A relatively big part of Shadow Empire will consist of managing your leaders and making appointments. Here a newly formed Infantry Brigade needs a commander appointed. There are military positions like these, but also more administrative positions like council directors.
Just a small snippet showing the 6th Abarum Guards Division. Most units will need a combination of three types of supply: Food, Oil and Ammo. Oil is key to have mobile and mechanized forces. Ammo is key in running a successful offensive, since usually quite a lot more bullets are expended in attack than in defense. And food acts as a sort of a final ‘axe of death’ for lost units; it is the thing that will take many rounds before it becomes truly fatal, but it ensures units will not sit encircled for ever: they will starve and die. Disclaimer: Artwork shown can be placeholder artwork and does not necc. represent the art in the final game
It took a bit of time but Decisive Campaigns Case Blue is finally updated to v1.08f. This concerns the Matrix as well as the Steam version. Changes concern mostly graphics options and an extra AI added.
New graphics options include: Minimalist Counter option, Regime Coloring option for hexes, In-game resolution changes added, Possibility for windowed play added through windows.txt config file, High Speed graphics option added in prefs tab.
AI improvements include improved AI calculations and new ‘Hybrid AI’ resulting from DC3:Barbarossa improvements implemented in a new version of 2nd Kharkov and Case Blue (full).
DC:Case Blue owners can now also download and run the Decisive Campaigns : Community Project. For more info on the Community Project go here.
Fog of war, almost better known under its acronym FOW, is a well known game feature to wargamers. One of the reasons I am designing the procedural Shadow Empire (SE) and not another historical game is that I really love FOW. Uncertainty makes me curious and adds exploration and recon gameplay. As well as providing added excitement as risks mount with the increasing count of unknowns.
My Decisive Campaigns games always had the well known recon range type of FOW, while Advanced Tactics even had a shroud of darkness. Both however limited themselves to hiding from view what the players forces could not see.
In real wars the FOW is much more extreme. For example the German army in 1939 had no sure idea how well their Panzers would do in combat… Or how good a commander their generals would actually be… Or even if the Blitzkrieg theory would actually be effective…
I am quite motivated to increase the level of FOW in SE significantly. However there is a catch… If for example you as a player are not sure if you have a good or a bad general in your service, or if your tank design is better or worse than the enemy tanks… would that not be frustrating? You’d find out eventually, but it would take combat and time to come to conclusions about what is working and what is not. Would you actually like such a level of realism / uncertainty?
Big thanks for taking the time to reflect and advise VR. The feedback is valuable to me, however keep in mind that I am not designing on a majority vote basis :)
Almost forgot to show a snippet this month. Luckily I am just in time to avoid that from happening. I am still working on implementing the zone economies, research, organisations, stories and more. They all tie in together and its a bit of a development bottleneck. Hence here a snippet of some militia units advancing on neighboring raiders. In the early game your armed potential depends on your militia forces, which are semi-autonomous. Later on you’ll develop the infrastructure to raise, equip and design your own units. Disclaimer: Artwork shown can be placeholder artwork and does not necc. represent the art in the final game