SP2Manual
Transcript of SP2Manual
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Superpower 2 manual
Introduction
This manual is the complement to the printed basic manual that came with the game. It encompasses the same information, but goes into much more detail concerning the functionalities of the game.
System requirements
Minimum Recommended
• Pentium 3 – 933 • 256MB of RAM • DirectX 9.0c • 64MB video card • Windows 98, ME, 2000 or XP
• Pentium 4 – 2.0 or AMD 6 • 512 MB RAM • 128MB video card
Installing the game
When inserting the CD in your CD tray, the setup program should launch itself. Just follow the instructions on screen. If AUTORUN is disabled on your computer, you’ll need to manually start the installation by following these steps:
1. Click on the start button on the taskbar 2. Click on run 3. In the input box, type D:\SETUP, replacing the drive letter D to your CD-ROM drive
letter if D is not its drive letter.
Game concepts
SuperPower is at the same time a very simple game, and a very complex game. It’s very simple because it uses notions and terms we’re all familiar with. You won’t have to learn magic spells, technological science-fiction, strange creatures and the such. The setting of SuperPower 2 is the real world. You’ll play with real countries, real data, and realistic actions. We tried to build the interface to be as intuitive as possible, guiding the player into the more important aspects of the game. SuperPower 2 is also very complex, for the exact same reason as above. This is a game of geo-political strategy. You’ll be placed in charge of a country, and you alone will be at the helm. You’ll make political, economical and military decisions. These decisions have complex consequences on yourself and everybody else. You’ll also be a target (or an ally) yourself, as all the other countries of the globe have the same goals than you: manage their country,
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make it more powerful, and make it respected. Sometimes, when the goals of multiple countries clash, you’ll have to make decisions that could save the day, or lead to World War III... One important concept of SuperPower 2 is that there are no preset difficulty levels. The computer always plays its best, and it never cheats to gain an edge over the player. The difficulties of the game are based on the choices the player makes when starting a game. If he selects Senegal as his country and has a goal of conquering the world, then he’s setting himself up for a pretty difficult game! But if he chooses Canada, and his goal is to not get overthrown in the next year, he can just sit it out and win. So the player’s decisions in selecting a country and goals will determine the difficulty, and fun, of each game. At the same time, all of the computer’s countries are also motivated by their goals, and they’ll behave accordingly. You’ll encounter warmongering countries, poor countries, peaceful negotiators, etc. To guide you along these choices, we recommend you play the single player scenarios before engaging in multiplayer or other complex games. These scenarios were built to gradually bring the player into Superpower 2. In them, you’ll learn powerful tips and advanced techniques. You’ll also have the help of the game advisor that can warn you when you’re doing irrational actions, when your country is getting in trouble, or when an important event on the globe should get your attention. The advisor will even suggest responses and plans to fix a given situation.
Game goal
Superpower 2 is not only a wargame, it’s a geo-political real world simulator. This doesn’t mean that the military and war aren’t a part of the game. What it means is that war, and conquering the world, are not necessarily the only goals of the game. Since the game is played on 3 different levels (political, economical and military), there are possible goals for each of the three. And, as there are military and conquest goals, there are also peaceful goals. In Superpower 2, the player chooses his objectives most of the time. A lot of games are general sandbox types of games. In these, the player picks a country, he picks any goals he wishes and a time limit to meet them, and the game starts. In these games, the player is really free to do whatever he wishes. Some players don’t even set themselves goals. They just pick a country, and let the game dictates the orientation they’ll take. Some other games are more structured. These are scenarios and game modes. They have fixed objectives to meet in a fixed timeframe. Of course, the most popular goal is to pick a powerful country and start invading neighbors. While we understand the instant gratification of nuking someone, we believe that you’ll get the most out of playing Superpower 2 by picking either medium scale or very small countries and build them from the ground up.
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Game options window
The Game Options is accessible from the title screen and let you adjust various settings which may affect the overall game’s performance.
1. Resolution - Use lower
settings for better performance.
2. Color depth - Use lower settings for better performance.
3. Texture detail - Use lower settings for better performance.
4. Zoom level - Set the amount of detail that is displayed on the globe at high zoom level. Use lower settings for better performance.
5. Clouds - Toggles clouds on and off.
6. Sun - Toggles the sun on and off. When disabled, the globe is uniformly lit.
7. Moon - Toggles clouds on and off.
8. Day & Night Cycle - Toggles the day and night cycle on and off. When disabled, the sun’s position is locked behind the camera, preventing the globe to turn dark at night.
9. Music volume - Set the music volume level.
10. Sound volume -Set the sound effects volume level.
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Starting new games
When starting the game, you’re brought to the main menu. The game tutorials are available to walk you through the interface and basic game concepts. The first three options of the menus are the ones that we’ll explain more thoroughly here since they are used to start games.
Single player
To begin a freeform game, the player must decide the following: 1. Country selection – push the arrow to get a list of available countries from which to
choose. You can also select by profile when you have a specific gameplay experience in mind, but aren’t sure of the country that will best fill it.
2. Spheres control – here you choose whether you begin with the control of each sphere (toggled to human by default) or if you want the computer to automatically manage them. You can always change your mind during the game, and give control of a sphere to the computer, or take it back.
3. Choose political party – you’ll have to decide your political party. Some non-democratic countries have only one party. That choice will affect you later on if pressed by an election.
4. Goals and time limit – You can select any combination of goals you want, with any time limit. If you fail to meet a goal at the time limit, then your game has ended. To select a goal, simply click on the toggle left of it.
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Goals
� Country [x] get voted out
The goal is accomplished when the party in power at the beginning of the game in country ‘x’ looses an election
� Country [x] victim of coup
Accomplished when country ‘x’ is victim of a coup d’État
� Country [x] conquered
Goal accomplished when country ‘x’ changes political owner
� Country [x] joins treaty [y]
You meet this goal when the country ‘x’ signs the designated treaty
� Country [x] conquers the world
Pretty straight-forward: country ‘x’ has to obtain political control over the entire world
� Country [x] meet domestic resource requirement
This goal is met when country ‘x’ has enough resources in all sectors to meet the basic needs of his population, either through internal growth or trade
� Country [x] raise GDP Per Capita by [y]%
Country ‘x’ has to raise the GDP per capita by ‘y’ %
� Country [x] controls region [y]
Accomplished when country ‘x’ gains political control over the designated region
� Country [x] builds nuclear weapons
Goal met when the country builds it’s first nuclear weapon
� Country [x] uses nuclear weapons
You accomplish this goal by successfully firing a nuke that impacts
� Country [x] controls [w]% of resource [y]
This economical goal is met when the country gains control (internal production) of ‘w’% of the given resource
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Multiplayer
Multiplayer games require more settings to start. This section will guide you through the two choices you have, either starting a new game or joining one already running.
Starting multiplayer games
Superpower 2 is very data intensive. For security and stability issues, all data and treatment is handled by the server, which is the computer starting a game. When playing in single player, your computer is both server and client of the same game. But when playing in multiplayer, the server computer has as much clients as there are players in the game (note that a player can host and play at the same time). The server is likely to broadcast a lot of data to the players, so the computer with the fastest connection should always be the server. When starting a game server, the player is prompted to enter the following information:
1. Server name – any string of character will do. This is used to identify your game on the Gamespy servers.
2. Password – you can protect your game with a password so that only those that know it will be able to join.
3. Max players – up to 32 players
4. Game time limit – in years. ‘0’ for no limit.
5. Maximum ping – to limit slower connections. ‘0’ for no limit.
6. Port – it’s recommended to leave the port setting at the default value since some firewalls will block other ports. If you change the port, you’ll have to modify the settings of your firewall.
7. Make private – toggle to prevent your game from appearing on Gamespy servers
8. Dedicated server – toggle to start a game server without a client.
9. Game speed – Only the game administrator can modify the speed of time in multiplayer games. This toggle sets the start value.
10. Advisors – whether advisors are enabled or not.
11. Goals – these are game goals affecting all players.
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Joining multiplayer games
SuperPower 2 uses the Gamespy matchmaking network to connect players on the internet. A player can drop in the middle of a game, and can drop out at any time. To find a game, the player has to choose between internet, LAN or favorites. Upon refresh, the list shows the server’s name, the number of players present, the ping to the server, the mod currently being played, and the scenario currently being played. A game being played on a mod that isn’t installed on your computer will be grayed out. After having selected the server you wish to join, simply press on “join game”, and you’ll be brought to the game lobby.
Game Lobby
The game lobby is used before a multiplayer game to setup the different players. In it, the players have to choose their nickname, their country, and they can chat while they wait for the game to start. A list of participants displays every connected players
and their country. Press the “ready” toggle at the right of your nickname when you’re ready to play. When the game administrator presses “ready”, the game starts. Remember that you can join a running game after the administrator started it.
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Game interface
SuperPower 2 is played on a spherical representation of the world. Much of the game is played on that globe, and on different menus. These menus present information and possible actions to make. You’ll notice that the time is continuous. You can see the earth moving around the sun, and the day and night cycle. But don’t worry, your country isn’t asleep at night. At the bottom of the screen, there are two toolbars, the left one contains more information and is used for gameplay. The right one is used for navigation on the map. We’ll begin with this one.
Moving around
Since most of the game is played on the world, there are many different ways to move around the map. The easiest one is to use the right mouse button. Just keep it pressed, and move the mouse in the direction you’d like to look at the world.
