloud of smoke. “No… better just chase them off. You know that… you all know that!”
Outside, police squads were now battering the demonstrators, driving a wedge through their midst. Two armored cars rolled onto the pavement. The cries and occasional gunshots were muffled but audible through the thick plexiglass view window.
The Gov looked once more at the officers surrounding him. He sneered at them and grumbled, “Get this done, and I’ll see you all in two hours for the daily staff meeting. Now, where is my damned secretary?” He turned his back on the officers and marched off, without goodbyes, towards his offices in the heart of the compound.
The officers remained silent, exchanging uneasy glances with each other. The senior officer cleared his throat. “This is starting to become awkward,” he said. The junior officers nodded. “Recruitment is not going well anymore,” the senior officer continued. “I also heard from the head Apparatchik over at the civilian side that they’re having similar problems keeping the production lines staffed.”
Benjamin, the youngest officer, asked naively, “How so, sir?” The senior officer sighed. “Benjamin, why did you sign up for the officer academy?” “To serve the emperor! To protect my family’s estates from revolutionary rabble like the ones outside, sir!” Benjamin replied promptly.
“Yes, yes…” sighed the senior officer. “That’s exactly why you signed up. Now… tell me… why would that poor rabble over there sign up?”
Tyrant Gov is fed up with complaints
Designer Notes: The Fragile Balance of Absolute Power
Autocracy is the absence of checks and balances and the rule of one person… the Autocrat to be precise.
In theory this is a political system that could provide justice and wealth to its citizens, as much as any other system could. However there is a complete absence of checks and balances in an autocracy. The autocrat cannot deal with everything so his underlings will take care of many aspects of daily national and zone management.
When Virtus drops the Leaders forget that the government should be obeyed out of love for the Nation. They’ll start taking the easy road and will settle for obedience out of Fear. Commanding love is hard, installing Fear is easy. Some personalities will be more prone to this kind of thinking, than others, but it is tempting for all… Why not? Nobody is there to stop them.
The measures taken by the underlings of the Autocrat will become harsher and harsher. Eventually harsh beyond reason and the Leaders on the Politburo and on important positions will start to behave more and more like Tyrants. At some point this will make the Autocracy devolve into a Tyranny.
Now… A Tyranny is a nasty place to live in and it will breed more and more little Tyrants, even Sadists, among your Leaders. They’ll keep control for you, sure they will, but they will run their part of your empire as their own little empire. They’ll become egocentric and very brutal. This comes at a steep price in excessive Happiness and Loyalty loss, Fear and loss of life among your Populace.
A Tyranny with plenty of abuse can seed the seeds of a popular uprising or a palace revolution. In the story above we see both options starting to materialize. The lower ranks of the leadership are starting to realize that the nation is suffering for the personal gratification of the “Gov”, while the Populace is out of the street, probably starting to support rebels as well.
It is possible to steer these little Tyrants, like the “Gov” back on the path of righteousness but to do so Virtus has to be increased. This requires some very serious diversions such as launching a crusade on a neighbouring nation. Nothing like an exterior enemy to reduce interior problems, right?
There is also the radical option of allowing Fanatics to thrive and spread a new gospel. These Fanatics don’t care about themselves, only about the Nation and its glorious supreme Autocrat (you). They’ll stamp out any Tyrants and Sadists, they’ll return Virtus and turn the Supreme Leader into a God. This will stop any unnecessary loss of life among the Populace. However be warned that the Fanatics will eventually tend to stamp out anybody that doesn’t share their level of zeal. And their zeal will go further and further. Opting for a Fanatical Autocracy is a dangerous gamble of the dice.
To celebrate Matrix Games’ 25th Anniversary, we’re releasing a free update introducing Mayhem Mode ! In this special mode, enemies are tougher and more numerous, while treasure boxes and easter eggs appear across the map, adding a playful twist to your campaign. Celebrate with us
To celebrate Matrix Games’ 25th Anniversary, we’re releasing a free update introducing Mayhem Mode! In this special mode, enemies are tougher and more numerous, while treasure boxes and easter eggs appear across the map, adding a playful twist to your campaign.
Celebrate with us and enjoy a fun, chaotic twist on your campaign. View game pagePlus: Republica DLC is on the horizon! Expand your political strategies with new governments, the Virtus system, and hundreds of new decisions. if you haven't yet, add it to your wishlist today.
Vic (VR Designs) is hard at work on completing the upcoming Republica DLC for Shadow Empire, an expansion that places politics at the heart of the experience. This series of articles aims to explore each of the 9 political systems that will be playable with Republica DLC. In our
Vic (VR Designs) is hard at work on completing the upcoming Republica DLC for Shadow Empire, an expansion that places politics at the heart of the experience. This series of articles aims to explore each of the 9 political systems that will be playable with Republica DLC.
In our last entry, we examined Aristocracy. This time, we turn our attention to Autocracy.
Before moving on, a quick reminder for those who might have missed our last announcement: if you’d like to dive deeper into what’s coming, save the date and join us at the Home of Wargamers event on September 25th.
The Supreme Leader is hailed and followed by all!
Please note: the following images and ideas are conceptual representations meant to illustrate the narrative and thematic tone of the DLC. In-game footage and new visual assets will be revealed later in development.
Moodboard: Autocracy
"Go! Go! Go!" shouted the Lieutenant, his voice cutting through the chaos as infantry stormed past him, their boots pounding against the broken streets toward the citadel.
The inspecting Commander beside him, a man of sharp features and a sharper mind, wore a broad grin. The city was theirs, and he reveled in the moment. "This was almost too easy, Igorovitz," he said, his tone laced with satisfaction. "It seems the Computer is suffering crashes and the Syndics are losing their will to fight."
The Lieutenant, his focus split between the Commander and the comms traffic buzzing in his earpiece, nodded. "Yes, sir," he replied after a moment, his voice tinged with disbelief at their rapid success, "We caught them completely off guard. The city center, the water mines, the domes—all secure. Only the Citadel and the Governor remain."
The Commander’s grin widened, a dangerous gleam in his eyes. "He should have joined us when he had the chance."
