Shadow Empire Design Snippet #1

Yes, although release is still far off, I am going to start sharing some snippets of my work on Shadow Empire. As you might have already picked up on the forums or through personal correspondence this project has been seeing some heavy weather but I have been back to the sketchboard and as we speak development is under way once more. And with renewed energy and enthusiasm! lets go to the first snippet…

Snippet #1: Araconda Prime
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Shadow Empire is a game about Planetary Conquest. The Snippet here is showing a procedurally generated earth-like planet, albeit with quite smaller oceans and subsequently very large desert and steppe areas.

Hope you enjoyed the Snippet!

Thats all? Yes. Its a snippet :) It probably also raises more questions than it answers, but thats hard to avoid at this stage of development. Will post more in the coming weeks.

Best wishes,
Vic

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Why Oh Why?

There’s a war on. You’re doing your best to win your part of it but it’s proving to be a lot more challenging than it should be. It’s not the endless hordes of Bolsheviks nor the abysmal weather in the godforsaken land that you are fighting over.

No, it’s your own side constantly doing their best to kick a series of home goals. Take a look at this nonsense…

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Yes, yes, publicity plays an important role in keeping spirits high on the home front but don’t they know that you’re busy? Surely they understand that you are fully extended with the small matter of Operation Barbarossa?

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It appears that war is already over and all the matters is that you stand, like an over stuffed marionette with a forced smile, in front of a camera.

The giant operational map on the wall of your Headquarters indicates that the outcome of Operation Barbarossa remains an open question. You wonder whose status reports that F.M Keitel has been reading? Der Weihnachtsmann (Father Christmas)?

Unsurprisingly your Chief of Staff isn’t happy.

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What are you to do with such a nonsensical request?

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Agreeing to this madness is going to prove costly in both your time and sense of humour. You could always get one of your more photogenic staff officers to grin like a monkey on your behalf, or even better, inform Reichminster Goebbels which nearby Panzer orifice he can stick his camera’s up.

But it’s awkward. Goebbels presents the public face of the Wehrmacht. Of you and your career. F.M Keitel is insisting. While he is as much use militarily as five men short he has the ear of the Führer and is best not upset.

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Mmmm… Perhaps the inconvenience is outweighed by the consequences of refusal?

What would the benefit of hindsight advise? ( from 1,444 games)

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Cheers,

Cameron

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To Be or Not to Be

With the last official update metrics were added to track various decisions within the game. We’ve now got a substantial amount of data on this and I’ll be posting a series of blogs focusing in on the results.

This has little to do with balancing the game but it’s very interesting to see how players have tackled various curly issues.

Hitler Oath

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This decision appears during the early game (like all decisions the timing is randomised) and allows the player to join the Nazi Party if they wish. It won’t appear if you have the Geneva Convention option selected.

The Oath itself isn’t optional for reasons explained below.

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It’s a little like Don Vito Corleone, the Godfather, making you an offer that you can’t refuse. With the Reichsführer-SS breathing down your neck, who is going to say no?

But there are other considerations in play. Always on the lookout for a propaganda coup, Reichminister Goebbels is whispering in your ear.

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Join the Nazi Party and why not, when they are such a loveable bunch of cuddly, smiling individuals? It would be a reasonable assumption that everybody who plays the game would have some knowledge of the workings of the Party.

What compelling reason would there be to join? The big one is the advantages that party membership bring. More Political Points, a happy Führer and the opportunity to achieve greatness in the public eye (you’ll be more of a feature if you sign, Goebbels will make sure of that).

Of course greatness is a necessity once you’ve put pen to paper as failing to conquer Russia will see you fronting the War Crimes Tribunal with a rather dubious background.

“Could you explain Herr Halder why you chose to join the Nazi Party? “They forced me to sign!’

No they didn’t. You did that all on your lonesome.

Still, it’s a very tempting offer. Think of all the things you can get done with those extra Political Points. It’s highly likely that the Führer will bestow medals upon you. Doors will open with many decision options being cheaper than they normally would be (you’ve got the Nazi trait).