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Another easy way is to use the mini map on the bottom right of the screen. The crosshair represents the center view on the globe. You can click the left mouse button to the location you’d like to look on that map, and the globe will turn to that location. At any time, you can always press the little “home” button to center the map on your capital. Pressing the “home” key on your keyboard does the same thing. The button at the right of the “home” button is a toggle for military units on the globe. These units can either be represented with icons (default value) or with flags to display the owner country. This button switches between the two views. Lastly, you can seamlessly zoom in on the world in two different ways. You can click on the black vertical bar left of the mini-map to the desired zoom level, or you can use your mouse wheel to zoom in and out. You’ll notice that when zooming in, terrain detail starts to show: rivers, roads, small towns...
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Gameplay toolbar
The bottom left toolbar gives the following option:
1. Political window – brings up the first level political window
2. Military window – brings up the first level military window
3. Economic window – brings up the first level economic window
(The information and game options are presented according to their importance in the game. The “first level windows” present the most important information of their sphere that a player should track. More experienced players that want to tweak and fine tune their countries and decisions will use the second and third levels windows more)
Under each of these buttons lies a progress bar. This bar shows the relative strength of the currently selected country in that sphere. It’s the quickest way to assess the profile of a country.
4. Currently selected country name and flag – displays the country for which all window information is displayed. You can click on MORE INFO to have geographical and demographic information on the country.
5. Relations – brings up a history of the relationship between the selected country and your own.
6. Sphere control button – Let you choose whether you manage the Spheres yourself or let the computer manage them for you.
7. History graph – Access the history graph window which allows you to the evolution of your country’s situation over time.
8. Mail messages – brings up the events list window detailing messages received (events, treaties propositions, etc.)
9. Date and time – current time of the game, and a button (single player games only) to change the speed of the time flow.
10. News headings – all major events of the globe will scroll on the bottom of your screen. The button on the right of the scroll area is to zoom in on the event’s country
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More Info window
The MORE INFO window provides geographic and demographic information about the selected country.
Some of the information is informative only, while other have an important impact on the game.
Population A country’s population is the sum of its region’s population. It’s split into three categories: 0-14 years old, 15-64 years old, and 65+ years old. The number varies according to the country’s birth rate and death rate.
The population is also affected by the emigration and immigration status. If a country closes its emigration borders, none will leave the country. If a country closes its immigration borders, none can enter it. Every year a country will receive immigrants based on its immigration level, and will lose population based on its emigration level.
The only way a region with no population at all to grow is with immigration. Immigrants and emigrants are shared between the 3 age category based on that category ratio on total population. For example if a country has 55% of its population in the 0-14 category, 55% of immigrants will be in the 0-14 category.
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Birth rate High birth rates mean more babies are born every year. It will raise or drop every year based on 3 different things (in order of importance): human development level, government stability, and the GDP / population ratio. A high human development level or a high GDP/population ratio will lower the growth rate. A high stability will raise the growth rate. The growth rate can grow, or drop, at most by 50% annually.
Death rate Rate at which people die every year.
Human development level frame Shows how the selected country’s Human Development Level compares to the world average.
The Human Development Level is influenced by the Budget’s Funding in Education, Health Care and Telecom. Providing a safe and stable country and with enough resources to meet the population’s needs also helps increasing it.
A high Human Development level benefits a country. It provides more tax money, increases the economic health, and reduces the corruption and the death rate.
A highly developed population is also more demanding. The military upkeep is increased and the population expects higher funding in the various budget departments.
Infrastructure A country’s infrastructure is the sum of the infrastructure level of all its regions. It represents how much roads, airports, and ports a country has.
It’s influenced by the country’s Infrastructure funding (see Budget). It decreases over time if nor enough funding is allowed.
It reduces military units’ movement preparation time and positively affects resource production.
When a region is the target of a successful nuclear attack, the Infrastructure level is reduced.
Telecom A country’s telecom is the sum of the telecom levels of all its regions. It represents how many telephones, televisions, radios, ISP’s and Internet users a country has.
It’s influenced by the country’s Telecom funding (see Budget). It decreases over time if nor enough funding is allowed.
It has a positive impact on a country’s human development level and improved information accuracy when reviewing foreign military units.
When a region is the target of a successful nuclear attack, the Telecom level is reduced.
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Other interface tools
When pressing the “tab” key on your keyboard, you’ll have a window that will present the name of the region under the mouse cursor, and the country that controls it, in both political
and military form. Some regions can be disputed (militarily occupied while still under someone else’s political control), but to be able to use a region’s resources and population, you need to have both types of control. A military attack can give a country military control over a region, and an annexing treaty will give political control.
Countries can also trade regions. Another help to use are the tooltips toggled by pressing the “F1” key. This gives you information about what’s underneath the mouse cursor.
Lastly, when selecting a group of units, you’ll have a preview window of the groups’ status. In it, you’ll have a table of the groups’ size in number of units for each category: infantry (I), ground (G), naval (N), air (A). The Unit Group’s current status is also displayed in the upper left corner. The status can be PARKED, FORTIFIED or READY. If a group has to change its status, you’ll notice a progress bar underneath showing the progress of the change.
Thematic maps
You can access thematic referenced maps by pressing on the right button while on the globe. If your cursor is over a unit, it’ll show a different menu though. You have to be over land. The Legend provides the color-coding information to help the player interpret the Map accurately.
Most Thematic Maps fall under the standard color coding and display a gradient (from red to blue). Some Thematic Maps like “Empire” or “Human players” don’t use gradients to represent the information. They use fixed colors associated to specific data. In those cases, the Legend displays the information as labels with color samples.
The Legend also provides a country ranking, listing all the countries in descending order (countries with highest values listed first). The listing shows ten (10) countries at a time, using the Country Flag and the 3-letter acronym to make sure the legend is compact.
Clicking on a country item in the Legend Ranking List selects the country. Selecting a country (through any available means) reorganizes the listing, placing the selected country within the visible part of the list.
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Political windows
The political sphere is one of the most important to master, because the consequences of actions are the most complex. It’s a daunting task for a leader to bring corruption down in a third world country, or approval up, when you’re in a downward spiral. For these reasons, the political sphere should always be viewed very carefully: with the economical sphere, it’s normally where things start to slowly fall apart.
In this first level political window, you’re presented with a summary of the important political information of the selected country.
1. Constitutional form – The type of government of the country. Democratic governments are subject to election. Information on the next election or ways to change the constitutional form is shown by pressing the “more” button. Be aware, though, that changing the constitutional form of a country, even for the better, will have drastic and dramatic consequences for years to come, and it should be used under extreme circumstances only.
Government types
The game features these different constitutional forms:
� Multi-party democracy � Single-party democracy � Communism � Monarchy � Theocracy � Military dictatorship � Anarchy
They all have predetermined advantages and disadvantages. The main thing to consider, though, is that countries of similar government type will always get along better. The farther away two countries are, the more difficult it becomes to have normal relations.
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Multi-party democracy
Advantages Disadvantages
� Highest Resources production � Low corruption � Very low risk of successful Coup d'État
� Must win elections every four (4) years (player can be voted out and loose the game)
� Highest Resource consumption � High Government (administration)
spendings � Highest negative impact on Stability
Rating of an high Military Force/Population ratio
� Very high negative impact on the Approval rating when declaring war
Single-party democracy
Advantages Disadvantages
� Elections are always won. As the political party in power is the only legal one
� High Resources production � Reduced negative impact of an high
Military Force/Population ratio on Stability Rating
� Low risk of successful Coup d'État � Negative impact on the Approval rating
when declaring war
� High Resource consumption � High Government (administration)
spendings � High corruption
Communism
Advantages Disadvantages
� No elections � Low Resource consumption � Low corruption � Low risk of successful Coup d'État
� Low Resources production � Highest Government (administration)
spendings � Negative impact on the Approval rating
when declaring war � Highest negative impact of an high Military
Force/Population ratio on Stability Rating
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Monarchy
Advantages Disadvantages
� No elections � Low Resource consumption � Low Negative impact on the Approval
rating when declaring war � Reduced negative impact on Stability
Rating of an high Military Force/Population ratio
� Increased Diplomatic Relations bonus with other Monarchies
� Low Government (administration) spendings
� Low Resource production � High corruption � High risk of successful Coup d'État
Theocracy
Advantages Disadvantages
� No elections � Reduced negative impact of an high
Military Force/Population ratio on Stability Rating
� Low Resource consumption � Low corruption � Low Negative impact on the Approval
rating when declaring war � Low Government (administration)
spendings
� High impact of Religions distribution on Stability Rating - A country run by a theocracy will become less stable as the number (and proportion) of religions practiced by the population increases
� Low Resource production � High risk of successful Coup d'État
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Military dictatorship
Advantages Disadvantages
� No elections � Very low impact on the Approval rating
when declaring war � Positive impact of an high Military Force /
Population ratio on Stability rating � Reduced military units upkeep � Reduced time for changing Military Units’
status from Parked to Ready � Very low Resources consumption � Very Low Government (administration)
spendings
� Very low Resources production � High corruption � Extremely high risk of successful Coup
d'État
Anarchy
Advantages Disadvantages
None � Very High risk of successful Coup d'État � Resources production halted � All Military Units production "On Hold" � Revenues reduced to 0 � Extremely high corruption � Country can’t propose any treaty
Elections
Elections are held every four years in democracies. The advisor warns the player at given intervals when an election becomes imminent. At the time of the election, the political party with the highest approval rating wins the election and becomes the government. If that party isn’t the player’s party, then his game is over.