"Sir," the lieutenant interrupted, "I’ve just received a request for a Vidcom call from Governor Morklord."
The commander chuckled, a rather humorless sound. He activated his Vidcom handheld, his finger hovering over the screen and he said, "Patch him through, Igorovitz."
The Vidcom crackled to life, and the governor’s voice, strained and crackling, filled the air. "Is that you, Commander Sehlix?"
"Sure is," Commander Sehlix replied, his voice bright with a twisted sort of cheer. "What can I do for you, Governor?"
"You must—" the governor’s voice wavered through the static, "you must immediately stop this… this rebellion!"
Sehlix exchanged a knowing glance with his Lieutenant, a silent acknowledgment of the futility of the governor’s plea. "No rebellion here, Governor," Sehlix replied, his tone almost conversational. "We’re simply restoring power to our president. Your democratic computer-collaborator factions have jeopardized the nation and its army for long enough. We’re offering a chance for survival, nothing more."
The vidcom’s screen flickered, and for a moment, the governor’s face seemed frozen, a statue carved in fear. But it was not, the Governor’s weary eyes still blinked. "This… this betrayal… it’s a complete shock to me!" the governor stammered, desperation leaking into his voice. "Hold your attack! I need time to think, to contact the Computer—"
Sehlix cut him off, his voice cold and final. "You’ve got ten seconds, Governor. Surrender, or I’ll order the artillery to open fire."
The governor’s response was a garbled mess of panicky words and seemingly random shouting, but Sehlix didn’t bother to listen. He began a slow, deliberate countdown, his gaze never leaving the screen.
"Ten… Nine… Eight…" His voice was a death knell, each number a step closer to the inevitable. Commander Sehlix was no longer listening to what the Governor was trying to tell him.
As Sehlix’s countdown reached zero he turned off the Vidcom with a flick of his wrist, his expression one of detached amusement. "Thought so," he muttered. "Completely out of touch with reality. No one will miss him."
He turned to the lieutenant, who was already waiting, anticipation gleaming in his eyes. "Igorovitz, would you do the honors? Call in fire from the 3rd Heavy Artillery Regiment."
"Yes, sir," the lieutenant replied, a grin of his own forming as he added, "with pleasure."
Artillery crews are awaiting orders to open fire on the Citadel
Designer Notes: Autocracy, from Stability to Tyranny
In the above story we follow the events during a Military Coup against a Syndic Democracy. The problem with many radical political systems as Syndic Democracy is that once the system (the computer in this case) gets entrenched it becomes very hard to change the system.
Except that is by a revolution of some kind. In the case of an entrenched Syndic Democracy the only way out is by a Palace Revolution or a Military Coup. The former might prove difficult once the Computer has removed all disloyal elements stationed in the Cities. The only Leaders the Computer cannot really eliminate well are the military Commanders that are often physically outside of its reach. Finally an advantage to a wasteland, right?
The military however is loyal to the political leadership by nature and will only be tempted to commit a coup if the situation is truly dire and the pressure from outside is clearly leading to a disaster for the nation.
Once the coup in the story will have been completed the coup Commanders will take charge of the most important Councils, unplug the Computer and declare Autocracy. Virtus will rise due to the relief of being saved from a path to disaster and new hope for a brighter future.
The Autocracy political system itself is probably the simplest to play. Basically you have wide ranging discretionary powers. If there are any Laws proposed by your politburo they can be vetoed at a minimal PP cost. On top of that it is a system that has lower Virtus decay than all others.
Perfect right? Well… it will take some time but at some point your Commanders will start to emulate the system on a lower scale and they’ll think themselves supreme Leaders in their own little domains. Depending on their personality they’ll become little Tyrants. Which will lead to all sorts of excesses that will terrorize their subjects (soldiers, workers or population). And beware Tyrants might devolve further into Sadists.
At some point your system will risk to devolve into a Tyranny, no matter how noble the intentions of the Supreme Leader.
Though it might be possible to avoid this. Probably the best way to try this is keeping everybody on their toes against an external enemy. One of the options to restore Virtus will be to declare a Crusade, reinvigorating Virtus, as the final victory will seem to be in reach!
The wait is almost over: Home of Wargamers 2025 , the yearly live showcase that we stream on Twitch and YouTube , is coming on September 25th. It will bring you the biggest announcements, updates, Spoilers and behind-the-scenes insights from the world of Matrix Games . This year’
The wait is almost over: Home of Wargamers 2025, the yearly live showcase that we stream on Twitch and YouTube, is coming on September 25th. It will bring you the biggest announcements, updates, Spoilers and behind-the-scenes insights from the world of Matrix Games.
This year’s edition will showcase some of the most beloved franchises in our catalog, as well as exciting new projects. Developers and producers will take the stage to share exclusive previews, reveal upcoming expansions, and discuss the future of their series. Be ready to know more about Shadow Empire, Combat Mission, Armored Brigade, Strategic Command, WEGO, Rule the Waves 3 and more.
Save the date: September 25th, 2025.
Stay tuned and don’t miss a single announcement: join us as we celebrate strategy and wargaming together.
Today’s patch brings a lot of tuning, boosting and nerfing to Shadow Empire. There are many, but most importantly tanks have become somewhat weaker when out of their element and artillery has become somewhat stronger especially when targetting troops with low experience levels. I
Today’s patch brings a lot of tuning, boosting and nerfing to Shadow Empire. There are many, but most importantly tanks have become somewhat weaker when out of their element and artillery has become somewhat stronger especially when targetting troops with low experience levels. It also brings a new feature: Rank. Leaders can be given a Rank in order to pay them a lot more salary and make them happier. The AI has received quite some improvements as well. Furthermore advanced tools have been added for modders to allow doing some magic with the Vidcom graphics.
1.27a (#223)
Split Theocratic Major Regimes into Theocratic and Elitist Major Regimes. They are very similar but their Factions are different. The Elitist Regimes have the Factions: Criterians (reasonable but definitely not stupid), Regents (self preservation), Optimates (more aggressive and militarist) *
Fixed getting too much high Cap Leaders on higher difficulty levels *
Fixed some Stratagems displaying stuff like in their text blurb.
Fixed exploit with moving into enemy hex using the P key.
