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Author Topic: Shadow Empire PBEM round 2: game on  (Read 33371 times)

Il Palazzo

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Re: Shadow Empire PBEM round 2: game on
« Reply #255 on: October 22, 2022, 04:09:24 pm »

Well, let's see whether the vassal's crap militia can secure a land bridge. Or gets eaten by birdbeaks before I get there.
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E. Albright

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Re: Shadow Empire PBEM round 2: game on
« Reply #256 on: October 22, 2022, 04:15:21 pm »

Ugh. Birdbeaks have been doing a pretty good job of eating crap militia [even on defense] in the southern zones I foolishly acquired, so I wish you the best of luck and still suggest looking into setting up a helicopter airbridge so real troops can be brought to bear.

[Come to think of it, a helicopter airbridge could also be used to extract that one lonely xeno from its reservation...]
« Last Edit: October 22, 2022, 06:07:58 pm by E. Albright »
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Il Palazzo

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Re: Shadow Empire PBEM round 2: game on
« Reply #257 on: October 22, 2022, 06:28:48 pm »

[Come to think of it, a helicopter airbridge could also be used to extract that one lonely xeno from its reservation...]
Now, is the fact of that xeno still sitting there indicative of it having a Very Important Job, or of the folks at WC having no idea what a helicopter is (is that a word for sausage in bureaucratish?)

The militias held fast this turn. There is hope.
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E. Albright

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Re: Shadow Empire PBEM round 2: game on
« Reply #258 on: October 22, 2022, 06:30:25 pm »

It's a mobile portable kitchen tool used to make birdslaw.
« Last Edit: October 22, 2022, 06:53:19 pm by E. Albright »
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Il Palazzo

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Re: Shadow Empire PBEM round 2: game on
« Reply #259 on: October 23, 2022, 07:56:09 am »

I was wondering why this time around the annexed vassal did not generate those militia units made up of my obsolete designs, but it did so the turn after. It filled the stack in the city hex to the brim.
Is there some rule here; how this is supposed to work? Under what circumstances will those militias be generated? Which model designs will it use? Should you always vacate the city hex when annexing to maximise the unit generation?
Can you guys grok this shit?

Another question: does any of you have some sort of a cheat sheet for the cults? Or maybe just remember what profile is each cult associated with? I always forget, and have to play the cult card just to find out.
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Karlito

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Re: Shadow Empire PBEM round 2: game on
« Reply #260 on: October 23, 2022, 09:01:40 am »

Have you ever clicked on the militancy detail of the zone? The militia chooses a new unit to deploy but then has to recruit the manpower and equipment to deploy them which can take time, depending on how high the militancy is I'd guess. Not sure exactly how it determines which old models to use. The culture of the zone also factors in somehow afaik.

For cults I always just search up this forum thread https://www.matrixgames.com/forums/viewtopic.php?p=4667162#p4667162
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Il Palazzo

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Re: Shadow Empire PBEM round 2: game on
« Reply #261 on: October 23, 2022, 09:34:26 am »

Hmm. My thinking was that they wouldn't have anything in the reinforcement pool if they're already above the maximum permitted militia numbers. But checking now it appears there was some materiel stocked in the pool on the turn I annexed them. I don't know why it was there, though - the militia was already twice over the maximum size (although it did not register until the turn after, so there's that). Now they're three times the max size.
Oh, well. Can't complain.

And thanks for the link. Exactly what I was looking for.
« Last Edit: October 23, 2022, 09:40:26 am by Il Palazzo »
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Karlito

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Re: Shadow Empire PBEM round 2: game on
« Reply #262 on: October 23, 2022, 10:12:42 am »

Materiel in the pool already counts toward the max size so once they have it deploying is no obstacle. Even in player hands max size is kind of a soft cap, though maybe it's just the extra fist profile units pushing it up in my case.
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E. Albright

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Re: Shadow Empire PBEM round 2: game on
« Reply #263 on: October 23, 2022, 11:03:20 am »

Getting a burst of more-modern recruitment the turn after you unify is really common. Usually, I see vassals make more of my stuff than protectorates, and if they'd deployed more of their stuff outside their city before becoming vassalized, they make more - but they also seem to make some outside the city sometimes. I'm pretty sure I've taken over minors who had more than 20 militia units in their city, too, so even that might not be a hard-and-fast rule (which, yes, would be very weird given how hard-and-fast the stack limit appears to be in the rest of the game).