In Superpower 2, the population also has a political philosophy. This is determined by the state of the country’s situation and events that are happening. This population’s pulse isn’t shown to the player in other ways that the approval ratings of the political parties.
If a player feels he’ll loose an upcoming election, he can always choose to override the election. Another election will be scheduled later, but the political consequences of such a move will be most important.
2. Ideology – this slider is the result of historical data and internal laws.
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Internal Laws
Internal laws are used to define a country’s internal politics. The combination of all the available laws defines the country’s political and demographical profile.
These laws have a direct effect on a country’s Constitutional Form and Political Ideology. They will also influence the population’s support to the government and international relations.
Each law consists in an item linked to a selectable status. The laws are regrouped in six (6) categories:
Religions
Lists the different religions present in the selected country. The information provided in the list includes the name of the religions, their proportion (in %) and their status.
The different possible statuses are: OFFICIAL, LEGAL or ILLEGAL.
Languages
Lists the different languages present in the selected country.
The different possible statuses are: OFFICIAL, LEGAL or ILLEGAL.
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Laws
This section covers miscellaneous laws that can give a good portrait of a country’s profile and mentality.
Each of these laws has a direct effect on the country’s political ideology.
Laws Statuses Freedom of speech Legal or Illegal Freedom of demonstration Legal or Illegal
Women suffrage Legal or Illegal Number of children per family Limited or Unlimited
Contraception Legal or Illegal Abortion Legal or Illegal Child labor Legal or Illegal Polygamy Legal or Illegal Same sex marriage Legal or Illegal
Political parties
Lists the different political parties present in the selected country. The different possible statuses are: LEGAL, ILLEGAL or IN POWER.
Effects of changing the status of a party, religion or language
The effects will vary depending on your population’s description. If you make a particular religion or language illegal, it will get those using it mad, and they’ll slowly dissolve into other languages/religions. Before doing that, it will cause instability.
Making religions and languages, and even more specially parties, illegal also puts your country more to the right. On the other sense, making them legal tends to please these segments of your population. Of course, making everyone legal, or even official, only raises the levels of these religions and languages, which in turn can create more instability for your country, so there’s always a tradeoff...
Finally, a country’s internal laws influence its diplomatic relations with other countries. Countries with similar laws tend to have better relations.
Approval – Selected country’s population approval rating. It’s influenced by the tax level and the budget spendings. If the tax level is high, the population expects high budget spendings in education, health care, infrastructure, telecom and environment.
The approval is also influenced by the government stability, the unemployment level, the internal laws and the population density.
A low approval rating increases the emigration level and increases the risks of losing elections in a multi-party democracy.
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3. Pressure – a country puts pressure on another country to make it sign a particular treaty. That box presents the sum of external pressure on you to sign treaties. To find out the sources of pressure, go to the treaties window.
4. Stability – Selected country’s political stability. It’s influenced by the country’s ability to meet its resources needs, the human development level and the GDP per capita.
A country’s religions and languages distribution also affect the stability. Countries in which there are no clearly dominant religion and language tend to suffer from internal tension. This effect is reduced in countries with a high human development level.
Being the target of a successful assassination attempt or terrorist action, being involved in a war and changing the constitutional form also cause instability.
A country’s stability also decreases whenever a battle takes place on its territory and when it’s the target of a nuclear attack.
The stability influences its human development level, approval rating, migration rate, birth rate, and tourism income.
A low stability increases country’s the risks of being the victim of a successful Coup d’État. Also, if the stability rating gets lower than 10%, there are high risks for the country to fall into anarchy.
5. Corruption – Selected country’s corruption level. It causes money to be lost in the budget.
Corruption is influenced by the amount of money spent in the government budget department, the human development level, the income tax level and how much help is received from the foreign aid compared to the country’s GDP.
Treaties
Treaties are a very important part of the political sphere in Superpower 2. It’s the main action you can do to (or with) another country. You can manage your relations through various types of treaties, some simple like good will treaties, and some very important like alliances. Treaties can be multi-lateral and contain numerous countries on each side. Treaties can also be sponsored. A sponsor is someone putting pressure on the signers to ratify the given treaty. This political pressure brings instability to the target, and slowly forces the countries into signing. While a country is pressured to sign a treaty but doesn’t do so, the relationships between him and the pressuring countries will gradually fall, so ignoring the will of powerful countries will slowly isolate you, and could even lead to war. That effect stops as soon as the pressured country signs the treaty. Treaties can also be opened for new members or not. A country can join an open treaty as long as he fits the conditions of entry. Likewise, a country can be suspended from a treaty if
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he no longer meets the requirements. A suspended country will re-enter though, if he meets the conditions again. The treaties window lists all treaties of the selected country (also listed on the bottom of the window, so you can check other countries rapidly) and their types. You also have a list of treaties you were proposed but have yet to give an answer.
Creating a new treaty
Remember that you can create a treaty even if you’re not one of the participants by sponsoring it. Other countries can also join the sponsorship, adding even more pressure on the participants. Each treaty has a unique name, and a type. You can also create any number of conditions to restrain new countries from entering.
Conditions
� Relations – this condition let you set whether or not two treaty members can be at war with each other without being suspended from the treaty.
� Geographic proximity – to create regional treaties like the Euro zone
� Political similitude – reserving the treaty to a specific government type
� Economic strength – to create treaties like t he G8, will be determined according to the rank of the country
� Military strength – same thing as with economic
� Research level – based on the financing of research
Note that if you no longer meet a condition, you will be suspended from it until you can meet the conditions again.
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Treaty types and description
Type Characteristics Description
Request War Declaration
� Two-sided � Punctual
� Request declaration of hostilities between the countries on each side.�
Alliance � Single-sided � Multi-member � Long-term
� Members agree to make every effort possible to defend each other in case of an attack on their territory.
� Members get the right to put Military Units on other Members' territory.�
Military trespassing right
� Two-sided � Long-term
� Allows country both sides to move on each other’s territory, without giving them the right to stop on the said territory.�
Request military presence removal
� Two-sided � Punctual
� Country on Side A request military units from country on Side B to be removed from his territory.
� If treaty becomes effective, all remaining military units from country on Side B are automatically moved to the closest possible region.�
Annexation � Two-sided � Punctual
� If the country on Side A has Military Control over regions that belong to the country on Side B, the country on Side A will gain Political Control of those regions after a delay period of six (6) months.
� Annexation is void for regions in which the Military Control changes before the end of the 6 month delay, and for all regions that share a border with the affected regions�
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Free region � Two-sided � Punctual
� The country on Side A relinquishes military control over regions that are militarily controlled by the country on Side A and politically controlled by the country on Side B.�
Cultural exchanges
� Single-sided � Multi-member � Long-term
� Improves Diplomatic Relations between members.�
Noble cause � Single-sided � Multi-member � Long-term
� Promotes a noble cause � Diplomatic Relations between treaty members are positively affected�� Diplomatic Relations between treaty members and non-members are
negatively affected, proportionally to the non-members Economic Strength�
Research partnership
� Single-sided � Multi-member � Long-term
� Increases all members' Research Capacity by giving each member a bonus equivalent to 10% of the combined Research Capacities of the group.�
Human development collaboration
� Single-sided � Multi-member � Long-term
� Member countries with higher Human Development Level help the others to achieve their level.�
Economic partnership
� Single-sided � Multi-member � Long-term
� All members receive a bonus to their Resource Production. More productive countries generate a bigger bonus then the less productive ones.�
Common market � Single-sided � Multi-member � Long-term
� Members share their resources to fill each other's domestic needs before any regular resource trades take place.�
� If surplus and deficits are still present after resources are shared with other members, they can be managed by regular trade.�
Economic aid � Two-sided � Multi-member � Long-term
� Countries on Side A pay for up to 10% of resource importations needed for domestic consumption in countries on Side B.
� For each contributing country, aid is limited to 1% of their total budget expenses.
� If a country receives aid from multiple Economic Aid treaties, the total contribution is limited to 90% of theirs needs.�
Assume foreign dept
� Two-sided � Multi-member � Punctual
� Countries on side A refund the integrality of the foreign dept of countries on Side B.�
� If there is more than one country on Side A, payment is distributed proportionally to their respective economic strength�
Economic embargo
� Two-sided � Multi-member � Long-term
� Promotes suspension of all resources trade with countries on Side B.�� Countries on Side B are not able to buy resources coming from
countries on Side A.�
Weapons trade � Single-sided � Multi-member � Long-term
� All members are allowed to order new Military Units from each other.
Weapons trade embargo
� Two-sided � Multi-member � Long-term
� Promotes suspension of all weapons trade with countries on Side B.�� Diplomatic relations between members on Side A and countries
trading military units with countries on Side B are negatively affected.�
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Treaty conditions
When they are created, long-term treaties can be set to stay opened to new members. If this option is activated, a group of conditions is set in order to determine what countries must meet is order to be elligible to join the treaty. Countries that meet the set requirements can join the treaty at any moment and are automatically accepted. As the conditions are set by the player, a list of potential Members is provided and updated on the fly as the conditions are modified. The player can therefore set the conditions with the specific purpose of including or excluding specific countries. If a treaty Member no longer meets the treaty requirements, it is suspended. It won’t be an active member until the situation is corrected.