But there is always a counterbalancing downside. That’s politics for you, it’s never clear cut and easy.

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Yes, you’ll upset your immediate boss and your subordinates. Does this matter? You could always bulldoze them into submission with the extra Political Points that you will accrue. Nobody will be nominating you for the Officer of the Year award but who cares when you have the Führer in your corner?

It’s an interesting choice and both options tend to lead to different game experiences. It’s also a moral choice.

Everybody has historical hindsight and none of us would willingly join the Nazi Party. But all those extra Political Points…

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Roughly one third of players opted for the goodies and the rest went for the moral high ground.

While I haven’t done an analysis it’d be interesting to know if joining the Party resulted in a higher win rate for the German player. I suspect that the combination of extra Political Points and the severe consequences of failure would make this the case.

I really like these types of conflicted moral decisions and the historical resonance is a bonus. It’s only a game but I wonder how often, in real life, would we be willing to put our scruples to one side and take the path of least resistance, especially when it came with significant advantages?

Cheers,
Cameron

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Nice Barbarossa Lets Play

There is a new Decisive Campaigns : Barbarossa Lets Play series up on YouTube. Big thanks to Agripus Maxentius for making this already 7 part series. I hope you’ll make it all the way to Moscow.

Click here for the full play list of all the episodes.

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New Community Project BETA version

Just a quick heads up to let the Community Project users know v0.90a has been uploaded. It can be downloaded from the VR Community pages. V.090a noticeable additions include Immersion and Logic libraries that allow you to add custom messages, action cards and even decisions to your scenarios. Also this version should run for Steam-only users if they have Barbarossa installed on the same PC.

Posted in DCX : Community Project | 2 Comments

Time for a Master AI?

It has been a while since we shared some Barbarossa metrics. With a big influx of new players through the Steam release of Decisive Campaigns: Babarossa we now have a really good picture on the latest v1.03 (scenario version 22) balance. And I am happy to say it looks very good.

Metrics are small data points that can be shared by players (see the in-game prefs tab) with the developers. They help us to check if the balance is as it should be, how the AI is doing and more. But always in the interest of improving the game and sharing with the players how others are playing it.

The victory point collection of the German player versus the Soviet AI. Click here for big version (2MB)difficulty

These metrics show the advance of the German player (in victory points) on the vertical axis and the round number on the horizontal axis. The average player is up to a stiff challenge and even when all is going well it seldom becomes a push-over. If the German player even wins he’ll on average will need to fight in to the winter months. In the graph above the latest version is in purple.

I have been playing for quite some time with the idea to add a variant for a Soviet Master AI. This AI would combine all the best strategies. I have been monitoring quite a few and lots of them had no statistical impact on the AIs performance. Like keeping an army in Odessa or Riga. However i’d like to share 3 strategem metrics that did seem to have had some impact.

The first graph (see below) shows the different levels of confidence the AI has in its forces. It shows that with a bit less confidence (80%-green) the German player can be delayed just that bit more. Which is ironic since that setting causes the AI to give terrain and retreat more often.

The second graph shows the AI willingness to keep regular units on cities to defend them better. It shows that if it only does so when it is not retreating (blue) it has a positive impact especially in the later stages of the game; I guess in the initial stages retreating will also lead to the unit being encircled and destroyed.

The third and last graph shows the AI agressivenes expressed in a modifier of perceived German defensive strength. We can see that it seems to perform better if its less aggressive (1.0-blue).

The result of different Soviet AI strategems versis the German player. Click here for big version (5MB)sovietai

Maybe one by one these differences in German VP attained versus different Soviet strategems seem really minimal, but I think if you add them up they might make a noticeable difference of maybe upto 10VP, which would be quite a lot. I am thus plotting to add a variant that will allow you to play the AI on ‘Master Variant’ setting that will combine all those succesfull strategems together.

But what is your personal experience?

What do you think the Soviet AI could do better in order to become even stronger?

Best wishes,
Vic

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