Shadow President – Spoiler-Free Walkthrough
PC
Spoiler-Free Walkthrough (PC) by hoohooros86
Version: 0.5 | Updated: 11/21/2009
Shadow President. Rudimentary Playing Guide. Version 1.0 Made: 2:38 PM 12-11--2009 Table of Contents.(You are here) Intro.................int1 Actions Available.....act1 Things you need done..thd1 The War Room..........wro1 FAQ...................FAQ1 The Ending............thk1 ------ Intro. ------ I wrote this guide just because Gamefaqs lacked a guide for this awesome Presidential Sim. As president, you now command Shadow President. Use it to access CIA intelligence from around the world, commit US Foreign Aid and Actions, shape the Budget and monitor the results of your decisions. To see the name of a country and its region, the crosshair is placed within its borders and left click. The country will turn bright red. It is now the focus of Shadow President, for detailed information and action relating to that country. There are seven advisors when tiy start the game (The faces along the bottom); Each has a unique way of helping you evaluate the world and Use the game. They are, your eyes and ears. To execute an action, first, select the target country. Then, move the crosshair to the leftmost point on screen. This activates the Aid and Action panel. There are five large buttons with icons on them - these are your Foreign Aid buttons. Note: If in doubt, just mosey the pointer to Hawaii. Wheat is Humanitarian Aid. Dollar sign is Economic Aid. A red magnifying glass and an eye is Political Aid. A M14 with a dollar sign in the back is Militrary Aid. And lastly, the atom sign is the Nuclear Aid. Next to these large buttons is a smaller button, marked Soc, Eco, CIA, Mil and Nuc. These are the action buttons. These Soc are "social actions" (such as peace envoys) , Eco is "economic actions" (trade envoys, sanctions), CIA is for covert ops (supplying arms to rebels, coup 'd etats.), Mil is for military actions (From negotiating a peace settlement, encouraging military spending in friendly countries, to entering the War Room). Lastly, the nuclear option gives options such as encouraging/ discouraging nuclear spending, and the ever-coveted nuclear strike command. Before you take any action, it is highly recommended that you take the advice from your advisors. To view advice and chances of a certain action succeeding, select "advice" instead of Do It. To give aid, select the country you want to give aid to, and press the up/down buttons near the large aid buttons to adjust how much aid is given (in millions of dollars). Giving aid is only a short term solution for hostilities and economic problems. However, a longer term solution must be played out by you. Current popularity is shown to the highest point on your screen, indicated by a percentage. You are expected to keep this up top, and basically, this serves as how likely you will be re-elected at election day, which is given as a countdown on the top-right corner of the game screen. ----------------- Actions available, or Things you Can Do. ----------------- Social Commands --------------- - 1. Encouraging social reform - This is a Presidential statement that you can release, appealing for other nations to make social reforms;- this can be used to great effects in countries with significant ethnical problems such as riots and unrest. The chance of this action succeeding depends on your ethics level, your leadership level and the target country's willingness for change. - 2. Promote Human Rights - A Presidential statement that you can release, appealing for other nations to bring Human Rights Reform.- this can be used to great effects in countries with significant ethnical problems such as endemic unrest and anti-government activity. The chance of this action succeeding also depends on your ethics level, your leadership level and the target country's willingness for change. - 3. Dispatch a peace envoy. - Presidential authorisation to send a peace envoy to the country of your choosing. Your envoy will act as an intermediary to negotiate for peace in any war zone. The success/failure ratio of this action depends on your overall leadership skills and the target country's ideological differences. Protip: America and Communism don't mix. America and Islam don't mix either. - 4. Initiante a culture exchange - The better developed countries love this kind of thing. The higher developed countries have a higher chance of accepting the exchange. This will up your ethnics level very nicely. The culture exchange's success depends on your leadership skills and the culture/ideology of the target country. - 5. Improve Diplomatic Relations - This is a useful command that can open up further venues of co-operation with the target country. The success/failure ratio of this action depends on your overall leadership skills and the target country's ideological differences. You