Shadow Empire Modding Reference¶
Game version: 1.32a
Everything you need to mod Shadow Empire, read straight from the game's own data files — the real names, IDs, columns, arguments and scopes the engine uses (not guesswork). Use the search box up top to jump to any function, flag, table or ID.
-
Tables
Every data table the game holds — schema, columns and IDs, one page each. The moddable tables have full editing guides (every column, scope, gotchas).
-
ID lookups
The real ID lists you reference from logic: skills, items, techs, assets, OOB, model types, feats.
-
Flags
The runtime flag instructions & key namespaces the engine substitutes —
ZONEID,ZONEKEY.danger,REGKEY.*,TECH.*, … -
EXE functions
The
exe(code, …)calls that do something (mutate state) inSETlogic — AddHexPerk, GiveTech, DeclareWar, … -
CHK functions
The
chk(code, …)calls that read or compute a value inIFlogic — they always return a value — SkillRoll, ZoneHexCount, relations, counts, … -
Scopes
Which flags & key namespaces actually resolve in each story scope — and why using one out of scope is a build error.
How modding logic reads¶
A logic string is little inline calls separated by ;. An argument can be a literal number, an $N$
library ID (resolved on import), or a flag the engine substitutes at runtime. For example
exe(346,24,ZONEID,$1$) adds perk $1$ to this zone — so it only works where ZONEID is set
(a zone-scoped story). Using a token out of scope is a build error; see Flags & scopes.
bool args are 0/1; xy args are XY-encoded hexes (12008 = x12,y8); a trailing arg may be a text
DataString. The friendly-name pages show each function in both its raw exe(…)/chk(…) form and a
readable name.
Shadow Empire is a game by VR Designs, published by Slitherine. All names, descriptions and data values reproduced here are the game's own — an unofficial, fan-made reference. Table IDs, column counts and codes are version-sensitive and shift between patches.
This doc was generated from extracting data from Shadow Empire version 1.32a on 2026-06-05 06:56 UTC.