Geographic proximity Allows setting geographic limitations to the treaty.
Military strength Describes how similar countries' military strength must be from each other in order to be eligible
Economic strength Describes how similar countries' economic strength must be from each other in order to be eligible
Government type Describes how similar countries government types must be in order to be eligible.
Research level Describes how similar countries' research funding must be from each other in order to be eligible.
Diplomatic relations Allows deciding whether or not two treaty members can be at war with each other without being suspended from the treaty.
Cost of treaties
Treaties have maintenance costs that are based on the number of member countries. The cost is per treaty and is divided among member countries according to their economic rank (richer countries pay more than poor countries). So joining every treaty proposed to you can have a dire effect on your budget. These propositions come through the message system (mail button).
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Military windows
The military sphere is the most direct, straight forward of the three spheres. The range of actions is evident, and the consequences are clear. You’re called to build troops, train and position them, and send them to war.
1. Conventional forces – lists all four types of units, and the number available for each. The rank is the worldwide rank of your country for that type. By pressing the “more” button, you can access the unit list window that details these forces.
2. Buy – enables you to buy used units for sale on the international market.
3. Research – brings up the research window to manage military technology levels.
4. Build – to put in production new units
5. Design – to design a new model of units
6. Strategic forces – displays the progress of your nuclear program. Click the RESEARCH button to initiate it. Once this general research completed, technology research for nuclear weapons is unlocked.
7. Missile defense – anti-missile technology to defend your country in case of a nuclear attack.
War List
The War List displays all the current wars in the world. The top part list them, while the bottom part provides details about the one selected in the top part.
It list the initial attacking country, the initial attacked country, the number of countries involved on each side.
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The two countries initially involved in each war can declare its intentions to continue fighting or to put an end to the conflict. This appears as a small icon in the bottom part (small gun or a small white flag).
If you are one of those countries, you can set your intention by clicking either the PEACE or WAR button.
If the two initial countries agree make peace, the war is ended for every one involved.
Anti-missile defense system
The anti-missile defense system (AMDS) is a fully automated system that launches interception missiles toward incoming strategic missiles. The system consists in two layers, one for long-range interceptions and one for short-range interceptions.
Short-range interceptions are used for missiles launched from relatively close range, like submarine-launched ballistic missiles or missiles launched from neighboring countries. The probability of success for short-range interceptions is 50%.
For missiles launched from longer range, two interception attempts are given. The first is the long-range interception with a probability of success of 60%. If the attempt fails, a second interception missile is launched with a probability of success of 50%. The combined probability of success for long-range attacks is 80% for each incoming missile.
The AMDS installation is done in two steps:
1. The System must be researched
2. Once the research is completed, it can be built.
Deploying the AMDS costs nothing in itself, but generates an Upkeep Fee, included in the Military Units Upkeep Budget department.
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A larger country needing more AMDS bases to defend its whole territory so the Upkeep Fees are proportional to its area. AMDS bases are not shown on the globe.
Once the AMDS is Built, it doesn’t require any additional input to work.
When a country protected by an AMDS is confirmed as the target of an incoming missile launched at long-range (at the apogee of its parabolic trajectory), a first interception missile is launched. The launch site location is arbitrary, near the point where the incoming missile’s trajectory crosses the border of the attacked country.
The interception missile closes in on the incoming nuclear missile. When the two meet, a small message appears showing the success or failure of the interception. If it failed, a second interception missile is launched toward the incoming threat, behaving like the first one.
If the result of the second interception is also a failure, the incoming nuclear missile continues normally toward its target until impact.
8. Covert actions – brings up the covert actions windows to recruit, train and dispatch covert ops cells around the world on missions
9. Strategic warfare – puts you in nuke mode, where you can retaliate or initiate nuclear wars.
Unit list
The unit list window presents in your military personnel and hardware. If you accessed it through the first level military window, it displays all the troops of the country. If you accessed it through the map by double-clicking on an icon, it lists only the units of that group.
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The list is broken down by types and designs. Each unit pack is presented with its coordinates (a unit can be anywhere on the globe), the number and its status.
Double-clicking on a unit opens the Unit Design window which provides the Unit Design’s characteristics.
Knowledge of a foreign Unit Group Composition
Even if a unit group’s location is known, the exact composition of that group is not necessary available. This knowledge depends on an Information Accuracy rating which is calculated using the following factors:
• You country’s Telecom level
• The number of active Covert Ops cells you assigned to the Units’ owner country.
Upon double-clicking on a foreign Unit Group, the Unit List window is displayed (see Unit List section for details). The information provided in that window is subject to a certain amount of randomness, the number of Units can be unknown and displayed as “?”.
The information is shared between allied countries, using the best knowledge available.
Movement path finding and permissions
Once a troop movement is confirmed, a line is drawn between the actual unit group location and the destination, along the path the unit group will take to reach it.
The pathfinding uses political regions to determine the best route to the destination. Units can move on their owner’s territory, on international territory (oceans) and on allied territory. Signing a Military Trespassing Right treaty with a country also gives the right to move over its territory.
If the player was the one performing the move and it has been refused, he gets a message explaining the reason why the movement was refused.
The path selection is invisible to the player. When he declares a troop movement, the computer scans for the best possible route. If none are possible, the player gets the message. There is no need for him to fine-tune the path or to browse for alternate routes.
Movement speed
Only Ready units can move. When a move is performed on Parked units, their status is first changed to Ready (takes a couple of days), after which the move is executed.
The same thing happens when Fortified units are moved: their status is changed to Ready before the move is performed. Changing from Fortified to Ready is instantaneous.
The movement preparation time and the movement speed depend on the following things:
� Unit Group’s size (total value of the units it contains)
� Your country’s infrastructure level when moving within your territory
� The destination country (units move faster when moving within their territory)
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Unit design
The unit design window gives you the definition of a unit in more detail. It’s also used to create new designs. It can be accessed from anywhere a design is shown by double-clicking on that design.
To view a design, you need to select the type and then the specific design.
The window then displays information about the selected Design.
The text description explains the role, strength and weaknesses of the selected Unit Type. You will find those descriptions later in this manual.
By clicking the Statistics tab, you can access the selected Units characteristics. Those are the technology levels that are assigned to the Design. They are acquired by researching new technologies from within the Research window, accessible by clicking on the RESEARCH button in the main military window.
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Military unit characteristics
Each unit type has a set of variable characteristics and fixed characteristics.
Fixed characteristics determine the unit’s basic profile and its interactions with the other unit types (what are the basic characteristics of a tank and how does it behave against other unit types).
Variable characteristics determine the differences between two different units of a same category (what differentiate an F-16 Falcon from an F/A-18 Hornet).
Only the variable characteristics can be modified. Fixed characteristics are native to a each Unit Type.
Some of the fixed characteristics are used to give each unit type a specific role in combat. Even the most powerful tank will be defenseless against aerial attacks. It ensures that the only way to be successful in combat is to have a good balance between all the unit types.
Variable Characteristics
Characteristics Description
Speed & Maneuverability
Determines the speed at which the unit moves and reduces the chances of getting hit by enemy fire.
Sensors Determines a unit’s ability to successfully target an enemy unit.
Gun range Determines the distance at which the unit can hit a target using guns.
Gun precision Determines the probability of successfully hit a target using guns.
Gun damage Determines the amount of damage dealt to a target after a successful hit using guns.
Missile payload Determines the amount of missiles carried by the unit.
Missiles range Determines the distance at which the unit can hit a target using missiles.
Missiles precision Determines the probability of successfully hit a target using missiles.
Missiles damage Determines the amount of damage dealt to a target after a successful hit using missiles.
Stealth While in combat, stealth greatly reduces the chances of being the target of enemy fire, increasing the unit’s survivability.
Countermeasures Determines a unit’s chance of evading incoming missiles, slightly increasing its survivability.
Armor Reduces the amount of damage dealt to a unit after a successful hit.
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Research
Military research is very simple. Research is done on all unit types of a given group, so a new engine technology for Ground Units will benefit all Ground Units like tanks, infantry vehicles, artillery units, etc.
In this window, you have to specify the amount of funding for each group by dragging the green bars next to the group buttons (the total amount to invest is determined in the budget section under “research”). Since funding is relative, dragging up a group will also drag down the others, so you’ll have to make choices. In the bottom part of the window, you have three tabs detailing three aspects of the same technologies. They’re the technologies of the selected group. The TECHNOLOGY tab displays possessed technology levels for each unit characteristic of the selected category, the PROGRESS tab Displays the research progress in the selected category, and the financing tab displays and lets you adjust the distribution of the funding within the selected category.
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Unit production
Your country can build new units in a sequential order, meaning that you can put many orders on the queue, and it’ll build them all until maximum production capacity is reached, depending on the priority level of the order.
Military Production Capacity
A country’s Military Production Capacity is determined using the following formula:
[Country’s GNP] x [Country’s Economic Health] x [constant]
Production Queue
The Production Queue lists all the Units Productions declared by the player.
It displays:
• The number of units being produced • The Unit Design and Unit Type • The current status of the production • The Delivery Date • The Priority Level (modifiable)
Every time a new Unit Production is declared, it is put in the Production Queue. The order in which the Unit Productions appear in the Queue depends on each production’s Priority Level, previously set and modifiable by the player.