As to what units they pick, as long as you have some 30-turn-old design for a given unit type, you shouldn't see any militia/irregular/raider/etc units in that slot. They won't always pick the newest designs, though, and I don't see a rhyme or reason to it. If I don't have pressing model design tasks, and I have a dead-end design that I'm not using (forex if I had a terrible starting structural design unit that I replaced), I'll periodically update these designs just so there's more and better obsolete models available to chose from. That's a luxury for when your MD council is competent but you're not getting tech/testing to merit constant modern design updates, though.

Cults are poorly documented, yeah. Like, there's no clear indication of the downside of various cults, so you might not even know what they're doing unless you dig through the reports. E.g., Anima seems pretty benign for the most part, but they also harass any of your leaders with high egoism and reduce your relation with them. Vic said this week that there'll be a major manual update when the DLC comes out, so hopefully the Cults/Corp/useless trash modules will get proper documentation then...

[Oh, yeah, that link is VERY nice, thanks Karlito!]

[And on the subject of "weird recruitment things that make no sense", I had alien mercs hired from a zone three hexes from the north pole show up in the isolated vassal that Hornstein's overrunning... 7 hexes from the south pole...]
« Last Edit: October 23, 2022, 12:27:50 pm by E. Albright »
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Il Palazzo

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Re: Shadow Empire PBEM round 2: game on
« Reply #264 on: October 23, 2022, 12:42:18 pm »

[And on the subject of "weird recruitment things that make no sense", I had alien mercs hired from a zone three hexes from the north pole show up in the isolated vassal that Hornstein's overrunning... 7 hexes from the south pole...]
See, that's because the world is a torus. I've been saying that for years, but the 'scientists' called me nuts. Like, who are they fooling with that sphere talk? If it were a sphere, there'd be less land towards the 'poles'. But there's just as much as at the 'equator'. The cephaloids in the government have all of you fooled. The only reason you can't get from the 'north pole' to the 'south pole' is because there's a wall built along their length and the aliens - and their crooks in the government - shoot anyone who tries to approach. But of course the cephaloids themselves would know where they put the doors in. Like, come on. Wake up sheeple.
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E. Albright

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Re: Shadow Empire PBEM round 2: game on
« Reply #265 on: October 23, 2022, 12:49:20 pm »

Oh, don't try that conspiracy mongering on us! This is all an elaborate plot to give you an excuse to normalize calling us sheeple in preparation for the Mutton Slider promotion you're planning next year! You thought you could pull a fast one with this, but no, we've seen right through you! Our cephaloid allies told us all about your wily tricks!
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Il Palazzo

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Re: Shadow Empire PBEM round 2: game on
« Reply #266 on: October 24, 2022, 09:36:31 am »

Still no diplomacy. Plus, I found the trogs' skinnier, angrier cousins:

There's also a healthier variety with 'only' four attacks:
Spoiler: it is mildly absorbent (click to show/hide)
Oi, check this one out:
Spoiler (click to show/hide)
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E. Albright

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Re: Shadow Empire PBEM round 2: game on
« Reply #267 on: October 24, 2022, 02:01:36 pm »

No, don't wanna. You can keep it.

[It's good that you're only seeing it now - that reminds me of some wildlife that lost me a game (that went fine when I restarted and the particular critters that resembles weren't close to me). 16 attacks is a nightmare on something that tough at the start of the game.]

[As an aside, your computer's CPU cycles frittered away on 30m+ turn processing are not being used in vain - Hornstein is slowly, methodically, sensibly overrunning my southern satrapies' militia forces in such a way that they're making steady, sustainable progress while leaving no real vulnerabilities to counterattack, even when their OOB units sit invitingly in offensive postures during my turns...]

[Although I just realized that MY OOB units that could be counterattacking them are in defensive postures, so it's no wonder they're not vulnerable. D'oh!]
« Last Edit: October 24, 2022, 05:53:11 pm by E. Albright »
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Il Palazzo

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Re: Shadow Empire PBEM round 2: game on
« Reply #268 on: October 25, 2022, 09:41:58 am »

Yours is competent, but my major AI pulled back from the doorstep of the minor, letting me take it. Granted, I have poor intel on what they brought tp bear there, so maybe it was just too little to take on the three militias in the garrison. They certainly did have a battalion of tanks, though, so there's that.


On a different note - I vaguely remember you saying once you tend to do some micromanagement magic to somehow upgrade your militias? Is this my imagination talking, or do you actually do that (and how)?
Best I can think of is scrap all the old units and hope the militancy is high enough to generate new ones.
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Karlito

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Re: Shadow Empire PBEM round 2: game on
« Reply #269 on: October 25, 2022, 10:36:51 am »

Mine keeps strategic deploying its troops right to the front line so they have like 20 readiness. At least I'm starting to see some upgraded gear.
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