should first go for this if you wish to befriend a country. - 6. Strengthen Economic Ties - This action cements the economic relations between your countries and gives a higher percentage of success to all positive economic actions. - 7. issue Statement of Condemnation. - A Presidential statement of condemnation - and the weakest negative act that you can engage against a country whose policies that make you uncomfortable. This only depends on your leadership skills. Beware - the target country will often spam you back with this. It works by lowering the leadership levels of the target country by about 0.7%; but if it backfires, reduces the accuser's leadership by about 0.6% Economic Actions ---------------- - 1. Encourage investment - This is the second step to opening economic opportunities between the target country and yours after "Strengthening Economic Ties". You economy must be in good shape and your leadership must be strong for the target country to begin investment. If the target country's economy is stronger than yours, you will almost always fail in this action. Note: All other Economic Actions have a 100% chance of success. - 2. Give Most-Favored-Nation Status - Your government will promote trade and investment in target country for your consumers and businesses. It'll give a welcome boost to both economies; but watch it when handing out those dinky passes. Conferring MFN status to "traditional enemies" will cause your overall popularity to drop. Give it to friendly countries with good economies for excellent results. (Your GDP/Popularity looks better) - 3. Regulate Trade. - The only neutral action in the Economic Actions list. Downgrading a country's trade status from MFN will still be regarded as a negative action. Plonk this on a MFN country who is misbehaving to gve them a polite warning. - 4. Restrict Trade - A tougher economic statement that serves as "basic sanctions"; The way I see it, this restricts "anything that could potentially be used in a military application" - thus severely damages the target economy. Oh, and did I mention the target country will now be wary and hostile to you for a long time? - 5. Block Trade - Terminates all US trade relations with target country. A weaker economy will take a longer, harder hit. A country with a stronger economy will take a sharp, short-lasting damage. And even if the blockade is removed, it takes LOTS of time for the anger to go away. CIA Actions. ------------ - 1. Supply Arms to Rebels - CONTRA. CONTRA. CONTRAGAATE. Attempts to engineer some chaos in the target country. Be sure to up the intelligence on the target country or else you'll be looking at dismal rates of success. Oh, and it so happens to become public knowledge, expect some mad rage coming from them. - 2. Commit Espionage. - Upon pressing this button, you get a little budget rearrangement box that tells the game how much (in millions of dollar) you want to allocate to espionage. This action has a 50% chance of success. I know you may point at the Plausible Success % displayed in game, but there's a tiny factor that ruins things in this little extra; the press. If the press discovers the budget increase of intel - all your covert operations will suffer for it. If your Commit Espionage action is discovered by the press, scuttle the effort by setting the budget to 0 for a week or so, and then try again. I think this one is only influenced by dumb luck. - 3. Sabotage Economic Assets - The "prank" command. When you need to cut up a rogue state's production a bit, you can't go wrong with this little gem. You're in luck if it cuts down on military spending; but this alone won't win a war. This relies on the "espionage" budget and leadership skills. If this backfires and is found out, expect to get spammed with "Statement of Condemnation"s. - 4. Coup 'd Etat. - Not a prank. When you're sick and tired of some tinpot spamming you with Statements of Condemnation, you can try this. Basically, it cripples the government of the target country. There is no guarantee what sort of government takes over. This relies on the "espionage" budget and leadership skills. Try not to get this to backfire on you - it'll put a dirty dent in your ethic level if it does. - 5. Assassinate Leader - "I want Castro dead, you hear me?! DEAD!" "But sir!. You are died!" The most unreliable option available in-game; with a dismal base likelihood of 0%-5% chance of success, boosted to about 25%-30%; is a last-resort operation intended to stop lengthy conflicts and take revenge if you've been beaten in some sort of conflict. This action relies on your leadership levels and your intelligence budget levels. Military Actions. ----------------- - 1. Negotiate Peace Settlement - For all those military "I accidentally X" and for those "HELP!. I'm getting my head handed to me!" situations, we have the Negotiate Peace Settlement. As