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The Unit Productions add up until the country’s Military Production Capacity is full. The first items in the queue are built at 100% their normal rate. The last item being produced receives as much of the Production Capacity as there is available and is produced at a proportional rate.
Productions that do not fit within the country’s Production Capacity are Queued until other Productions are completed.
If a Production with a higher Priority Level than those currently being produced is added, it takes a place within the Production Capacity limits and other lower priority Productions are pushed down in the Queue and possible put On Hold until some Production Capacity is freed.
Stopping a production
A Unit production can be stopped and resumed at will. This allows freeing some of the Military Production Capacity for more urgent Production needs without loosing the progress already done in a Production.
A Production that has been put On Hold this way can be resumed whenever the player wants to.
Units’ delivery
Newly build units are placed in the Unit Deployment list, accessible through the Unit Production window
All the Units waiting for Deployment are shown in the Unit Deployment window. This window allows the player to subdivide groups of Units of a same Unit Design in smaller groups. These Unit groups are then dragged on the globe at the location the Player wishes to place them.
The Units can only be deployed to places accessible from the Units’ Country’s Capital. If there is no possible route, the Units are not moved and the player receives a message explaining the situation.
Once they are given their destination, the Units’ status is set to In Transit for a duration equivalent to the time needed to move from their Country’s Capital to the desired location. While In Transit, the Units are not shown and have no physical location on the Globe.
When that time expires, the Units appear at their destination and their status is changes to Ready.
The Units can only be deployed on territories controlled by their Country. So, to send Units in reinforcement, they must first be deployed to a controlled territory close to the combats, and then moved to the location of the combats.
Ground and Air Units can be deployed anywhere on controlled territory, while Naval Units can be deployed in international water anywhere on the globe.
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International orders
It’s possible to order new Units from other countries, and to build Units for other countries.
Only allied countries and countries that are members of a Weapon Trade treaty are able to order Units from each other.
They must also accept foreign orders. You can decide to do so by checking the ACCEPT FOREIGN ORDERS box at the top of the Unit Production window. Only then will you be able to receive requests from other countries.
When those two conditions are met, others can access your designs and you can access theirs.
New units are sold at 125% their normal production cost.
It may therefore be a good way of making money when you don’t need your military production capacity for your own needs.
If a foreign order is cancelled by the ordering country, it assumes all production cost spend until the cancellation and receives nothing in exchange.
On the other hand, if a foreign order is cancelled by the producing country, it assumes the production cost spend until the cancellation.
In both cases, the diplomatic relations between the two countries are slightly affected negatively.
Trading used Units
Used Units trade provides countries with a way to buy older and usually cheaper Units from a stronger nation. It also provides the sellers with a good way of getting rid of their older Units without scraping them, loosing their potential value in the process. Therefore, they can reduce their upkeep fees, while getting part of their original investment back.
Selling used Units
Selling Units is done from within the Unit List, accessible by clicking the MORE button in the conventional forces section of the main military window.
Just select the Units you wish to put on sale and click the SELL button. Those Units are removed from their current Unit Group and made available to any interested country.
The only countries that won’t have access to your Units are the countries on which you are enforcing a Weapon Trade Embargo treaty.
All the others can buy the Units without any additional confirmation.
Used Units are sold at 75% of their original production cost.
Units that haven’t been sold yet can be removed from the world market by selecting them and clicking the sell button again. They will then be able to redeploy them as if they were newly built Units.
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Buying used Units
Buying used Units from the world market is done by clicking the BUY button from the main military window. It displays a list of all the military Units for sale in the world.
Simply select the Units you want by browsing the Types and available Designs, set the quantity and confirm your purchase.
Units bought this way are placed in your Deployment List, the same way as Units you produce.
Units training
It’s done at any time after the Units are built by selecting Units from a Unit List and clicking the Train button. When it’s done this way, a popup window is displayed to display the Training Cost and ask the player to confirm his choice.
It can also be queued on the Unit Building interface. When Building new Units, the amount of Training can be set so Units are automatically sent to training as soon as they are built. This prevents the player to manually assign Training to all its new Units. Only the Recruit and Regular Experience Levels are available this way. Further Training must be performed after the Units are built.
Training increases their efficiency in the following characteristics:
� Speed & Maneuverability � Sensors � Gun Precision � Missile Precision � Stealth � Countermeasures
When the Units are trained, they are removed from their current Group and sent to the unit Deployment List. Their Status is changed to “Training” in the Unit List. They are not shown on the map for the duration of the Training.
Once they complete their Training or when the Training is aborted, the Units’ status is changed to “Ready to deploy”. They must be redeployed in the Unit Deployment List.
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Unit Deployment List
The Deployment List contains newly acquired units and units that completed training. This list is used to deploy those units on your territory.
The Units are regrouped in categories (Ground, Air, Naval and Strategic). They can be trained and automatically deployed to your country’s capital.
They can also be split in smaller groups so you can perform different operations to all of them.
To deploy Units, simply select them and drag them to a compatible location on the globe.
Compatible locations for ground and air units are territories to which you have a possible route from your capital. For naval Units, any place in the oceans is valid.
Military Unit Types description
Ground Units
Infantry vehicles
The Infantry vehicles are a type of armored fighting vehicle designed to give direct-fire support to infantry during a battle. They provide greater mobility and protection to infantry units and are mostly effective against lightly armored ground units.
Air Defense Units
An Air Defense vehicle is an armored fighting vehicle that mounts rapid-fire multi-barrel guns and/or surface-to-air guided missiles designed for use against aircraft.
Mobile launchers
Mobile Launchers are armored fighting vehicles equipped with long-range ground-to-ground guided rockets. They use indirect fire to destroy ground units from a distance.
Tanks
A tank is a tracked and armored combat vehicle designed primarily to destroy enemy ground forces by direct fire. It’s the most powerful direct fire land-based weapon. It’s mostly effective against ground vehicles.
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Artillery units
Either towed or self-propelled, artillery units mount a large howitzer and are used for long-range indirect bombardment. As they are lightly armored, they are not designed for direct-fire combat. They should always be protected by more heavily armored units.
Air Units
Transport helicopters
Transport helicopters are used to increase infantry units’ mobility in combat, as well as providing them with limited fire support. They are lightly armed and are mostly effective against infantry units.
Attack helicopter
Attack helicopters are highly maneuverable and mobile weapon platforms mainly used for air-to-ground missions. They are a very effective anti-tank weapon, but can be used against any ground targets.
ASW helicopters
The great mobility of ASW helicopters makes them a very effective way of detecting and destructing enemy attack or ballistic missiles submarines. As they are lightly armored, they are very vulnerable when used against other naval vessels.
Attack aircraft
Attack aircraft operate at low altitudes, supporting ground units in battle. They are designed or outfitted for air-to-ground attack. They can engage all the ground targets, but are less effective than fighter aircraft in air-to-air combat.
Fighter aircraft
A fighter aircraft is a small, fast, and highly maneuverable aircraft designed or outfitted for air-to-air attack. They have limited air-to-ground capabilities, but are very useful to protect ground and air units from enemy aircraft.
Bombers
Bombers are aircraft designed to attack to attack ground targets by dropping bombs from a very high altitude, making them less vulnerable to anti-aircraft artillery. They have very limited air-to-air capability. They should therefore always be protected by fighter aircraft.
Air Units
Patrol craft
Patrol craft are small naval vessels generally designed for coastal defense duties. They carry a very limited weapon payload, but can still engage a wide array air and naval targets.
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Corvettes
Corvettes are highly maneuverable escort warships that carry a limited payload. They can engage submarines, aircraft and surface vessels, but their small size and limited protection make them much more vulnerable than frigates and destroyers.
Frigates
Frigates are designed as cost-efficient surface combatants that can carry out anti-submarine, anti-air, and anti-surface operations.
Destroyers
Destroyers are large warships equipped to carry out anti-submarine, anti-air, and anti-surface operations. They carry a much larger payload than frigates and can be used for off-shore bombardment, allowing the destruction of enemy units and infrastructure from the safety of the sea.
Attack submarines
Attack submarines are specialized ships that travel under the water surface. Their main strength is their ability to remain undetected, allowing them to approach their targets and strike at close range. They are mostly effective against surface ships and other submarines.
Ballistic missile submarines
Ballistic missile submarines are a specific class of submarines that carry strategic missiles, allowing their owners to bring nuclear warheads close to their targets. They are not designed for close range battle and are therefore very vulnerable to anti-submarine warfare.
Aircraft carriers
Aircraft carriers are the largest warships operated by navies. Their main role is to deploy and recover aircraft, allowing a naval force to project air power without having to depend on local bases for land-based aircraft. They are very effective for protecting fleets and can be used for off-shore bombardment.
Strategic Units
Ballistic missiles
Ballistic missiles are designed to deliver nuclear warheads over great distances by launching them very high into the air and often to low earth orbit altitudes. They are fired with a prescribed course that cannot be altered after the missile has burned its fuel.
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Moving units
You can always move units to any location you control militarily or politically, or to any territory of your allies, or to any territory neighboring those. Some countries will not give you right of passage though, so some movements will not be possible. Whenever possible, units will move over international water.