Militia Troops will no longer be sent back to SHQ if they have quality level obsolete. Furthermore SHQ will allow obsolete troop types to be sent out to Militia Units if they have the “militia people”.
Vidcom NewGfx Switch added to Prefs, by default it is on. If switched off only old style graphics are used for Vidcom, this does also mean less diverse graphical illustrations. In a few months a similar switch should become available for Stratagems. I hope this pleases the part of the player base that does not want to use the NewGfx, at least somewhat. -For Matrix Open Beta the above this doesn’t work completely as I cannot remove existing files, so in the Matrix Open Beta switching off NewGfx actually still shows the Arachnid + Danger newer graphics. Link to NewGfx Vidcom modding: https://docs.google.com/document/d/1sf_DqtVhBMQsYfKG-KhYNWmIq5Ck6N1HB1Mm8KAuIKs/edit?usp=sharing
1.26o (#222):
Some relatively big combat balance changes with this patch. Artillery has been boosted and AFVs have been nerfed, but only in specific circumstances.
Increased the Artillery KILL chance a bit (did not make many kills, but should make 20% more kills now, a tad bit, but read on below) *
Added ACCIDENTS rule for AFVs, for in order of vulnerability: Tanks, APC and Walkers. See below for more info. *
Artillery RETREAT hit can translate to KILL hit with (relatively) low XP targets. See below for more info. *
Militia Replacement Troops can now be low level Models as well. This was inconsistent before with new Units having the possibility for regular Model usage, but not their replacements troops. -AI is now more inclined to upgrade troops (especially at lower XP levels if seriously better equipment available)
Faction Stratagem gifts did not take into account the Profile preferences of the Faction in question for the selection of the Profile Stratagem given, they do now, though some randomness remains.
Fixed possible issue with Decision not raising worker happiness.
Fixed an issue with non-Cabinet members actually being able to vote during Politburo elections.
Fixed issue with not being able to manually transfer Militia from SHQ to Militia Unit in same Hex.
Mech Artillery/Launchers now have 10 readiness loss for 100 AP move instead of 30. *
Absorption Critter Feat now always has 10% chance to fail (caused an issue before at level V which made a fail impossible)
Changed the weighting of possible culture groups on Planet; should result in more diverse cultures on newly generated maps *
High Tradition >100 was still not allowing a tiny chance of CAS raise, this should now work, though it will be really slow.
Some mouse over fixes for some skills, techs and stratagems *
ACCIDENTS During offensive warfare and when scoring a KILL/RETREAT hit, Tanks, Walkers and APCs have a small chance to get destroyed by last minute (suicidal) enemy counter actions accidents or accidents (or combination of both). This can only happen against highly entrenched adversaries or in landscapes or river crossings that are not well suited for the Troop Type in question. Tanks attacking unentrenched enemies in Plains Landscape Type for example will have 0% chance to suffer an accident, however Tanks attacking in Forest have a 3% chance to suffer an accident (remember: only upon scoring a KILL/RETREAT hit there is a test). APCs and Walkers have only half that chance, note also that Walkers do not have any Landscape Types that give them penalties in the first place (though major rivers still expose them).
HIGHER ARTILLERY KILL CHANCE WHEN FIGHTING LOW XP TROOPS
A Retreat Hit by Artillery can be transformed into a KILL hit if the XP of the target is below 40.
At 10xp or lower the chance is almost 30%
At 20xp the chance is about 10%
At 30xp the chance is about 5%
At 39xp the chance is about 2.5%
At 40xp or higher the chance is 0%.
1.26n(#221):
New Faction’s first Faction Leader during the game is now usually much better aligned with their new Faction. They sort of trade their previous ideology for a potential position of power. Ambitious Leaders have more chance to align and to found a new Faction during the game.
Added some more log entries on Private Credits in the Zone Logs & did some general QA work on tracking this really correctly (for me and for the player)
Fixed faulty XP in raising formation with SHQ Troops
Fixed misconfigured conditions for raising Light and Heavy Armor Grenadier Army.*
Fixed the amount of Energy/Food/Ammo/Fuel/Water/IP that is being kept by Zone in case it will not have enough maximum storage points to do so; in that case it will send items back to SHQ even though it needs them next round, better than losing them. (Big thx to Dave with this rather rare case).
Fixed a small reporting glitch with energy in the inventory tab (consumption need reported was not taking energy rebate into account of agri facilities)
Verified Disband Militia is working; it is working. But you need to play a scenario started with #220 or later.
Major AI on higher difficulties now does higher Tech Level starts with Models utilizing the best Tech thats available at start of game.
Major AI in early game is now more keen to design better versions of much used equipment/models when important new tech becomes available
Major AI is now more sensitive to recognizing another Major is getting too much ahead (but stays sensitive to especially victory pact for non-game winning reasons)
AI gets better Leaders at higher difficulty levels (upto +1 cap level at extreme difficulty)
AI fix where it was not perceiving possible longer term encirclements as good as it could
Limited budget changes for Organisations to minimum 1% per organisation. There is minimal upkeep needed to keep the lights on.
Fixed feedback when using “Call To” diplomatic Cards to explain the addition of dem,aut or mer to your ROLL. *
Fixed small glitch in Crime Syndicate algorithms (destroyed security asset without crew) *
Fixed issue with some other Cultures Milita Units losing Unit Feats.
Fixed crash with sentient alien units and using the Battlegroup Order.
Correct mouse over now for Major Diplomatic Pact Stratagems.
1.26m (#220):
Salary effect on Natural Relation Point has been lowered *
Rank Feature added. HR Task now also produces Increase/Decrease Rank (title) Stratagems that can give a Leaders a higher salary and more prestige from their job *
In Leader Management Tab you can now also inspect the Leader Feats
AI change on tactical level: added an extra move algorithm option on normal AI speed or higher, should result in slightly better tactical moves.
Fixed glitch with losing of Quality Levels when reforming unit/HQ (Zarohn)
When depleting the Militia Pool the Population will be reduced (if possible)
When rebel units form the Population will be reduced (if possible)
When suboptimal recon the Unit counters now show the same value on map as in the troops breakdown in the bottom.
