sr2010 manual

Transcription

sr2010 manual
sr2010 manual cover final
4/4/05
3:58 PM
Page 1
HOT KEYS
Cabinet Overview and Hot Keys
Smart Hex Popup – Popup Based on
Selected Hex
-
Industry Popup
Opens Department Panels
+
Switch to Terrain Mode
(Keypad) Increase Map Zoom
(Keypad) Decrease Map Zoom
+
+
Assign Selected Units to a
numbered Group (Number
alone would re-select them)
Ends Turn in Turn Based
Mode
Ends Turn in Turn Based Mode
Cancels an Action in Progress (Move
units / Build Facility / Closes Popup)
Game Options - if no Action in
Progress
Opens Panels / Closes Panels
+
Changes Unit Hud Centering and
Sizing
+
Toggles Unit Zoom Option
Change Unit Hud Colours (Between
Player Colour or Enemy / Ally /
Neutral)
Change Unit Disc
+
Transparency
+
Change Unit Hud Bar Sizing
Line of Sight Toggle (Turns On/Off
Visual Indication of hidden terrain)
+
Load Player Settings
Missile Popup
+
Mute Sound
Pauses Game
Compose New EMail Message
Open CHAT Mode
Missile Silo Popup (If you have a Silo)
Toggle On Move / Firing Range Circles
Base Popup Screen
Centers Map on Current Hex
+
Centers Map on Capital
+
City List Popup Screen
Toggle Unit Pathing Display
Changes Hud between
+
Multiple Bars or Chevrons
indicator of multiple units
Change Unit Hud look
+
between four varying
preferences
Toggle Distance Readout on Pathing
Lines
Toggles Popup Background
Transparency On/Off
Toggles Terrain Production Filter
On/Off
+
+
Toggle between Standard
and Enhanced Fog of War
(Single Player Only)
Toggle On/Off High Ground Filter
+
Show Map Grid
Quit
Research Popup
+
+
Save Player Settings
Displays Hex Defensive Strength
+
+
Maximum Zoom In
Closes Bottom Panels one at a
time
Will adjust Sliders that are
or
moused-over
With Keys or Mouse wheel will
Multiply Movement x 10
With Keys or Mouse wheel will
Multiply Movement x 0.1
Over Map changes the Zoom on the
Map
Over Sliders changes Values (+ Alt
for fine tuning)
+
+
When Unit Selected will set
movement way points
When Unit Selected,
Control+Left Click a
destination will open the
Advanced Orders
On the map when you don’t have
anything selected, brings up a menu
of options available for that hex (the
options depend on what is currently
in the hex and the ownership of the
hex)
+
Supply Model Map Overlay
Maximum Zoom Out
Normal Zoom Level
Production Popup
Show Frame Rate in Top Right Corner
+
Toggles Tool Tip On/Off for City
Names
On “Auto Deploy” and
“Continuous” buttons when
in many of the build
screens, changes the setting
for the selected unit and
then automatically selects
the next unit in the list
Cycle between Hot Spots on the Map
Close Bottom Panels
+
Toggles Side
Screen Info Panels
Open/Closed
Unit Summary List Popup
Unit Popup (If any Unit in
Selected Hex)
Toggles On/Off Low Visibility/Close
Combat Filter
Regional Atlas – Currents conditions
of other regions in the Scenario
+
©2005 Strategy First Inc. All rights reserved. Supreme Ruler 2010 is a trademark of BattleGoat Studios Inc. All rights reserved.
All other trademarks and copyrights are the properties of their respective owners.
90144M
Supreme Ruler 2010
FOREWORD - BY LARRY BOND . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .1
THE STORY SO FAR… . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .6
INTRODUCTION . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .10
GAME FEATURES . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .10
SYSTEM REQUIREMENTS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .11
INSTALLATION . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .12
TECHNICAL SUPPORT . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .12
I - KEY GAME CONCEPTS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .12
1) CABINET MINISTERS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .13
Personalities and the Political Spectrum . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .13
Limiting Control – Policy Locks . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .14
Influencing their Efforts . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .14
Replacing Ministers . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .14
2) EMAIL & NEWS SYSTEM . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .15
EMail . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .15
News System . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .16
3) COMPLEX ECONOMIC MODEL . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .17
Commodities . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .17
International Markets . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .18
Taxes . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .18
Spending . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .19
Other Economic Relationships . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .19
4) DIPLOMACY . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .19
Regional Diplomacy . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .19
World Market Diplomacy . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .21
5) CIVILIAN APPROVAL & SOCIAL SYSTEM . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .21
The Social System . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .22
What affects Domestic Approval Ratings . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .22
Declining Domestic Approval Ratings . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .22
Military Approval versus Domestic Approval . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .23
6) MILITARY UNITS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .23
Building Units . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .24
Buying Units . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .25
Reserve Units & Personnel . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .25
Rules of Engagement . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .26
7) LINE OF SIGHT . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .26
Stealthy Equipment . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .27
Stealthy Actions . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .27
Reconnaissance Units . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .27
Terrain . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .27
Unit Co-operation . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .27
Surprise . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .28
8) RESEARCH . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .28
Scientific Research . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .28
Military Unit Designs . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .28
Overall Tech Level . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .29
i
Supreme Ruler 2010
Supreme Ruler 2010
9) SUPPLY MODEL . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .29
Areas in Supply . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .30
Supply Sources and Effects . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .31
10) LOYALTY MODEL . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .33
Loyalty Effects . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .33
II – STARTING A NEW GAME . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .34
Tutorial . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .34
Single Player . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .34
Multi Player . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .35
Game Options . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .36
Scenario Screen . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .36
Turn-Based vs. Real-Time . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .36
III – THE USER INTERFACE . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .38
1) GAME SPEED . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .39
2) HELP / INFO . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .39
3) EMAIL . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .39
Communication between you and your Cabinet Ministers . . . . . . . . . . . . . . . . . . . . . .40
New Mail . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .40
Email / News / Status Options . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .41
4) LAND TAB . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .41
Examine Terrain . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .42
Examine Cities / Industries / Bases . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .43
Examine Units . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .46
Hex Development . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .48
Upgrading Facilities vs. Building New . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .50
5) OPERATIONS TAB . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .51
Military Initiative . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .51
Cabinet Control . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .52
Defense Condition & Alert Levels . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .53
Military Operations . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .54
Intelligence Operations . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .56
Rules of Engagement . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .58
6) DEFENSE DEPARTMENT TAB . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .60
Cabinet Control . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .61
Defense Force Control . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .62
Unit Options . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .68
Armed Forces Bases . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .70
Missile Control . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .74
Military Spending . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .81
7) STATE DEPARTMENT TAB . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .81
Cabinet Control . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .81
World Market Relations . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .82
Territorial Markers . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .84
Regional Diplomacy . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .85
Diplomatic Offers & Exchangeable Items . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .86
Reviewing Relationships, Surrendering & Canceling Agreements . . . . . . . . . . . . . . . .89
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8) TREASURY DEPARTMENT TAB . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .91
Surplus / Deficit Projections . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .92
Cabinet Control . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .93
Tax Adjustments . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .93
Financial Notes . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .94
Loan Status . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .96
Bond Markets . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .96
9) COMMERCE DEPARTMENT TAB . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .97
Cabinet Control . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .97
Commodity Graphs . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .98
Specific Commodities . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .99
Trade Balance . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .101
Production Facilities . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .102
Detailed Production Chart . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .103
10) DEPARTMENT OF INTERIOR TAB . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .105
Cabinet Control . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .106
Social Services . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .106
Research Facilities . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .108
Research Projects . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .110
Immigration / Emigration Controls . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .113
11) STATUS / NEWS TAB . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .114
Comparative Graphs . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .115
Regional Profile . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .115
Score Card Popup . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .116
IV – INTERACTING WITH THE MAP . . . . . . . . . . . . . . . . . . . . . . . .117
1) UNIT ORDERS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .117
Selecting Units . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .117
Issuing Orders . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .118
Capturing Territory . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .119
Selected Unit Information Panel . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .120
Advanced Orders . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .120
2) THE MINI MAP . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .122
APPENDIX A – TREATIES . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .122
World Market Treaties . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .122
Regional Treaties . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .123
APPENDIX B – MILITARY EQUIPMENT . . . . . . . . . . . . . . . . . . . . .125
Military Equipment Introduction . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .125
Land Unit Classes . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .128
Air Unit Classes . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .130
Naval Unit Classes . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .131
Missile Classes (Based on Platform) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .132
APPENDIX C – MILITARY FACILITIES . . . . . . . . . . . . . . . . . . . . . . .136
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Supreme Ruler 2010
FUNCTION AND CAPABILITIES . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .136
RULES GOVERNING MILITARY FACILITIES . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .139
Reserve Unit Restriction . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .139
Deactivating a Base with Units in Reserve . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .139
Base Deployment Maximums . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .139
Attacking and Capturing Bases . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .140
APPENDIX D – NON MILITARY FACILITIES . . . . . . . . . . . . . . . . . .140
APPENDIX E – TECHNOLOGY TREE . . . . . . . . . . . . . . . . . . . . . . . .143
APPENDIX F – GOVERNMENT TYPES . . . . . . . . . . . . . . . . . . . . . . .144
APPENDIX G – GAME STRATEGIES, TACTICS, & RULES . . . . . . . .145
Player Elimination . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .145
Economic / Commerce / Domestic Policy Tactics . . . . . . . . . . . . . . . . . . . . . . . . . . . .146
Diplomatic Tactics . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .147
Research Tactics . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .147
Military Tactics . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .148
Capturing Commodities and Treasury . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .149
Damage Effects to Facilities . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .149
Deficit Spending Rules . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .149
NBC Weaponry . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .150
Satellites . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .151
CREDITS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .152
iv
Supreme Ruler 2010
FOREWORD - BY LARRY BOND
If you’re reading this, you’ve bought Supreme Ruler 2010, and are looking for
clues about how to run a country.
It IS the economy.
This simulation is the most detailed and realistic model of a country that has
ever been commercially produced. It does that not by showing roads and cities
on a map, or giving you different military units to build, but by having you run
what makes a country work – its economy.
Pick up the newspaper. Right now, (early 2005) the U.S. President’s fighting a
war, maybe more than one. The deficit’s going up like a squirrel on speed.
Infrastructure needs to be maintained, social programs need support, and the
American military’s stretched to the limit. Think this won’t happen to you,
bunkie?
Go to page two, past the big news. There’s a new trade deal. Somebody’s
complaining about the low funding for education. An article talks about closing
military bases. These are all things that you will have direct control over, with
the immediate goal of improving your country’s economic health. Your longterm goal is to dominate the planet, and you can’t do that unless everything’s
running smoothly back home.
Your job, which you have accepted by laying out your hard-earned krøner for
this game, is to find the resources that will support your economy, boost your
GDP per capita, and finally, to provide for the security of your borders by
building and maintaining a military force.
The good news about a military force is that if you do it right, the AI in this
game will think twice before attacking you. This (somewhat) resembles what
actually happens in the real world.
The bad news is that, also like the real world, the military does nothing for your
economy. It’s a drain, a dead weight. It produces nothing. You can’t eat a tank.
Worse still, you can’t just create a military and let it sit. It has to be improved,
upgraded, and constantly adjusted to make sure that you’re zigging when your
potential opponent(s) are. He builds a couple of cruise missiles, and all of a
sudden you’ve got to spend billions on an air defense network. And you had
your heart set on that armored division…
But the only way you can afford that vital military capability is to stay focused
on the economy. Keep your immigration numbers up, to grow your workforce.
Create jobs by building industry, including consumer goods. Industry needs
power plants. Everything needs resources, which means more mines and water
works, and probably trade with other countries.
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Supreme Ruler 2010
Supreme Ruler 2010
Nothing is more frustrating than building a factory and finding out the money is
wasted because you don’t have enough power or water or ore or whatever to
operate it. If you can, build the mines and power plants the factory needs as
well as the factory. If you have to build things one at a time, get the resources
first. You can sell the excess resources abroad until your demand increases,
which is also good for your bottom line.
Don’t be afraid to interact with your neighbors. It’s a rare scenario where you
will have enough of all the resources you need for the length of the game. And
trade is a lot cheaper than war. Other countries can become important sources
of resources, technology, weapons, and consumer goods, as well as military
security.
And you don’t have to use money to make your purchases. You can offer a
non-aggression pact, or excess resources of your own. You can offer scientific
designs, or even goods like weapons. This seems foolhardy, but the US
government’s been selling weapons to the Saudis and to other oil-producing
states. The trick is to figure out who your friends will be later on, then make
sure they stay your friends. It can be hard, but you will be making a lot of hard
choices.
Few countries will start the game with a balanced economy. Expect to fine-tune
your resources, your social programs, and many other factors until things are
running smoothly. Supreme Ruler 2010 gives you unprecedented control over
every aspect of your nation. You can control your access to raw materials,
whether to emphasize research & development. You can even replace an
incompetent minister, if you decide he (or she) is the problem.
All the time that I’m maneuvering my armies, or deciding what units to buy
next, I’ve got one eye on my bank balance. If it goes negative, that means no
more trips to the toy store until I clean up my country. Supreme Ruler 2010 is
a great game because it gives you control over so many aspects of your
country’s operation. That also means you have many elaborate ways to fail.
You’ll have to learn how to spot trouble, figure out what’s wrong, fix what’s
broken, and how to make it grow.
You can build and develop your own army, outfitted and trained to suit your
specific style. Supreme Ruler 2010 provides a long list of unit types that allow
you to construct a balanced, sophisticated military force. You can go for
combined arms or specialize. It covers all the branches, so you’ll have to make
decisions about ground, air, and naval units. Those units can also be upgraded
and given specialized training. And of course you can rename them.
You won’t be able to buy everything you want. You’ll need lots of ground units,
of course, and they have to be positioned at bases that you’ll probably have to
build. Air power is hellishly expensive, but a second-class air force gets you
2
second place in a war. Naval units are even more expensive, and if you’re not
certain of fighting a naval war, they’re wasted effort.
The first thing to do is to look hard at your geography. Know your borders, the
type of terrain you’re defending, and the type of terrain you might have to
move into. Also, look at your road and rail net. You have the ability to build
roads. Your military bases and border areas should be linked by a robust
transport net.
It’s likely that there will be vulnerabilities in your geography. Cities close to the
border, for instance. Your job is to identify those vulnerabilities and correct
them. It might seem costly to make those fixes, but look at the potential cost if
you don’t.
Next, look at your neighbors – hard. What are their strengths and weaknesses?
This is not just their military forces. Look at where their resources are, and how
their transport nets are arranged. Who are they trading with? Allied with?
Now, having as clear a picture as possible, hit the “U” key and look at your own
military. What are their types? Where are they concentrated? Most importantly,
do they match the threat you face? Can you defend your territory effectively?
The good news is that you won’t start the scenario undefended. You will have
an armed force, although it may consist of garrison units – tough but slow. You
may have forces you don’t need. Don’t be afraid to scrap them immediately,
before the game even starts. Every military unit scrapped is one more that you
can build without breaking the bank.
Once you’ve thinned out the herd, start your buildup slowly, at least until
you’ve got your economy stabilized and you have a feel for your balance sheet.
And remember bases. Airbases near a trouble spot can double your airpower’s
effectiveness without buying another squadron. The same goes for military
bases and seaports. Injured units can repair and rebuild there, so the closer
they are to potential trouble spots, the better. They have the additional
advantage in Supreme Ruler 2010 of allowing you to build more units at the
same time, assuming you’ve got the cash (because of that strong economy
you’ve created, remember?).
In reality, at the beginning, you’ll be trying to stabilize your economy’s numbers
while you begin your military buildup, which is another reason to start gently.
On the ground, don’t overlook your garrison units. They are slow, incredibly
slow, but they are defensively strong, and with training to optimize them to the
terrain they occupy, they’re a brick wall that keeps the riffraff out. Don’t just
base garrisons in the cities. Park them on any border terrain that looks
passable. Build emplacements if they’re in open terrain, and make sure there’s
no easy route around them.
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Supreme Ruler 2010
Supreme Ruler 2010
Start building a mobile reserve. This is the fire brigade that will rush to the
border and counterattack an invader. That means they have to be fast and
strong. Build armor and mech infantry, supported by artillery and AA units.
Group them into divisions, located at road junctions. You may be able to get
away with one, but you’ll probably need more. Until you get a reserve, you’re
like a gambler with everything riding on one bet.
Once you’ve bolted the door, then you need to put a roof on the house. SAMs
can defend important positions, but an effective air defense needs radars and
fighters – the best you can get. Fighters are mobile. They can provide general
defense of your cities and bases, or they can cover your fire brigade as it races
toward an invading force.
While you build fighters and SAMs, you’ll have to build a chain of radars that
watch the approaches to your borders. Radar will see over enemy territory, so
long-range units lining the border can give you a lot of warning. You can
usually see enemy aircraft inside your borders; but if the terrain’s bad (forest or
mountains), or you’re trying to spot stealth aircraft and cruise missiles, or
you’ve got loyalty issues with parts of your populace, you’ll have to make sure
radar can see over them as well.
Your naval forces will depend on your geography. If you’ve got a coast, it
represents an avenue of approach that has to be at least considered. That
avenue can allow an enemy to land troops or bombard locations along your
coast. The first step is surveillance, with more radars along the shore. Extending
your vision out to sea with small patrol boats is not a bad idea, either. The next
step is to buy maritime patrol aircraft, but don’t do that unless you’re really
interested in what’s going on that far off the coast.
If your rivals have weak or small navies, then patrol boats may be all you need
to guard your coastline. The patrol boats wouldn’t do the hard fighting. You’d
use them to detect enemy ships as they approached, then hit them with
airpower.
The submarine threat is harder to deal with, but the same patrol craft and
patrol aircraft that guard your coast can also search for subs. Subs are not as
much of a threat to your country as surface ships, unless they carry weapons of
mass destruction.
Building a secure defense, especially if you’ve got hostile neighbors, can strain
a country’s economy. Building a force that can attack another country and win
will cost you - big time. The key to doing it is understanding your potential
opponent’s geography and military force, as well as your goal. Do you want to
remove him as a military threat? Capture a resource-rich area? While no armed
force should be made up solely of a single type of unit, specialization,
especially if it focuses on his weaknesses, is the best way to save money. Yes,
4
general-purpose forces give you more options, and let you deal with
unexpected threats (“I thought we were allies!”), but they are expensive.
And whatever you do, expect a counterattack. Your AI opponent will hit you as
hard as he can, so taking that uranium mine with a few battered units is not a
victory, just a waste. Never launch an attack without a reserve that can deal
with emergencies during the campaign, and then guard your gains afterward
while you rebuild and reorganize after your victory.
You will need ground troops of some sort, but do you want to emphasize
speed? Staying power? Infantry’s a lot cheaper than armor, and combined with
some cheap antitank and SAM units, it may be enough to do your job, and if
the terrain’s rough, may be almost as fast as the armor.
And what about aircraft? Long-range strikers are nice, and while it’s tempting to
buy dedicated strike aircraft like the F-111 or Tornado or Fencer, they are
expensive. How about a flock of (relatively) cheap light strike aircraft? Light
strikers like the Sukhoi Fitter or Alpha Jet may be more affordable and just as
effective. Dual-capable aircraft like the Strike Eagle or Flanker may also be less
expensive than the pure strikers. They can fill both the roles of air interceptor
and ground attack fighter, as long as you don’t need them to do both at the
same time. They can provide close air support for your advancing troops. Don’t
buy F-111s when F-16s are all you need.
The naval equation is the hardest. A carrier battle group will cost you literally
billions. Air power at sea is the Big Stick, but also the highest-priced weapon in
the game. Will you use it effectively? Is there something else that can get you
to your goal more cheaply (and quickly)? And what happens if you lose the
carrier? Can you recover?
This is all real-world advice. A good game mirrors the real world, because realworld tactics work in the game. And that will make you go and learn more
about the real word – geography, economics, technology, and military history.
You go and read things and get smarter about them and bring them back to
the game, and you’ll be a better and a more dangerous player because of what
you’ve learned.
That’s why Supreme Ruler 2010 is a very good game.
Larry Bond is 53 and lives in northern Virginia. Before becoming a writer and game
designer, he served in the US Navy and worked as a defense analyst. After co-authoring
Red Storm Rising with Tom Clancy, he has written five novels under his own name: Red
Phoenix, Vortex, Cauldron, The Enemy Within. and Day of Wrath. He also published a
novella titled Lash-Up, which appeared in Steven Coonts’ anthology Combat. His latest
book is Dangerous Ground, will be published by Tor Books in May of 2005. He has also
co-designed the Admiralty Trilogy series games, which include Harpoon, Command at
Sea, and Fear God & Dreadnought. All three have won industry awards.
5
Supreme Ruler 2010
Supreme Ruler 2010
THE STORY SO FAR…
While many will argue that the first seeds of crisis date back to the U.S.
Presidential election of 2004, most historians agree that the real beginnings
were far earlier than that. Regardless, all agree that it was the total economic
collapse of the United States that brought us to where we are now.
