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Superpower 2 manual

Introduction

Este manual es el complemento del manual básico impresa que se incluye con el
juego. Abarca la misma información, pero entra en mucho más detalle en relación con
las funcionalidades del juego.

System requirements

Minimum Recommended
 Pentium 3 – 933  Pentium 4 – 2.0 or AMD 6
 256MB of RAM  512 MB RAM
 DirectX 9.0c  128MB video card
· 64MB video card
· Windows 98, ME, 2000 or XP

Installing the game

Al insertar el CD en la bandeja del CD, el programa de instalación debe lanzarse. Sólo tienes
que seguir las instrucciones que aparecen en pantalla.

Si ejecución automática está desactivada en su ordenador, tendrá que iniciar


manualmente la instalación siguiendo estos pasos:
1. Haga clic en el botón de inicio en la barra de tareas
2. Haga clic en ejecución
3. En el cuadro de entrada, escriba D: \ SETUP, en sustitución de la letra D para la
letra de unidad de CD-ROM si D no es su letra de unidad.

conceptos de juego

Superpotencia es al mismo tiempo un juego muy simple, y un juego muy complejo. Es muy
simple, ya que utiliza las nociones y términos que todos estamos familiarizados con. Usted
no va a tener que aprender hechizos mágicos, de ciencia ficción tecnológica, criaturas
extrañas y la dicha. El ajuste de la superpotencia 2 es el mundo real. Que va a jugar con los
países reales, datos reales y acciones realistas. Tratamos de construir la interfaz de ser lo
más intuitivo posible, guiar al jugador en los aspectos más importantes del juego.

Superpotencia 2 es también muy compleja, por la misma razón anterior. Este es un juego de
estrategia geopolítica. Se le coloca al frente de un país, y sólo usted estará en el timón. Vas a
tomar decisiones políticas, económicas y militares. Estas decisiones tienen consecuencias
complejas en sí mismo ya todos los demás. También será un objetivo (o un aliado) a sí mismo,
como todos los demás países del mundo tienen los mismos objetivos que tú: administrar su
país,

Superpower 2 manual 1 © GolemLabs 2004


que sea más potente, y que sea respetada. A veces, cuando los objetivos de varios países
se enfrentan, que tendrá que tomar decisiones que podrían salvar el día, o dar lugar a la
Primera Guerra Mundial III...

Un concepto importante de la superpotencia 2 es que no hay niveles de dificultad


preestablecidos. El equipo siempre juega su mejor momento, y nunca engaña a obtener
una ventaja sobre el jugador. Las dificultades del juego se basan en las decisiones que el
jugador hace al iniciar un juego. Si se selecciona, Senegal, como su país y tiene una meta
de conquistar el mundo, entonces él está tendiendo a sí mismo por un juego bastante
difícil! Pero si él elige Canadá, y su objetivo es no quedar postrados en el próximo año, él
sólo puede sentarse fuera y ganar.

Así que las decisiones del jugador en la selección de un país y los objetivos determinarán la
dificultad y diversión, de cada juego. Al mismo tiempo, todos los países de la computadora
también están motivados por sus objetivos, y se comportarán en consecuencia. Se
encontrará con los países belicistas, los países pobres, los negociadores de paz, etc.

Para guiarle a lo largo de estas opciones, se recomienda reproducir los escenarios de un


solo jugador antes de participar en el modo multijugador u otros juegos complejos. Estos
escenarios se construyeron para llevar gradualmente al jugador en superpotencia 2. En ellas,
podrás aprender consejos de gran alcance y las técnicas avanzadas. También tendrá la
ayuda del asesor de juego que puede que le avise cuando estás haciendo acciones
irracionales, cuando su país se está en problemas, o cuando un evento importante en el
mundo debe llamar su atención. El asesor incluso sugerir respuestas y planes para
solucionar una situación dada.

Objetivo del juego

Superpotencia 2 no es más que un juego de guerra, es un simulador mundo real


geopolítico. Esto no quiere decir que los militares y la guerra no son una parte del juego.
Lo que significa es que la guerra y la conquista del mundo, no son necesariamente los
únicos objetivos del juego. Dado que el juego se juega en 3 niveles diferentes (políticos,
económicos y militares), hay posibles objetivos para cada uno de los tres. Y, ya que no
son objetivos militares y la conquista, también hay objetivos pacíficos.

En superpotencia 2, el jugador elige sus objetivos la mayoría de las veces. Una gran
cantidad de juegos son los tipos de recinto de seguridad generales de juegos. En estos, el
jugador escoge un país, que recoge las metas que él quiere, y un límite de tiempo para
cumplir con ellos, y se inicia el juego. En estos juegos, el jugador es muy libre de hacer lo
que quiera. Algunos jugadores ni siquiera se fijaron metas. Ellos sólo debes elegir un país,
y dejar que el juego dicta la orientación que va a tomar.

