

Most of these are little more than tutorials, however SuperPower 2 would have fared better with more developed scenarios. Try to invade Iraq, lead France into economic health, or lift the trade embargo on Cuba. Alternatively, you can lend the proceedings a bit more focus by choosing one of nine scenarios.
SUPERPOWER 2 MODS STEAM MANUAL
When you start a game, you can select any country and choose your own the victory conditions (although most of the victory conditions mentioned in the manual are missing). When you look closer, you'll notice the entire world is divided into its component countries and provinces, with major roads and rivers visible if you zoom in close enough. When you boot up SuperPower 2, you're greeted with a colorful globe, rotating slowly under a wispy coat of clouds.

Which leaves only the tedium and obscurity of the original SuperPower.Īt first glance, the game appears to be an epic undertaking, along the lines of Paradox Software's challenging but manageable Europa Universalis titles. SuperPower 2 addresses this problem by removing the unintentional hilarity, giving nations preset relationships that keep them from engaging in trans-global slapfights. Unfortunately, everything beyond the unintentional hilarity was tedious and obscure. Poland might pick a fight with Mexico for no good reason, sending troops overseas faster than you could say "Bush Doctrine." It was like a wacky sitcom except with crazy countries slapping each other instead of mismatched roommates. A border clash might erupt between Lithuania and Botswana, regardless of the minor detail that they don't share a border. Bhutan might suddenly decide to invade Uruguay. The original SuperPower was one of the most unintentionally hilarious games you could ever hope to play. New features in SuperPower 2 include multiplayer capabilities, over a LAN or the Internet, and the availability of editing tools and developer support to encourage creative modding of the core game. As in the original SuperPower, this follow-up runs on a complicated model of dynamic, interrelated factors, and AI that has each computer-controlled opponent analyzing from its own perspective and making decisions in its own best interests. In some cases against high-aggression AI players, they will often declare war.This political simulation sequel gives players control of their favorite world-power country to pursue political, economic, and military goals, in cooperation or competition with other nations of the world. If all territories of the defender are annexed, that nation ceases to exist.īe warned! Annexation lowers your Diplomatic Relations with all other countries. Annexation is a declared treaty and after six months all of the territories under military control of the attacking nation fall under the political control of the attacking nation. War is either ended when both nations agree to a peace, or one of the two starting nations completely annexes the other. Other nations may enter the war on either side, quickly turning the tide of battle. In standard Superpower 2, units can launch amphibious invasions no matter how many enemy ships are near the invasion site, however in the steam version of Superpower 2 you need a capital ship (Destroyer or Carrier) to invade via the ocean. War is mostly fought on the land and sea, with air units being attached to land armies and almost never operating alone. Political control will remain with the defender. If a unit is alone in the territory of another nation and there are no defenders in that territory, the land will fall under the military control of the attacking nation. Once war is declared, the two nation's armies can enter combat by moving close to each other. Either by moving a unit onto another nations territory without an Alliance treaty, or by selecting the "Request War" treaty. War itself is declared by a power against another power. A good mix of forces will, often times, carry the battle against a numerically superior army that is heavy on one or two types of units. Fighters are highly effective against other aircraft but are terrible at destroying ground units. Units in Superpower 2 are more effective against different types of units. Even if a massive army of highly trained infantry attacks a much smaller army of tanks, attack helicopters, attack aircraft and bombers, the infantry swarm will be annihilated.

Unit Types and composition are also important. The trade-off is that units cost more to build and upkeep the more advanced they are.

These points determine attributes such as the speed, stealth, and firepower of a weapon system. Technological level is determined by how much technology each army has researched, and then how many points they put into a vehicle.