Mid 2005 – The U.S. President bows to growing Domestic pressures and
instigates a program to bring home all troops stationed on foreign soil - this
follows growing casualty lists from abroad. “Our continued involvement in the
turmoil of the Middle East and Africa is destroying the very fabric of our military
traditions. No longer do our youth aspire to serve their country, we have
digressed to the days of the Vietnam War where we are seen as an unwanted
presence in an unfriendly land.”
In response to the growing instability of the United States economy, Saudi
Arabia and Venezuela lead a movement within OPEC to change the standard
currency with which the nations of the world pay for their oil. For decades, this
had been the US dollar, and the resulting demand for the dollar had supported
ever-increasing American trade deficits. On May 18th, 2005 OPEC surprises the
world with their announcement that they would begin to set their benchmark
oil prices exclusively in Euros.
The days to follow were tumultuous – currency brokers rushed to cash in U.S.
dollars for gold, Euros and Yen. The world’s financial markets were
overwhelmed. Spurred by the immediate panic of "Day Traders", the market
lost 40% of its value in a single day. Within two weeks, all the major indices in
the world had lost at least 65% of their value. The resulting chaos quickly
spread beyond US borders driving the world into the worst Depression ever
experienced.
September 2005 – The Market Crash’s effects spread, first to trade, and soon
after to politics. And then things got worse. August was the hottest month on
record in most of Europe and North America. Energy demand soared,
brownouts became common, and tempers flared. Racial and ethnic tensions
also soared; many in Europe blamed Muslim nations for the crash that was
costing so many jobs. Savage and sustained riots broke out in England,
Germany and France. Governments realized that their only hope of
maintaining their hold on power was to follow the public demand for antiimmigrant measures.
Yet there were many other targets of popular rage and resentment. The
institutions associated with global trade, internationalism and finance were the
target of increasingly ugly demonstrations, protests that built upon widespread
support. Well-directed riots ripped the headquarters of multi-national
6
corporations and institutions into burnt out shells. Banks were particularly
targeted for the attacks.
November 2005 – A failed assassination attempt of Saudi Arabia’s King
immediately led to one of the most brutal crackdowns on civilian freedoms in
modern history. Citing a lack of support from former friends, the Royal Family
declared martial law. This action immediately echoed throughout the Persian
Gulf, but could not save the government of Yemen or the fledgling
administration in Iraq. The more radical Islamic leaders soon dominated both
nations.
2006 – Citizens of the United States were finally learning how reliant on
foreign investment they had really become, and that the latest problems
weren’t likely to end soon… Since the 1980’s, a significant flow of foreign
funds had kept the stock markets buoyant and had covered the debts from
ongoing federal budget deficits. Over that time, foreign investment had
reached potentially disastrous and unsustainable heights. The previous year’s
sudden withdrawal of foreign funds, combined with the ballooning deficit and
negative trade balance, caused a complete economic collapse. Unemployment
in many parts of the U.S. escalates, quickly surpassing the 15% mark and in
some states reaching over 20%. Many states and most of the major cities
declare bankruptcy. The speed of the economic catastrophe shocks the world -- the last Super Power has lost its teeth!
Winter came late to the Northern Hemisphere. It was mild and ended
unseasonably early, to be replaced by another hot summer. The Arctic and
Greenland icecaps shrank noticeably, pouring fresh water into the North
Atlantic. Unnoticed by a distracted world, the great Atlantic Conveyor current,
heat engine of the Northern Hemisphere, began to stutter, not quite to a halt,
but to a weakened shadow of its former self. Without the massive influx of
tropical heat, temperature extremes became even more unpredictable, and in
many parts of the world global warming turned suddenly into a mini ice age.
By October the snows were blowing all across Europe and North America,
adding to energy woes.
2007 – In response to the continued depression, countries across the globe try
and protect themselves with tariffs and import restrictions. The actions were
too late to battle the tidal wave of unemployment, uncertainty and unrest that
had already killed the demand for trade. The U.S. retreats into an isolationist
shell, as do most of the Western Democracies. Canada and the United
Kingdom outwardly seem the least affected, but even they experience growing
separatist movements within as the harsh winter winds pound their people.
With the void left on the world stage by the U.S., many regional hostilities are
renewed. Global tensions mount. Border skirmishes become common.
Typical of these was the series of clashes between Australia and Indonesia
7
Supreme Ruler 2010
Supreme Ruler 2010
from July to October of 2007 over the wave of “boat people” refugees. The
superior equipment and training of the Royal Australian Navy and Air Force
prevailed, but it was far from being the last border war caused by refugees.
Feeble attempts by the United Nations to curb the growing hostilities between
nations failed miserably. Faced with massive unrest and calls for emergency
services at home, European countries with forces overseas in “peacekeeping”
and humanitarian missions begin withdrawing them. The Third World is now
on its own. The UN disintegrates as nations that once sent money and troops
now could spare neither. On October 19th, by a margin of 148 Nations in favor,
26 Nations opposed (with 17 abstentions) the United Nations votes itself out
of existence…
As domestic priorities and interests grow, organizations such as NATO receive
fewer resources, and soon follow the fate of the UN as they are disbanded.
2008 – Worldwide, the smaller developed nations with mostly homogenous
populations do better than most. Conglomerates like Russia, China, Canada,
the U.S. experience the greatest troubles, with Australia being among the first
to splinter. Fed by the disparity between regions, South Eastern Australia
begins to form its own economic and social rules, cutting itself off from the rest
of the country. As the Sydney area then begins to show some signs of
economic recovery, other regions around the world decide to take a similar
approach.
Russia becomes a snakepit of competing ethnic and national fighting around
its Slavic core. For generations, Russia had sent people to Siberia. Now,
Siberia sent its weather to the people of Russia. They shivered, and began to
move west and south.
In the U.S., Southern California is the first to descend into chaos. Amid violent
fighting between Hispanic, Anglo and Asian minorities, they impose economic
and political restrictions on their neighboring regions, claiming that an unfair
burden is being placed on them by their State and Federal taxation. Following
closely on Southern California’s heels, a separate Hispanic region forms around
the shell of Los Angeles. Many other states suffer a similar fate…
2009 – By this time, only countries too small or too poor to support further
divisions have maintained their National Identity. The US, Germany, Canada,
Russia, China, Japan, and many others have all dissolved into self-governed
sub-regions.
The institutions of globalism and multi-nationalism had taken a savage
pounding between 2005 and 2009, yet they still have adherents and
considerable resources. Money, gold, diamonds, stockpiled commodities and
even arms are available to these special interest groups.
8
Out of the ashes of the United Nations, a new organization begins to form…
Many of the world’s new semi-autonomous regions meet secretly over a period
of weeks, culminating in an unexpected announcement heralding the
formation of the “World Market”. As details are released it becomes apparent
that many former UN Diplomats as well as key figures in Industry and
Commerce fully understood the disaster of the UN’s demise. They had since
been working clandestinely towards filling the void it had left. At first the
World Market is regarded with nothing short of contempt, but then comes a
Press Release that changes everyone’s perspective…
April 20th, 2009 – For immediate Release
“The World Market today wishes to inform Regional Leaders that their actions
will no longer be without consequence. In addition to our economic resources
and our ability to provide a common marketplace for the trade of goods, we
now also have the ability to police the actions of rogue states. We have by far
the largest military organization remaining on the planet, and although our
objectives are benevolent, should you feel the need to test us, please be aware
that we are also a nuclear power.”
The next day, test detonations in the South Pacific corroborate this claim and
within two months further publicized “Military Maneuvers” verify the might of
The World Market’s forces.
By the beginning of November most regions have, to varying degrees of
willingness, joined this new partnership. A renewed sense of international
community is born, but the full agenda of the World Market is yet to be known.
January 1st, 2010 – With the beginning of a new year and something of a
growing sense of international optimism, the World Market announces a new
goal. “We are pleased to see that there is now some sense of global
community reforming, but we feel it is important to accelerate this. As such,
the existing regionalism must end. The methods to accomplish this will be left
in regional hands, but be assured that if you do not take this task on
yourselves, we can and will impose this objective. While we understand that in
many cases this could increase regional tensions, the ends do justify the
means! Be advised that as of one year from today, if you have not begun steps
to align with your neighbors, we will begin making those decisions on your
behalf and backing them militarily.”
It is uncertain whether this pronouncement had the intended effect… Over
the next few months some regions began working together with neighbors and
organized peaceful reunification votes. Yet other regions began to further
isolate themselves and begin military buildups. It became apparent to many
that no matter how benign the objective, it could not be achieved without
great cost. What would happen next, was anyone’s guess.
9
Supreme Ruler 2010
Supreme Ruler 2010
Do you have the strength, cunning, and common sense to ensure that your
Region will have a major role in crafting the “New World Order”? Or will you
be one of the first casualties in an unforgiving struggle to become the
Supreme Ruler???
INTRODUCTION
Supreme Ruler 2010 sets a new standard in Strategy Gaming. It can be played
in either Real-Time or Turn-Based modes to appeal to different play styles.
Players can start a campaign from virtually anywhere in the world, taking
control of a single Regional power and working towards unifying all of
humanity.
The world has disintegrated into bickering sub-regions, yet the desire to
become part of a global family once again dominates society. But how to
achieve that goal? As leader of your Region, you control the final decisions of
Domestic Policy, Economic Policy, Diplomatic Relations, Regional Production,
Research, and certainly not least, its Military Strategy and Planning. Although
managing your Region is an often complex and challenging task, you have
Cabinet Ministers helping you with the day-to-day running of their
departments. Leaders then only need concentrate on aspects of their
administration that need the most involvement, or that they enjoy controlling.
And if you think that a specific Cabinet Minister is not doing a reasonable job,
have them replaced – or even arrested!
As you manage your Region through different scenarios, you will find that the
objectives can vary greatly from one to the next. In some scenarios your first
priority should be increasing your Domestic Approval Rating in preparation for
an upcoming election, in others your simple economic survival might be
paramount. And as is the case all to often, in some scenarios you might find
the only way to achieve victory is through the might of your armed forces.
How you decide to lead each scenario is your decision as leader, but take care
– callous and irresponsible behavior may draw the unwanted attention of the
World Market to your leadership. Unlike the present day United Nations, the
World Market does not endlessly debate its use of sanctions and even military
force to influence events.
GAME FEATURES
• Revolutionary campaign system, featuring over 40 game scenarios and over
200 possible starting regions from virtually anywhere in the world
• Sophisticated Military Strategy and Tactical Command System where you can
control battalions directly or give them autonomy by handing control to your
military leaders (AI). There are thousands of detailed and accurate Military
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Equipment types available, from American M1A1 Tank Battalions, to South
African G6 Rhino Artillery, Russian Mig-29 Fighters, Brazilian SS-80 Artillery,
French Les Triomphant Missile Submarines, Tomahawk Missiles — and
everything in between. Different regions and technology levels will have
access to different mixes of military units.
• Resource Realism - Not a “Chop Trees / Mine Gold” simplicity but instead the
ability to control the manufacturing, consumption, and export of 11 key
commodities accurately based on real-world geography. If you’re looking for
Petroleum reserves, better improve your Diplomatic Relations with the Mid
East!
• Flexible Diplomatic Interface that leaves everything on the table during
negotiations. Money, Treaties, Product, Research, Military Units and even land
are available to be traded.
• Economic and Political Model - An incredibly detailed yet easy to manage
model with AI Cabinet Ministers that have varying personalities and
capabilities. This powerful political system allows players to avoid unwanted
micro managing.
• Comprehensive Technology Tree based on current-day research trends.
Recognizable goals that have realistic and concrete effects on your Region.
• All maps use “Real World” satellite imagery courtesy of NASA. Resource areas
occur on maps exactly where they occur in real-life for additional realism.
• Map and Scenario Editor - Supports Real or User Created Backgrounds,
adding incredible replay ability.
• Multiplayer support for up to 16 players over LAN or Internet
SYSTEM REQUIREMENTS
To play Supreme Ruler 2010, the following hardware is required:
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Windows® 98/Me/2000/XP
Pentium II 400MHz (Pentium III 800 Recommended)
64MB RAM (128MB RAM Recommended)
3D Graphics Card with 8MB Video RAM (32MB AGP Video RAM
Recommended)
• DirectX 8.1 or Higher
• DirectX Compatible Sound Card
• 4X CD-ROM Drive
Be sure to check the updated README file for any last minute changes.
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Supreme Ruler 2010
Supreme Ruler 2010
INSTALLATION
1) CABINET MINISTERS
• Place your Supreme Ruler 2010 CD in your CD-ROM Drive. This should
trigger your computer’s auto-run function, which will display the Supreme
Ruler 2010 Installation screen. Simply follow the prompts to install the game.
(If autorun doesn’t work, click Start > Run, > [the letter of the CDROM drive]
> Setup.exe)
Even the harshest dictatorship in this day and age is not just one man or
woman acting alone. Although they are the “Leader”, they surround
themselves with advisors that have specific knowledge or experience in one
field or department of government administration. In Supreme Ruler 2010,
your primary advisors are your Cabinet Ministers.
• Once the game is installed, play by selecting: Programs > Strategy First >
Supreme Ruler 2010
Without the assistance of the Cabinet Ministers, many potential leaders would
find the complexity of Supreme Ruler 2010 to be intimidating. The Cabinet is
there to provide assistance to those that desire help running their government,
while other leaders may want to get much more “hands on” and delve deeply
into every decision that could possibly be made. AI Cabinet Ministers are
available in the six main Ministries: Military Operations, Defense Department,
State Department (Foreign Affairs), Treasury Department, Commerce
Department (Production), and Department of the Interior (Domestic Affairs).
TECHNICAL SUPPORT
Should you experience a technical problem concerning the operation of this
product, please contact our technical support staff. Before you call, please read
the README.TXT file on the Supreme Ruler 2010 CD to see any last minute
recommendations pertinent to your problem. Also, check out the Support
page on our web site listed below. When you call, please be at your computer
and have the following information available:
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Computer Make and Model
Windows Version
Total System RAM
Total Hard Drive Space + Space Available
Video Card Make and Model
PHONE: (514) 844-2433, Mon.-Fri. 9am-6pm EST
FAX: (514) 844-4337, Attn: Support
INTERNET E-MAIL: For prompt technical support via email, please fill out our
online form at http://www.strategyfirst.com/Support/ContactForm.asp
For any other technical support questions or concerns, e-mail us at:
[email protected]
STRATEGY FIRST WEB SITE: www.strategyfirst.com
SUPREME RULER 2010 WEB SITE: www.supremeruler2010.com
SUPREME RULER 2010 FORUM: www.bgforums.com
Personalities and the Political Spectrum
There are thirty-six candidates for the six
Cabinet Positions, and each one has their own
personality, political inclination, and special
qualifications. Different AI individuals in these
positions will react differently to common
circumstances, so it is important to learn from
experience which individuals have a tendency
to reflect your values, think like you and make
the decisions you will approve of!
Politics Viewpoints:
Potential candidates for your Cabinet have been divided into three Political
Groupings – Conservatives, Moderates, and Liberals. The political definitions of
these terms vary from country to country. As a generality, Conservatives (on
the right of the political spectrum) are more Business and Small Government
oriented while Liberals (on the left) are more inclined to support Social
Programs and Industry Regulation. Moderates, as is implied fall somewhere in
between.
I - KEY GAME CONCEPTS
Although there are games similar to Supreme Ruler 2010 available, there are
many unique and original concepts that we have used to improve the realism
of the game while still maintaining the enjoyment and completely immersing
the player in our world – the world of 2010… Welcome!
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Supreme Ruler 2010
Supreme Ruler 2010
Limiting Control – Policy Locks
Some Leaders might want to limit the control
that Cabinet Ministers exert over their
departments. If you make a decision that you
don’t want your minister to subsequently
override, you are able to “Lock” it.
Notice the Lock icon in the top left corner of
the Income Tax Screen. If you don’t want your
Treasury Minister to adjust this rate, “Lock” it in
place. (If there is no lock on a section, it
indicates it is never controlled by the minister
and is a “Leader Only” function.)
Influencing their Efforts
The “Locks” will keep your Minister from
changing your decisions, but the Cabinet
interface also allows you to provide guidance
to each Minister to get them to concentrate
on specific tasks that are important to you.
There are lists of “Departmental Priorities”
available to you as leader, and you can
simply select from these to change the scope
of what your Minister prioritizes.
Replacing Ministers
With all the personalities involved, you may find Ministers whose decision you
don’t like… In these cases, you have the option of replacing them with
another candidate.
2) EMAIL & NEWS SYSTEM
EMail
Supreme Ruler 2010’s in-game email system is designed to allow Cabinet
Ministers to communicate problems and concerns to their leader. It also
allows external email between regions, whether for diplomatic offers or just
taunts and catcalls. It even suffers the occasional spam message.
Hint: If your Domestic Approval Rating is dropping precariously, you may gain
a positive response by having a minister arrested, rather than simply replaced!
It also sends a signal to your other ministers to be more diligent! Be warned…
if you do have a minister arrested, they may not be available again in that
campaign.
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Supreme Ruler 2010
Supreme Ruler 2010
3) COMPLEX ECONOMIC MODEL
Supreme Ruler 2010 goes far beyond the simple “Chop Wood”, “Dig Gold”,
“Grow Food” kind of economic model. There are eleven realistically tracked
commodities based on real-world geographic sources – very few areas of the
world will be capable of complete self-sufficiency, so trade will often play as
important a role as production.
Commodities
Supreme Ruler 2010 Commodities:
Diplomatic Offers will arrive from other regions through Email. Cabinet
Ministers will also issue warnings and ask for decisions through this system.
The options at the bottom of the Email will provide up to six possible action
replies. Also, in addition to the standard “Chat” that is available between
human players in Multi-Player mode, you can use the Email system to send
more involved messages back and forth between players (Use Hot Key <N> for
quick access to Create New Mail).
News System
Consider the News System the CNN of Supreme Ruler 2010. It reports the
events that are occurring in a scenario, whether they involve your region or
others. You may want to check the news headlines occasionally to see how
your population views your leadership, and to keep up with events outside of
your borders.
Agriculture
Ore (All Ores – Nickel, Iron, Silver, etc)
Petroleum (Both Oil and Natural Gas)
Coal
Uranium
Timber
Fresh Water
Electricity
Consumer Goods
Industrial Goods
Military Goods
Notes: Demand for any single commodity will vary from scenario to scenario
based on many economic factors. Also, the relationship of many of these
commodities is so intertwined that shortages of just one item can cascade
through production of others… For example, if a region is dependent on coal
for its electrical production and runs short, brownouts, or blackouts could result
causing interruptions of other industries, and shortages of those goods as well.
“Finished Goods” have additional relationships – both Military Goods and
Consumer Goods require Industrial Goods as part of the raw material needed
to manufacture them. To produce one Tonne of Industrial Goods you require
Coal, Electricity, Petroleum and Ore as raw materials.
Special Production Requirements
1 Tonne of Consumer Goods Requires:
1/2 Tonne Industrial Goods, 1/2 Tonne Metal Ore, 15 Megawatt/hrs Electricity
1 Tonne of Industrial Goods Requires:
1 Tonne Metal Ore, 15 Megawatt/hrs Electricity, 100 Barrels Oil, 1 Tonne Coal
1 Tonne of Military Goods Requires:
1/2 Tonne Industrial Goods, 1/2 Tonne Metal Ore, 15 Megawatt/hrs Electricity, 50
Barrels Oil
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Supreme Ruler 2010
Supreme Ruler 2010
Note: Some technologies can lead to a reduced cost of raw materials for
production.
International Markets
Since it is unlikely that whatever region you choose to lead will be selfsufficient in all commodities, you will usually deal with the International
Markets to fill your needs. Commodities can be traded both locally (with other
regions in your area), and on the “World Market”. Locally, boycotts and trade
embargos can also play a role and restrict who is buying or selling to whom.
For worldwide trade, the supply and demand of various goods can change in
different parts of the world, and pricing may also be affected (sometimes
drastically) by overall regional demand and your relationship with the World
Market. Since trade can work both ways, a large component to a region’s
annual income can come from the sale of surplus production. It’s always a
good idea to keep an eye on the markets to make sure you have a positive
International Trade Balance…
Taxes
What modern government doesn’t rely on its
own people to pay a hefty price for the
services they receive? Different types of
taxation can have different effects on your
economy and on your people – a Region has
control over Income Taxes, Sales Tax, Business
& Corporate Taxes, Property Tax, Immigration
Fees, other User Fees and more…
Hint: If you are interested in attracting more
Immigrants to your Region, you should think
about zeroing the Immigration Fee, and making sure that the Tax Rate for
Lower Incomes is reduced.
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Spending
Supreme Ruler 2010 accurately reflects the many types of expenditures a
region is forced to face… Health Care, Education, Law Enforcement, Road and
Rail Infrastructure, Pensions and Employment Insurance, Military Salaries and
Maintenance, and many more, all combine to provide an accurate depiction of
modern governmental economies. Each category of spending also affects
many other areas of a Region’s success – Education spending can affect
Literacy and Research efficiency, Infrastructure spending can improve supply
levels and industrial efficiencies, and so on.
Other Economic Relationships
As in a Real Economic Model, there are many other effects that your actions as
leader can have on the economy. Just a couple of the more interesting
relationships are:
Production > GDP/ c > Production: As the production of a region increases
through the addition of new facilities, you are employing more and more
people. This puts a greater demand on labor and results in increased salaries.