Fixed glitch where logistical points need of Asset was reduced by city level multiplier (farmstead III req 50 logistical pts instead of 150)
Fixed having the Model graphics show up in the Battlegroup Popup Window
Private Economy will stop upgrading private mines that dont have enough reserves left in the ground
Private Economy will favor industry/scav assets more often again
Fixed a tiny glitch with not selecting the city hex when clicking in left side window
Fixed mouse over for make peace Strategem
Fixed issue with some Profiles not changing with diplomatic major events *
Fixed transferring from Zone to SHQ in same Hex if no logistical points available.
Militia can now be disbanded as well. (because it could be scrapped, like this is more consistent)
Regular Troops can now no longer be transferred into Militia units (was an exploit)
HQ reports now show up even when round 70 passed or advice turned off.
Extra notes on the new Rank feature:
Giving a higher rank title to a Leader immediately gives some relation effects. It also increases the Natural Relation Point for monetary as well for honor-related reasons. It also increases the Prestige from the Job they are doing.
Rank 1 = salary * 5, prestige from job +10 pts
Rank 2 = salary * 25, prestige from job +20 pts
Rank 3 = salary * 125, prestige from job +30 pts
Rank 4 = salary * 625, prestige from job +40 pts
1.26k2 (#219) :
Major Fix with AI regimes not being set to a story mode (friends, blackmail, etc) and subsequent events not triggering. This has been fixed for new games and running games (retro-active fix will take a new round to go into effect)
Further AI changes on tactical level to try to strike the right mix between timid (too often previous subversion) and audacious depending on the number of units on the frontline.
Fixed the Base Design formula for aircraft , it no longer takes “aircraft ruggedness” into account a bonus as it causes issues with field testing. On top of that “aircraft ruggedness” should never have given a bonus to the base design in the first place, it is already giving a bonus to Hitpoints. (Thanks Felius!) *
1.26k (#217) :
AI changes on the tactical level especially on medium and slow level (extra searches, small nudges & some code fixes). The AI should be a bit more wary now against encirclement and holes in the line, however it might have gotten a bit bore timid in some circumstances too, where it is better to drive forward. So feel free to send me a save game of any such instance where it should have played offensive cat & mouse instead of trying to avoid encirclement. This will be probably be worked upon for the next open beta. Feedback is thus crucial.
Expanded rather limited implementation of moveRedux effects of artillery on transporter (truck/apc) speed. Used to be only applied if the trucks had an AP cost decrease (fast trucks), now also for all others (normal and slower than normal)
MTH Stratagems are now handled by Economic Council Director (instead of Foreign Affairs Director) *
Salary impact on Natural Relation Point is now optimal at Leader Egoism=50 and slacks of going towards 0 or 100. In the first case because the leader is altruistic and doesnt value rewards very high, in the other case because it wants more and more credits as egoism creeps higher. (note that the stratagem gifts do work well on high egoism because the public ceremonial nature (PP expenditure) of these gifts does scratch their itch) *
Waterfall Turbine Hex Feat description fixed*
Mod Library usage fixed. Thx Magirot! It now loads mods again without crashing. Apologies here, not sure how this bug snuck in.
Fixed Danger Event preview with too high modifier on skill roll
Fixed map centering in some cases (big thanks to JeanLeChauve for this report and many others)
Fixed mothballing of private mines when necc
A cap on egoism loss with leaders with low ambition and parliament regime feat active. Iit cannot go lower than ambition now. *
Agri preview production fixed
Made fixed AI Admin level (based on round) now more variabl also depending on BP production *
Arachnids less chance to be present on planet where they have no prey to hunt
As oligarchic instability gives way to aristocratic order, a new political structure emerges: one bound by blood and code. In this sixth installment of our Moodboard & Designer Notes, we analyze the rise of Aristocracy, where dynastic factions replace competing elites, and go
As oligarchic instability gives way to aristocratic order, a new political structure emerges: one bound by blood and code. In this sixth installment of our Moodboard & Designer Notes, we analyze the rise of Aristocracy, where dynastic factions replace competing elites, and governance rests on fealty, hierarchy, and military autonomy.
Aristocracy buys stability, but the Dynastic Factions will quickly grow strong. They’ll even be able to control their own Militias.
This series of articles aims to showcase the main themes of Shadow Empire:Republica DLC, an expansion currently in development by Vic (VR Designs) that focuses on politics.
Please note: the following images and ideas are conceptual representations meant to illustrate the narrative and thematic tone of the DLC. In-game footage and new visual assets will be revealed later in development.
Moodboard: Aristocracy
The accountant frowned as he briefed the Lord-Governor on the financial results, his voice cautious and critical.
“Abraxis,” sighed the Lord-Governor, “you know I tolerate your diatribes because you’re the most skilled number-cruncher in the entire Zone. You’re aware of that, aren’t you?”
“Yes, my lord,” replied Abraxis, his tone respectful yet burdened with a lingering frustration. “It’s just that the injustice still pains me.”
The Lord-Governor, a figure of imposing stature draped in the red regalia of his House Vernaz, walked over to the accountant’s desk. Placing a hand on the man’s shoulder, he softened his expression. “Explain it to me once more, dear Abraxis” he said.
Abraxis shuddered slightly under the touch but seized the opportunity nonetheless. “If we tally up everything your House Vernaz extracts from the coffers of the state, it amounts to almost 3000 Credits each year, along with resources that could have raised almost three armored battalions.”
The Lord-Governor nodded, his expression both serious and subtly pleased. “That’s a good tally” he mused.
“Don’t you see this harms our nation, my lord?” Abraxis pressed, his voice trembling with restrained defiance.
“Frankly,” Lord-Governor Vernaz drawled, his tone measured, “quite frankly… no, not really. You assume too much, Abraxis. You view the world through a very narrow lens, assuming this wealth is wasted, when it actually is not.”
The Lord-Governor straightened himself, his imposing presence filling the room. “You forget the stability this has purchased for our great Steelshelf Nation. You cannot put a price on a nation at peace with itself. You, of all people, should remember the days of oligarchs and unrest, no?”