a special bonus, it even works as a US-based intervention during wars between countries. Works well if your ethics level is high - but be warned; sometimes, conflicts go to the point one side wants the other wasted - in these cases, a peace negotiation is as useless as a dagger in a gunfight. Uses ethics and leadership as a base for success. - 2. Discourage military spending. - For when you want friendly countries to quit their saber-rattling. Some countries are traditional enemies to other countries, and this will affect the chances of your demilitarization drive. A successful demilitarisation will hurt the target's economy and military standing somewhat, but later on, you'll notice that their economy improves. You are expected to provide economic aid in exchange for the demilitarization. - 3. Encourage military spending. - Give military aid to bolster the chances of this function to work right. This function provides a US-approved arms program to a nation; very useful when you are unable to defend the target nation, due to lack of troops, funding or otherwise. Slap a few military aid packages on after this works for best results. - 4. Perform Surgical Strike - Something that can really hurt a target's nuclear capablity without the use of nukes. Once you have established a military presence, you can carry out Surgical Strikes with impunity with a 95% chance of success;- each hit increasing your leadership by 1%. Especially lethal versus small nuclear programmes; this bites away at enemy leadership, too. This is one tool you'll be spamming during war. The only disadvantage is that it eats into your Ethics rating. - 5. Enter the War Room. - You are shown into a dimly lit command centre, with the Secretary of Defense presiding. On the lower left of the screen, you are given a troop assesment, and the large panel on the lower right gives real-time indormation about troop movements, as well as other events taking place. While in the war room, you have a 60% defense from assassinations. I will explain the War Room in the special section that it deserves. Nuclear Actions --------------- When all else fails, or after you save the game and want to know how badly you could possibly screw up; this lot is for you. - 1. Discourage Nuclear Spending - Much like discouraging military spending, this will attempt to stop a friendly country from poking too much into those toys that go BOOOMMMM. It MAY hurt the economy of the target country on the short term, but will help them in the long run. This will only have a chance to succeed if the target country is on good terms with you. - 2. Encourage military spending. - When you want a friendly country to have something with a wee bit more oomph than conventional weaponry, this is the way to go. Paired with nuclear aid and a good standing with the country in question, this is a great way to arm a proxy country for some nuclear back-and-forth. - 3. Execute Nuclear Strike. - Press Butan. Get World War III. Yeah, it's that bad. This one is just for those days when you want an crazy challenge, or have saved the game prior to doing the digital equivalent to taking a loaded PKM machine gun to school with deadly intent to go out in a blaze. I have just one piece of advice if you DO press the "butan". NEVER launch missiles all at once. Instead of 5000 missiles all at once, it's better to throw it in bit by bit - 100 missiles, 500 missiles, 100 missiles again... and so on. That way, more damage to the target(s) can be done while conserving your missiles. Oh, and since you've gone and used those nukes, don't think the rest of the world will play fair either!. For some reason, countries with 0 population can STILL strike back with nuclear force. I wonder if it's a programming bug or something...? Oh, and this action is always successful. No one stands in your way. ------ -------------------- Things you need done. -------------------- Now you know what you can do, now let's see what you SHOULD be doing. Economy. -------- After you are done drooling at the world map and the CIA Factbook, you will have some important things to do. First things first, your economy needs fixing. Looking at your output (stuck at a disturbing -234 billion $); it is quite clear your predecessor just accidentally the economy. Your priority should not be to turn the losses into positive numbers, but to increase your GDP. You start off with about 2.9 with a projected 3.0. Not good at all, eh?. It's your job to correct the mistakes of that retard who just left the office. Start off by reducing the Personal Tax Rate to 15.0c. This is the optimal level for economic growth in this game. Once you are done, reduce the Corporate Tax rate to 49.0c. Once you're done, get rid of sales tax entirely. If you don't mind losing a small bit of popularity, go ahead and reduce the Tariff by a few cent. So far so good. We have a .7% GDP improvement. It's