Even though the higher production results in growth of the “Gross Domestic
Product per Capita” – GDP/c (the average of a region’s goods and services
output per person), the increased labor costs will force up the cost to produce
the goods. This can lead to your production becoming uncompetitive with
World Market prices, eventually making your industrial output overpriced and
unsustainable.
Lower Taxes > Economic Growth > Higher Tax Revenues: Conservative
economic theorists love this relationship (often referred to as “Trickle Down
Economics”). Essentially by lowering taxes, your people have more money to
actually spend. The added flow of money through the economy may create
growth, which in turn will generate a higher revenue stream for the
government. The argument is also made that tax reductions must be
significant to mid and higher income groups, because the low income earner
won’t be gaining enough to actually be spending more. Meanwhile liberal
economists claim that the mid and high income families should be paying a
greater share of the social burden, since they have a greater ability to pay. In
Supreme Ruler 2010, you can play with these economic decisions and watch
their effects!
4) DIPLOMACY
Regional Diplomacy
An idea common to most Strategy Games is a basic Diplomatic Model that will
allow for some simple trades or treaties between neighboring regions.
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Supreme Ruler 2010
Supreme Ruler 2010
Supreme Ruler 2010 expands upon this considerably, and allows for
agreements between regions that can exchange virtually anything one region
possesses for anything another owns…
Be careful when Terminating an Agreement – There are two ways you can
withdraw from agreements in the game, “Unilaterally” (wherein you make the
decision and cancel the agreement without any approval from the other party)
and “Mutually” (where both regions negotiate the end of the agreement).
Although it is sometimes difficult, if not impossible, to get another region to
agree to the cancellation of a treaty or agreement, the attempt is definitely
worthwhile. Diplomatic integrity is hard to earn, but easy to lose. There are no
international repercussions to covenants that are mutually ended, but there can
be very significant repercussions should one region decide on their own to
cancel a deal.
World Market Diplomacy
In addition to the other regions present in any of the game scenarios, there
exists an overall watchdog, The World Market. This organization can choose to
ignore your local events, or if it doesn’t like what it sees, can decide to take a
more active Economic or even Military role.
Here’s but one simple example of a typical trade…
Although this is a mix and match of many different items, there are some key
ideas that can be used throughout a scenario…
Sample Diplomatic Concepts:
Land for Peace – In the event that you are losing a military conflict, you may
consider ceding some of your land in exchange for a cessation of hostilities.
Loans – You could use this to offer or take loans between your region and
another. Consider asking for a Lump Sum payment of $1 Billion in exchange
for 12 monthly payments of $100 Million.
The World Market assumes the United Nations’ role in the world of 2010, but
they are much quicker to involve themselves in local events if they see the
need. They also take on a much wider mandate, involved in everything from
the regulation of world commodity trade (through facilitating the buying and
selling of goods) to loans, subsidies, and even military arms sales. Also, any
player can request different forms of Aid from the World Market, and even call
for various votes on significant issues.
Hint: Use of Weapons of Mass Destruction
against another region is a sure way of getting
the World Market’s attention… and not in a
good way!
Note: Not all scenarios have a distinct World
Market entity. In any “World Level Scenario”,
the World Market is composed of the regions
in the scenario, and will not act as an
independent body.
Trade – If you don’t have the financial resources to purchase a commodity on
the Market, then you may wish instead to consider offering a neighboring
region a trade for a commodity you have excess of.
5) CIVILIAN APPROVAL & SOCIAL SYSTEM
Secret Support for an Ally – Strategic use of Diplomatic Exchanges can
provide key support or great hindrance to another region and run little risk of
repercussions. Diplomatic Exchanges can be one-way deals. Consider that
“Region A” is the strongest player in a scenario and they are at war with
“Region B”. “Region C” can support “Region B” by freely providing any of
Petroleum, Military Goods, Money, Technology, and more… and bolstering their
chances to survive without “Region A” finding out.
All World Leaders must pay some attention to the opinions and approval of
their own citizens, reflected in Supreme Ruler 2010 by the Domestic Approval
Rating. In fact, depending upon your Region’s type of government and the
objective of the scenario, the Domestic Approval Rating (D.A.R.) can be one of
the most important statistics to keep your eye on. Some scenarios, for
example, deal with a scheduled “Reunification Vote” of your region with your
neighbors… Election Time! With that in mind, consider your D.A.R. as on on-
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Supreme Ruler 2010
Supreme Ruler 2010
going poll of your leadership. (This number only reflects your approval rating
with your current citizens and does not give you an indication of how your
neighbor’s citizenry feel about you —- for that information you will have to
count on feedback from your State Department Cabinet Minister, or the News
Feeds.)
The Social System
Supreme Ruler 2010 incorporates a very detailed Social Model. As leader you
make funding decisions on all your region’s Social Services (Health Care,
Education, Infrastructure, Environmental Spending, Family Subsidies, Law
Enforcement, Cultural Subsidies, and its “Social Safety Net”). Balancing the
expense of these programs with your region’s income can be one of the most
challenging aspects to the game, but can be vital to your survival as leader. It
is important to keep the concept of this social system in mind when
considering Domestic Approval Ratings.
What affects Domestic Approval Ratings
How your citizens feel about you is generally considered a result of both your
economic and social policies. Many leaders would view the cause of a
declining Approval Rating as related to taxes (the more you take away, the
more your people learn to dislike you). But taxes are not the only reason – in
fact, virtually every decision you make as leader will have some impact on your
approval rating; whether it be to increase funding for any of your region’s
Social Programs (Health Care, Education, Law Enforcement, etc) or even
deciding what technologies to research. Researching Weaponry can have a
negative impact on your Approval Rating, while developing socially beneficial
technologies will often improve the quality of life of your region’s citizens.
Impacts of Declining Approval:
• Loyalty drop of your land (could lead to break-away territories)
• Decreased Production Output by your Factories
• Civilian Riots
• Could lead to a Military Coup if both Domestic and Military Approval Ratings
are low
Military Approval versus Domestic Approval
Although Domestic Approval is a key statistic for a Democratic Government,
neither Military Dictatorships nor Communist Regimes give it quite as much
concern. They have a military that keeps order and isolates them from the
daily complaints of their population. In scenarios in which you are governing
as either a Dictator or as Head of a Communist Regime, your Military Approval
Rating replaces the Domestic Approval Rating as the key statistic to monitor.
Should your Military Approval drop too low, you can expect civilian
disturbances to grow unchecked, and in severe cases you may fall victim to a
military coup!
While a totalitarian style of government may shield you from some of the
effects of an unhappy population, it will also reduce your options in other areas
– peaceful resolutions to conflicts are usually not possible, and military
solutions must be employed.
6) MILITARY UNITS
Largest Negative Impacts on Domestic Approval:
• Goods Shortages or High Prices (Food, Fuel, Power, Water, Timber, or
Consumer Goods)
• High Taxes
• Cutting Social Programs
• Military Defeat
• Poor Economic Management
Declining Domestic Approval Ratings
There can be any degree of consequences from a falling Domestic Approval
Rating. Ultimately in some scenarios it can lead to an election defeat and the
failure of your campaign – Game Over! In less severe cases it will still have
some significant impacts on a scenario.
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Supreme Ruler 2010
Supreme Ruler 2010
From the beginning, all units included in the various Supreme Ruler 2010
scenarios have been researched to be accurate not only with their own
specifications but also in the type and quantity that you would actually find in
each particular Region… Whether it be the dozens of Merkava Tank Battalions
deployed throughout Israel or the three Squadrons of F-15’s deployed at
Langley Air Force Base in Virginia!
Small (“One Star”) Base – can build up to three battalions at a time
Medium (“Two Star”) Base – can build up to six battalions at a time
Large (“Three Star”) Base – can build up to nine battalions at a time
Air Base – can build up to three squadrons at a time (Contributes six Missiles
Building slots as well)
Sea Port – can build up to six ships at a time
Not all Equipment types are common to every region in the world, and there
are separate equipment lists for the United States, Russia, China, Israel, Europe
and more…
By default the AI is set to automatically construct new units. It is able to
decide what mix of units to build based on some simple priorities you select,
and it will then sort through the available equipment to decide which units
provide the best capabilities. As players becomes more familiar with the units
available, they may wish to choose for themselves exactly which units are
constructed. Certain strategies will require specific units that the AI may not
automatically provide you.
Missiles:
Some missiles are also considered “Units”. The general rule applied is: If a
missile can be intercepted, then it is considered a missile unit. Anti-Air missiles
are not included as missile units due to the speed at which they travel; instead
they are simply considered part of a battalion or squadron’s regular ammo and
are reflected in their Anti Air attack ranges and strengths.
There are three roles for available missile units: Anti-Ship, Anti-Land Unit, and
Anti-Fortification. In addition to the roles available for the various missiles, the
Launch Platform is also a significant factor to consider. Missiles can be
launched from some Land Units, Air Units, Ships, Subs, and from Silos.
Whenever you are considering what missiles to build, you must remember to
build ones that match the launch platforms you will have available. (Building a
Land Launched Missile is of no value to you if you don’t have any land units
capable of using it.)
The attack range and strength of various missiles can make them some of the
most critical units in the game. Strategic long-range missile attacks can help
cripple an opponent’s economy or their ability to support prolonged hostilities.
Shorter-range tactical attacks can severely weaken an offensive push. What
missiles to build and when to use them is definitely a crucial part of a player’s
overall military strategy.
Building Units
Military Units are built at an appropriate base type – Land Units are built at
Land Bases, Air Units are built at Airbases (Airbases also contribute to a
region’s capacity to build missiles), and Naval and Sub Units are built at
Seaports.
Note: Missile unit construction is handled somewhat differently in that the
number of Airbases determines the total build capacity a region operates, but
missiles are constructed in a “global pool” (not at any specific single base).
Build Capacities:
Military Outpost – can build one battalion at a time
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Buying Units
Many regions in the world do not build their own military equipment; instead
they rely on the international markets to purchase the hardware they need. In
the world of 2010, some of the usual sources for military hardware have
disappeared, so it is a good idea to build up your own production capabilities
and become less dependent on purchases.
That is not to say there is not equipment to buy… It is just that now the World
Market controls the Arms Markets. They will send Email offers occasionally
(see Email section) with available equipment Sell Sheets and you will have the
option of purchasing the equipment they offer in its entirety or waiting for the
next offer to see if it is more to your liking. You may not have the flexibility to
pick and choose what military equipment to purchase, depending upon what
the World Market makes available. One each of your Land Bases, AirBases and
Seaports is designated as the receipt point for equipment acquired from the
World Market. By default, it is the base closest to your Capital City, however
you may choose to change this to a different Base. This can be done through
either the lowered or Popup Base panels.
Note: The World Market is not likely to offer a region equipment that would
give it a superior technical advantage over its neighbors (unless that neighbor
has fallen severely out of favor with them). If you want the “latest and
greatest” units, you will generally have to develop them yourself.
Reserve Units & Personnel
It is also important throughout the game to have a concept of the Reserves
that are available to you. There are two significant ideas involved; Reserve
Personnel and Reserve Units.
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Supreme Ruler 2010
Supreme Ruler 2010
Reserve Units are the military units that you have bought or built that you are
keeping undeployed (not currently active) within your various bases. They are
merely awaiting the assignment of personnel in order to deploy. When units
are in reserve, they are not visible on the map, so this can give you some
element of surprise in any conflict. Another advantage of keeping units in
reserve is the reduced maintenance cost demanded to keep the equipment in
good working order.
There are some restrictions to the number of units that can be kept in reserve
at any one base. More importantly, there is also a cost in the combat
effectiveness of units when they are deployed and sent immediately into
combat without proper time to organize and prepare.
Reserve Personnel are the actual soldiers needed to man the units and
military facilities. Both units and the various base types have specific
manpower requirements. When a unit is deployed, it must have a full
compliment of soldiers assigned to it. Some units have small requirements of
manpower, perhaps as little as 30-50 soldiers, while other units require
considerably more – for example, an M113A3 Infantry Battalion needs 700
soldiers. If you do not have enough personnel to fully staff a unit it will be
unable to deploy.
Other items requiring Reserve Personnel: Unit battalions are not the only
uses of your reserves. Military Bases need them to operate, as do Supply
Depots, Refugee Camps, Missile Silos, and Launch Pads. Again, if you do not
have enough personnel in your reserves, these facilities will be unable to
activate.
Rules of Engagement
In larger scenarios, players may find the number of units in their control to be
somewhat difficult to manage. To assist with the operation of large armies, it is
possible to adjust how a unit acts and reacts when not being directly
commanded – this is accomplished using “Rules of Engagement”. (The
interface for this concept is explained in the “Ops” section of the manual.) A
player is able to assign a level of initiative that they allow individual units as
well as setting specific limitations on their actions – everything from when to
hold fire, to rules on movement pathing.
7) LINE OF SIGHT
The full Line-of-Sight (LOS) system in Supreme Ruler 2010 is quite
sophisticated, which means that players will need to pay some attention to
reconnaissance and spotting to be able to attack (and defend) effectively. The
default mode for Line-of-Sight is the “Advanced LOS” system, which is the most
realistic. Scenario startup options also allow use of a “Simple LOS” model or
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“full visibility” (no LOS). In the “Simple” model, the contents of each map
location are either “visible” or “not visible” – once you have sighting on a map
hex (such as from a land unit or recon plane) you will see everything that is
there, until your spotting unit leaves the area.
The default “Advanced” model gives far more opportunities for stealth and
strategy. Every unit has a “Stealth Strength”, “Spotting Strength”, and “Spotting
Range”, and these factors determine how well a particular unit can hide and/or
seek on the map. The key concepts for effective use of the LOS system:
Stealthy Equipment
Units such as Submarines, Stealth Fighter Planes and Special Forces Infantry are
all naturally stealthy. Such high-stealth units have the ability to travel in enemy
territory unseen, and can even avoid detection by certain enemy units such as
transports, tanks and artillery. A high stealth value will also allow units to get
much closer to their target before being spotted – an important tactic for subs
and stealth bombers.
Stealthy Actions
Units that move or fire lose some of their stealth value; to maximize their
ability to hide, units should wait in hiding… This technique allows subs to lie
undetected off a coastline, or elite infantry units to be entrenched and
concealed in border towns.
Reconnaissance Units
Just as some units are naturally stealthy, others are naturally good at finding
them. AWACS (Airborne Warning And Control System) Patrol planes have a
long spotting range, and will be able to better locate incoming planes, missiles,
and units on the ground. Ground-based Recon-class units also have long
spotting ranges, though they are not quite as good at it as the air-based units.
To catch Submarines, you will need to use units that have an ASW (AntiSubmarine Warfare) capability, such as ASW helicopters and most Destroyers or
Frigates.
Terrain
Looking through high ground terrain such as mountains will reduce the
spotting range of units; so will dense forest and urban areas. Alternately, a
land Recon unit sitting on top of high ground hex will actually be able to see
farther, receiving a spotting range bonus due to the elevated terrain.
Unit Co-operation
In many cases, units that have a long firing range (particularly artillery) have a
very poor spotting range. To make best use of your forces, Recon/Patrol units
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Supreme Ruler 2010
that will be able to ‘spot’ and direct their fire should support these units.
Reconnaissance on your borders will also help to alert you to military build-ups
and surprise air attacks. At sea, units such as carriers and transports are easy
targets for submarines, unless destroyers or other units with anti-sub
capabilities support them.
Surprise
One element of the Advanced LOS is the potential to see some but not all of
the units in a particular hex. Large, noisy units such as transports and mobile
artillery are usually easy to see, but they could be protected by infantry and
elite forces that will remain hidden until you are right on top of them. Without
good reconnaissance, you might find that your attacking units will run into a
much stronger defender than you were expecting.
8) RESEARCH
The “tech tree” is also an important component to the game. It is based on
real-world technologies that either exist or are currently being developed. As
well, the effects of research are not limited to the ability to build better
weaponry. Research can also lead to improvements in virtually every aspect of
life, from Social Policies, to the Environment, to Production Capabilities, to
Medical Care, and more...
There are effectively three forms of research in Supreme Ruler 2010: specific
scientific goals, specific military unit designs, and general research to improve a
region’s overall “Tech Level”.
Scientific Research
Scientific Research is divided into six sub-categories, Warfare, Transportation,
Science, Technology, Medical, and Society. Each item that you research will
have an effect, whether it leads to a change in your region’s capabilities, or just
opens the path to an additional research item. In many cases, Scientific
Research represents pure science and theory, but applications of such
discoveries can be far reaching.
prerequisites are achieved (or traded for) can the research on the actual unit
design can begin.
Overall Tech Level
This represents a region’s accumulated technical knowledge and capabilities. A
Tech Level of 90 represents a “1990 knowledge level” in comparison to the
best worldwide research capabilities that existed in that year (similarly 104
would represent a knowledge level equivalent to 2004). As a Tech Level
improves, new opportunities for research become available… Many Unit
Designs and Scientific Research Projects have a tech level requirement, in
addition to possible pre-requisite discoveries.
Example: Synthetic Fuel Research has a Tech Level requirement of 105; this
discovery cannot be researched until the region achieves the appropriate tech
level. Once the tech level is reached and the Synthetic Fuel discovery is
completed, the region will then be able to research Synthetic Fuel Plants, and
that would then allow them to construct the facilities to produce Synthetic Fuel.
Note: Through the diplomatic interface it is possible to trade for certain
technologies and designs, even if the region receiving the trade has not
achieved the required tech level or prerequisites in their research.
9) SUPPLY MODEL
The Supreme Ruler 2010 Supply Model forces players to consider the realities
of military logistics – fighting units require fuel and ammunition, which is
brought up from “behind the lines”. In real-world conflicts it is not possible to
send your tanks hundreds of miles away without worrying about where their
next supply of fuel or load of ammo will be coming from…
Military Unit Designs
(Units or Missiles)
This is a much more targeted form of research. In concept, it is akin to
manufacturing the prototype of a unit type based on known plans. Should
your region desire to acquire the ability to produce a unit, it must first
understand and develop the designs. Furthermore, if your region doesn’t
possess all the required knowledge for the unit design in question, you may be
required to research “prerequisite technologies” first; only when the
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Supreme Ruler 2010
viewpoint, sometimes the only hope against an enemy attack is the disruption
of their Supply Line, leaving them vulnerable.
Areas in Supply
Hint: For quick land grabs of an enemy, you should make sure that you are
using units that can travel good distances on a single load of fuel. This stat is
provided in a Unit’s Specifications. (Wheeled Anti-Tank and Infantry units often
have good distance capabilities.)
Supply Sources and Effects
Where do supplies come from? How can a player assure that they can make it
from Point A to Point B without problem? When are Supply Lines stretched too
far to effectively support a conflict with another region? These are
considerations that must be dealt with if you hope to master the military
aspect of the game.
For purpose of demonstrating the supply effect, the “Supply Filter” has been
turned ON for the map (this can be done in the Land/Filters Tab or on the Mini
Map options, or with the <S> hotkey), indicating in a player’s own color the
degree of supply they are providing throughout their region. In the above
example, as one player conquers part of another’s territory, the newly captured
sections have no immediate supply. Over time as they hold the land, the
supply line gradually grows into it (how quickly and how strong it grows
depends on the proximity to a supply source), but in the meantime if the units
keep moving forward, they could find themselves unsupplied and in trouble!
In this later view of the
same offensive, as the
invader’s tank battalion
moved further into enemy
territory it began to run low
on fuel. The chevron ‘V’
behind the unit’s strength
bar will change color from
yellow (indicating it has both
fuel and supply) to red as it
runs out of either. A unit
out of fuel or out of
ammunition makes for an easy target of a counter-attack, so it is always a good
tactic not to get too far ahead of your supply line. From a defender’s
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Sources of Supply in Supreme Ruler 2010:
(The larger the facility, the better the source of supply it provides)
• Land Bases / Outposts
• Air Bases / Airstrips
• Sea Ports / Sea Piers
• Cities, Towns and Villages (stronger the larger the population)
• Supply Depots
Supply Model Amplifiers:
The further you are away from a supply source, the weaker your supply is and
the longer it will take to be refueled / rearmed. Supply levels will fade based
on transit distance and conditions from a supply source —- mountains and
rough terrain will impair the flow of supplies, while transportation corridors
(roads and rails) will extend the reach of your supply lines.
Infrastructure spending:
Supply is able to extend out from its sources through the Infrastructure quality
of a region. This includes the road and rail networks that are inherent to a
region whether they are shown on the map or not (The satellite maps only
reflect relatively major roadways within that region).
Infrastructure is funded as part of a Government’s Social Spending. Proper
funding of a region’s infrastructure allows all supply sources to maximize their
reach (over funding is possible, allowing a supply source’s range to extend
beyond normal limits). If Infrastructure Spending is under-funded, then supply
sources will not be able to reach as far as they should.
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Supreme Ruler 2010
Mobile Supply Sources:
Though the supply model makes it difficult to make large, quick land grabs of
an opponent’s territory, there are some other solutions to re-supply units in the
field. Accompanying your offensive units into enemy territory with supply
trucks or supply helicopters will help to keep units moving.
