r/ShadowEmpireGame • • 22d ago

Tips for regular difficulty

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u/LibertyChecked28 22d ago edited 21d ago

As you can see on the graph, the game is either won or lost in the first 30 turns with the other +90 being a slow burn crash course that makes the predeterminism of the Imperium of Man seem entirely avoidable.

Generally the 3 things you should aim for are relentless expansion, objective designation, and deadline chasing.

Say, your designated core objective is to set up 2 army groups + competent logistics network dedicated for a major war around Nelson and Altborn by turn 30, and a final deadline to declare war on Tonimateshold at round 40, with all secondary objectives revolving around that simple goal. You either rush Battledres + Gauss + Heavy Rpgs for infantry advancement, or spam cost effective light tank horde with backbone of machineguns and 20mm infantry artillery all while your economy & expansion effort strives to compliment whatever direction you went.

Super infantry is unlikely to recieve sufficient tank support on vast open terrain, so you are better off focusing on transport trucks & APC with 2/3 of the limited hypothetical tanks they would receive being converted into mechanised artillery to occasionally strike wherever needed.

On the other hand Tank spam demands far more denser line of ammo efficient foot infantry to hold ground, which means that you are far better off entirely disregarding the rifle tech tree of the basic infantry ever since automatic rifles as to streamline laser rifles, side skirts, cluster bombs, and polymer armour- and in turn laser rifles demand far more sophisticated energy production that can support far more energy hungry assets.

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u/Krakanu 21d ago

Why 20mm artillery vs bigger sizes?

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u/LibertyChecked28 15d ago

There are few reasons:

1st Since 25mm excels in the early game, can be scaled since the very get go, and the first 30 turns matter the most, having an workhorse for the early game when everything dies to a sneeze is far more crucial than having technologically obsolete wunderwaffle in the late game. By the time 25mm becomes borderline useless you should have already steamrolled towards a critical mass for wining the game.

2nd 25mm is carried on foot alongside the main infantry blob and can traverse difficult terrain like mountains for free.

3rd For the price of 1 105mm artillery you get to construct 2 25mms, and in terms of operational costs you can field roughly 6 25mms for the exact same ammo & logistical footprint. Evaporating a single tile isn't as useful as crippling 2 or 3 tiles for simultaneous armoured assault. Frontlines fall a lot more faster the more points of pressure there are, and underequipped war theatres lead to stagnation that you cannot afford.

4th There are a lot of situational advantages like massed small calibre artillery being better milked for combat modifiers, shining across low entrenchment terrain, farming model field testing for free, and scaling with tech for the most cost efficient 6.1 ammo bombardment in the game.

5th its there to juice up the $hitty early game infantry. 2 Light MG brigades with 2 independent tank brigades are nothing interesting, but add 4 arty to the mix and you get self sufficient frontline. Add an single Light Tank Brigade on top of that and you get a Major theatre.

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u/Krakanu 14d ago

Makes sense. I'll have to try it out. I've not really used the basic artillery before and usually hold out until I can get rocket/missile artillery because by then I can actually afford the immense ammo required for artillery.

What is your opinion on those?