This is a textbook one-dev niche strategy game that gets most things right but some not very much. If you liked SMAC and HOI3, this is THE game for you. But whether or not you would enjoy this game will ultimately depend on your own definition of "fun". You are required to spend ~8 hours play testing/"learning" the basic mechanics. And boy there's alot. As a comparison I spent ~2-4 hrs learning basics of SMAC, Old World, Terra Invicta, Pandora FC and MOO2, >4 hrs on HOI4. If you read the 400-page manual you should get a good amount of ideas how things work, but imho you don't need to read the thing (it lacks focus on critical info). For simplicity's sake I'll explain the core game experience as short but factual as possible: [*]You interact with the game in ways I categorize as Economic decisions, Military decisions, and Political decisions. You need an army to expand, which is supported by your economic base; both of them are governed by a political system that you have varying levels of control. These decisions are executed through "Stratagem", or by spending Political Power "PP", or with some kind of limited resource (Unit movement points (AP), your national resource stockpile, Logistical Points etc.). [*]Your decisions/Stratagems are executed by your Councilors, Governors, OHQ commanders or direct button-clicking, whereby usually a check is initiated against a difficulty score: Check=[Your subordinates' relevant stats]+[XdY dice roll]+[Other Bonuses]; Difficulty is usually fixed every turn but sometimes also involves a XdY dice roll. You want to stack the check score so high that the XdY only determines if the check is a success (>= Difficulty) or Critical Success (>= Difficulty + 50). [*]Every turn you obtain a certain amount of Political Points, which is generated by spending Bureaucratic Points on your Supreme Command Council, de facto Head office of your state. These Political Points should first be spent on resolving your urgent crisis events usually omnipresent through the game. Then you may spend PP on executing Stratagem to govern, or restructuring your military, or purging some unwanted persons from your government, or directing your governors on zone management etc. [*]Bureaucratic Points (BP) is a basic resource that can be generated by building Bureaucratic Office Building (or the unique Head Command Bunker), a huge sink of your Manpower (Worker) and Electricity (Power); BP is allocated by National Budget to your established Councils, in order to generate new Economic and Military Research, new Stratagem, PP, new Unit and Army templates etc. [*]Why can't you just keep building new zones and new Bureaucratic Offices and nothing else then? This is due to the only fundamental resource constraint in the game: Manpower. Your natural population growth can be described as meager at best. For one ~100k (civilian) population zone, every turn you receive ~1k new civilians. With a lower Quality of Life score you should also expect regular population reducing events, mitigated by competent governors and lucky dice rolls. Thus, the only real way "winning the game" is not through internal growth but external expansion. [*]Natural resources like metal, rare metal, oil, food, water depend on your population's capacity to extract them. [*]Industrial resources like Industrial Points (IP), machines, Hi-Tech parts depend on your population's capacity to construct and support your advanced industries. [*]Your military needs recruits from your population. [*]The new zone you want to develop needs colonists enlisted from your population. [*] However, new zones "conquered" as opposed to colonized or annexed peacefully will take a long time to assimilate, determined by your ability to keep the conquered population happy: keeping them fed, stationing troops equal to the population size in the city, raising Quality of Life scores, putting a competent governor in charge and get a few good dice rolls on the inevitably bad events. Most zones at the start of the game worth a great deal, with established Public Assets present. New zones created by AI generally do not offer much value beside its population, because a few overpowered AI buildings are destroyed when you occupy them. [*]I recommend first generating an Empty planet with no opponent at the lowest difficulty for you to try things out and figure out how to build up industries, lay logistical networks and deal with bad events. [*] Will you enjoy this game? I honestly cannot say. I personally find fighting a uphill battle against AI with some form of advantage or another unrewarding, and most people do not want to spend hours trying to figure out how to eke out that tiny bit of advantage against AI through mastering the knowledge of game systems. That means finding anything you can including the manual to learn as many things about the game as possible. I find the learning process deeply rewarding, yet the game itself lukewarm in the sense that conquering the planet/AI/new zones by manipulating dozens of systems does not offer me the same level of adrenaline rush like forming Super Germany in Victoria 2 or outproducing and outgunning my AI opponents in SMAC. And I don't really blame the game, just that I believe my personal preference for "fun" is different. To address some points made in other comments: [*]The UI has no priority on things you really need to focus on, but I'd say most other strategy games aren't much better at the start when you are not used to them. The reason why it's such a problem here is the amount of systems and decisions for a new player being overwhelming, and one has to avoid micro-adjusting everything all the time. [*] The game assumes you know how to maintain a supply line, that is the uninterrupted flow of military supply through lines of infrastructure to your units. For a new player it's not as straightforward as HOI4 etc. The "Railhead" "Railway Station" "Truck Station" system needs some learning to get used to. As a rule of thumb, more rail tracks mean less logistical capacity on each individual tracks, So you want to ideally have a Triangle/Diamond shaped railway network. [*] The game delegates many decisions such as developing a new tank model to one specific council which you need to allocate a specific budget to (Model--Design Model), which can lead to confusion on how much you need to spend on any council to make any decision (because there are a lot options). These information is not all shown in-game and can be a nerve wrecking problem for new players. [*]The Diplomatic Experience: In especially the early game, you have VERY limited tools to deal with these things. Without a Foreign Affairs Council or Secret Service Council, you are practically in a Dark Forest scenario whereby almost everyone is your enemy, including the minor regimes. While Shadow Empire may not eclipse my love for map-painting games like Victoria 2 and HOI4, it offers a unique take on Sci-Fi 4X grand strategy genre, and I'd recommend this game to anyone with a patient mind and passion for 4X.
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