“Border Creep”:
This is the term that has been applied to the seemingly random change of the
border line between two enemy regions. However this movement of the
border is neither random nor unpredictable. All areas of a region have both a
supply value and a loyalty value. As was previously explained, the supply value
is based on how close a segment of land is to a supply source. The loyalty
value is the loyalty the population of a specific hex feels towards their current
leader. If a specific border land area has insignificant supply or loyalty values
from its current owner, and the enemy on the other side of the border either is
able to provide supply, or has the loyalty of the hex in question, then that land
runs the possibility of automatically changing ownership. Border Creep can be
offset by keeping units present to exert a Zone of Control, or by increasing the
supply to this area. Note: Hexes with Zero Population (including Lake and
Ocean) will be subject to Border Creep based solely on supply.
Other Supply Effects on Game Play:
The Supply Model does more than just affect how quickly your units will be
able to re-supply and refuel as they consume their stocks; it also affects Facility
Construction and the actual output from Industries.
Supply Model and Facility Construction – If part of your territory is
completely Out of Supply (in other words, your supply lines do not reach a
portion of your land), then you will not be able to build a Facility or Structure
in that area. You need supply to be able to build. Supply lines can be cut by
enemy borders, bodies of water, or excess distance from a friendly supply
source. There is one way around this rule —- by using an “Engineering Unit”,
you can construct either an Airstrip or Sea Pier in unsupplied territory. Once
either of these facilities is completed, by its nature it then provides a source of
supply to that area and further construction can be started.
Supply Model and Industrial Output – How much of a facility’s actual output
is added to your commodity inventory per day also depends on the supply
model. For example, if an Industrial Goods factory is capable of generating 10
tonnes of goods per day, yet it is in an area that is only 50% supplied, this will
have an effect on how much is actually produced by that factory. It is not a
direct ratio, but it is significant. In the example mentioned, that Industrial
Goods factory will actually produce approximately 7.5 tonnes per day after the
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supply model is taken into account (instead of the 10 tonnes maximum it is
capable of).
Note: the Loyalty of an Industry’s Location also affects industrial Output. For
details on this see “Loyalty Model”.
10) LOYALTY MODEL
Ownership of territory isn’t everything… In addition, land also has a “Loyalty”
to one player over another. This value will constantly change in the game as a
Leader’s actions determine whether the people become more or less loyal to
them. Not only do your actions affect the loyalty of your own territory though,
they can also affect the loyalty of neighboring regions. If you are doing a
terrific job and your neighbor is not, then the loyalty of their land could
eventually swing over to you. In some cases this could even lead to the
annexation of some territory.
The “Loyalty” of land can be seen by turning ON the Loyalty Filter for the entire
map (on the Mini Map options or in the Land/Filters Panel) and indicates in
the appropriate player color the loyalty throughout the map.
Loyalty Effects
The Loyalty of your land can have many affects on Production, the Military, and
even Leader Actions. Here’s a breakdown of some of the effects you could
see:
Loyalty Effects on Production – Similar to the Supply Model, if a production
facility in your Region is not located in territory that is loyal to you, then this
will affect the total production value that you can expect to receive from that
facility. (For example, in areas totally loyal to another region, you could expect
to receive as much as 50% less than the capacity of the facility. This can get
even worse if the area is also in poor supply.)
Loyalty Effects on Military Re-Supply – Regardless of the Supply Level of the
territory one of your units may be in, if the terrain is loyal to someone else
(especially an enemy), then your units will not be able to re-supply and re-arm
as quickly as they otherwise might.
Sudden Appearance of Partisans – One of the surprises that can be caused
by a disloyal population is the sudden appearance of a Partisan Unit behind
your lines, able to recapture territory for the region to which they have loyalty.
This should only occur in areas that have an intense loyalty to another region
and it also will not occur in an area in which you have units exerting a Zone of
Control.
Loyalty Effects on Leader Actions – It is possible that actions taken in disloyal
territory can be affected by the loyalty factor. More specifically, you may not be
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Supreme Ruler 2010
able to order the Destruction (or “scorching”) of a hex facility (such as an
Industrial Goods factory or a Base) in an area that is not loyal to you, and
instead you would have to use the much slower Scrap option to dismantle the
facility. Sometimes these situations can be overridden by having a Military Unit
in the location, for instance some units have a Demolition Specialty. In
general, other than the “Re-Supply” circumstance listed above, most
detrimental effects of loyalty can be avoided as long as the disloyal area is
within the Zone of Control of one of your Land Military Units.
II – STARTING A NEW GAME
Upon loading Supreme Ruler 2010 you are presented with four options:
Tutorial, Single Player, Multi Player, and Options
Tutorial
The tutorial section is a series of simple interactive screens to familiarize
players with the main aspects of the game. They are listed by topic and there
is no requirement to either go through them in order or review them at all. For
newcomers it is highly recommended that they review the sections on Key
Components before attempting the game for the first time.
Single Player
Gives you some possible selections on the type of game you wish to play
before taking you to the Scenario Screen (See Below).
Player Name – Allows players to enter the name by which they wish to be
known for game play.
Scenario – Allows a player to try any single scenario included with the game
(or User Created). This is not part of the campaign mode but will still keep
track of your Player Stats. Takes you to the Scenario Screen.
taken to the Scenario Selector, but your choices are restricted to only scenarios
that are considered Campaign Starting Points.
Campaign Notes:
• Victory Conditions are dictated by the scenario and are not customizable in a
campaign.
• At the start of a Campaign, some conditions are selectable that raise or lower
the level of overall difficulty, for example Starting Resources, AI Personalities
etc…
• Between Scenarios in a Campaign it is sometimes possible to change your
Government Type.
• After completing a scenario, whether a win or a loss, you may be given a
selection of scenarios to proceed to (If the scenario was a loss, you may be
forced to try again from another part of the world).
Load Scenario – Provides access directly to Saved Scenarios. When loading
from a saved game, there is no need to go through the Scenario Selector.
Scenario Notes will provide limited information on the game selected.
Load Campaign – Similarly, this provides access directly to Saved Campaigns.
Multi Player
These options also lead a player to the Scenario Screen (see below) after they
make some initial choices. All players involved in a Multi Player game must be
playing with the exact same version of the game. When the scenario is
launched, the game will check for integrity between players and if a scenario or
data file has been altered (such as through “Modding”, corruption or attempted
cheats), then a synchronization error will be reported. Loading Multi Player
saved games must be done from within the and all players must be playing
from the same file (which will be automatically transferred as needed).
Player Name – Allows players to enter the name by which they wish to be
known for game play.
Missions – Missions are not standard scenarios. Instead they always start from
a specific region (you are not given the option of selecting the region to play
within the mission) and a specific goal that must be achieved. Missions are
also scored by how quickly they are accomplished. To launch Missions, you are
also taken through the Scenario Screen, but your game options are more
limited.
Host Network Game – Sends you to the Scenario Screen (see below) wherein
as host you are able to select all options, including which map to play. It is a
slightly modified version of the Single Player Scenario Screen that allows you
to assign other players to the different regions and also includes a Chat area to
discuss the settings to be picked.
Campaign – Campaigns within Supreme Ruler 2010 take you from your
chosen starting region through a series of ever larger and more difficult
scenarios until you eventually play for control of all humanity. There are
literally dozens of possible starting regions for your campaign and you can
choose to start it from virtually anywhere in the world! (Some campaigns have
more scenario levels to them then others.) By selecting Campaign you are
Join By IP Address – Prompts the player to first enter an IP address at which
the computer will look for a game. If it finds one, this will be indicated in the
“Available Games” list. Click on the game you wish to connect to and select
Join. This will send you to the Scenario Screen (there is a Chat area within this
screen to allow players to discuss game settings with the host, but all changes
are under the host’s control).
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Supreme Ruler 2010
Select an Available Network Game – This is similar to “Join by IP” except that
it is just searching your Local Area Network for games you could possibly join.
When you have Joined a game you will be taken to the Scenario Screen where
once again the host will control the game options.
Turn-Based Notes:
• Players enter their orders and make management decisions at the beginning
of the day.
Game Options
• The day is resolved simultaneously amongst all players (all orders happen at
the same time – no single region goes first).
This will allow you to change certain game settings, such as Monitor
Resolution, Sound and Music Settings and certain interface elements. There
are also a series of more advanced options that will alter the performance and
visual quality of the game, as well as allow fine-tuning of the mouse, keyboard,
and screen display defaults.
Scenario Screen
It is on this screen that all the game options are set for both Single Player and
Multi Player games. Depending on what type of game you’ve chosen to play,
you may or may not be able to adjust Victory Conditions, Difficulty Levels,
Starting Resources, AI Aggressiveness, Fog of War settings, or Tech Tree
Options.
Single Player Notes:
• In Single Player Campaigns and Missions, some of the options are preset and
may not be altered.
• Single Player Scenarios will generally allow all conditions to be customized.
• After choosing which Scenario or Campaign to play, you are also given the
option to pick which starting region within that map to play. (In Missions, the
setting of starting region is already made.)
• Some scenarios may allow “grouping” of regions (combining multiple regions
into one).
• When they are ready, they “Process” their turn.
• When playing Multi Player games in Turn-Based mode, one of the game
options available is the time limit given to turns.
• Although you can’t control the action during the resolution phase of a turn,
you can set how rapidly the turn is processed.
• Day “Replays” (watching the day unfold over again) are only available in
Single Player games.
Real-Time Notes:
• You are able to pause the game whenever you wish and give orders while
paused. So if you prefer Real-Time but occasionally get overwhelmed by
events, you are able to stop the action and catch up.
• Command Delay – as in reality, orders to units must make it down the “Chain
of Command”. Once you give new orders, you will notice a slight delay
before your unit acts upon them. If the game is paused, orders will not take
effect until time is resumed.
• Real Time games can be set to one of three speeds and the speed setting can
be altered at any time during a game. (This option may be affected by MultiPlayer Game Settings)
Multi Player Notes:
• Multi Player games allow the same options as Single Player Scenarios.
• The Host makes all Game Option and Scenario Assignment choices.
• There is a Chat Area on the Scenario Screen to allow discussion of the Option
selections.
• The Host is also able to customize Region Groupings.
Turn-Based vs. Real-Time
Both Single Player and Multi Player games of Supreme Ruler 2010 may be
played as either Real-Time or as Turn-Based. This allows players to enjoy the
game in their preferred style.
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Supreme Ruler 2010
III – THE USER INTERFACE
1) GAME SPEED
1
4
Allows players in a “Real Time” game to set the game speed from Paused to
Double Speed. In “Turn Based” games, the speed settings will control the
playback speed of the “Turn Resolution” phase.
2) HELP / INFO
HOTKEY “F1”
Serves two functions…
1) It provides players with a one stop location in which to see all the concerns
their cabinet ministers have for all departments (saves them the trouble of
having to look at concerns one department at a time),
2
2) Also shows the current keyboard layout for the game’s “Hot Keys”.
5
3
6
Summary of Screen Elements:
1) Title Bar – Game Menu / 24 Hour Clock / Date / Treasury / Approval Rating
/ Region Name / Population (when playing at 1280x1024, this line also
shows GDP/c and Territory Size)
2) Game Speeds / Help Button
3) Department Tabs – Operations / Defense / State / Treasury / Commerce /
Social Services / News
4) Mini Map – Miniature representation of the scenario map with access to
optional Map Filters
3) EMAIL
Email is a key element of the User Interface. It is designed to inform a player
whenever significant circumstances warrant their attention, ease the
management burden of responding to those circumstances and to generally
improve the lines of communication between a Leader and his Cabinet AI.
Whenever you receive an Email, whether it is from another player or
from a Cabinet Minister, you will hear the incoming Email tone and the
light on the Email panel in the bottom right hand corner of the screen
will start flashing. Click on the arrow to open the panel and view the
contents of your Inbox. (As is common in many Email programs, a
preview box is also provided for your convenience.) You can Double
Click on any incoming Email Subject Line to open it.
5) Email Indicator Light – Flashes when you have New Mail
6) Email Tab – Click anywhere on Email bar to open “In Box”
Game Menu Notes:
HOTKEY “ESC”
In addition to giving access to the typical Save, Load, and Quit options from
within a game, this menu also provides players access to many other Graphics,
Sound, and Interface settings they can choose to alter.
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Email Panel Buttons: 1) New Mail, 2)
Options, and when you have an incoming
Email selected you also see the buttons to
3) Open Email 4) Reply to Selected
Email, and 5) Delete Selected Email.
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Supreme Ruler 2010
Communication between you and your Cabinet Ministers
Email / News / Status Options
Cabinet Ministers will use the Email system extensively. It is the method by
which they communicate their concerns and suggestions. You as Leader
respond to their notes by the various reply buttons the Email contains.
Although the Email, News System, and Status Lines are designed to help a
player maintain awareness of all aspects of their Region and their neighbors,
some players may find the volume of information they receive to be more of a
distraction than help. As such, you have the ability to “filter” out some types of
Email, News and Status to minimize what you receive.
As you can see in the above example, the Cabinet Minister has noted an area
of concern in his department. The buttons presented at the bottom of the
Email indicate your available responses. Mousing over any of them will show a
tool tip expanding on the response. Once you decide the action to take, click
on the appropriate button. This will send the minister your specific instructions
on which to base his actions.
The filters are set by controlling the “Priority Level” of the messages they are
willing to receive. By default, these sliders are generally set low to allow for
the most incoming content. If you feel it is too much, simply raise the priority
level of your filter so that less important items will be omitted. Alternately, you
can turn down the priority level to receive even more informational messages;
this may only be useful in turn-based gameplay mode, where you get more
time to read and react to the messages you receive.
Note: You cannot send a New Email to your ministers (or for that matter to AI
Players), you can only reply to theirs. The way to initiate communication with
a minister is by going through their department tab and adjusting their Cabinet
Priorities.
A player can also turn off any single type of Email or News item with an
optional flag in that item. For instance, if you no longer want to see a certain
production or battle report, you can flag that individual Email or News report to
not be sent in future. (The “Reset” button in the Options panel deselects all of
these flags so that they will again be delivered.)
New Mail
4) LAND TAB
You are able to compose email to any human player in a multiplayer game. To
open the New Mail screen to compose a new message, select the icon from
the Email panel or use the Hot Key <N>. In the New Mail screen you can type
a message as long or as short as you want. Before it can be sent, you must
pick out the recipient for the letter. To do this, click on the “To” button;
available regions will be listed, and you can pick which ones you would like to
receive the message.
HOTKEY “F2”
Provides terrain information on the land segment (“hex”) currently selected as
well as information on whatever facility or units may be present in that
segment. This is content sensitive so that the second panel, which also
appears, provides information based on whatever the content of the selected
hex is.
In the addressing window you can pick the region or regions that you want the
Email sent. Additionally you can select regions to receive a “Courtesy Copy”
using the “CC” button similar to typical Email programs.
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Supreme Ruler 2010
Supreme Ruler 2010
Panel Three – Examine Hex opens a third
panel in the bottom interface with the specific
resource details of the selected Map Location.
As well, when this panel is open, as the player
moves their mouse around the map, it
compares the selected Hex with the “MousedOver” inspection hex. It also provides the
distance between the selected and inspected
hexes.
Examine Terrain
panel 2
panel 1
Panel One : In addition to the name or map coordinates of the selected hex, it
also shows a magnified view of the selected map area as well as the Flag Color
of the current owner (it would also show the Flag Color of the player to whom
the hex is loyal if it is different than the owner).
Buttons Appearing: 1) Build a Facility, 2) View Terrain Details
Note: The four corners of the “Magnified View” are selectable to change the
“priority item” for the information shown in the second panel. This is particular
useful when you have selected a hex that contains both Units and Facilities,
allowing you to easily cycle between information on the land itself, the units at
hand, and whatever buildings are present. This priority setting also applies to
double-clicking on the map; when priority is set to “Facilities”, a map doubleclick will call up a Facility popup screen instead of a Units popup.
Panel Three – Access Map Filters in Panel
Two opens in the third panel all the options
that are available for visually filtering the Main
Map. Here a player can see where the
population distribution is, where the sources
and production are for the natural resources
and also turn on/off map filters for: Line of
Sight, Supply, Loyalty, Ownership, High
Ground, Munitions, Terrain Defensive Bonus,
and Close Combat.
Examine Cities / Industries / Bases
The View Terrain Details button is chosen by default when there are no
facilities or units present in the land hex, and this fills Panel Two with the
Terrain Details information including information on that hex’s Supply and
Loyalty levels (See appropriate section for further details on these Key
Concepts).
Panel Two: The Terrain Details provides information on Unit Movement
through a hex as well as any Defensive Benefits that hex may also provide.
Buttons: 1) Rename Hex 2) Examine Hex – opens Panel Three 3) Access Map
Filters – opens Panel Three
“Rename” gives the player the option of renaming a specific Map Location with
whatever unique name that they wish.
Panel One : When a City / Industrial Facility / or Base is present in the selected
land hex, Panel One has the additional button of seeing the Facility Details.
This button becomes selected by default instead of the Terrain Details button,
unless you’ve changed your “priority item” (discussed above). Note: You will
get only limited information on the facility when you are not the owner.
Panel Two – Settlements Panel Two changes depending on the type of facility
that is present. In the example of above, with a city selected, it shows the
details of that settlement, what that city produces and consumes, and its
population
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Supreme Ruler 2010
Button: “Designate Capital” which will designate the selected city as your
region’s new capital, if game settings allow it to be moved.
Note about Capitals: Each Region has a Capital City. In single scenario
games, capturing an opponent’s capital may be the chosen Victory Condition.
As was previously mentioned, it may be possible to relocate your Capital to
another city (this may be wise in scenarios where your original Capital is close
to an enemy border). Your Capital is the location of your central government.
If the loss of a capital is not set as a victory condition, then the capital will be
automatically relocated should it be overrun. However, some of the player’s
treasury will be lost, and more importantly it will deal a severe blow to the
morale of the civilians and the military. (If you are uncertain where your
Capital City is located, you may use the Hotkey <Shift> + <C> to center the
map on it.)
Panel Two – Industries If you have chosen
an industry instead of a city/settlement, Panel
Two would provide details of that industry.
Buttons: 1) Industry Popup (calls up a Popup
Screen with Industry-Wide details and
options.) 2) Facility Controls 3) Auto Repair
Toggle, 4) Daily / Annually Toggle
Daily / Annually toggle sets whether the
numbers displayed reflect the daily production
figures of the selected industry or the
projected annual numbers.
Auto Repair toggles on and off whether an industry should repair if damaged
in battle. The facility does not have to shut down to repair, but it does cost
money and resources. So if it’s likely to sustain more damage, you may decide
to turn this off.
Panel Three – Facility Controls is the only
button in Panel Two that calls up a third panel.
On this additional panel you can Upgrade your
Facility (if possible), Activate / Deactivate your
Facility, order it Scrapped or Destroyed
(destruction is faster but doesn’t recover any
resources – and it requires loyalty in the hex),
or Rename the facility.
Industry Maintenance – Active Industries do
have a maintenance cost which is based on
size of the facility plus a fixed “basic cost”. Inactive Industries have a smaller
maintenance cost that is only paid if the Auto-Repair toggle is turned to ON. If
44
that toggle is set to OFF, then an inactive facility will start to deteriorate (a full
strength Facility would deteriorate completely in about 500 days).
Panel Two – Bases If instead of a City or
Industry, you’ve selected a Military Base, panel
two will then provide information on what
that base is producing (if it’s able), the
capacity of that base and allow access to
further controls.
Buttons: 1) Base Popup (calls up the popup
specific to bases) 2) Facility Controls 3) Build
Units 4) Current Production 5) Reserve Units
Base Maintenance – Bases have a maintenance cost whether they are
activated or deactivated. This cost is based upon the size of the facility plus a
fixed “basic cost” (it is a smaller cost if the base is deactivated). Unlike
Industries, Bases do not have the option to turn off the “Auto Repair”. It is
mandatory to keep a base ready to reactivate. The only way to avoid this
maintenance cost entirely is to scrap or destroy a base.
Panel Three – Facility Controls for bases is
similar to that for industries but there is some
additional information provided regarding
maintenance costs, and the number of
Reserve Personnel available. The other
options available are: 1) Upgrade Base (if
possible) 2) Activate / Deactivate Base 3)
Scrap Base 4) Destroy Base (requires loyalty)
and 5) Rename Base.
Panel Three – Build Units allows the player to
decide what units they want to construct at this
base (varies by Base Type, such as Land Base /
Airbase / Sea Port). There are filters for unit
types to help decide what to build, and if you
click on a specific unit then stats are shown.
This is the same Build Units screen that can also
be accessed from the Defense Tab, it is
repeated here for convenience. See the section
of the documentation “BUILDING UNITS” for
more specific instructions.
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Supreme Ruler 2010
Panel Three – Current Production shows
not only what is currently being produced in
the base, but also what units are queued.
(Note, if a unit is “Continuously” under
construction, once it is completed another
order is submitted for the same unit to the
bottom of the queue.)
Buttons: Associated with the units under
construction there are 1) Re-Queue - Send
unit in Construction back to the Queue
(maintains current level of completion) and 2) Cancel Construction – Cancels
build order. All progress is lost. Associated with units that are queued for
future construction there are 1) Hold Unit in Queue – allows a unit to stay in
the queue but not to actually go into construction; 2) Delete Unit from
Production Queue; and 3) Clear All Units from the Queue.