Abraxis shook his head, a heavy sigh escaping him. “Yes, yes,” he conceded, “but if we had just curbed the corruption or perhaps reformed into a democracy… then we could have had stability without the aristocracy taking everything from us…”
The accountant slumped in his chair under the Lord-Governor’s withering gaze. “Careful now,” the Lord-Governor warned, his voice low. “Don’t forget your place!” the aristocrat snapped.
After a large pause the Lord-Governor refocussed his attention on his accountant and continued: “What you’re proposing would have bought only temporary stability. Did you notice what happened to our neighbor, the People’s Republic?”
Abraxis nodded again, feeling the weight of his lord’s words pressing down on him, making him question his own revolutionary ideas.
“Alright,” he sighed, “but at least reconsider transferring your household guards to the presidential command. We could really use those elite troops in our fight against the People’s Republic.”
The Lord-Governor laughed, a deep, booming sound that echoed through the chamber. Slapping Abraxis on the back, he nearly knocked the wind out of the accountant. “If the president concedes to our demands for stewardship over the East Zone, sure, Abraxis, we’ll lend a hand. But all in due time… all in due time…”
While going over the financial reports, Abraxis criticizes the aristocracy.
Designer Notes: The Rise of Aristocracy and the Feudal Code
One way out of an Oligarchy is to accept a certain loss of control but regain Virtus by installing a Feudal Code and becoming an Aristocracy. This new system will re-inspire your society with high principles of honor, chivalry and sacrifice. There will be hope again for stability and clean government.
The Feudal Code basically upgrades some Factions to Dynastic Factions. These Dynastic Factions will get their own Fiefs and obtain direct income from them (Feudal Levy). This levy is the thing Abraxis in our story above is complaining about.
They’ll also have assured seats in the Senate. And as the Feudal Code Levels advance they’ll become stronger. Gaining more Zones and privileges. The Compound of the Primus Inter Pares (leader of a Dynastic Faction) will become the focal point of the whole Faction. They’ll pool their revenues to upgrade it as much as possible for the good of their dynasty, but also their Fiefs and their Household Militias.
A special advantage of “Feudal” Zones is that their Militancy will start to rise again, no longer being limited by the presence of Regular Troops. The Capital is no longer the point of reference. These new Militias will be by default loyal to their Dynastic masters. This means that if your relation with a Dynastic Faction drops they might withhold the use of their Household Militias and position them in their own Cities.
Note that these Feudal Militias can rapidly become much stronger than your prior Militias, as the Dynastic Faction might become capable of upgrading them to modern regular Models.
The stronger these Dynastic Factions become the more they’ll become like families with a fixed senior Faction Leader and an inner circle of loyals. Children and family members might make an entrance as well in the higher levels of Aristocracy, as they’ll start to prefer recruiting loyal family members.
The biggest downside of higher levels of Autocracy is the dynastics become more sensitive to you making decisions that do not go their way. It is possible to disappoint a Dynastic Faction so much that you are confronted with a Dynastic Uprising. Dreaded as the Leaders of the Faction will rebel all together.
Under the condition that you do not alienate the Dynastic Faction nobles, the key force of this system is however its stability and military autonomy (Militias).
There is no formal way out of an Aristocracy as the Dynastic Factions will have a majority of votes in the Senate. The only way out is through revolution, either by the people or by the military.
In the previous entries of the Moodboard & Designer Notes series, we explored the various faces of democracy and introduced Meritocracy . Today we dive deeper into another political system featured in the Republica DLC: Oligarchy . The essence of meritocracy is in selecting t
In the previous entries of the Moodboard & Designer Notes series, we explored the various faces of democracy and introduced Meritocracy. Today we dive deeper into another political system featured in the Republica DLC: Oligarchy.
The essence of meritocracy is in selecting the best candidate for the job. Not just selecting one of your friends or business partners.
This series of articles aims to showcase the main themes of Shadow Empire:Republica DLC, an expansion currently in development by Vic (VR Designs) that focuses on politics.
Please note: the following images and ideas are conceptual representations meant to illustrate the narrative and thematic tone of the DLC. In-game footage and new visual assets will be revealed later in development.
Moodboard: Oligarchy
The President activated the Vidcom wall screen, the large display casting a blue-ish light in the dimly lit chamber. The images of the three candidates flickered into view, none of the faces he saw inspired confidence. “Commander of the 1st Armored Corps is a serious position,” he muttered. “How can we have these numskulls as nominees?”
He turned to his Human Resources Advisor, who sat patiently beside him in a wheelchair, impaired but with his eyes still sharp. The Advisor was a good man with a deep commitment to the greater good. The president asked, “Isn’t it possible to dismiss some of these candidates? For example, that Jerome fellow? He doesn’t even have any military experience. How can he be a nominee in the first place?”
“Well, sir…” replied the HR Advisor, his voice filled with a blend of frustration and hope, “it is not so much an exercise in meritocracy here but more like a complicated game of patronage.” The president sighed deeply, the weight of their stagnating society pressing heavily upon him. “I know, I know… But why don’t these bastards adhere to our principles anymore? The best man gets the most important job?”
“In a way, they do,” replied the HR apparatchik, raising an eyebrow, “In many ways, they are the true winners. Only those most adept in the arts of clientelism and corruption have managed to climb so high that they can influence the choices of the military selection committee.”
The president’s expression darkened as he contemplated their predicament. “How did we end up here? Instead of selecting the best candidates for the whole country, we are selecting the best candidates for a tiny clan of oligarchs.”
The HR apparatchik took the Vidcom control from the table, his hands steady despite his degraded health. He tapped it a few times until an image showed up of the great victory over the Nomadic Alliance. The flickering screen displayed scenes of past glory, of battles won, sacrifices made and parades of victory. “Remember?” he murmured.
“How could I not…,” said the president in an equally grumpy voice. “You lost your legs, for starters…”
The Advisor looked down at his wheelchair and his missing legs. The President continued: “Those were the times… we fought… everybody fought… sacrificed themselves for the homeland.”