Algunos otros juegos son más estructurados. Estos son los escenarios y modos de juego.
Se han fijado objetivos a cumplir en un plazo determinado. Por supuesto, el objetivo más
popular es la de escoger un país poderoso y empezar a invadir vecinos. Si bien
entendemos la gratificación instantánea de bombardear a alguien, creemos que obtendrá
el máximo provecho de jugar superpotencia 2 escogiendo cualquiera de escala media o
países muy pequeños y construirlas desde cero.

Superpower 2 manual 2 © GolemLabs 2004


Ventana de opciones de juego
Las opciones de juego son accesible desde la pantalla de título y le permite ajustar las
diferentes configuraciones que pueden afectar el rendimiento del juego en general.

1. Resolución – utilice
baja ajustes para
mejor rendimiento.
2. Color profundidad -
utilice baja ajustes
para mejor
rendimiento.
3. Textura detalle -
utilice baja ajustes
para mejor
rendimiento.
4. Enfocar nivel –
cantidad de detalle
que se muestra en el
mundo a nivel de
zoom alto. utilice baja
ajustes para mejor
rendimiento.
5. Nubes - Alterna
nubes encendido
y apagado.
6. Sol - Alterna el sol encendido y apagado. Cuando está desactivado, el mundo está
iluminado uniformemente.
7. Luna - Alterna nubes encendido y apagado.
8. Ciclo día y noche - Alterna el ciclo de día y noche y se apaga. Cuando se desactiva, del
sol posición se bloquea detrás de la cámara, evitando el mundo para un color oscuro por
la noche.
9. Volumen música - Ajuste el nivel de volumen de la música.
10. Volumen sonido - Ajuste el nivel de volumen de los efectos de sonido.

Superpower 2 manual 3 © GolemLabs 2004


Iniciar nuevos juegos

Al iniciar el juego, que está traído al menú principal. Los tutoriales de juegos están disponibles
para guiarle a través de la interfaz y los conceptos básicos del juego. Las tres primeras opciones
de los menús son los que vamos a explicar más a fondo aquí, ya que se utilizan para iniciar los
juegos.

Single player

Para comenzar el juego de forma libre, el jugador debe decidir lo siguiente:

1. Selección del pais – presionar la flecha para obtener una lista de países disponibles entre
los que elegir. También puede seleccionar mediante el perfil cuando se tiene una
experiencia de juego específico en mente, pero no está seguro del país que llenará
mejor de los casos.
2. Control de las esferas – aquí se decide si se comienza con el control de cada esfera
(conmutado a humano por defecto) o si desea que el equipo para gestionar
automáticamente ellos. Siempre se puede cambiar de opinión durante el juego, y
darle el control de una esfera a la computadora, o tomar de nuevo.
3. Elija partido político – usted tiene que
decidir su partido político. Algunos países
no democráticos tienen un solo partido.
Esa elección le afectará más adelante si
se presiona por una elección.
4. Objetivos y plazos – Se puede seleccionar
cualquier combinación de las metas que
desea, con cualquier límite de tiempo. Si
usted no cumple con un objetivo en el
límite de tiempo, entonces su juego ha
terminado. Para seleccionar un objetivo,
simplemente haga clic en el conmutador
queda de ella.

Superpower 2 manual 4 © GolemLabs 2004


Metas

País [x] Cómo votó a cabo


El objetivo se logra cuando el partido en el poder en el comienzo del juego en el
país 'x' pierde una elección País [x] víctima del golpe de Estado
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

Superpower 2 manual 5 © GolemLabs 2004


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.

Superpower 2 manual 6 © GolemLabs 2004


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.

Superpower 2 manual 7 © GolemLabs 2004


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.

Superpower 2 manual 8 © GolemLabs 2004


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...

Superpower 2 manual 9 © GolemLabs 2004


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

Superpower 2 manual 10 © GolemLabs 2004


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.

Superpower 2 manual 11 © GolemLabs 2004


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.

Superpower 2 manual 12 © GolemLabs 2004


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.

Superpower 2 manual 13 © GolemLabs 2004


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.