Panel Three – Reserves shows units that
have not been deployed, held in reserve at
the currently selected base. Selecting any of
the units in reserve shows some basic
information about it.
Buttons: 1) Deploy All deploys all the units
in reserve at this base provided there are
enough personnel in your reserves to staff
them 2) Deploy takes only the currently
selected unit out of reserves and 3) Sell,
which sells the unit to the World Market for a fixed price – a confirmation
panel will appear that also shows you the cost to build the unit you’re selling
as well as the price the World Market will pay.
Examine Units
default selected (unless the “priority item” is changed). Please note that you
can still use the other buttons to access Terrain or Facility information as well
(we’ll get to the Build Facilities option in a moment).
Panel Two – Units Panel Two now fills with a list of all the units present in
the selected hex with some further details on whichever unit is currently
selected, as well as some options for these units.
Buttons: 1) Unit Orders and Information; 2) Unit and Equipment Data; and
3) Equipment Technical Specifications. Each of these opens Panel Three with
the appropriate information. An additional Button will be present if the
selected unit is capable of carrying Cargo or Missiles.
Panel Three – Unit Orders and Information
shows current information on where that unit
is, what its current orders are and what its
combat experience is like.
Buttons: 1) Re-Arm Unit / or Clear Current
Orders (depending on the unit and its current
status) 2) Change the Rules of Engagement
for this Unit (see section on R.O.E. for further
details) 3) Divide Unit into smaller Battalions
4) Send Unit into Reserves - the Unit will
travel to the closest appropriate base and go into reserves.
Panel Three – Unit and Equipment Data
shows some specifications on the equipment
selected, as well as certain unit status
information. By mousing over the icons you
are “tool tipped” with details of what each
icon refers to. As well, specs can be shown
graphically or with numbers – just click on the
green bars or numbers to toggle the display.
When shown graphically, the bars are tooltipped with the numeric values. This is a
good screen to look at to see if a particular unit might be good in combat
against a tank, or helicopter, or submarine, etc… A full description of the spec
icons can be found in Appendix B.
Panel One : When a hex is selected that contains any Units, an additional
button is present in Panel One —- Inspect Units and this button becomes the
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Supreme Ruler 2010
Panel Three –Equipment Technical
Specifications provides some more
information on the equipment. The icons that
appear down the right side of this panel tell
whether the unit has any “Special” capabilities
and what kind of target it is. In the example
shown, the Infantry Unit selected is actually a
“Hard Target” since it is armored, and is
“Amphibious” (can cross shallow water), and
is “Nuclear/Chemical Warfare Protected”. A
full list of these icons appears in Appendix B.
Question: Why can’t I build where I want? It is not always possible to build
facilities where you may want. Some of the reasons for this are as follows:
1) Most facilities cannot be placed on water; only Sea Ports/Piers, Hydro
Electric Plants, and Oil Derricks can.
2) You can’t place a Resource-Based facility on land that doesn’t have a certain
amount of the resource in question. For example, you can’t build a Timber
Mill in the middle of a dessert, and you can’t build a Hydro Electric Plant on
a river without power generation potential.
3) You can’t build in an area that is not “Supplied” (See the Supply Model for
further details).
4) Depending on the “scale” of a scenario, some use large icons to represent
all the possible facilities on the map, while other scenarios use small icons.
When Large Icons are used, you cannot place one facility in the hex
immediately adjacent to another facility (the exception to this is that you
can put them next to cities, and other settlements). You do not lose
production capability for raw materials since Large Facilities also mine the
resources from the six surrounding hexes.
Hex Development
An important action done through the Land Tab is building additional Facilities
(Industries / Bases etc). For this there is a specific button in Panel One – Land
Development.
Panel Three – Land Development Once you
have chosen which facility you want to place
on the map, panel three opens with
additional information on it. For resource
driven industries, as you mouse-over possible
locations it provides the details on what the
capacity is of the land and how long it will
take to complete construction, as well as the
cost of building that facility based on building
it to maximum capacity for that location).
Panel Two – Land Development Here you are given the option to choose
what kind of facility you want to construct — an Industry, a Military Base, or a
Transportation improvement (Roads / Rails). In the case of Industries, once
you select which to build, if applicable the Map Resources Filter for that
Industry is automatically turned on. For instance, if you want to construct an
Oil Field, the main map will immediately highlight where oil reserves are
located. Some industries, such as Synthetics plants and Finished Goods plants
can be built anywhere and therefore don’t require a map filter.
Note: The “Foundation Cost” represents the immediate cost of beginning
construction. It is 20% of the total cost of building the facility.
Early Activation:
If your need for a product is critical and you have some facilities for it already
under construction, you will be able to use the Facility controls to activate it
early at whatever production capacity it currently is, as long as the size is
beyond a required minimum. This is only for Industries, however; bases and
transportation cannot be activated at less than full strength.
Repeat Build: If this is selected, then whenever you order one facility
constructed, any additional left clicks on the map thereafter will place
additional of the same structure. This is often convenient at the start of a
scenario when you may want to start many facilities building to increase the
capabilities of your region. Just right click anywhere to end the Repeat Build
command.
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Build Confirmation: If this is selected in Panel Two, anytime you order
construction of a facility you will get a popup asking you to confirm your
decision.
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Supreme Ruler 2010
Upgrading Facilities vs. Building New
Many existing facilities will not be built to their maximum possible capacity. If
the facility can be upgraded to provide more production, this will be shown
whenever you access that facility’s controls: one of the possible options will be
“Upgrade”.
As this relates to game play, if you need more of a product, you may first
choose to review the existing facilities you have; this allows you to see if,
instead of starting a new building and experiencing all the high startup costs
involved, you can instead upgrade some of your existing structures and avoid
those additional expenses. The quickest method of reviewing your facilities for
possible upgrade is through the Popup Industry Screen (Double Click on any
Industrial Facility on the Map).
-
Airstrips can be upgraded to Airbases
Sea Piers can be upgraded Sea Ports
Outposts can be upgraded to Small Military Bases
Small Military Bases can be upgraded to Medium Military Bases
Medium Military Bases can be upgraded to Large Military Bases
3) Unlike production facilities, when you are upgrading a base, you must still
pay the difference in “Foundation Cost” between the existing and the new
structure.
5) OPERATIONS TAB
HOTKEY “F3”
In the “Ops” section, a player controls many of the leadership decisions for
both Military and Intelligence Operations. As opposed to the Defense
Department that makes administrative decisions for the Military, the Operations
Department represents the Tactical and Strategic Decision-Makers. (The U.S.
equivalent would be a combination of the Military “Chief of Staff” and the
Director of the C.I.A.)
Panel One provides information on the current status of your Ops Department.
Buttons :
1) Cabinet Control
2) DEFCON Control
3) Military Operations
4) Intelligence Operations and
5) Rules of Engagement.
Notes on Upgrading:
1) While a facility is Upgrading, it is offline and not able to produce.
2) Bases are upgradeable to larger bases. (Bases are unable to produce while
going through this upgrade process.)
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Military Initiative
This represents the independent decision making of your Unit Leaders. Setting
it low assumes that you will be directly controlling your military, and that your
units will not take much action of their own accord (without direct orders).
Setting it to high transfers more of the decisions to the leaders on the ground,
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Supreme Ruler 2010
giving them a far greater degree of autonomy (units will constantly be moving
to where they are most needed).
Panel Three – Current Cabinet Minister
gives the player a profile of their current
minister, what their political leanings are, and
where their knowledge / expertise lies.
Cabinet Control
As was discussed in the Section on Key Game Concepts, a Cabinet Minister is
assigned to oversee each government department. They make the day-to-day
decisions based on “Priorities” that you have assigned. Cabinet Ministers are
also the source of a great deal of the game’s communication to the player.
Using the Operations Department to illustrate the interface between a Leader
and a Minister: Whenever there is a minister attached to a department (all
tabs except “Land” and “Status”) the Top Right button in Panel One always
calls up the panels to further control your Cabinet Minister.
Panel One also provides a visual indication regarding the running of the
department with the top two bar graphs representing how concerned the
Cabinet Minister is with their Department and how your citizens view the
performance of this minister.
Once you’ve clicked on the Cabinet Minister Access Button, Panel Two opens
with information on what that Minister’s Current Priorities are and what
concerns they have about your government.
Buttons: 1) Replace – a Cabinet Minister
may not always perform to your satisfaction.
This button takes you to a popup with other
potential candidates for the job. 2) Arrest –
this calls up the same popup as “Replace” but
the difference is your current cabinet minister
will no longer be available for a future posting! When Domestic Approval
Ratings drop in a region because of government policies, Cabinet Ministers can
sometimes make convenient scapegoats.
Ops Priorities Hint:
The priorities for Ops are probably the most abstract of all the Departments.
However some of the key choices can quickly set this department on a War
Footing or into a Defensive shell:
- Increase Military Readiness
- Prioritize Counter-Intelligence
- Prepare to Attack
Warning - Too Many Priorities:
Keep in mind that the more priorities you have assigned to a Cabinet Minister,
the more their efforts will be divided amongst different goals. The result is that
the more priorities you assign to a minister, the less likely they will be to
actually meet their targets.
Defense Condition & Alert Levels
Buttons : 1) View Information on Current Minister and 2) Add / Delete
Cabinet Priorities
Supreme Ruler 2010 uses this standard to allow players to adjust their
military’s level of preparedness. There are benefits to increased Defense
Condition (or DEFCON) Levels. As you move towards DEFCON 1, which is the
highest state of alert, the efficiency of all your units improves (by up to 5% per
DEFCON level). At DEFCON 2 you get a 10% improvement to the speed of unit
production and training. This increases to a 20% improvement at DEFCON 1.
Higher DEFCON Levels Come at a Cost!!! There is an exponentially increasing
cost that is associated with higher DEFCON levels for your region. This is based
on how many Military Installations you have and the number of Units and
Personnel.
Associated Alert Levels – Each DEFCON Level gradually brings your units to a
standing Level of Alert. As a Regional Leader if you suddenly increase your
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Supreme Ruler 2010
DEFCON from 5 (Peace) to 1 (War), your units will be tasked to immediately
increase their alertness, though it may take some time for them to reach the
maximum levels.
Panel Two – Offensive Operations Here you
must first pick which “Target” region you want
to plan your actions against.
- DEFCON 5 (“Peace”) Alert Levels: 0-20%
Buttons:
1) Offensive Operations
2) Issue Attack Orders for your Strategic
Weapons (Strategic Weapons include
Missiles, Artillery, Strategic Bombers, and
some ships).
3) Pre-Select Targets for your Strategic
Weapons
- DEFCON 4 Alert Levels: 20-40%
- DEFCON 3 Alert Levels: 40-60%
- DEFCON 2 Alert Levels: 60-80%
- DEFCON 1 (“War”) Alert Levels: 80-100%
In typical situations, your units should only be able to improve their Alertness
by approximately 15% per week but alert levels may drop by about double that
rate when funding is removed. DEFCON and Alert Levels will also affect unit
efficiency and performance in battle, as well as other improvements such as
faster reload times and firing rates.
Required DEFCON Levels – DEFCON Levels can only be changed within
certain parameters. When actively at War with another region you are
automatically at DEFCON Level 3 or higher (War sets your DEFCON to 3
automatically —- you would have to manually increase this to Level 2 or Level 1
if you wanted the further improvements.) Signing a Ceasefire agreement will
allow you to reduce your DEFCON to Level 4 should you so decide. You must
at least be “Neutral” with all regions to stay at DEFCON 5. Similarly, if you are
neutral with all other regions you can only elevate your DEFCON as high as
Level 2 and NOT to Level 1.
Panel Two – DEFCON Clicking on the DEFCON
button in Panel One opens Panel Two with
some information about your current DEFCON
Level, including the annual cost of maintaining
that level. As well it is here that you can
change the level.
Military Operations
Much of the “Ops” panels involve allowing a
player to Pre-Plan their military moves and
strategies, including specific scheduling.
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Each of these buttons opens further options within Panel Three.
Panel Three – Offensive Operations Gives
you the option to preplan selected military
actions against the selected region, as well as
set the level of hostility that your military will
openly display to that region.
Buttons:
1) “Build Up” will order your forces to alter
their deployment and concentrate on
potential movement against the target
region
2) “Clandestine Build Up” against a target region will as quietly as possible redeploy your units as close to the target as possible. Effect —- they won’t
travel “en masse” but only move one or two units at a time and whenever
possible they travel routes will keep them out of the target’s Line of Sight.
Most times they will also pick the closest base to the potential front and go
into reserve there so they cannot be seen until they are needed.
3) “Sneak Attack” means exactly that. Using this option your units will not only
build up as secretly as possible, but you can schedule exactly when they will
launch their attack. “Sneak Attacks” cause a declaration of war (if it doesn’t
already exist) to be made at the exact time of the attack. This can cause
your World Market approval rating to take a significant hit.
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Supreme Ruler 2010
Panel Three – Launch Orders Quite often
the best time to use this is when you want to
launch a sneak attack and have all of your
Strategic Weapons scheduled and targeted for
a simultaneous launch. You can filter what
targets you want to launch against by type
and you can select any combination of your
weaponry to use, or your full inventory.
Panel Three – Pre-Select Strategic Targets
This works in close conjunction with the
above panel. Here you can either interface
directly with the map to select Strategic
Targets on a region by region basis, or you
can have the AI pick the best targets
available.
Intelligence Operations
You set your “Intelligence Spending” as you feel is adequate and that creates
Intelligence Resources which can then be employed either within your own
region in Counter-Espionage efforts or in another region on espionage or
covert ops. As another part of Intelligence Operations, you can also send
money to insurgent elements within another region in a further attempt to
undermine their regimes.
Panel Two – Intelligence Operations Buttons:
1) Destabilize Target Region
2) Conduct Espionage on Selected Target
3) Schedule and Order Covert Missions against Target
4) Control your Intelligence Spending
Panel Three – Destabilize Destabilization
activities include providing funding to
Psychological Ops, Protestors, Opposition,
Insurgents, Terrorists, and even trying to
target an opponents Economy.
These activities are meant to be something of
a standoff weapon, designed mostly to
promote domestic dissatisfaction in the
target. Ideally you are not exposing your
region to much risk by practicing these
methods unless the target region has a good counter-espionage efficiency. If
that is the case, the chance that your involvement will be discovered escalates.
If your involvement is discovered, funding opposition, psychological operations,
protestors, or even a region’s economy could lead to growing tensions
between you, but nothing too dire. If on the other hand you are discovered to
be funding terrorists (or insurgents to a far lesser extent), you have crossed a
threshold with that region and likely with the World Market as well that could
have drastic consequences – these actions could definitely be considered a
”Causus Belli” (Cause for War) so your defenses better be prepared!
Panel Three – Espionage You can also
spend your Intelligence Resources on various
espionage activities. You can attempt to
infiltrate another region’s Capital, Cabinet,
Military, or just set up a general Spy Network.
The benefits are as follows: Successfully
Infiltrating the Capital of another region will
cause you to be provided with information
on what the opposing government’s priorities
are. Infiltrating the Cabinet will provide you
with copies of much of the correspondence between the target region’s leader
and one of its Cabinet Ministers. Infiltrating the Military will provide you with
the Line of Sight on whatever unit you have managed to plant a spy in. Finally,
successfully setting up a Spy Network in another region will result in
occasionally getting all of the above benefits at various times.
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Supreme Ruler 2010
Panel Three – Covert Ops Not all
Intelligence Missions are benign. As tensions
heat up between regions you may wish to
more actively inflict damage on a neighbor.
Covert Ops Missions can be ordered that will
attempt to Sabotage, Assassinate or
Biologically Attack another region..
For “Sabotage” you can choose to target an
industrial facility or base, and for
“Assassination” you could target one of that
region’s Cabinet Ministers. (Note : Supreme Ruler 2010 does not give you the
option of trying to assassinate the Leader of another region, only its Cabinet
Ministers.)
Note: Don’t forget that your region could also be the target of one of these
types of Ops. If another region manages to Assassinate one of your Cabinet
Ministers, they will understandably be lost for the entire campaign.
Panel Three – Intelligence Spending As has
been previously mentioned, Intel Ops within
the game are carried out with the intelligence
resources you purchase. Here you can
choose how much to spend and how to
allocate the resources between Foreign
Intelligence and Domestic CounterIntelligence.
Rules of Engagement
A to Point B but to get there it must travel through a Neutral Region and you
have “Neutral Terrain” pathing turned off, then that unit will not be able to
successfully complete its order. (It will go to the closest point to the
destination that its pathing rules allow.)
1) Allow Tactical Nuke Use – This rule will allow your Military Leaders to
deploy nuclear warheads. The unit leaders will then attempt to use them
depending upon unit initiative levels. The first time that they attempt to
launch a nuclear weapon, you will have to enter your Launch Code, but in
a scenario where it has been done once, as long as this Rule is set to “ON”
your leaders will continue to have full reign to launch Nuclear Weapons as
their initiative dictates.
2) Allow Chemical Weaponry – Much the same as Nuclear Weaponry. Best
to leave this off unless you wish to suffer the World Market’s Wrath!
3) ICBM Silo Loss Autofire – This rule authorizes your ICBM Silos to launch
whatever missiles are deployed to them should capture of the silo be
imminent. It will only fire at pre-designated targets of the enemy region
that is capturing the silo. (Any other targets will be ignored and missiles
that are not fired will be destroyed to avoid them being captured.)
4) Mutual War Declaration – By default this rule is turned on. When set,
whenever another region declares war on you, you would automatically
declare war back on them. This can sometimes avoid an enemy getting in
too much of a first shot before you are given a chance to retaliate.
5) Engage Neutral Incursions – To protect the sovereignty of your borders,
you may wish to turn this on. If enabled, your units will fire on any unit
that enters your territory (unless you have an appropriate “Transit Treaty”
signed with them).
6) Scorched Earth – When scorched earth is enabled, your units and
population (wherever you control the loyalty) will attempt to destroy any
facility if it is about to fall into enemy hands. Turning “Scorched Earth” on
gives you the option of customizing it for all the different types of
structures. If you do not control the loyalty of the hex in which the facility
is located, you will start scrapping it instead (a much slower process),
unless you have a demolition capable unit (such as an engineer) in the
same hex.
The final panels to be discussed in “Ops” are those relating to your units’ Rules
of Engagement. These are the rules that your units follow in the daily
performance of their orders. For instance, if you tell a unit to move from Point
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Supreme Ruler 2010
Panel Three – Scorched Earth As you can
see, once Scorched Earth is turned on, you
can set it specifically for any type of Industrial
Facility, Bases, Research Centers, and Missile
Silos.
7) Regions With Transit Treaty – (Default
Setting: On) One of the principle treaties
available in Diplomacy is a Transit Treaty,
which allows a player to have their units travel
through another region in supply and without
fear of reprisal. When this option is selected, units will path through regions
that have agreed to this treaty with you. Note: One of the components of a
Formal Alliance Treaty is also a Transit Treaty, so this selection will apply to all
of your allies. If you wish your units to intentionally avoid allied territory, you
must turn this flag off.
8) Regions Without Transit Treaty – (Default Setting: Off) If this option is
turned on, you allow your units to travel through Neutral Regions with
which you have not signed a Transit Treaty. This is a more dangerous
option to invoke since it is possible that any neutral you try to travel
through could have “War on Incursion” turned on. If that is the case, as
soon as you enter their territory they will declare war on you.
9) Active Enemies – (Default Setting: On) If you are at war with another
region, you will want your units to path into their territory to try to capture
it. Note: Enemies with which you currently have a Cease Fire signed are
treated as Neutrals Without Transit Treaty for purposes of pathing.
10) World Market Pathing – (Default Setting: Off) Although traveling through
World Market Territory could provide access to undefended or weaker
borders, the retribution could be severe. Note: The exception to this rule is
World Market Waters. They are treated as neutral at all times and can be
traveled through without penalty. Even when you have “World Market
Pathing” turned off, your ships will still be able to travel through any
International Seas.
6) DEFENSE DEPARTMENT TAB
HOTKEY “F4”
This section of the interface provides access to the administrative control of a
Region’s Military. Unit Construction, Recruitment, Deployment, and more are
all under your command. Military spending is controlled through this tab,
including both Salaries and Maintenance costs.
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Buttons :
1) Unit List Summary (Left
Side)
2) Missile Popup (Left
Side)
3) Cabinet Minister
4) Unit Details
5) Base Details
6) Missile Control
7) Military Spending
Unit List Summary
HOTKEY “U”
This popup provides an overview of all of your military units. What units are
deployed, their location, which units are in Reserve, and even what is currently
under construction.
Missile Popup
HOTKEY “M”
Allows access to Missile Information, Construction, and Deployment. This
screen is explained in complete detail within the section on Missile Control.
Cabinet Control
The interface for this has been explained in the Ops section and is common to
all your departments. The priorities do change from department to department
and by quickly reviewing what priorities are available, you also get a good idea
of the scope of policies available to be manipulated in each department.