“Ehm… Indeed,” confirmed the slightly disturbed apparatchik. “But do you also remember what happened afterwards?” “Yeah,” said the president, his tone heavy with regret. “Things went downhill… all the way to us nominating this former vacuum-cleaning salesman as Commander of our elite armored Corps…”
The HR Advisor sighed, rolling his wheelchair back a bit, and patiently said, “No, I am talking about the frontline and our military operations.” The president took the clue, his mind going back to the days of conflict and victory. “Well… we won and we managed to reap the benefits, right? We got hold of those Alliance’s Rare Metals mines and gave our populace what they deserved after all their efforts: Quality of Life, lower taxes, and even access to more luxury goods.”
“Indeed,” nodded the HR Advisor. “I’ve thought a lot about it, and I believe it’s precisely that… we went soft. Our people started to spend more time on themselves instead of on their country. They began to prefer fancy clothing over military fatigues, career building over heroics.”
The president nodded slowly, absorbing the analysis of his Advisor and the gravity of their situation. “That makes perfect sense. You’re more insightful than meets the eye, Advisor. But does that mean we just have to start a new war to get out of this mess?”
The Advisor switched the Vidcom screen back to the three candidates, the images now looking even more inadequate under the scrutiny of their conversation. Slumped in his wheelchair, he said, “Alas… no… it’s far too late for that, President. We will not win any wars with guys like Jerome in charge.”
Designer Notes: Meritocracy turning to Oligarchy in Republica DLC
Once Virtus goes down in a Meritocracy the question of who should govern will be answered differently by your elites. Instead of the most “capable” it will slide into the most “deserving.”
In practice the most deserving according to your elites will often be the one with the most Social Standing, the most Seniority or the most Patronage. Once you have arrived here you find yourself in an Oligarchy. As our President did in the story above. They wiggle their way into positions of power and leave you little choice but to appoint their “friends” as well.
Meritocracy turning to Oligarchy is like atrophy setting in. Be careful to not be too complacent with a light Oligarchy as it has a tendency to entrench itself. It will get harder to get new Leaders to important positions once Oligarchs start to dominate your Leader Pool.
When Virtus goes low your Leaders will get a chance to get the Oligarch Feat. This Feat will make them siphon off funds and pass contracts to their business friends (kick-back). What they do is semi-legal (as opposed to outright corruption) and their subversion only works well under low Virtus conditions because it takes two to Tango: An oligarchic Leader as well as a society/business or government culture that’s willing to think likewise.
The Wealth acquired by Oligarchs will often be spent on Social Standing Leader Feats. This will give them higher Social Standing Scores, which will help the Oligarchs with most Social Standing to secure the top jobs.
Furthermore Oligarchs with a lot of Wealth will become the Patrons of Client Leaders, ensuring their support within their Faction and bringing closer their goal of becoming Faction Leader.
In game theory terms: Oligarchs will siphon off funds and use those funds to rise to the top of the pyramid where they will spread their lack of Virtus all over the place.
There is a real danger of getting caught in a downwards spiral with Oligarchy. As happened to the Nation in the story. As the Oligarchs demoralize the Nation and drag down Virtus, which further reduces their barriers to growing more powerful and grabbing more resources.
Over time this could give rise to Dynastic Families that will basically be above the law. But this would involve a system change from Oligarchy to Aristocracy. We’ll discuss that next Moodboard.
The story above ended on a desperate note, but there is hope in darkness… when things turn really sour for the Populace, due to exploitation by the Oligarchs, they might rise up in revolt to dispose of the hated Oligarchs and install a democracy. So everybody gets equal power. After all… why would only a small percentage of the Populace have all the power?
Vic (VR Designs) is hard at work completing Republica DLC for Shadow Empire, an expansion that focuses on politics. With this DLC, we’re introducing a completely new layer of depth to how regimes are governed, and how political systems can evolve over time. To showcase the themes
Vic (VR Designs) is hard at work completing Republica DLC for Shadow Empire, an expansion that focuses on politics. With this DLC, we’re introducing a completely new layer of depth to how regimes are governed, and how political systems can evolve over time.
To showcase the themes of Republica as development continues, we’re presenting a series of narrative sketches and designer notes that explore all nine political systems featured in the DLC.
Today’s spotlight: Meritocracy.
The essence of meritocracy is in selecting the best candidate for the job. Not one of your friends.
Please note that these images and ideas are conceptual representations of the Republica DLC, meant to illustrate the narrative and thematic tone of the DLC. In-game footage and visual assets will be revealed later in development.
Moodboard: Meritocracy
The Supreme Leader strode through the vast expanse of the newly completed Level IV industrial complex, his presence flanked by the Zone Governor, the Foreign Affairs Council Leader, and a retinue of silent apparatchiks. The air hummed with the thrum of the heavy machinery.
“This is remarkable,” the Supreme Leader remarked, his voice reverberating in the huge factory space. “And all of this… made possible by the technology shared with us by the Atlantean Federation?”
The Council Leader, a man of few words but great gravitas, nodded with a grunt. “Yes, Supreme Leader. Though, it’s worth noting they’ll be significantly enhancing their tank armor thanks to our research pact. That’s the price we pay.”
The Governor, eager to direct the Supreme Leader’s attention, placed a hand on his shoulder and pointed towards a distant section of the factory. There, four conveyor belts converged into a complex, robotized assembly. “Do you see that, Supreme Leader?” he said, his voice tinged with awe. “I’ve never witnessed such efficiency. Ammunition production has tripled in the past year alone. It’s astonishing!”
They continued their tour, eventually arriving at the foundries, where steam and noise blended into a general mayhem that overwhelmed the senses. Molten metal flowed like a river, cascading into leaden molds. The Governor’s Vidcom device buzzed, pulling him away from the group. He excused himself, retreating to a quieter corner to take the call.
Seizing the moment, the Council Leader leaned in closer to the Supreme Leader, raising his voice to be heard over the machinery. “We need to replace our easily impressed Governor, and soon. His awe is endearing, but he’s failing in his managerial duties.”
The Supreme Leader nodded thoughtfully. “I trust your judgment,” he replied, his gaze following the Governor, who, oblivious to the conversation, waved back with an ingratiating smile, gesturing that he needed more time.
The Supreme Leader turned back to the Council Leader. “Moreover,” he continued, “wasn’t Governor Zarko something of a brute in the old days?”