The simplest way to move a unit is to simply drag and drop it somewhere else on the globe. You can also right-click on a unit to have a context menu, as shown here. You can select “move”, or “move and attack”, and your mouse cursor will change to a target. You can at this point move the globe normally, either with the right mouse button or the mini map, but the next place you click will be the location of the move. Lastly, you can select multiple groups, either by pressing the “ctrl” key on your keyboard while clicking on multiple groups (you can deselect groups like that too), or by making a rectangular selection on the globe with the left mouse button. Every unit in that rectangle will be selected.
Unit status options
Military units can have three different statuses which can be chosen by the player by using a right-click context menu on a unit group or a selection containing multiple unit groups.
The three statuses are:
a. Parked
Parked units are stationary and have a reduced level of activity. Most units in a Parked unit group are stored and are not ready for combat. Combat efficiency is 25% of the normal rating, but the upkeep fee is much lower than for Ready units.
During normal World activity, most of a country’s military units are Parked.
Turning Ready units into Parked units takes a two (2) of days.
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b. Ready
Ready units can move and attack at their full potential. Their upkeep fee is also very high. A country could difficultly keep all of its military units ready because of financial issues.
When political tension raises or threat level increases, Parked units can be ordered to get Ready. This order is known by the rest of the World. It may therefore contribute to raise the tension even higher as some will react to units getting Ready by mobilizing their own troops, creating an escalation.
Turning Parked units into Ready units takes a four (4) of days.
Turning Fortified units into Ready units is instantaneous.
c. Fortified
Fortified units hold a defensive position. They are prepared to repel an attack and therefore gain offensive and defensive bonuses. Those bonuses are lost as soon as the units are ordered to move from their position.
It takes some time for units to Fortify after they are given the order to do so. This is shown as a progression bar.
In order to Fortify, units must first be in the Ready position. Parked units can also Fortify, but they must first revert to Ready status. Telling a unit to Fortify from a Parked position will first Ready them, after which they can Fortify. So changing from Parked status to Fortified status requires two separate steps. It is possible to interrupt any one of the two processes; but interrupting will revert the units back to the last attained status (i.e. if they've already attained Ready status during the process of changing from Parked to Fortify status, they will revert to Ready).
Fortified units have the same upkeep fee as Ready units.
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The paths of troop movement are automatically calculated. The color of the path indicates the intent of the move. A hostile move is red. An intern move is green, while a move by an ally of the destination is blue. That same color code can be used to identify unit icons on the globe: the green ones are yours, the red ones are those of your enemies, and the blue ones are your allies (yellow ones are neutral)
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Conventional warfare
Since SuperPower 2 is a game of macro-management, warfare isn’t handled directly by the player. You play the role of the ruler of the country, so your job is to assign large scale strategies to a battle, and the local commanders will handle the operational details. You will notice a battle on the globe by its animated display. Clicking on that display brings up the battle abstract window, through which you can reach the Battle Overview window for battles in which you’re involved. In this window, you and countries fighting along your side are always located on the left, while the enemy is located on the right. The top-most part displays the countries involved on both sides and a bar showing the overall tide of the battle.
The middle part consists in a visual representation of the military units involved in the current battle. Numbers beside the Units icons represent the total number of Units for each type, for the selected country on top and the total number with allies (if any) at the bottom.
Clicking the GUN or SHIELD icon at their left to order the Units to Attack or Back Off.
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It’s important to decide which Units are attacking and which are left behind, away from enemy fire. As each Unit Type has strengths and weaknesses against the other Types, it might be a good idea to leave the most vulnerable Units behind while you clear the way with Units that are best suited to the current situation.
You can also choose from preset strategies from the top frame. The strategies assign predetermined attack and defend orders to your units.
The bottom of the window shows the Relative position of the Units involved in the current battle. Click the white dots to select the corresponding Units Type icons in the middle frame.
When you are in a bad position, you can order your Units to retreat.
When ordered to do so, they first move to the back of the battlefield. When all the remaining Units are regrouped there, they quit the battle and are sent back to your country’s capital.
After a battle is finished, you’re presented with the battle summary that lists the casualties, the outcome, and the countries involved.
Taking possession of enemy territory
Once all enemy Units have been destroyed, you are free to take control of the territory.
You have to send your troops in all the enemy’s regions. An easy way to do that is to right-click anywhere on the country you want to take control of and select OCCUPY TERRITORY from the context menu.
All the Units you placed within the territory will split in smaller group and automatically take possession of all the regions.
This grants you military control over the captured territory, preventing their political owner to get resources and tax money from them.
To take complete control over the captured regions, you need to annex them to your country. This is done by making an Annexation treaty, either through the Treaties window (accessible from the political main window) or by right-clicking on the captured territory and selecting QUICK TREATY � ANNEXATION from the context menu.
Keep in mind that annexing a country will make you very unpopular. Diplomatic relations with the other countries will decrease.
Once the treaty is proposed, a delay of 6 months is necessary for the annexation to become effective. Other country that want to help could take that opportunity to attack you in an attempt to free the regions and give back full control to their original owner.
After the 6 months delay has expired, the regions become part of your country. If all the regions of a country are annexed that way (not necessarily by the same country), it completely disappears without any hope of returning.
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Strategic warfare
The nuclear warfare mode is the last resort since it brings incredible bad consequences for both countries involved.
Click to select the type of attack between military and civilian (only available when targeting a whole country).
A military attack concentrates the firepower on military targets (Unit Groups and nuclear missile silos) while a civilian attack concentrates the firepower on major population agglomeration.
Note that no matter what is the focus of the attack, it doesn’t mean there won’t be collateral damage. Attacking military targets still affects nearby population and vice versa.
You then select the type of missiles to use if you have both submarine-launched missiles and ICBMs that can reach the target. The range is determined by the technological levels of the available nukes. The total possible is displayed at the AVAILABLE MISSILES box. You can select missiles automatically by dragging the yellow bar just above the available missiles.
The last step is to prepare for launch and push the red button. If the target country has a missile defense shield (even you), it’ll activate automatically.
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Calculating missile casualties and damage
Damage done to civilian and military targets are determined by two factors:
a. Destruction radius (calculated using the weapon yield, represented by the Missile Damage rating);
b. Density of population and/or military Units in the area.
Missile Damage rating Yield
Full damage Destruction
Radius
Level 1 100 kt 3.25 km Level 2 200 kt 4.25 km Level 3 400 kt 6 km Level 4 750 kt 7.5 km Level 5 1500 kt (1.5 Mt) 9.5 km Level 6 2500 kt (2.5 Mt) 11.5 km Level 7 5000 kt (5 Mt) 14 km Level 8 20000 kt (20 Mt) 18 km Level 9 50000 kt (50 Mt) 23 km Level 10 100000 kt (100 Mt) 30 km
Civilian population density is calculated using the following formula:
Population Density = 10 x City Population 0,42
Using that population density, the estimated area covered by a city can be calculated:
Population
Population density
= Area covered by city
The area covered by the city is used to determine the city radius:
City area City radius = Square
root π
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Once the point of impact of the Strategic Missile, the Damage Radius of the Missile, the exact location of each cities and their radius are all known, it’s possible to check if the area of destruction of the Missile overlaps the area of a city.
50% Casualties Area Casualties = City Population Density x 100% Casualties Area +
2
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Covert Actions In SP2, you have to create Covert Cells to be able to perform Covert Actions and to defend your country against them. Instead of being able to perform Covert Actions at will, you have to manage your Cells, assigning them to countries you wish to operate in.
The cost of creating and maintaining Cells is very high, so you have to make strategic choices when assigning the Cells.
When you begin, you must first create cells by pressing the “create new cell” button. This brings you to a window where you decide the cell’s name and it’s training (an higher training costs more and takes more time, but gives the cell better efficiency). The new cell will emerge in the home country, so you’ll need to move it to the targeted country (by clicking on “country assignment”).
A cell can have two statuses, Active and Dormant. A dormant cell costs less and is less likely to get caught, but it won’t be able to perform actions, so you’ll have to change its status to “active”.
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The next step is o assign the cell a mission. The available types are the following: � Espionage � Sabotage � Assassination � Terrorism � Coup d’État
Espionage and Sabotage can be performed on either the civilian or military of the targeted country. Spying a civilian economic sector will give you a boost of production in that sector (if successful), while spying on the military gives you military technology you don’t have. Sabotaging a civilian economic sector will destroy production in the targeted country, where sabotaging a military production will affect units being built. The other actions will affect the stability of the targeted country to various degrees, up to Coup d’État that may put another political party in power. Lastly, framing a country will, if successful, put the blame of the action on somebody else, thus hurting two enemies, or creating discord between former allies. When the cell is done preparing, you’ll be prompted to either execute the action or cancel it. The result of the action will be presented in the MAIL MESSAGES window.
Statuses
When they aren’t assigned any specific task, the Cells are waiting for an assignment. The Status box is a combo box which can be used by the player to set its Cells’ activity level to one of the following:
� Dormant � While in that mode, a Cell is in sleep mode. It’s still assigned to a country, but
the activity level is minimal, making the Cell a) less likely to be caught and b) less expensive to maintain by reducing its upkeep fee.
Assigning a mission to a Dormant Cell makes the Mission Preparation Time twice as long as the normal required time.
� Active � The Mission Preparation Time is normal when assigning a mission to an Active
Cell.
Switching from Dormant to Active takes time (see appendix), during which the Cell’s status is set to ‘Getting ready”
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The other possible statuses are the following:
� In transit � Shown when a Cell is assigned to a country or reassigned to a different country.