Defense Dept Priorities Hint:
The priorities for your Defense Department can directly reinforce or contradict
some of the decisions you make for Ops, so it is important to be consistent
between departments. Otherwise you can have ministers working in direct
opposition to each other. Some of the key choices here handle the financial
and administrative controls of your military:
Military Buildup
Military Approval Rating
Increase Reserve Personnel
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Supreme Ruler 2010
Panel Three – Reserves On this panel you
can scroll through the complete list of all the
units that you have in reserve at your various
bases. (All units have a maintenance cost
once they are built. If the unit remains in
reserves, it is only 20% of what it otherwise
would be if the unit is deployed.)
Defense Force Control
Selecting the Unit Details button in Panel One calls up Panel Two with a
summary of your forces and provides you with several options.
Buttons: 1) Recruitment 2) Reserves 3) Auto Build Options 4) Build Options
5) Unit Filter Options
Panel Three – Recruitment On this panel, a
player is given the option of setting some
policies for Military Recruitment such as
Minimum Age, whether your region has
Conscription (The Draft) and whether you
allow women in the military into combat
roles. These factors will influence the
number of new recruits that you can expect
to attract. The “Target Force Size” sets a limit
after which Conscription will be paused
Note: All new recruits are trained and then added to your “Reserve Personnel”
pool until required for unit or base deployments. Military Salaries, DEFCON
level, and other factors can also significantly affect the number of volunteers
and conscripts you will be able to train in any period of time. Depending upon
the scenario, setting the recruitment age low, turning on conscription, and even
allowing coed combat, could have detrimental effects on your Domestic
Approval Rating.
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Reserve Unit Restriction (Game Option) –
By default, bases also have a capacity limit
on the number of reserve units that they can
hold. This is factored on the size of the base in question. Once a base reaches
its maximum, if a new unit is still intended to go into reserves, it will be forced
to deploy.
Military Outposts – Maximum of 5 Reserve Battalions
One Star Base – Maximum of 15 Reserve Battalions
Two Star Base – Maximum of 30 Reserve Battalions
Three Star Base – Maximum of 45 Reserve Battalions
Air Base – Maximum of 15 Reserve Squadrons
Sea Port – Maximum of 30 Reserve Ships
Missiles – Reserve Missiles Units are limited to a maximum of 600x’s the
number of Air Bases you have.
Buttons:
1) Centre on selected unit will focus the main map onto the base where the
unit is in reserve.
2) Deploy All will take all of the units out of reserve – provided that you have
enough reserves to staff them.
3) Deploy Selected will only deploy the unit(s) that you currently have selected.
4) Sell will put the selected unit up for sale, and indicate what price the World
Market is willing to offer for the equipment. You will then be able to accept
or cancel the offer.
Panel Three – Auto Build Units When “Auto
Build” in Panel Two is turned on, new unit
construction will automatically be queued into
whatever idle production slots you may have
at your various bases.
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Supreme Ruler 2010
Notes on Auto Build Settings:
1) Should one of the assigned priorities to your Cabinet Minister be
“Decrease Armed Forces”, then even with Auto Build turned on, the
Minister will likely not fill all available slots.
2) Any units that players manually queue for construction will not be overwritten or cancelled by the AI.
Panel Two – Build Options
Although the AI is automatically set to construct new units, you can choose to
disable this function or complement it with additional build orders. As well,
the AI will not know the exact tactics you are planning to use, so you may
need to build some specialty equipment that it might not normally select.
Supreme Ruler 2010’s build lists include filters
and sort routines on some of the most
important specs to help assist the player in
making their decisions…
3) Auto Build does include missiles. So when it is turned on, missiles will
also be constructed conforming to the selected options (Missiles will
continue to be built even if the “Decrease Armed Forces” priority is
selected).
4) Defense Focus – picks units that have good defensive specifications.
Typically the AI selects Infantry, Anti Air, Anti Tank, and Artillery as the
principal land units to build.
5) Offence Focus – similarly picks the units that have the best attack
specifications. Characteristically this includes Infantry, Recon and Tank
units with a smattering of Mobile Anti Air and Anti Tank.
Land Unit Subdivisions
6) Quantity Focus – will choose the units that can be constructed and trained
in the shortest period of time that match your Offensive / Defensive
setting. (Note: Typically you will get more “Legged” selections made by the
AI if your setting is both Quantity and Defensive, as they are quicker and
less expensive to build.)
From left to right…
7) Quality Focus – makes little consideration for the time to build and train,
instead chooses which units to build based solely on the strongest
available. If you have plenty of time to build up your armed forces, setting
this slider to Quality in conjunction with an Offence Focus will create a
formidable army.
Infantry / Recon / Tank / Anti Tank / Artillery / Anti Air / Supply Vehicles
Air Unit Subdivisions
8) Auto Build Missiles – Even though this takes much of the micro managing
of missile construction away, you should still provide the AI with the
correct platform on which to base its construction and your preferred
target.
From left to right…
9) The AI will choose to vary the type of units and missiles it builds, and if it
is building something you don’t want, you can manually alter the queue at
any time.
Naval Unit Subdivisions
10) If you want most but not all of your bases to auto-build (for example, if
you don’t want Sea Ports to Auto Build ships) you are able to toggle off
“Allow Auto Build” at each individual base. This allows more exact control
over your unit construction when the AI is making most of your build
decisions.
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Helicopters / Interceptors / Fighter Bombers / Bombers / Recon / Unmanned
(“UAV”) / Supply-Transport
From left to right…
Submarines / Aircraft Carriers / Destroyers / Frigates / Patrol Boats / SupplyTransport
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Sort Options To help players decide which
units they want to build, we have included
four significant specs for each equipment
class. (These selected four vary depending
on the unit class being examined.)
Clicking on the icon of the spec you consider
most important sorts the list by that
specification. (In the provided example, the
“Hard Attack” was chosen, so the list of units
available to be built was sorted with the best
Hard Attack at the top.)
Give the Order Once you have chosen which unit to build,
simply click on the Construct button to add the chosen unit to
the queue.
There are some other notable options to be considered when
giving build orders…
AUTO DEPLOY – When a unit construction is completed, do you want the unit
to be deployed or stay in reserves at its base? If deployed, Reserve Soldiers are
assigned to it and it appears on the map at the base which constructed it. (It
will move to a preset map point if the base has a “Rally Point” set.)
Notes:
1) Any other player that has Line of Sight into your region would see deployed
units but would not see units that stay in reserve. This can be a good way
of hiding an attack force that you are building.
2) When you deploy a unit, it assigns Reserve Soldiers to staff it; if you are
running short of reservists, you might want to leave the unit in reserve. If
you do not have sufficient Reserve Soldiers, the unit will not deploy, and will
instead remain as a “pending deploy” until soldiers become available.
3) You can only Sell and Trade Units that are in reserve.
4) Maintenance Costs – All units, whether they are deployed or remaining in
reserve have a maintenance cost. This is based on the type of equipment
involved and the cost to keep it in top working order. However, for Land,
Air, and Naval Units, the maintenance cost while in reserve is only 20% of
what it is when that same unit is deployed. Missile Units, on the other
hand, have the same maintenance cost whether they are deployed to the
field or in reserve.
CONTINUOUS BUILD – This option is for a player’s convenience. When set it
will continue to re-queue the unit build once it is completed, thus reducing the
need to constantly watch a based to see if it is producing to capacity or not.
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In the above example (Popup Base) you can see that there are six units in
construction (the base maximum capacity) and one unit queued. As soon as
the first unit that is in construction is finished, the queued unit will enter
production. If the unit that was completed was marked as “Continuous” it
would then be added again to the bottom of the queue list.
In this manner, it is possible to have a base produce a constant mix of units
more than its capacity by alternating what units are in the queue. (Notice as
well that this base also has a number of reserves undeployed.)
UNIT POPUP SCREEN
HOTKEY “<CTRL> <U>”
Double-Clicking on any unit on the map will access this popup. It can also be
called by double-clicking a name in various unit lists throughout the game. It
provides detailed specifications and information on the unit. As well, if it is a
deployed unit, this screen provides information on the unit’s experience and
reflects its current orders. When deciding for the first time what units to build,
a more detailed examination of available equipment can definitely be helpful.
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Payload Adjustment: Used for units that have a missile capacity, this allows
you to directly manage the missiles your unit will carry.
Special Training: Allows you to offer specific training tasks to a unit. These
training sessions can prepare your units for specific types of combat and give
them a distinct advantage when in real battle. Training can also benefit the
experience of both the overall unit and its leader.
Re-Arm Unit: This is used both for changing munitions and changing the
“role” of a unit by altering its weapons loadout. Fighters are the most common
equipment to have multiple roles, such as Interceptor versus Fighter/Bomber.
By re-arming, units with this capability can be switched between these roles at
will. The other option that may appear here is the ability to change munitions
between Conventional and Chemical weapons – this is possible with Artillery
and Strategic Bomber units, and is available once Chemical Weapons have
been researched and set to be used under the Rules of Engagement (in the
Ops section).
Scrap Unit: Dismantles the selected unit. It is not sold, however raw military
materials are recovered.
Send Unit to Reserves / Deploy Unit: Depending on whether the unit is
currently deployed or in reserves, this gives you a quick option to order its
deployment footing changed.
As you can see from the above example, Supreme Ruler 2010 incorporates
incredible unit detail to allow players to more accurately choose the specific
equipment that will best suit their military needs – you can review Attack
Strengths, Ranges, Movement Speed and more to help you make your decision
on which units to construct... Note: Mousing over any of the icons in the
game shows the tool tip of what that icon represents. A complete list of the
specs is provided in Appendix B.
Unit Options
If you are accessing a specific battalion of troops through the popup (not just
looking at a technical design) you will have options for various unit orders:
Custom Rules of Engagement / Payload Adjustment / Training / Rearming /
Refitting / Unit Scrapping / and Sending Unit to Reserves or Deploying.
Custom Rules of Engagement: Allows you to give one specific unit a different
set of operating rules that will over-ride the default settings of your armed
forces.
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Note: When you purchase or build new military units, it is the equipment that
is being assembled, and the units cannot be deployed if you do not have
enough available soldiers to man them. (Military Bases also require soldiers to
operate. If you do not have enough personnel to staff a new base, it will not
activate.)
Panel Three – Unit Filters These filters allow
you to set all of the Unit Building Screens to
only display equipment designs that you have
tagged based on various criteria. You can use
of this screen is to filter equipment to only
show your “favorites”, or instead to not show
equipment you have chosen to be “excluded”.
Since many of the Unit Lists can get long and
cumbersome, and you may only choose to
build one or two types, you will be able to
mark units as favorite or excluded in the Unit
Popup screen (when double clicking on a unit design from an equipment build
list). By then turning on the appropriate filter in this panel, your equipment
lists will contain only the units you have selected. Other selections here allow
you to “unfilter” replaced units (older designs that have been upgraded by
newer models) and obsolete units (equipment that is generally old and
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outdated). In most cases you will never need to see these older units, but the
option is provided.
Panel Three – Build Units
As with many features of the game, there are
a number of ways to accomplish the same
thing, depending where you are in the
interface. This might seem unnecessarily
repetitive to some, but it is a matter of flow.
In this particular unit building screen, the base
has been automatically assigned by the AI
after examining existing unit queues and base
capacities.
Once you’ve decided on which Unit to Build, click on this
button to place the order.
Note: For further instructions and recommendations on unit
construction, see the section of the documentation “BUILDING
UNITS”.
Armed Forces Bases
Panel Three – Build Base Unlike the Map
Panels that provided a generic environment to
build any kind of facility, accessing
Construction through the Defense Dept.
interface limits the build selections to military
structures. Once you select the type of
structure you want, click on the map where
you want it placed.
Panel Three – Facility Controls By now you
may have noticed that this panel is fairly
common to any map structure. Other than
providing some basic info on the facility in
question, it has the following:
Buttons:
1) Upgrade Facility (if possible)
2) Activate / Deactivate Structure
3) Scrap Structure
4) Destroy Structure
5) Rename Facility
One difference… In the case of bases, there is one additional option on this
panel, that of setting a “Rally Point” (a place where units will move to on the
map after they deploy).
Deactivation Note: You cannot deactivate a base that has reserves in it. You
MUST deploy your reserves from a base before you are able to deactivate it.
This touches on some of the same information as Defense Force Control but
from a different standpoint. In the previous panels we looked at your Defense
Forces from a Unit perspective. In this series of panels we will look from a
Base perspective.
Panel Two – Bases Panel Two contains a scrollable list of all the Military
Bases, regardless of category, that are present in your region. In addition to
quickly seeing some details about any of the bases in the list, you have the
options of centering the Map on any base, going to your Base Popup screen,
and more…
Panel Three – Build Units Yet another way
of getting to the panels for building military
units (not available if a Sea Pier, Airstrip,
Supply Depot). Since the base type in this
case has been pre-selected, you will notice
that you don’t need the filters for Ground, Air,
Sea that were present elsewhere. (Land
Bases / Outposts can only produce Ground
Units, Air Bases can only produce planes and
helicopters – they also provide a region’s
Missile Construction Capabilities, and Sea Ports can only produce ships and
submarines.)
Note: For further instructions and recommendations on unit construction, see
the section of the documentation “BUILDING UNITS”.
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Panel Three – Current Production shows not
only what is currently being produced in the
base, but what units are also queued. (Note,
if a unit is “Continuously” under construction,
once it is completed another order is
submitted to the bottom of the queue.)
Buttons:
1) Re-Queue - Send unit in Construction back
to the Queue (maintains current level of
completion) 2) Cancel Construction –
Cancels build order. All progress is lost 3) Hold Unit in Queue – allows a unit
to stay in the queue but not to actually go into construction 4) Delete Unit
from Production Queue and 5) Clear All Units from the Queue.
Panel Three – Reserves shows the units that
have not been deployed at the currently
selected base. Selecting any of the units in
reserve shows some basic information about
it.
Buttons: 1) Deploy All deploys all the units in
reserve at this base provided there are
enough personnel in your reserves to man
them; 2) Deploy takes only the currently
selected unit out of reserves; and 3) Sell,
which will call up a confirmation of the price that the World Market is willing to
pay for the equipment.
BASE POPUP SCREEN
HOTKEY “B”
(or HOTKEY “H” when you have its Hex Selected)
In addition to the Button in the Lower Panel and the “Hotkey”, a player can
access the Base Popup by Double Clicking on any Military Base / Air Base / or
Sea Port directly on the map. The advantage of any popup screen is that in
one place it provides information and tools that can sometimes be harder to
locate in the lowered UI panels. This adds a great deal of convenience,
especially for Military Bases with all their unit construction options… Some
players may not like to use the popup interfaces as they block the map (an
issue in Real-Time games), so the choice remains with the player on whether
to use popups or the lowered panels.
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Base Popups:
Functions that are available on the Base Popup:
-
See what is currently in construction at the base
See what is in the queue for future building
Modify the above selections
Add new construction orders to the queue
View and deploy reserve units that are being held at the selected base
Access the facility controls for the base.
NON-PRODUCING MILITARY FACILITY POPUP SCREEN
HOTKEY “H” (But only when Hex is Selected)
Also accessed by clicking on the appropriate facility on the map, this is simply
for convenience and applies to Military Facilities that are not capable of
producing units themselves —- Airstrips, Sea Piers, Supply Depots, and Refugee
Camps.
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Since you cannot build units at
this type of facility, you are
limited to the Facility Control
options – Activating /
Deactivating, Scrapping,
Destroying, and Renaming the
facility.
Panel Three – Missile Deployment In this
panel you select the unit that will receive
whatever missile is selected in Panel Two.
(Note: Once you’ve selected a missile, only
compatible units with available capacity will
show in Panel Three.)
Buttons:
1)
2)
3)
4)
Fill Unit with Selected Missile Type
Deploy Missile to Selected Unit
Sell Selected Missile
Scrap Selected Missile
An important consideration for each missile is Launch Authority. If this is
selected for a missile, then whatever unit the missile is deployed to has the
authority to launch that missile without further command approval (once they
see an appropriate target). (Nuclear Missiles still require a Launch Code the
first time they are used.)
Missile Control
On these panels the player can control the construction and deployment of all
Missile Units. These are missiles that are delivered by Land, Air, Naval, and
Submarine Units or launched from stationary Missile Silos. They can have
Conventional, Chemical, or Nuclear Warheads.
Panel Two shows a list of missiles that have been constructed but not yet
deployed. Selecting any of these missiles provides some information about it –
a key detail being the type of warhead it has! (Nuclear / Chemical /
Conventional). There are also buttons providing access to the Missile Popup
Screen, and to Panel Three to Deploy Missiles / Missile Construction / Current
Production Queues / and View Current Deployment.
Panel Three – Missile Construction When
determining what missile to build, you first
must choose the platform from which you
want to launch it (there may be no point in
building Land Launched Missiles if you don’t
have a launcher)! The second thing to
consider with missile construction is the
intended target. Is it a structure, a unit, a
ship? Using the attack value filters, you can
sort the missile list by the attack value you
are most interested in.
Nuclear / Chemical Filter – Nuclear Armed Missiles provide the strongest
attack values possible, but are also very controversial to use and my result in
severe retaliation. If you do not wish to consider construction of Weapons of
Mass Destruction (assuming you had the capability) make sure the have the
“Show WMD” filter off – this will make sure only conventional missiles are
shown in the lists. When “Show WMD” is turned on, Nuclear and Chemical
missiles will be identified with an appropriate icon in their stats.
Launch Authority
Build options for missiles are similar to those for units. Both Auto Deploy and
Continuous Build are available options. There is a third option to consider for
missiles… Launch Authority. When selected, this option allows the
commander of whatever unit this missile is loaded into to fire that missile
whenever he sees a target of opportunity. If you want to manually select all
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missile targets yourself, then make sure that Launch Authority is turned off. By
default, Anti-Unit and Anti-Ship missiles have Launch Authority turned on, while
Fortification attack missiles have it turned off. Nuclear and Chemical missiles
always default to off for their launch authority. (Even if Launch Authority is
later turned on, Nuclear Missiles will still require a Launch Code to be entered
before they can be used for the first time.)
MISSILE CONSTRUCTION POPUP SCREEN
HOTKEY “M”
Note: Missile Production Capacity is based on the number of Airports a Region
has. Each Airport contributes the capacity to construct six missile units at a
time independent of air unit construction.
Panel Three – Current Production shows not
only what missiles are currently being
produced, but what missiles are also queued.
Buttons: 1) Re-Queue - Send missile in
Construction back to the Queue (maintains
current level of completion); 2) Cancel
Construction – Cancels build order. All
progress is lost; 3) Hold Missile in Queue –
allows a missile to stay in the queue but not
to actually go into construction; 4) Delete
Missile from Production Queue; and 5) Clear All Missiles from the Queue.
Panel Three – Missile Equipped Units Not
only do you see what units, by type, currently
have missiles loaded onto them, you can also
unload those missiles or load additional ones.
The Centering button in this panel enables
you to quickly locate where the selected unit
is, and if you click on that unit’s picture in the
top right, it selects the unit for further orders.
The Missile Popup screen is similar to the Base Popup in that it provides all the
controls and filters for selecting and ordering Missile Construction. Missile
construction is among the most involved decisions a player is presented with.
Not only must you pick the platform for which you want compatible missiles
(Land Launched, Air Launch, Sea Launched, Sub Launched, Silo Launched), but
you must also consider the role of the missile and ultimately whether to use a
Conventional, Chemical, or Nuclear warhead.
If you build a missile for which you do not have a compatible launch platform,
or at least future plans to construct one, the missiles will just sit unused in
inventory. (Note that some missiles are compatible with multiple platforms.)
Having a list of the “platform” units available at the same time as you are
ordering the construction can be very helpful, and it is strongly recommended
for controlling your missile options. The default filter shows all missiles and all
possible platforms. When actually ordering construction you may want to use
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the specific filter for “Land”, “Air”, “Sea”, “Sub”, or “Silo” to ensure your decisions
are fully informed.
MISSILE UNIT POPUP SCREEN
HOTKEY – None
Missile Filters
Assuming that you have now decided for which platform you want to construct
missiles, the next decision would be to decide what target you have in mind…
Using the filters, you can click on these attack values to have the construction
list sorted by effectiveness against that type of target (Fortifications, Soft
Targets, Hard Targets, and Ships). Nuclear / Chemical Filter – As you can
imagine, Nuclear Armed Missiles provide the strongest attack values possible
so if you don’t wish to consider construction of Weapons of Mass Destruction
(assuming you had the capability) make sure the have the “Show WMD” filter
off.
Note: What determines your Missile Construction Capacity? Although you
don’t order missiles built at Airbases in the same manner that you order aircraft
constructed, your missile construction capacity is based on how many Airbases
your region has, with 6 construction slots added per Airbase. Unlike aircraft,
missiles are not stationed at any individual Airbase – loss or destruction of an
Airbase will not result in the loss of any reserves missiles unless the reserve
storage maximum is exceeded. (Each Airbase adds 600 to the maximum
number of missiles that can be stored in reserve.)
Double-clicking on any of the missile units (whether under construction or not)
will bring up more details on that particular missile unit. The specifications
provide an excellent idea of what type of target the missile should be used
against (Units / Buildings etc). (Further details on the Equipment
Specifications can be found in Appendix B.) The player is also shown what
kind of platform must be used to deliver it. If you are looking at a missile
design, you will be shown a list of all possible platform equipment types that
you may be able to build to carry this missile. If you are instead looking at a
completed or in-construction missile, you will be shown any appropriate units
available in your forces on which to load it. You will also have the ability to
request the missile to be loaded on to a particular unit, or to cancel any
existing load orders.