The Council Leader chuckled, a dark sound barely audible above the industrial din. “Indeed. He was notorious for personally overseeing the most brutal tortures. He still clings to the immense wealth he accumulated during the oligarchy. It’s clear—his time is up, not just for the sake of efficiency.”
The Supreme Leader’s expression remained inscrutable as he nodded once more. “Your concerns are duly noted, Council Leader.”
As the Governor returned, the Council Leader greeted him with a thin smile. “Ah, Zarko the Terrible,” he muttered under his breath. “Not so terrible now, are we?”
Out loud, he said, “Welcome back, Governor. No bad news, I trust?”
Designer Notes: Meritocracy in Republica DLC
Meritocracy is one of the better systems that provides the player with plenty of bonuses and good Regime Feats. On top of that having a Senate instead of a Parliament means there will be less Laws voted and no danger of overburdening the Nation with legislation. A Senate will also pay much more head to any desires of the Supreme Leader. But it is also one of the more fragile systems because there is both a lack of checks and balances as well as a lack of absolute authority of the Supreme Leader.
Meritocracy means the rule of those with the most merit. Now there are many definitions of merit possible. Any definition would really be quite subjective. Who decides what merit is after all? The best for whom? In the Shadow Empire Universe the ideal form of Meritocracy is the rule of the most capable: those most skilled, most wise, those best at their job. This is exactly what we see happening in the story above, the Zone governor is not very suitable for his job, and voices will go up to replace him.
However once the Virtus Score of the nation goes down the definition will change and will shift towards the rule of those that have the most Social Standing. Lower Virtus Meritocracy will thuswise slowly devolve into an Oligarchy.
Be careful to not be too complacent with an Oligarchy as it has a tendency to entrench itself. Atrophy in your ranks will set in as your Senate will start to substitute Social Standing for Suitability and Capability. It will get harder to get new Leaders to important positions.
Once things turn sour for the Populace due to exploitation by the Oligarchs they might rise up in revolt to dispose of the hated Oligarchs and install a democracy so everybody gets equal power. After all, why would only a small percentage of the Populace have the power? Especially when using it in their own naked interest only?
Obviously the more a Meritocracy turns into an Oligarchy the more hated the Senatorial elite will be. At high Virtus Meritocracy the elite tries to strive to get the best man on the job and that helps in commanding respect for the system… In an Oligarchy it becomes clear that the elite only has its own interests at heart.
Vic (VR Designs) is hard at work completing Republica DLC for Shadow Empire, an expansion that focuses on politics. With this DLC, we’re introducing a completely new layer of depth to how regimes are governed, and how political systems can evolve over time. To give players a snea
Vic (VR Designs) is hard at work completing Republica DLC for Shadow Empire, an expansion that focuses on politics. With this DLC, we’re introducing a completely new layer of depth to how regimes are governed, and how political systems can evolve over time.
To give players a sneak peek at what's coming, we're sharing a series of mood boards, each accompanied by designer notes, for all nine political systems featured in the Republica DLC.
Today, we present the third entry in the series: Syndic Democracy.
The Computer has been helping the Supreme Leader make even better decisions. But we cannot seem to find the off switch.
Please note that these images and ideas are conceptual representations of the Republica DLC. In-game footage will be shared later in development.
Moodboard: Syndic Democracy
“I am truly sorry, sir,” said the embarrassed secretary, “but the Computer does not approve.”
It needed no further explanation as angry red lights flashed all over the mainframe, and the humming sound of the ventilators grew more agitated, almost as if the machine itself was displeased.
The Supreme Leader slammed his fist on the meeting table and shouted, “We need to make peace with the Arkanite Dominion! We cannot win a war on two fronts! You all know this!”
He looked around at his cabinet members gathered around the table. Different faces, different expressions: sympathy, disdain. He shook his head and suddenly looked confused. “I am the Supreme Leader, right?” he asked them.
The Council Leader of the Interior cleared his throat and, in a polite voice, answered, “Of course you are.” The secretary, however, added, “And in your supreme wisdom, you decided to augment your judgment and ensure just decisions by connecting us to the Great Syndic Computer.”
The 1st SHQ Commander glared angrily at the rather smug secretary. “You!” he exclaimed, “Do you not serve the Computer since it granted you superior clearance level?”
The secretary managed to look genuinely offended and replied, “I serve the general interest. And you know the general interest equates our Supreme Leader and equates our Computer.”
After those words, the Computer hummed strongly, a sound that resonated with an almost sentient presence. All the council leaders exchanged glances, sharing a moment of silent understanding.
The Supreme Leader rose from his chair, the frustration evident in his movements. “Okay,” he said, “fine, fine. But tell me, dear secretary, how do we get the Computer to agree that we have to sue for peace?”
The secretary began to mumble something about reprogramming, but the Computer immediately let out a sharp, angry bleep, cutting him off. He fell silent and stared at the floor.
The Supreme Leader sat down heavily and sighed loudly.
The Computer bleeped again—this time, rather cheerfully.
Designer Notes: Syndic Democracy in Republica DLC
Democracy, especially when Virtus is declining, often gives rise to the foundation of a Syndic Faction. The Syndics… you should know… only want one thing: installing their “great” Computer. It’s their Alpha and Omega. According to their ideology and beliefs, it is the only way to ensure full equality in society. They often claim that if only the Galactic Republic had listened to them, it would not have crumbled.
When the Tech Level is high enough, you—like the Supreme Leader in the story above—might actually decide to install the Syndic Computer to help guide your nation. Once this is done, the Computer will begin offering advice on many issues, which can be difficult to circumvent. Maybe not so hard at Level I, but soon enough, the Computer will start demanding more and more power. Once it reaches Level IV, part of the decision-making will be truly out of your hands.
That being said, the Computer does inspire the people, as they feel like the vanguard of a bright new future. One might even argue that it genuinely wants the best for society. Being a Syndic Computer, however, it envisions the future through the lens of bigger government and more “Democracy.” Note that its definition of Democracy is not exactly the traditional one. It will be tempted to ensure the ballot count mirrors the (ideal) will of the people. It will definitely push for laws in the big-government direction.