Superpower 2 manual 14 © GolemLabs 2004


Multi-party democracy

Advantages Disadvantages
Highest Resources production Must win elections every four (4) years
Low corruption (player can be voted out and loose the
Very low risk of successful Coup d'État 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 High Resource consumption
party in power is the only legal one High Government (administration)
High Resources production spendings
Reduced negative impact of an high High corruption
Military Force/Population ratio on Stability
Rating
Low risk of successful Coup d'État
Negative impact on the Approval rating
when declaring war

Communism

Advantages Disadvantages
No elections Low Resources production
Low Resource consumption Highest Government (administration)
Low corruption spendings
Low risk of successful Coup d'État Negative impact on the Approval rating
when declaring war
Highest negative impact of an high Military
Force/Population ratio on Stability Rating

Superpower 2 manual 15 © GolemLabs 2004


Monarchy

Advantages Disadvantages
No elections Low Resource production
Low Resource consumption High corruption
Low Negative impact on the Approval High risk of successful Coup d'État
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

Theocracy

Advantages Disadvantages
No elections High impact of Religions distribution on
Reduced negative impact of an high Stability Rating - A country run by a
Military Force/Population ratio on Stability theocracy will become less stable as the
Rating number (and proportion) of religions
Low Resource consumption practiced by the population increases
Low Resource production
Low corruption
Low Negative impact on the Approval High risk of successful Coup d'État
rating when declaring war
Low Government (administration)
spendings

Superpower 2 manual 16 © GolemLabs 2004


Military dictatorship

Advantages Disadvantages
No elections Very low Resources production
Very low impact on the Approval rating High corruption
when declaring war Extremely high risk of successful Coup
Positive impact of an high Military Force / d'État
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

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.

Superpower 2 manual 17 © GolemLabs 2004


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.

Superpower 2 manual 18 © GolemLabs 2004


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
Legal or Illegal
demonstration
Women suffrage Legal or Illegal
Number of children per
Limited or Unlimited
family
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 Two-sided Request declaration of hostilities between the countries on each side.
Declaration Punctual

Alliance Single-sided Members agree to make every effort possible to defend each other
Multi-member in case of an attack on their territory.
Long-term Members get the right to put Military Units on other Members'
territory.
Military Two-sided Allows country both sides to move on each other’s territory, without
trespassing right Long-term giving them the right to stop on the said territory.
Request military Two-sided Country on Side A request military units from country on Side B to be
presence Punctual removed from his territory.
removal If treaty becomes effective, all remaining military units from country on
Side B are automatically moved to the closest possible region.

Annexation Two-sided If the country on Side A has Military Control over regions that belong to
Punctual 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 The country on Side A relinquishes military control over regions that
Punctual are militarily controlled by the country on Side A and politically
controlled by the country on Side B.
Cultural Single-sided Improves Diplomatic Relations between members.
exchanges Multi-member
Long-term
Noble cause Single-sided Promotes a noble cause
Multi-member Diplomatic Relations between treaty members are positively affected
Long-term Diplomatic Relations between treaty members and non-members are
negatively affected, proportionally to the non-members Economic
Strength
Research Single-sided Increases all members' Research Capacity by giving each member a
partnership Multi-member bonus equivalent to 10% of the combined Research Capacities of the
Long-term group.
Human Single-sided Member countries with higher Human Development Level help the
development Multi-member others to achieve their level.
collaboration Long-term
Economic Single-sided All members receive a bonus to their Resource Production. More
partnership Multi-member productive countries generate a bigger bonus then the less productive
Long-term ones.

Common market Single-sided Members share their resources to fill each other's domestic needs
Multi-member before any regular resource trades take place.
Long-term 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 Countries on Side A pay for up to 10% of resource importations
Multi-member needed for domestic consumption in countries on Side B.
Long-term 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 Two-sided Countries on side A refund the integrality of the foreign dept of
dept Multi-member countries on Side B.
Punctual If there is more than one country on Side A, payment is distributed
proportionally to their respective economic strength
Economic Two-sided Promotes suspension of all resources trade with countries on Side B.
embargo Multi-member Countries on Side B are not able to buy resources coming from
Long-term countries on Side A.
Weapons trade Single-sided All members are allowed to order new Military Units from each other.
Multi-member
Long-term

Weapons trade Two-sided Promotes suspension of all weapons trade with countries on Side B.
embargo
Multi-member Diplomatic relations between members on Side A and countries trading
Long-term 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.

Describes how similar countries' military strength must be from each other in order to
Military strength
be eligible

Describes how similar countries' economic strength must be from each other in order to
Economic strength
be eligible

Government type Describes how similar countries government types must be in order to be eligible.

Describes how similar countries' research funding must be from each other in order to
Research level
be eligible.

Allows deciding whether or not two treaty members can be at war with each other
Diplomatic relations
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.

Superpower 2 manual 25 © GolemLabs 2004


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.

Superpower 2 manual 27 © GolemLabs 2004


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 & Determines the speed at which the unit moves and reduces the
Maneuverability 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.
Determines the amount of damage dealt to a target after a successful
Gun damage
hit using guns.
Missile payload Determines the amount of missiles carried by the unit.
Determines the distance at which the unit can hit a target using
Missiles range
missiles.
Missiles precision Determines the probability of successfully hit a target using missiles.
Determines the amount of damage dealt to a target after a successful
Missiles damage
hit using missiles.
While in combat, stealth greatly reduces the chances of being the
Stealth
target of enemy fire, increasing the unit’s survivability.
Determines a unit’s chance of evading incoming missiles, slightly
Countermeasures
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.