As with any of the units currently in construction, if you are looking at a missile
unit that is being produced, the remaining construction time is also displayed.
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MISSILE SILO POPUP SCREEN
Military Spending
In this Panel Two, the player controls how much they will spend on Military
Salaries and on Military Maintenance & Training. The “Recommended”
amount ensures at least 80% efficiency in your units (at DEFCON 5).
Increasing the spending on either will further benefit your efficiency ratings.
Also, increasing the spending on Salaries above the recommended level will
result in greater numbers of volunteers and conscripts becoming available as
new recruits.
7) STATE DEPARTMENT TAB
HOTKEY “F5”
These panels provide a player with access to both the World Market and to
other regions in the scenario in order to Sign Treaties, Request Aid, or perhaps
participate in unique trade opportunities.
Panel One Until a specific
region is selected, you are
assumed to be dealing with
the World Market.
HOTKEY – “O” (If you have a Silo)
On this screen you can review the deployment of missiles to your specific silos,
see what Silo compatible missiles are still in reserve, set targeting for each
individual missile, and of course order them to Launch!
Buttons :
1) Cabinet Minister
2) World Market Relations
3) Tag Land Territory
4) Regional Comparison
Popup
Tactical Note: Although it is possible to have Conventional Missiles deployed
in a Silo, your enemies may assume that any silo launch is a nuclear-armed
missile and retaliate in kind before they learn differently.
Cabinet Control
The interface for this has been explained in the Ops section and is common to
all your departments. The priorities do change from department to department
and by quickly reviewing what priorities are available, you also get a good idea
of the scope of policies available to be manipulated in each department.
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State Dept Priorities Hint:
The priorities for your State Department set the tone of Foreign Policy as well
as define your role internationally. Actively negotiating for additional treaties
with other regions illustrates that you understand the importance of mutual
support. On the other hand, it doesn’t matter how actively you are negotiating
if your overall tone is bullying and uncooperative. Some key priorities:
World Market Relations
Trade For… (whatever you feel is most important to your Region)
Tough or Benevolent Negotiator
The Regional Comparison Button, calls a Popup showing all the regions in the
scenario, and how they compare in key statistics such as population, GDP/c
etc…
World Market Relations
Panel Two – World Market Relations
Shows your current relationship with the
World Market as reflected by the Interest and
Subsidy Rates they offer you. (As their
opinion of how you are running your region
decreases, then the interest rate they offer
you for loans will increase and their subsidy
rating for your region will decrease.) On this
panel you can also alter your membership
status with the World Market (the WM
Annual Membership Fee is based on the total GDP of your region). Non
Member Regions will be subject to higher commodity prices and less likely to
receive any form of aid or subsidy. If you choose to cancel your membership
with the World Market and subsequently change your mind, you will have to
re-apply.
Buttons: 1) World Market Membership (Bottom Left) 2) View Treaties 3)
Request Military Aid 4) Request Economic Aid and 5) Request World Market
Vote
Non-Members: To become a World Market member, your membership must
be approved by general vote. (World Market votes are sent as Emails to the
member regions.)
Panel Three – World Market Treaties On
this panel you are able to view all the World
Market Treaties that are available for signing
(Right Side List Box), and which ones your
region has actually already agreed to honor
(Left Side List Box). Players do have the
option to cancel their participation in any of
the signed agreements but this could come at
a cost. To add your signature to a World
Market Treaty, just click on it and confirm your
decision to sign it. Similarly to cancel your signature, click on a signed treaty
and then indicate at the bottom your decision to abandon it.
Panel Three – Request Military Aid Here a
player can issue a request to the World
Market for various types of Military Help.
How you have treated your population and
how you have dealt with other regions will
be the factor in early scenarios on which the
World Market bases its decision to help —- or
not!
Military Units – If approved, the World
Market would send you additional units
(without personnel)
Military Personnel – They would send you additional Reserves, but no
equipment
Defensive Aid – They would send units to help defend your region, but these
units would not participate in offensive operations.
Offensive Aid – If they approved this request, then they would send troops
against the chosen target region. They would not necessarily come through
your territory, especially if the target had additional borders with the World
Market.
Panel Three – Request Economic Aid
Similar to the above panel, a player can
request specific aid from the World Market.
Again, the likelihood that the request will be
granted depends on what the World Market
thinks of your regional management.
Financial Aid – The easiest to understand…
if they approve it, they send you money.
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Pricing Subsidies – If the World Market approves this request, they will give
your region a discount on some or all of the products you need to purchase.
Loan Forgiveness – This asks the World Market to “forgive” any loans that you
have taken out. If they agree to this request (don’t count on it!) then you will
not have to repay your debt to them.
Regional Diplomacy
In Panel One you also have the option of picking another region for diplomatic
interaction.
Technical Assistance – If the World Market feels you have an unfair
technological disadvantage, it is quite possible that they will agree to send you
technologies to put you on a more equal footing with your neighbors.
Specific Product(s) – Maybe all you need is a grant of some Petroleum to
make you competitive with other regions in your area. Ask, and maybe you
shall receive…
Panel Three – Request World Market Vote
In this panel, the player is given the option of
calling a vote of all World Market Members on
issues that concern their region.
As you can see below, once that region is selected Panel Two immediately
opens with various options.
It is very important to fully understand each option that is available in Panel
Two at this time as they are very critical to your stance versus other players.
Panel Two – Toggle Options
Custom Chat – this toggles the selected region to be the recipient (or one of
the recipients) of any Chat Messages you send to your own “Custom”
grouping.
Territorial Markers
A unique feature in Supreme Ruler 2010 is the ability to “tag” specific land
areas for reference in diplomatic negotiations or demands. (Example – Tag
some of your neighbor’s border Resource Areas and then threaten them that
they either cede the land voluntarily or risk having it taken militarily.) You can
tag up to four separate land areas.
Panel Two – Territorial Markers As you can
see, some information is provided on the
marked territory. Note: Any single tag must
be made up of only contiguous hexes.
To create a new land tag you must first find
out if you have any selections free. Click on
the Selection Buttons to find one not currently
used. If all four are being used, determine if
one can be “Cleared” and erase that saved
selection. With that now free selection still
chosen, click on the button to “Mark Territory”. Once you are have completed
your selection click on the “Save Selection”. This choice is now available for
use in Regional Diplomatic Offers.
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Path Around – makes sure that regardless of what other treaties or conditions
might apply, your units will always take routes around the selected region and
not travel through their territory. In most cases you would leave this off and
allow the decision to be made based on either your Rules of Engagement or
on whatever travel treaty may have been signed.
War on Incursions – (Default is On) It is strongly recommended to leave this
setting on. One possible tactic of a neutral neighbor would be to move troops
into your territory while they are neutral, and then declare war and wreak
havoc behind your lines. War on Incursions will prevent this from happening.
When this toggle is on, as soon as a Neutral without transit permission enters
your territory, you will automatically declare war on them. It is possible to give
permission to individual Neutrals to travel through your region by signing a
Transit Treaty.
That brings us to the other Panel Two Buttons:
Panel Two – Make Diplomatic Offer opens a Popup Screen for Diplomatic
trades between regions. This is likely one of the most important screens in
Supreme Ruler 2010 providing an incredible degree of flexibility in negotiations
between you and your neighbors…
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Diplomatic Offers & Exchangeable Items
POPUP DIPLOMACY
HOTKEY – None
This screen must be accessed from within the State Department Panels. Once
a Target Region is selected in Panel One, the Popup Diplomacy Screen is
accessed by clicking on the top right button in Panel Two.
This screen will also appear if you choose to make a “Counter-Offer” to an
incoming Diplomatic Offer or if you Double Click on one of the Regions listed
in Panel One.
$5 Billion Lump Sum Cash Payment
Designs to the Eurofighter Typhoon Aircraft
Exchangeable Items
The following items are all available to be traded between regions:
1) Treaties
2) Cash – Lump Sum or Scheduled Payments (Daily, Weekly, Monthly, Yearly).
3) Product – Single Shipment or recurring Scheduled Shipments .
4) Units – Any unit you have in your reserve forces can be traded away. If a
unit is active, then it is not available for exchange. (Units are not available to
be traded with an enemy – you must be allied or neutral.) Once a unit is
traded, it will “deploy” on the map from the base it was located, now under
the color of its new owner. If it is in a neutral territory with which you don’t
have a transit treaty, the unit will immediately attempt to path to its new
home.
5) Missile Units – You can only trade missile units that have not already been
deployed.
6) Unit Designs – Any unit that you have researched the design for (the list
filters out designs that both regions already possess).
7) Scientific Research – Most research items that you can discover are
tradable. The exception to this is implementation research items that
actually update the characteristics of units or facilities.
8) Land – A leader can even “tag” land sections on the map and either request
or offer them as part of the diplomatic exchange.
Popup Diplomacy is one of the most flexible and powerful options available to
a region’s leader. Essentially you can offer any of your region’s possessions or
knowledge to another region in exchange for anything they possess. In the
above example, Portugal is offering the following to Madrid…
So far we have explained how a diplomatic offer can be put together, but how
does the other region involved learn of the offer and choose whether or not to
accept it? Essentially the offer is delivered as an Email outlining the details and
giving the player the option to “Accept”, “Reject”, “Counter Offer”, or “Ignore”
Offer
Formal Alliance Treaty
10,000 Tonnes of Consumer Goods per day for 30 days
An M60A3 Tank Battalion (just the equipment)
And Nuclear Fission Technology
In exchange for
Formal Alliance Treaty
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Supreme Ruler 2010
Reviewing Relationships, Surrendering & Canceling
Agreements
Panel Two – View Relations
Panel Three – Current Status displays the
status of regions that are either Allied or an
Enemy of the selected region.
“Accept” attempts to immediately implement all conditions of the offer. (If any
one condition on either side is invalid the entire exchange is voided and Emails
are sent to both parties notifying them of the problem.)
“Reject” returns an Email to the offering region that their offer was not
accepted and does not offer any further explanation.
“Counter Offer” immediately opens the Popup Diplomacy screen with the
details of the offer filled in for both regions and gives other player a chance to
modify the offer before sending it back.
“Review Details” buttons allow you to review the specifics of any of the items
being offered.
Should you wish to ignore an offer and avoid possibly offending another
region, or if you want to think about the offer without making a decision,
simply close the offer (either via the Close Button in the top right corner, or by
clicking anywhere on the map away from the offer). All Diplomatic Offers
expire after a set amount of time.
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Note: The buttons down the right side of this
panel are for the most common treaties you
will want to offer other regions. Selecting any
of these options will also open the Popup
Diplomacy screen and it will place the
appropriate items for the agreement
automatically on both sides. If you already
have accepted one of these four popular agreements with the region in
question, then these buttons will load Popup Diplomacy with the cancellation
options for that specific agreement
(Example – Formal Alliance: the top button on the right side will call up the
Popup Diplomacy Screen with “Formal Alliance” already added to both the
Items Offered and the Items Requested lists. If you already had a formal
alliance with the other region, this button instead would be a shortcut to
mutually canceling that agreement.)
Surrendering
It is on the above panel that a player can also concede their territory to another
region. By surrendering to a specific region and not waiting to be physically
eliminated, they are giving over not just their land, but also all current stocks of
commodities, money, and military units. In essence, the other region
immediately absorbs them.
Panel Two – View Negotiated Treaties
Panel Three – Existing Agreements In this
panel the player has the opportunity to
review the agreements already in place
between them and whatever region they have
selected without the need to open Popup
Diplomacy. Although you cannot create new
agreements, you can unilaterally cancel any of
the agreements already in place. To cancel
any of the agreements unilaterally, simply
click on the item you wish to terminate and
then “Confirm” its cancellation.
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Supreme Ruler 2010
Canceling Agreements – Mutually vs. Unilaterally
There are two ways that you can cancel an agreement with another region:
to agree to the cancellation of a pact, you may have to throw in additional
incentives!
1) Either by making that decision yourself and severing the agreement. This
Unilateral approach can have unknown consequences. You don’t know
how the other region will react and you don’t know what this will do to
your reputation with the World Market. So do this with caution!
Panel Two – Boycotts
2) Or by Mutual Agreement. Should two regions agree to cancel an
agreement, there is no international repercussion, the World Market will not
assign blame to either of the regions for the failure of the agreement. The
bottom line is that if you have signed a Formal Alliance (or any other
agreement you no longer like) with another region and you wish to cancel
it, it is far safer to do so through a negotiated cancellation.
We’ve already seen how to cancel an agreement unilaterally in the lower
panels, to mutually withdraw from an agreement we must look again at the
“Popup Diplomacy” screen.
Panel Three – Product Boycotts Since trade
with other regions is constant and largely
automated, it is important that a player can
control not wanting to either purchase or sell
any specific commodity to another region.
This is commonly referred to as “boycotting”
and can be turned on/off for each specific
commodity in this panel.
Panel Three – Declare War Confirmation
Whenever you choose to Declare War on
another region (Panel 2), you are asked to
confirm this course of action (in Panel 3).
Furthermore, you are also given the option of
"Scheduling" your declaration. Rather than
Declaring War and then haphazardly giving
your units attack orders, use of the scheduled
attack here and in the unit orders can allow
you to create well-coordinated attacks.
Panel Two – When At War If you are already
in a state of War with the selected region,
then the Declare War button in the bottom
right corner of Panel Two becomes instead a
“Cease Hostilities” option.
At the top there is a list of all the current agreements Marseille has with Paris,
including “Formal Alliance”. On the middle portion of the popup, the treaties
available to offer now includes “Cancel Formal Alliance”. If we want to
mutually agree to this, we have to offer the cancellation in the same manner as
we originally offered the alliance itself. Oftentimes to convince another region
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8) TREASURY DEPARTMENT TAB
HOTKEY “F6”
It is in the Treasury Department that a player deals with many of the fiscal
policies of their region such as Tax Rates and other items that affect
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Supreme Ruler 2010
Government Cash Flow. Panel One provides overall information on your
region’s current income and expenses as well as other key economic details.
Buttons:
1)
2)
3)
4)
5)
Cabinet Minister
Taxes
Budget Reports
Loans
Bonds
Surplus / Deficit Projections
The Surplus/Deficit number reported in Supreme Ruler 2010 is nothing more
than a projection based on 'best current information'; your Minister will
attempt to estimate what change there will be in your treasury over the next
12 months. (Example: if your Treasury is currently $20 Billion, and your
estimated surplus/deficit for the next year is a deficit of $15 Billion, then you
could assume that after 12 months you will have $5 Billion remaining in your
treasury provided you don’t make any changes to your spending pattern.)
However, many things can alter this figure:
- Construction of facilities: once construction is finished, the money stops
being spent on construction and raw materials for the building; however,
surplus/deficit numbers assume that facility and unit construction levels will
continue all year.
- Change in commodity buying, selling, and pricing: If your demand for a
product changes, or your production levels increase or decrease, these will
make a difference to your projected income.
- One time buying and selling: If you turn off your 'auto sell surplus' on a
product and instead sell a bulk amount every few weeks, this will NOT be
factored in to your budget calculations. Only expected 'auto sells' and 'auto
buys' are part of the budget. And even with the auto sells/auto buys, the
market may not buy (or sell) goods within your price or quantity range in a
given day. If that is the case, your spending will once again deviate from the
projection.
- Military costs: as units are deployed or put into reserve, and as new units are
built and require maintenance, your budget costs for these lines will change.
As well, if you start building more expensive (or cheaper) equipment at your
bases, your military construction costs will also change.
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The Surplus/Deficit number is basically an "if things stayed just as they are
today" calculation. Since that rarely happens, the actual results with the
budget may differ considerably from the predictions.
Cabinet Control
The interface for this has been explained in the Ops section and is common to
all your departments. The priorities do change from department to department
and by quickly reviewing what priorities are available, you also get a good idea
of the scope of policies available to be manipulated in each department.
Treasury Dept Priorities Hint:
The priorities for your Treasury Department can directly affect all other
departments, as it is here you make the important fiscal choices that can
cascade throughout your region. For example, requesting the Treasury
Department to decrease spending will cause the minister to make restraint
requests of other departments – Defense, Commerce (Production), and Interior
(Domestic) in particular. These may then conflict with some requests that
you’ve directly made in those other departments, blunting the effects of your
policies. Making sure that your priorities match the political inclinations of your
minister is also key in ensuring your wishes are carried out (putting a liberal in
charge of Minimizing Taxation may not be as successful). Some of the more
notable priorities:
Minimize Taxation
Decrease Spending
Balance the Budget
Increase Revenues
Tax Adjustments
Panel Two – Tax Rates For the majority of
players simply setting the Overall Tax Rate of
their region is recommended. For those
wanting to examine more detailed effects,
they can go into each sub-panel and
individually set the tax rates for: Sales Tax /
Income Tax / Corporate Tax / Import and
Export Duties / Employment Insurance /
Immigration Fees / Property Tax / User Fees
and even Pension Tax. Any individual Tax
Rate that you set to zero will not be affected by the Overall Tax Rate slider – it
will remain at zero.
Tax Rate Hints: (all taxes affect the Revenue of your Region)
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Supreme Ruler 2010
Income Taxes – Affects Disposable Income, so subsequently both the demand
for Consumer Goods and the region’s Domestic Approval Rating.
Outstanding Debts – This reports a quick breakdown of your region’s debt,
showing both the total loans and bonds that are outstanding.
Sales Taxes – Affect Regional Demand of all domestic products and in extreme
cases Domestic Approval.
Note: these panels, and most financial information displayed elsewhere,
provide an annual estimate of total amounts. The numbers shown assume
that the following year will continue income and expenses at the past day’s
levels, in effect giving you a “snapshot” of your current status. Future results
will usually not match these projections exactly, particularly where short-term
construction and product imports/exports are concerned. Even tax income
may increase or decline significantly throughout the year depending upon your
economic trends.
Import / Export Duties – Do not affect the cost of goods the region itself buys
or sells, but they do affect your region’s corporate competitiveness on the
international scene.
Corporate Taxes – Will affect the reinvestment corporations are able to make
in their businesses and will impact on overall industrial efficiencies.
Unemployment Insurance – Collected portion of salaries that is intended to
fund your social payments to unemployed workers. If collected amount far
exceeds payouts, will impact Domestic Approval Ratings.
Immigration Fees – Will impact the number of Immigrants your region will
attract.
Panel Three – Detailed Income Summary
Based on the data from the above panel you
can review exactly what taxes and other
sources of revenue are accounting for your
region’s total income.
Property Taxes – Impacts the ability of citizens to own homes and has
subsequent repercussions.
User Fees – Assigns cost to and affects many social, recreational and cultural
activities.
Pension Fees – Similar to Unemployment Insurance and affects the ability of
your region to aid retirees.
Financial Notes
Panel Two – Financial Notes This panel
provides additional information on your
region’s economic situation and access to
both Detailed Income and Expense reports.
The following statistics are reported:
Panel Three – Detailed Expense Summary
Likewise an exact breakdown of your region’s
expenses is also available. It is interesting to
compare how much you are spending on
Defense items vs. Domestic Production vs.
Research and this gives you a quick method
to re-evaluate your priorities.
Spending Shortfalls – This is a situation where you are intending to spend on
an item (such as Unit Construction, Facility Construction, Product Purchases, or
Loan Payments), but because your treasury has insufficient funds, not all
spending can be done. Although some items allow for Deficit Spending, these
do not.
There will be times when a region will not be
able to fully fund its expense commitments
due to a lack of funds. When that happens,
the “Actual Expenses” (the amount being spent) will be different from
“Budgeted Expenses” (the amount that would be spent if the region did not
run out of money). Some expenses will occur even if your treasury is in the
red – “Deficit Spending” – items such as military salaries, production output,
and social spending. Other spending will be frozen due to lack of funds –
items such as facility construction, unit building, and product imports from the
world market. The icon in the top right of this screen will toggle the expense
listing between “Actual” and “Budgeted”. Unless the region’s treasury is short
of funds, these numbers will be the same; otherwise the Budgeted list will
include the spending that currently is requested but isn’t happening. Figures
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Credit Rating – The World Market’s opinion
of your economic viability – this affects
interest rates and your ability to borrow
money. Your Credit Rating is reported as a
value starting between zero (Bad Credit) and
usually a maximum of 100 (Excellent Credit). Note: It is possible to have a
credit rating in excess of 100.
Supreme Ruler 2010
Supreme Ruler 2010
will also appear in red if they are below the “recommended minimum” you
should be spending.
Panel Three – Issue New Bonds Players can
choose the term of their new bond issue –
either 1, 2, 5, or 10 years. The amount
available is calculated based on your region’s
GDP and the interest rate is calculated based
on both domestic and international factors.
Loan Status
Panel Two – Loan Status is merely an
information panel on loans that have been to
provided to you or which you have made to
other regions.
Although there is no formal process for
extending a loan to others, any time that a
regular payment for products or services is
missed, that payment is converted into a loan
and interest will also be charged.