It’s accompanied by a progress bar.
� Getting ready � Shown when a Cell is switch from Dormant to Active.
� Training � Shown when a Cell is currently in training.
� Preparing [mission] � Shown when a Cell is currently assigned to a mission. The mission type
(described later) is shown.
� Ready to execute [mission] � Shown when a Cell has been assigned to a mission and the preparation time
has expired. The Cell is ready to execute the mission and waiting for the player’s confirmation (through a popup message described later).
Mission preparation
When assigned a mission, a Cell prepares itself for the execution. After the preparation time has expired, the status is changed to READY TO EXECUTE. The EXECUTE MISSION is then enabled. Click on it to make your cell execute the mission.
A popup will be displayed to show the mission’s results. If the Covert Ops window has been closed in the meantime, you will receive a mail message instead.
Assignment on home country
When assigned to its own country, a Cell acts as a defensive shield against foreign Covert Actions. It increases the Actions’ probability of failing, without ever providing a 100% protection.
Countries are rated according to their population. Highly populated countries need more active cells (or more trained) in order to be protected from foreign Covert Ops.
Adding Cells to National Security increases the protection, but it does a smaller difference as the number increase.
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Cell Training
Like conventional Military Units, the Covert Action Cells can be trained at their creation (as described above) or after they are created.
At their creation, Cells are assigned a Training Level by the player. The available choices are the following:
1. Recruit 2. Regular 3. Veteran 4. Elite
Existing Cells can also have their training upgraded by the player. This is done by clicking the TRAIN CELL button from the Cells Assignment window. Using the same interface layout as when creating a new Cell, the Cells Training Level can be upgraded.
At any time, if the player skips Training Levels (for example, by training a Cell from Recruit to Veteran), the time and cost necessary to complete the training are added. The total time and total cost are those of all the steps combined.
Mission assignment
Cells are given mission orders to be performed in the country they are currently assigned to. To perform Actions in a different country, a Cell must first be reassigned to that country. It will be “in transit” to that country first. Once arrived at its destination, they can be given mission orders.
When declaring a Covert Action, the following aspects must be selected:
1. Mission type 2. Target sector 3. Target Resource or Unit Type (if applicable) 4. Mission complexity 5. Country to frame (if applicable)
The different missions available are the following:
� Espionage � Sabotage � Assassination � Terrorism � Coup d’État
Espionage and Sabotage missions target one of the two (2) following sectors: � Civilian � Military
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Covert Ops mission description
Espionage (civilian) Spy on the target country to analyze its production techniques. It increases your production of the selected resource.
Espionage (military) Spy on the target country to acquire military technology it possesses in the selected category.
Sabotage (civilian) Damages the target country's production of the selected resource.
Sabotage (military) Damages one of the target country's Military Unit productions. The production can either be slowed down or cancelled, depending on the mission's complexity level.
Assassination Assassinate an important political figure in the target country's, increasing the country’s instability.
Terrorism Perform a terrorist action in the selected country, increasing the country’s instability. Terrorism is cheaper and has a better success probability than assassination but the impact on diplomatic relations is much worst if the mission fails.
Coup d’État Replaces the target country's Political party in power with one which is more sympathetic to your cause. It greatly improves diplomatic relations between your country and the target.
The Mission Complexity rating determines the difficulty level of the mission, as well as the importance of the effect if the mission is successful.
The available choices are:
� Low � Moderate � High
A mission with a higher complexity will have increased chances of failing, increasing the Cell’s risks of being captured by the target country. However, if successful, the effect is more important.
Finally, another country can be framed for the Action, resulting in an increased tension between the target country and the framed country.
The available choices are:
� None � Any country selected from a country list.
Framing another country greatly increases the mission’s difficulty level. If the action fails, both the target country and the framed country become aware of the attempt to harm them and Diplomatic Relations with both of them will be decreased, along with their friends/allies.
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Economic Windows The nerve of every game, the economic sphere is probably the most difficult to master. You have to keep an eye on many elements at once, and they’re all interconnected. Also, as with the other two spheres, you can be game over for economic reasons: if you contract a debt that you can’t repay interests on, the International Monetary Fund will seize control of your public finances.
Main economic window
1. Economic model – shifts to the left or right according to the amount of economic activity that is state controlled or privately operated. This constitutes the economic philosophy of your government.
2. Economic health – The economic health is a measure of various economic indicators that provide a general indication of the selected country’s economic situation.
It’s influenced by the country’s infrastructure, its human development level and interest level.
A good economic health positively affects most of the economic aspects in a country.
3. Budget – a very summarized view of the total amount of income, expenses, the balance between the two, and the available money.
Note that in SuperPower 2, you can generate a deficit, meaning that you can spend money even if you don’t have any available. This creates an international debt. If it ever becomes important enough so that your total income is not enough to pay the interests, you’ll loose control of your country (loosing the game).
4. Resources - displays the degree of your domestic demand that you meet, by producing and importing resources. Clicking on MORE button brings up the detailed Resource window.
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Economic health
In the economic health window, you have a presentation of the internal state of your economic policies. Most of the information presented here is informative, except for three.
1. Minimum wage – raising it will make your population happier and reduce population under poverty line, but might also slow down your economy, raise unemployment, and raise inflation.
2. Personal income tax – is a very powerful tool to make your population like you or hate you. Also used to contain economic growth.
3. Interest levels – raising the interest level slows down the economy and prevent rampant inflation. Lowering it will jump start the economy, but might raise inflation. Normally, an inflation between 2% and 4% is the goal to reach.
Budget
This window presents the breakdown of the budget presented on the first level window. Each “more” button opens the relevant window to explain the values. The expenses are separated in two: the fixed ones and the normal ones. The fixed expenses are like the income: they’re presented for clarity, but you can’t modify them directly. The normal expenses are those that you can play with to put more energy in a given sector. By dragging the bars, you can decide to underfinance a sector (in the red) or overfinance it (in the green) in order to stimulate it. Like we mentioned previously, you can run a deficit for a while, but if your “debt” payments surpasses your total income, you lose.
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Budget departments
Variable expenses
Infrastructure
Raises the country’s infrastructure level which increases resources production, shortens military units’ movement preparation time and pleases the population.
Propaganda
Increases the government approval rating, at the cost of an overall deterioration of the diplomatic relations with other countries.
Environment
Reduces the probability of environmental catastrophes occurring, increases the production of resources of the primary sector and pleases the population.
Health care
Increases the human development level, lowers the death rate and pleases the population.
Education
Increases the human development level and the resources production in the Services category, as well as pleasing the population.
Telecom
Increases the human development level and improves the accuracy of information when reviewing military units from other countries.
Government
Helps lowering the corruption in the country and helps winning elections in Multi-party democracies.
Foreign aid
Provides an overall improvement of the diplomatic relations. Money spent in this department is redistributed to third-world countries.
Research
Budget assigned to the research of military technology. See the Military Research window to further manage how the money is distributed.
Tourism
Develops the country’s tourist infrastructure increasing the revenues from tourism over time.
Fixed expenses
Security Yearly projection of the current Covert Ops Cells total upkeep cost.
Diplomacy Yearly projection of the current the sum of your treaties’ upkeep fees and spendings from Economic Aid treaties.
Trade Yearly projection of the current total amount of money spent for the importation of resources.
Unit upkeep Yearly projection of the current total military upkeep cost.
Debt Interests paid on your country’s international debt. If it ever becomes bigger than a country’s total income, it falls into economic failure.
Corruption Money lost due to the corruption in your country.
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Resources
The resource trade and management is a very big part of the game, and we highly encourage you to read the strategy supplement on that topic for further understanding. There are a total of 27 resources broken down in 6 groups, from primary to tertiary. The total production of these resources equals to the GDP, so each resource is also an economic sector of activity. Some of these resources are also necessary for others to function properly (for instance, you need iron and steel to build automobiles). The window lists, for each resource, whether the resource is legal or not on this country (a green or red circle), and whether it’s public or private. A country that has a large part of its economy under public management will rank economically to the left (state controlled). Then, each resource has a production value, a consumption, a trade and an available value. All of these are in dollars. The equation is: Production – Consumption - Trade = Available
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Trade can be either positive (you’re selling more) or negative (you’re buying). The available column is either in green (you meet your demand) or in red (you need that resource).
Increasing production raises, at a cost, the production level of your country. This can be used to be more independent of suppliers, or to hurt another exporter. Be advised, though, that international production tends to balance between offer and demand, so you can’t increase production without limit for a sector where there’s no demand. The production will naturally decrease over time.
Making a sector illegal doesn’t stop entirely the production and consumption, like making drugs illegal doesn’t make them disappear. It does, however, hurt production and use.
Lastly, making a sector public or private, in addition to changing your economic philosophy, will change the levels of production and the way the income is managed. For instance, a public sector’s trade goes directly in the budget, where a private sector’s economic activity will be taxed.
The GLOBAL TAX MOD sets a tax which is applied to all resources, in addition of each resource’s sector tax.\n\nit can be useful to easily change the tax level on all resources at once.
Taxing a resource provides income, but also slows down its production growth rate.
Taxes are only applied on resources managed by the private sector.
Private Management
When the control is set to Private, the private sector (automatic) controls how much Resources are imported and exported through the calculation of Offer and Demand.
After the country’s needs have been addressed, all Resources surplus are offered to the world market.