On the flip side, it will reduce the need for Apparatchiks, as it gradually takes over more and more management tasks, doing them directly on subprocessors. Additionally, extra programming and upgrades to its circuitry can significantly boost public production, happiness, and even population growth.
As you may have noticed in the story, most Leaders are afraid to voice opinions that go against the Computer’s will. This is because in a Syndic Democracy, the Computer can eventually become quite paranoid. At some point, it might start to believe that certain Leaders want to pull its plug. It may then be tempted to "convert" those Leaders to its point of view—either by soft means or by… eh, “accidental” ones… The latter may well prove fatal to the targeted Leader.
In the short term, the Computer might rally your people, taking them where “no one has gone before” and restoring Virtus to peak levels to your nation. But in the long term, it may grow overbearing and paranoid. Sooner or later, someone will have to pull the plug. That won’t be easy—because the Computer might not agree. And doing so may very well require violence.
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Vic (VR Designs) is hard at work completing Republica DLC for Shadow Empire, an expansion that focuses on politics. With this DLC, we’re introducing a completely new layer of depth to how regimes are governed, and how political systems can evolve over time. To give you a glimpse
Vic (VR Designs) is hard at work completing Republica DLC for Shadow Empire, an expansion that focuses on politics. With this DLC, we’re introducing a completely new layer of depth to how regimes are governed, and how political systems can evolve over time.
To give you a glimpse into what’s coming, we’re releasing a series of mood boards, each with developer commentary, covering every one of these systems. Today’s entry explores what happens when Democracy begins to rot from within: Spoiled Democracy.
The populace at large is becoming decadent. They don’t sign up for military service, they watch Vidcom shows instead.
Please note that these images and ideas are conceptual representations of the Republica DLC. In-game footage will be shared later in development.
Moodboard: Spoiled Democracy
The recently elected young MP sat glumly in his seat, his brow furrowed in disbelief. The auditorium echoed with the murmurs of debate. Flickering halogen lamps cast long shadows on the cracked walls, and the scent of bunker mold mingled with the odor of various perfumes. “Are they mad?” he muttered under his breath, the words barely audible over the clamor.
He nudged his neighbor, the venerable Foolslight, a relic of a bygone era himself, and whispered, “How can we possibly vote to fund yet another law when we can scarcely afford to pay our soldiers? Don’t they realize this will strain our budget even further?”
Foolslight, his face etched with the lines of countless political battles, responded with a low, incoherent grunt. His eyes, clouded yet shrewd, remained fixed on a heroic wall tapestry on the other side of the parliamentary benches.
“Well?” pressed the young MP, his voice tinged with urgency. Another grunt, followed by a phlegmatic cough, was his only reply. The old man’s reaction seemed almost ritualistic, a habitual display of disinterest.
But then Foolslight leaned in, his voice a soft but menacing growl. “Young pup, do you know why you were elected? Do you not understand that by voting in favor of such laws, we ensure the population’s happiness, thus securing their continued support for the Prosperity Party?”
The young MP stared blankly at the proceedings in the center of the auditorium, where the secretary, a gaunt figure draped in formal robes, was preparing for the vote roll call. The clatter of the old machinery that recorded the votes was a nasty reminder of their people’s increasing lack of technological progress.
Foolslight coughed again, a harsh, rasping sound that echoed through the chamber. The young MP turned, locking eyes with the old man. Foolslight’s gaze was unyielding. The young MP’s anger, held in check for too long, surged forth. He blurted out, “It is not in the population’s interest to let the state go bankrupt.”
Foolslight did not flinch under the fiery gaze of his younger colleague. Instead, he merely said, “Shh…”
Then, in a whisper that dripped with menace, he added, “The population is strongly in favor of this law. Do you really presume to know better than the people what is good for them?”
A few other parliamentarians close to them seemed to hold their breath, listening in on the whispering. The young MP could feel the weight of Foolslight’s words pressing down on him, a stark reminder of the power dynamics at play. The halogen lights cast eerie shadows on Foolslight’s face, accentuating his stern expression. Before the young MP could respond, Foolslight continued, “I would advise you to keep those sentiments to yourself in the future.” His tone was final, brooking no argument.
The secretary began reading the vote roll call. “For the vote on the enactment of the law to ensure social housing for all… starting the vote roll call… MP Foolslight,” he intoned. “In favor,” replied the old man. The young MP dreaded the minutes to come and hear his own name called.
Designer Notes: The Decline of Democratic Integrity
This scene captures the heart of the Spoiled Democracy mechanic in Republica.
Our harassed young member of parliament is objecting against voting yet another Law in. Too many enacted Laws with Republica DLC will lead to a huge strain on PP, Credits and even BP. Thus causing problems with for example technological research and payment of salaries.
The venerable Foolslight is the personification of the Regime’s low Virtus. He is cynical to the bone. He does not care about the common good, only about his personal interest. And that is served by the success of the Prosperity Party. He knows that the largest block of the voters, especially during low Virtus times, will vote for the Faction that votes most in their interest.
Military Tension and Political Breakdown
When Virtus is low and the Outside Pressure Level (OPL) has been high over an extended period of time then Anger will build up with the less democratic Commanders. This could well result in a Military Coup at some point. A Military Coup would result in much bloodshed, your Political System changing to an Autocracy and increased Virtus as the Populace will be hopeful things will change for the better.
In a Spoiled Democracy there will also be a fair chance that a Syndic Faction will appear and grow in strength with promises of renewed glory and justice. There will be murmurs that it might be better to hand over power to the Syndic Computer. It will assure fairness and neuter men like Foolslight mismanaging the general interest. If you don’t have any other options to get Virtus up, you might be tempted to give that Computer a try.
It’s worthwhile to note that in the other Political System Families it is much easier than in the Democracy Political System Family to veto votes. You can do it in a Democracy too, but it’s probably too costly to do consistently.
That’s the double-edged sword of Democracy in Republica DLC, you are not fully in charge: the more it strays from virtue, the harder it is to fix.
Stay tuned for our next Moodboard and Designer Notes diary, where we’ll explore a new different political path featured in the Republica DLC.
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