not enough, however, and now it's time to mess around with spending. Avoid messing with the defense budget, and set the Social Budget to 764(b)$. This strikes a balance between lost popularity and economic growth. If you're feeling particularly gutsy, you can set the Social Spending to 751$. You'll have to make do for the lost popularity by reducing the Foreign Aid budget to about 5 billion, though. You'll probably have 4.5% GDP now. A marked increase from the 2.9 GDP. Now, you must find trading partners to further boost your economy. To do so, look around for countries with good economies and grant Most Favored Status to them. Your advisors will tell you how much your economies will be affected. Japan, France and Sweden are good trading partners. By the time you are done, your projected GDP will have hit 6.0, practically doubling the old projected GDP. Proceed to find more viable trading partners, if you want to boost the GDP even further. If you think you can pull off a peaceful reconcilliation with the Soviet Union, then by all means; go ahead and grant the Most Favored Nation status to the Soviet Union. Both your economies will get a fairly good boost, but watch out for steady depletion of your popularity. Operation Desert Shield. ------------------------ Oh yeah. You are appointed to power just at the turn when Saddam Hussein got his hands on a GBA-SP and decided to chase after a Shiny Pidgey. It's your job to defend Kuwait/neutralize Iraq's military capability. Heck, you could wait until Kuwait gets taken over, stock up at least a million troops in Saudi Arabia, and when they're thinking "Yay!. Shiney Pidgey!", start attacking. By the way, you'll notice that Iraq has a small nuclear weapons program going. You'll want to waste that with 3-4 surgical strikes before they decided to throw some your way. Be sure to keep doing surgical strikes until their nuclear program is no more. Sure, you COULD keep spamming surgical strikes, for it gives a pretty good bonus in terms of leadership; but for some reason, it eats into your ethics level pretty fast. Keep at it if you don't plan to stop with Iraq, but watch out for the rest of the world. They'll do whatever it takes to stop the Imperialist Approach. After the Gulf War Crisis ------------------------- I found that it's completely random for every playthrough. On one round, the Soviets might start WWIII by RANDOMLY provoking you to attack with nukes. Another time, India could threaten surgical strikes against Malaysia, and after being deterred by nuclear force, start bothering YOU with a Russian-made nuke and spamming coup attempts. It'll be your job to keep a cool head and find good military/diplomatic or even the M.A.D solutions, if that's your thing. That's the fun part of it all, I think. You'll never know what's gonna happen on this playthrough. --- ------------ The War Room ------------ The war room serves as your hugbox where you go and hide after starting WWIII/Flipping the bird at India/ Chargin' Malaysia/etc... It protects you from assassinations (some say by almost 95%), however, you're still vulnerable to coup de-etats and impeachments. It also serves as the command and control for your conventional ground forces. The strategy is rather simple. Surround your target counrty with troops, and then, once all deployments are complete, attack them on three different fronts. Be careful not to set your troops on each other; this often happens when invading on several fronts. Don't let that happen. Oh, and be sure to use Surgical Strikes to eliminate any target country's nuclear capablities/programs. Otherwise you might be all screwed up when the invaded decides to pie you in your eye!. ---- FAQ ---- Q. Cool game!. Where can I get this?. A. It's freeware, now. I picked my copy from Abandonia. Q. Can you nuke every country all at once?. A. "YOU WANT US TO BOMB OURSELVES?!" - General Rogard... After the US, yes - it's possible; but you have to have a LOT of free time on your hands. Q. When will you end college classes? A. Somewhere in April 2010. Q. I hate you! A. .................Wat. ---------- The ending. ---------- This is my first FAQ/Playing guide for Gamefaqs. I will be adding a new "Survival in Apocylapse for dummies" section as soon as my college classes are finished. Wish me luck!. If you find any stupid errors in this file(I wrote it with Notepad - no spell check) or want to add more stuff, you're welcome to submit corrections. You will be credited, of course. This Rudimentary Playing Guide can only be hosted on gamefaqs. if you see it elsewhere, please inform me; and I will sue them for... *pinky finger in mouth* ONE MILLION DOLLARS. Much love, hate and soda. hoohooros86. ------------------end of file-------------------- After the end. ------------- 9:18 PM 18-11--2009 I got this game off abandonia.
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