Taxes can be applied to each traded Resources (imported and exported).
Exported resources increase your GDP and imported resources decrease it.
The value of importing resources is deducted from your country's GDP, on which the personal income tax is applied. This means that you will receive less personal income tax revenues if your country imports a lot of resources.
When a resource is controlled by the private sector, the taxes are applied to the quantity imported or exported.
For example, if you import 1000$ and tax the sector at 10%, you will receive 100$ in Trade income in your country's Budget.
So, up to a certain level, it's better to tax the population rather than the industry. However, when you tax it too much, your country's approval and stability rating are decreased, resulting in a lower economic health, which then harms your overall production.
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Public Management
When the control is set to Public, the government (through the player’s actions) controls how much Resources are imported and exported.
Public management has the following behavior and effects:
� The player decides how much of each Resource he wishes to buy or sell
� The total cost of each Imported Resource is directly applied to the Budget as a Trade expense (1:1)
� The total revenue generated by Exported Resources is directly applied to the Budget as a Trade revenue (1:1)
� No bonus or penalty is applied to the country’s GDP
� No Trade taxes can be applied
� Slows down the country’s natural capacity to increase its production to meet the demand
So, if the resource is controlled by the government (public sector), you can't tax it. However, is you sell 1000$ of a resource while it-s controlled by the government, you get 1000$ of income in your Budget.
Resource production vs. international offer and demand
If the international demand is high for a particular resource, that resource’s production will automatically increase over time. The rate at which is grows depends on your country’s Economic Health. The production also grows more slowly for resources controlled by the government.
So if there is a growth opportunity, countries with a better Economic Health will be faster to adapt and will acquire a larger the market share.
This adjustment is made automatically.
If the world’s production is too low and creates resources surpluses, the production will decrease automatically.
As the countries buy resources in order of their Economic Rank and from countries with high Economic Ranks first, countries with lower Economic Rank are the first ones to be affected by a resource surplus. They are the ones which won’t be able to sell their resources, so their production will be the first to decrease because of a world over-production.
Like in real life, the rich gets richer, the poor get poorer. This is why it’s very important to have a good Economic Health and to get your country high in the world’s Economic Ranking.
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Increasing the production
Resources production can be increased artificially by clicking the INCREASE PRODUCTION on the resource window. This option let you invest money to stimulate a resource’s production by a fixed percentage.
Although this is very expensive, it creates an instant boost to your production, increasing your country’s market share.
Keep in mind that doing this might create a surplus on the world market which will cause the production in every country (including yours) to decrease over time. The bigger market share acquired this way may reduce this effect and providing you with a slight advantage compared to other countries.
Resources and country development
The game features 27 different resources, regrouped in six (6) categories as seen in the table on the right.
The categories are in order of importance. A country’s most important need is to meet its population Food requirements. It will than need Energy and Raw materials to meet its basic needs. The more developed a country gets, the further it goes down the list.
Failing to provide the required resources to a country prevents it from growing and developing itself. It has a direct effect on human development level and economic health.
The different resources categories set a maximum value to the human development rating.
A country that can only provide Food to its population will have a low human development level and won’t be able to raise it higher than a certain level. If the country’s economy allows it to produce or acquire energy, its economic activity and human development level will be able to increase up to a certain level, and so on.
So there is no point in producing or acquiring high level resources if the low level resources requirements are not met.
If a developed country can’t meet resources requirements it was able to meet in the past, its economic activity will quickly decrease proportionally to the lack of resource. The human development level will then slowly decrease in the same proportion until the situation is corrected.
So the resources have a direct impact on the development level. The opposite is also true. A country’s human development level influences the kind of resources that may be produced. A country with a low human development level can’t produce high level resources. Uneducated workers can’t produce pharmaceuticals resources or provide engineering services.
Food & Agriculture Cereals Vegetables & fruits Meat Dairy Tobacco Drugs Energy Electricity Fossil fuels Raw Materials Wood & paper Minerals Iron & steel Precious stones Industrial Materials Fabrics Plastics Chemicals Pharmaceuticals Finished Goods Appliances Vehicles Machinery Commodities Luxury commodities Services Construction Engineering Health & care Retail Legal services Market & advertising
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Resources Legality
Resources can be set to be legal or illegal.
Legal resources are freely used and traded internationally. They generate GNP, trade revenues or import-export taxes and economic activity.
On the other hand, illegal resources don’t generate any revenues or economic activity. There can still be a demand and illicit production for such resources, but it won’t give any advantage to the producing country.
Illegal resources are traded on the black market. If most countries set a resource as being illegal, it becomes rare and the demand increases. A country could decide to legalize a resource that most other country consider as illegal and make a great amount of profit by being one of the only producer for that resource or by setting import taxes on that expensive resource. The demand being very high, the profit will be considerable.
However, all the countries in which that resource is illegal will disapprove that decision. It will effect negatively the foreign relations with all those countries.
Production & Domestic Use
Each country produces a certain amount of each resource. Depending of its demographic and economic situation, it will also use those resources. The game’s starting production and domestic demand use real-world data. They will then be influenced by the evolution of each country.
As stated in the previous section, the domestic demand for each resource category depends on the country’s economy and its population’s human development level.
Also, some resources require other resources in their production. For example, Iron & Steel is needed to build vehicles or appliances. An increase in the Vehicles production will automatically create an increase in the Iron & Steel resource domestic demand.
On the other hand, a resource shortage might affect the production of another resource. If a country can’t meet its Iron & Steel requirements, its Vehicles production will drop.
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Superpower 2 manual 60 © GolemLabs 2004
The following tables describe the resources interdependencies:
Resources Requirements Cereals Vegetables & fruits
Meat + Cereals Dairy + Cereals Tobacco Drugs Electricity Fossil fuels ++ Machinery Wood & paper
++ Machinery + Electricity
Minerals ++ Machinery Iron & steel ++ Electricity Precious stones
+ Machinery
Plastics ++ Chemicals + Electricity Fabrics + Electricity Chemicals + Electricity Pharmaceuticals
++ Chemicals + Electricity
Appliances ++ Iron & steel + Electricity Vehicles ++
+ Iron & steel ++ Plastics + Electricity
Machinery +++
Iron & steel + Electricity
Commodities ++ Plastics ++ Chemicals + Fabrics + Electricity Luxury commodities
++ Plastics ++ Chemicals + Fabrics + Electricity
Construction +++
Iron & steel ++ Wood & paper
+ Machinery
Engineering Health & care ++ Pharmaceuticals Retail + Market &
advertising
Legal services
Market & advertising
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Random Events
General
The Random Events simulate the occurrence of Events that would be displayed in news reports, increasing the impression of a real living world. They can be Acts of Nature (natural disasters) or related to the Economy, the demography, the environment or the politics.
The Random Events can be toggled ON or OFF through the Game Options (Administrator Options in multiplayer games).
List
The different Random Events included in the game are the following:
Acts of Nature
1 Avalanche 2 Blizzard 3 Cold wave 4 Cyclone 5 Drought 6 Earthquake 7 Flood 8 Heat wave 9 Hurricane 10 Insect infestation 11 Landslide 12 Storm 13 Tidal wave 14 Tornado 15 Tsunami 16 Typhoon 17 Volcanic eruption 18 Wild fire
Economy
19 Stock market crash 20 Economic depression 21 Economic boom 22 Poor harvest 23 Bountiful harvest 24 Livestock epidemic 25 [Resource] discovery (Raw Materials family and Fossil Fuels only)
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Demography
28 Epidemic 29 Population boom 30 Famine
Environment
31 Nuclear meltdown 32 Chemical spill 33 Industrial accident
Politics
34 Anti-globalization protest
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Credits Golemlabs
CEO Jean-René Couture Director of operations Mathieu Tremblay Director of marketing Marie-Eve Bourdages
Game design Jean-René Couture Sébastien Kerjean GolemLabs staff
Art team Concept art Adam Pilkington
Animation Marc Lepage Modeling Steve Labrecque
Dominic Paquet Textures Nathalie Marineau
Programmers Alain Bellehumeur
François Durand Nicolas Hatier Francis Jackson Jonathan Mercier Frédéric O’Reilly Germain Sauvé Mathieu Tremblay
Additional help Martin “Choq Soul” Choquette
Music Éric Vigneault (www.multimediarts.net) Sound effects Martin Laplante
Dreamcatcher
President and CEO Richard Wah Kan DreamCatcher Europe, Managing Director Olivier Pierre
DreamCatcher Europe, Vice President and CFO Roch Roustan VP Product Development and Acquisitions Robert Stevenson
Vice President Marketing Marshall Zwicker
Producer Bill Mooney Additional Production Mike Adams
Product Manager (North America) Brian Gladman Brand Manager (Europe) Simon Vivien
Marketing Director (Europe) Matthieu Saint-Denis Marketing Creative Director Desmond Oku
Illustrations Russell Challenger
Graphics Management Jim Meecham (Canada) Odile Mousseau (Europe)
PR Coordinator Tara Reed Localization Production Christine Gervillie
Yann Tisseyre
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QA Manager Mike Adams QA Lead Tester Chris Elliott
Testers (Functional) Adrian Miller Chris Nesbitt Ryan Gavel Vasso Kontoulis Daniel Torreblanca Dan Dawang Aldo Fazzari Anthony Finelli
Testers (Compatibility) Enzyme Testing Labs