Superpower 2 manual 39 © GolemLabs 2004


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.

Superpower 2 manual 40 © GolemLabs 2004


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)

Superpower 2 manual 41 © GolemLabs 2004


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.

Superpower 2 manual 42 © GolemLabs 2004


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 from

OCCUPY TERRITORY
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.

Superpower 2 manual 43 © GolemLabs 2004


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.

Superpower 2 manual 44 © GolemLabs 2004


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.

Full damage
Missile Damage
Yield Destruction
rating
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:


0,42
Population Density = 10 x City Population
Using that population density, the estimated area covered by a city can be calculated:
Population
= Area covered by
Population city
density

The area covered by the city is used to determine the city radius:

City
City radius = Square
area
root

Superpower 2 manual 45 © GolemLabs 2004


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

Superpower 2 manual 46 © GolemLabs 2004


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”.

Superpower 2 manual 47 © GolemLabs 2004


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 window.

MAIL MESSAGES

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”

Superpower 2 manual 48 © GolemLabs 2004


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.

Superpower 2 manual 49 © GolemLabs 2004


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

Superpower 2 manual 50 © GolemLabs 2004


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.

Superpower 2 manual 51 © GolemLabs 2004


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.

Superpower 2 manual 52 © GolemLabs 2004


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.

Superpower 2 manual 53 © GolemLabs 2004


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.

Superpower 2 manual 54 © GolemLabs 2004


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

Superpower 2 manual 55 © GolemLabs 2004


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.

Superpower 2 manual 56 © GolemLabs 2004


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.

Superpower 2 manual 57 © GolemLabs 2004


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.

Food & Agriculture


Resources and country development
Cereals
The game features 27 different resources, regrouped in six Vegetables & fruits
(6) categories as seen in the table on the right. Meat
Dairy
The categories are in order of importance. A country’s most
Tobacco
important need is to meet its population Food requirements. It will
Drugs
than need Energy and Raw materials to meet its basic needs. The
Energy
more developed a country gets, the further it goes down the list.
Electricity
Failing to provide the required resources to a country prevents it Fossil fuels
from growing and developing itself. It has a direct effect on Raw Materials
human development level and economic health. Wood & paper
The different resources categories set a maximum value to Minerals
the human development rating. Iron & steel
A country that can only provide Food to its population will have a Precious stones
low human development level and won’t be able to raise it higher Industrial Materials
than a certain level. If the country’s economy allows it to produce or Fabrics
acquire energy, its economic activity and human development level Plastics
will be able to increase up to a certain level, and so on. Chemicals
Pharmaceuticals
So there is no point in producing or acquiring high level
Finished Goods
resources if the low level resources requirements are not met.
Appliances
If a developed country can’t meet resources requirements it was Vehicles
able to meet in the past, its economic activity will quickly Machinery
decrease proportionally to the lack of resource. The human Commodities
development level will then slowly decrease in the same Luxury commodities
proportion until the situation is corrected. Services
So the resources have a direct impact on the development level. Construction
The opposite is also true. A country’s human development level Engineering
influences the kind of resources that may be produced. A Health & care
country with a low human development level can’t produce high Retail
level resources. Uneducated workers can’t produce Legal services
pharmaceuticals resources or provide engineering services. Market & advertising

Superpower 2 manual 58 © GolemLabs 2004


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.

Superpower 2 manual 59 © 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 & ++ Machinery + Electricity
paper
Minerals ++ Machinery
Iron & steel ++ Electricity
Precious + Machinery
stones
Plastics ++ Chemicals + Electricity
Fabrics + Electricity
Chemicals + Electricity
Pharmaceutic ++ Chemicals + Electricity
als
Appliances ++ Iron & steel + Electricity
Vehicles ++ Iron & steel ++ Plastics + Electricity
+
Machinery ++ Iron & steel + Electricity
+
Commodities ++ Plastics ++ Chemicals + Fabrics + Electricity
Luxury ++ Plastics ++ Chemicals + Fabrics + Electricity
commodities
Construction ++ Iron & steel ++ Wood & + Machinery
+ paper
Engineering
Health & care ++ Pharmaceuticals
Retail + Market &
advertising
Legal
services
Market &
advertising

Superpower 2 manual 60 © GolemLabs 2004


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)

Superpower 2 manual 61 © GolemLabs 2004


Demography
28 Epidemic
29 Population boom
30 Famine

Environment
31 Nuclear meltdown
32 Chemical spill
33 Industrial accident

Politics
34 Anti-globalization protest

Superpower 2 manual 62 © GolemLabs 2004


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

Superpower 2 manual 63 © GolemLabs 2004


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

Superpower 2 manual 64 © GolemLabs 2004