Note: A player may not be able to issue new
bonds depending on their region’s credit
rating, total debt, World Market status, and
when the last issue was created.
Hint: Unless you lock out your Cabinet Minister from this section, they will
automatically issue and repay bonds based upon treasury balance, interest rate,
and other economic factors.
9) COMMERCE DEPARTMENT TAB
Bond Markets
Bonds in Supreme Ruler 2010 are issued solely by each region (there is no
junk bond market). By issuing a Bond, regions can easily raise money for their
treasuries. The amount of an issue and the interest rate that must be paid is
determined by many factors: credit rating, the World Market Subsidy Rating of
the region, how much debt the region already has outstanding, and the
region’s general economic condition. Once issued, the interest charges for the
bond are deducted from a region’s treasury on a daily basis. If you have
enough cash on hand, you can repurchase bonds at any time to avoid further
interest charges. Upon maturity, a bond issue will be automatically renewed if
available, though the interest rate of the renewal may differ considerably from
the original issue.
Bonds are available for different terms, with longer terms having higher interest
rates but ‘locking in’ the rate for an extended time. If a region’s credit rating is
poor, longer terms may not be available, or may have unreasonably high
interest rates.
Panel Two – Bond Market Management
Through this panel, a player accesses their
Region’s Bond Market. Players may review
any Bonds that are currently outstanding,
purchase them back if they so choose, or
issue a new Series to raise additional treasury
funds.
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HOTKEY “F7”
It is in the Commerce
Department that a Player
sets the controls for the
game’s eleven major
commodities (Agriculture /
Ore / Petroleum / Coal /
Uranium / Timber / Fresh
Water / Electricity /
Consumer Goods /
Industrial Goods / Military
Goods).
Buttons :
1) Each Specific Commodity
2) Cabinet Minister
3) Industry Status
4) Production Charts
5) Commodity Popup
Cabinet Control
The interface for this has been explained in the Ops section and is common to
all your departments. The priorities do change from department to department
and by quickly reviewing what priorities are available, you also get a good idea
of the scope of policies available to be manipulated in each department.
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Supreme Ruler 2010
Commerce Dept Priorities Hint:
The priorities you set for your Commerce Department will directly affect the
production, stocking, and cost of the eleven commodity items, and not just
within your own region but also possibly across the World Market. It is also
critical to match the priorities of this department with the goals outside of
Commerce. (It does not make sense to sell your Military Goods for a profit if
you need them in an upcoming attack!) Some key priorities for your
consideration:
Stock Military Materials
Increase Efficiency
Minimize Production
results in production being halted. This can also have a cascading effect –
when less military goods are demanded, less raw materials (petroleum, ore,
coal, electricity) will be used as well.
Specific Commodities
Clicking on any of the Industry Icons will bring up more detailed information
and options on that specific industry. As you can see from the Agriculture
example below, not only are you able to view your region’s current production
and demand, but you also are able to see the current international market for
the selected product. Note: Pricing on any commodity can fluctuate wildly
based on supply and demand!
Commodity Icons
Left to right these icons represent; Agriculture, Ore, Petroleum, Coal, Uranium,
Timber, Fresh Water, Electricity, Consumer Goods, Industrial Goods, and finally
Military Goods.
Commodity Graphs
The bar graph beside each commodity represents, once
again from left to right, the Production of a commodity
(Blue), the Demand for that good (Red) and the existing
Stock (Green) your region has of that item.
On some occasions you will notice that either the Production or Demand bars
for a commodity are two-tone in color. For Production this indicates that the
Production Capability was hindered by another factor and was therefore not as
high as possible (an example of this would be when your region doesn’t
produce as much Consumer Goods as possible due to a raw materials
shortage, such as an Electricity shortfall preventing the factories from achieving
maximum production). Production will also be below maximum capacity if
you set it that way using the production settings controls discussed below. For
Demand, when the graph is a two-tone red, this indicates that the actual use
of the product was below what the expected demand should have been. An
example of this would be when your region expects to use a certain quantity
of military goods to produce Units, but a shortage of funds in the treasury
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Panel Two – Product
Annual / Daily Toggle Any time you see either of these
icons it represents that the values can be viewed either as
“Annual” figures or “Daily” figures (based on the preceding
Day). The graphs always reflect Annual expectations.
Panel Three – Build Industry Building an
Industry from within this screen acts the
same as in the map panels and also opens
the Panel Three information screen — since
you already have a product selected, the
associated map filter is pre-selected.
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Supreme Ruler 2010
Panel Three - Production Settings In this panel
you can invest in the chosen industry, set
production quotas, and set your Domestic Pricing
of the chosen commodity (when applicable).
Panel Three – Product Exports gives you
control of the settings for selling the chosen
commodity to other regions and to the World
Market (Amount to Sell / Price / Automatic
Selling / Automatic Pricing). You can do onetime sells or preset your surplus to be sent to
the market every Day at a desired markup.
Having the “Automatic Pricing” turned on will
cause the Cabinet Minister to adjust pricing
on a daily basis to ensure sales are made
even if they are Locked Out from regular decision making for that product.
Your stock does not reflect your attempts to sell a commodity until it has
actually been purchased. If your selling price is too high, or the market
demand for the commodity you are trying to sell is too low, then it may stay on
the market indefinitely.
You also see reference to regions that you have marked as boycotted for this
product and have the option of over-riding that preset.
Panel Three – Product Imports this panel
gives you the options for buying the chosen
commodity. As in the Export panel, you have
the choice to make purchases one-time or
set up to auto purchase the good anytime
that you don’t produce enough to meet your
region’s demand. You can also set the
maximum you are willing to pay for these
automated buys. It is a good idea to leave
auto purchase turned on, since unexpected
product shortages can be very damaging if they go on for too long. Once again
you can also see if any boycotts apply and can over-ride them.
Note: All sales and purchases occur at the beginning of the day. In addition,
all players share the commodity markets, meaning that they are purchasing
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from a limited supply and may only receive a portion of what they attempted
to buy.
Panel Three – Product Usage The Usage
panel refers to what raw materials a product
needs in order to be produced, and what it is
currently used for within your region – if it
goes towards producing any other
commodities.
In the example of Coal, the Consumption
Details reports how much is being used to
generate Electricity, and how much to
manufacture Industrial Goods. (As a raw material itself, you don’t use up other
commodities in order to produce coal as is reflected by the first list.)
Hints for Managing Production
• Compare cost per unit to selling prices on the market to determine products
that can be sold for profit.
• Low unemployment will cause increases in worker salaries as employers
compete for workers. This will be reflected by increased production costs.
• Some products (Consumer Goods, Petroleum, Agriculture, Fresh Water,
Timber) are purchased directly by domestic populations, while others are
only used industrially (Coal, Uranium, etc.) If the population directly
purchases a commodity, you can alter the demand somewhat by controlling
the Domestic Markup (higher price means lower demand). Note: high
markups could have a negative effect on Domestic Approval.
• Production efficiency investment is quite costly but will increase production
and decrease cost per unit. (A careful balance can solve shortages through
cash infusion or give you a price advantage on the international market.)
• In production controls, both stock duration (in days or years) and sustainable
reserves are listed. “Sustainable Reserves” calculates the rate of
consumption against both stock and current production levels; if production
exceeds demand, this will report “Self Sufficient”.
• Shutting down an industry and buying strictly from the world market can be
less expensive but will cost jobs and tax revenue. Shutting down power
generation or finished goods industries will decrease demand for the
products they consume.
Trade Balance
Looking at the specific information on any commodity is quite important, but
sometimes you just need a quick look first at your overall Trade Balance (Panel
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Supreme Ruler 2010
Two). To see exactly which commodities are selling and which you are being
forced to purchase, click on the “Details” button in panel two to see the
breakdown by commodity in Panel Three. (Note that the Trade values also
reflect the result of Diplomatic commodity trades.)
Panel One now provides the exploded or zoomed view of the facility that is
highlighted and Panel Two fills in with other “Industry” specific information as it
did when you access industries from within the Map Tab (see Map Tab section
for additional details).
In the above example you can see that you have a surplus of almost every
commodity and are able to sell them at international prices without much
problem. You should note that market prices fluctuate – prices drop as more
product is made available, and prices increase (sometimes drastically)
whenever there is a shortage of a commodity.
Detailed Production Chart
Accessed from Panel One, this provides the numbers summary of all your
commodities and it needs both Panels Two and Three to hold all the
information. From the example below you can see, as is common throughout
Supreme Ruler 2010, that negative numbers appear in red text.
Production Facilities
Panel Two in this case provides a list of all the production facilities you have for
the selected commodity. (Once again you can also access a Build Panel to add
more facilities of this type to the map).
As soon as you choose any one of the actual facilities, both Panel One and
Panel Two change…
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Supreme Ruler 2010
PRODUCTION POPUP SCREEN
HOTKEY “P”
This screen essentially serves the same purpose as the lower production
screens, but is far more convenient when you want to make changes to
multiple products at the same time.
have some inherent production of “Electricity”, “Consumer Goods, and
“Industrial Goods”.)
INDUSTRY POPUP SCREEN
HOTKEY “I”
(or HOTKEY “H” when you have its Hex Selected)
Not only can you access this information from the lower panels, but Double
Clicking on any Industrial Facility on the Map calls up this popup. Here you see
a summary of all that industry’s facilities. This provides a convenient location
for ordering “Upgrade”, “Scrapping”, “Activating”, and other operations to
multiple facilities at once. The arrows beside the Industry Heading allow you
to quickly cycle through the facilities of other commodities as well. (Note: If
you add up the total percentage of a commodity produced by your Industries,
you will notice in many cases this does not add up to 100% of production.
Some land has an inherent “Agriculture”, “Fresh Water”, and “Timber”
production capability without need of any industrial facilities, and Cities also
10) DEPARTMENT OF INTERIOR TAB
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HOTKEY “F8”
These panels provide access to your Domestic Policies, representing the
spending a region does on the various services it provides to its population. In
addition to the more typical services you would expect (Education / Law
Enforcement etc.), your region’s Research and Development decisions are
made within this department.
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Supreme Ruler 2010
Buttons :
1) Cabinet Minister
2) Social Spending
3) Research Facilities
4) Research Projects
5) Immigration /
Emigration
Health Care: If Health Care is under-funded, there can be many significant
results.
a) Life Expectancy will decline
b) Birth Rate will drop / Death Rate will increase
c) Immigration will decline / Emigration will increase
d) Susceptibility to Disease (More vulnerable to Biological Attacks)
e) Other Economic Fallout
And because of these factors, it is likely that both your Domestic Approval
Rating and your Military Approval Rating will fall.
Cabinet Control
The interface for this has been explained in the Ops section and is common to
all your departments. The priorities do change from department to department
and by quickly reviewing what priorities are available, you also get a good idea
of the scope of policies available to be manipulated in each department.
Dept of Interior Priorities Hint:
The priorities for your Department of Interior can greatly affect your Domestic
Approval Rating. Making the wrong decision on what to prioritize can lead to
civil unrest and even cost you your leadership. Some priorities worthy of
consideration:
Domestic Approval Rating
Research Goals
Specific Social Programs
Social Services
Although there is a master spending slider
located in Panel Two, some areas of Social
Services have a more significant impact to
your region than others. It is important
therefore to understand the implications of
any funding changes you make!
Panel Two – Social Services include: Health
Care / Education / Infrastructure /
Environment / Family Subsidies / Law
Enforcement / Cultural Investment / and
Social Safety Net.
Causes and Effects…
Here are some notable effects that the spending on your Domestic Policies can
have:
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Education: An under-funded education system will lead to a drop in Research
Efficiency and eventually a drop in the Literacy Rate of your region. This can
further cascade, impacting your economy and leading to declines in GDP, Tax
Revenues, and more. Of course anything that has a negative effect on your
Economy can also lead to drastic decline in your Domestic Approval Rating.
Infrastructure: This represents your region’s spending on Transportation and
City Maintenance. Although it seems an item that can have its budget reduced
in tight times, it is very important to realize the effect this would have on the
Supply Model in the game. The effectiveness with which your Cities, Bases,
and other supply sources are able to provide supply (fuel and ammunition) to
Military Units is directly affected by the efficiency of your supply structure.
Under-funding your infrastructure spending will drastically shorten the range of
effective supply and could lead to stranded units (which in time of war can be
easy pickings for your enemies).
Environment:
Spending on the environment is not always viewed with the importance of
other items; however investment here helps keep pollution factors reduced in
your region and will earn you some extra approval from both your own
population and the World Market. In special circumstance, Environmental
Spending can have a more important impact.
a) Reduces the impact from Biological Attacks
b) Helps clean up from Biological, Chemical, and Nuclear Attacks
Family Subsidies:
This provides families with subsidies towards childcare. As such it encourages
the Birth Rate, increases the Average Number of Children per Family, can
reduce Unemployment, and in general provides a boost to your Economy, and
your Domestic and World Market Approval Ratings. Although this generally has
little effect overall, taking it away from regions that have a history of receiving it
can badly hurt your approval levels.
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Supreme Ruler 2010
Law Enforcement:
Although some of the effects of spending on Law Enforcement are obvious
(Crime Rates / Tourism Ratings / Domestic Approval), there are also some
deeper consequences to insufficiently funding this department.
a) Greater vulnerability to Destabilization activities.
b) Greater vulnerability to Espionage activities.
c) Possibly reduced Loyalty of your population.
Cultural Subsidies:
This is an investment in the Cultural Identity of your region. Spending here
makes your people feel more unique and benefits not only your Domestic and
World Market Approval Ratings, but can also significantly benefit the loyalty
your people have to their region. If your region has a history of spending in
this area, reducing the subsidies will have negative effects.
Social Safety Net:
This includes Employment Insurance, Welfare, and Regional Pension Plans.
Reducing or eliminating the spending on these items can save your region
billions in a year, but may have dire impact on your Domestic Approval Rating.
As well, it will greatly reduce the quality of life for the individuals affected by
any cuts and can sometimes have unforeseen economic consequences.
Note: Each Research Centre adds three Research labs, which can be assigned
to work independently on different projects or cooperatively to speed
development along. As well, your capital also has one lab available to it. So in
a region that has one Research Centre, you would have four research slots
available for development (a region with two centers would have 7 slots
available).
RESEARCH DEPARTMENT POPUP SCREEN
HOTKEY “R”
(or HOTKEY “H” when you have its Hex Selected)
Not only does this popup provide a summary of what projects are currently in
development and where your centers are located, it also allows full access to
the budget controls and adding new projects to the queue. Once again, the
Popup duplicates and consolidates features available in the lower panels, an
option for players that do not need to see activity on the map while they are
making their decisions.
Research Facilities
As with Industries and Military Bases, the facility controls for Research Centers
provide you with a listing of your Research Centers, access to a construct
command for building additional facilities and access to controls for Activating
/ Deactivating / Scrapping.
The Popup Research button located in Panel Two here (as well as in Panel
Two of the Research Project screens) provides an excellent way to see what is
currently being researched, what is available to research, and a summary of
your facilities.
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Society – Research items that directly benefit a region’s society either through
improved methodology or entirely new concepts. (For example Waste
Management, Water Conservation – things that go to improve daily activities
and life-styles as much as anything else.)
Research Projects
Note: Double-Clicking on any project will bring up a Popup that provides
further details on that specific project or technology – costs / effect / time to
complete, etc…
When accessing Panel Two here you are provided with a summary of what is
currently being researched, what your research capacity is, and an indication of
your current budget.
Buttons:
1) View Technical Achievements;
2) Choose item for Scientific Research;
3) Research the Design of Military Units;
4) Research the Design of Missile Units; and
5) Set Research Spending.
Panel Three – Technical Achievements
Players can review what scientific
achievements their region has already made.
Other than Unit and Missile Unit designs,
research is subdivided in to following
categories:
Warfare – Technical achievements that have
specific application to the design of military
units (ex. Composite Armor improves the type
of tanks you can then research and build).
Transportation – Technical achievements that directly affect various modes of
transportation (quite often also benefits the Unit Design availability).
Pure Science – General scientific research done without necessarily knowing
the practical applications to which it can be applied. This could have benefits
to any other scientific field of development.
Panel Three – Available Research Projects
Unlike the projects listed in the previous
panel, these are the ones that you have not
yet research but that are available to be
started. (See subdivision of categories
above.)
Once you have selected which project to
research, click on the “Add to Queue” button
in the bottom right corner.
Panel Three – Research Units works much
the same way as Scientific research. Decide
which unit you wish to be able to
manufacture within your region and add it to
the research queue. You will notice that if
you do not possess all the scientific
prerequisites to research a unit design, as
soon as you add the unit to the queue, all
the undeveloped requirements will also be
added to the queue ahead of it. (Deleting any
of the prerequisites will also cause the unit to be deleted from the
development list.) Filters allow you to quickly sort between Land / Air / Sea
units and the standard sub-division between Unit Classes.
When you have decided which Unit Design to research, once again the button
in the bottom right adds it to the queue. (Once research is complete on a Unit
Design, you can then build that unit at an appropriate base.)
Technology – Developments that lead to direct practical applications. (for
example: Development of Composite Fuels – this allows you to build
Composite Fuel plants that are the equivalent of artificial petroleum.)
Medical – As it indicates, these projects directly benefit medical science and
can greatly improve human longevity, and the quality of life.
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Panel Three – Research Missile Units This
requires a little more thought before selecting
which missile to research. They are filtered by
the platform that launches the missile, so if
you are playing as a region that only has Air
Launch capability, you will want to focus on
developing missiles for this platform.
Please note that WMD Missiles (Weapons of
Mass Destruction) may be available to be
researched. If you do not wish to develop
them, make sure that the filter “Show WMD” is turned off. This will ensure that
you do not choose any for development by mistake.
Note: Researching Nuclear Armed Missiles might seem like a good idea, and in
some cases it can be, but in general the international community dislikes any
region working towards an inventory of Weapons of Mass Destruction.
Panel Three – Research Spending The more
you spend on research, the more quickly your
projects will be completed. However
research is expensive and you must be
careful not to bankrupt your region in a race
for the latest technology.
Other than the amount you are going to
spend, you must also decide the allocation of
that money. Investing in General Tech Level
eventually increases the “Tech Level” rating of
your region (a rating of 102 means that your are at a tech level equivalent to
the year 2002 in a western society, 105 means 2005 etc). Technologies are
the actual projects that you queued for development and Efficiency represents
how well your Research Centers are able to achieve results. Unless you have a
specific goal in mind, a generally equal split of your spending is recommended;
this will gradually advance your tech level while researching the specific
projects you have selected. New tech levels will open up new research
possibilities.
Immigration / Emigration Controls
Sometimes a region will desire increased immigration to bolster its workforce,
other times the burden of refugees and other economic cast-offs is too much
and a region will want to erect barriers to immigrants. The reverse is true in
the case of emigrants. In this section of the Interior Department you can
impose policies designed to deal with whatever immigration / emigration
situation you may be faced with.
RESEARCH PROJECT POPUP
HOTKEY – None
By Double-Clicking on any project in the Research Screens, you can see a more
detailed panel on that project. If you double-click on a project that is currently
in development, this screen will also inform you how long is left in the
development cycle.
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Note: The Immigration Fee is a tax that is set in your Treasury Dept.
Eliminating it is probably the first thing to do if you want to improve your
immigration numbers.
Comparative Graphs
Panel Two – Comparative Graphs In this
panel you can cycle through graphs reporting
comparative GDP/c’s, Military Kills and Losses,
Relative Military Size, Treasury, Land, Domestic
Approval Ratings, DEFCON settings, and
Population.
Panel Three - Emigration Controls Allows
the player to set the rules for people leaving
their region. If “Off”, then you allow your
population to leave as they wish. If your
emigration gets out of hand, turning controls
on can provide a quick reduction to the
numbers but can come at a cost to your
approval ratings.
Regional Profile
Panel Three - Immigration Controls Allows
you to set the rules for people entering your
region. If “Off”, then you do not restrict
immigrants by any specific criteria. In a
prosperous region with high ratings, large
immigration can put unwelcome pressure on
your economy and cause resentment among
your population.
Panel Two – Regional Profile Although
most of this information is provided
elsewhere in specific departments, careful
review of this summary can provide hints to
potential problem areas in your region.
11) STATUS / NEWS TAB
HOTKEY “F9”
On this panel players can view relevant News Headlines (Panel One),
Comparative Graphs of the regions in the scenario, Detailed Summaries
regarding the status of your region, and the Popup Scenario Score Card.
Buttons:
1) Comparative Graphs
2) Detailed Regional Profile
3) Popup Score Card
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IV – INTERACTING WITH THE MAP
Score Card Popup
HOTKEY – “W”
1) UNIT ORDERS
Selecting Units
To select a unit (or units)
on the map, simply left
click on them. You will
notice that the selected
unit then highlights and
the lower panel opens
with information on the
unit.
If there are multiple units
in the same location, then
there is an intermediate
step before you get to
this panel…
This provides a quick comparative overview of each region in the current
scenario as well as a convenient location to modify the settings for Custom
Chat, Voice Communication, and Mute. The different pages contain data on
different aspects of the game.
As you can see in this example, you must
select the individual unit(s) you specifically
want or “ALL”.
Note: CTRL + Click is supported by many of
the list boxes in Supreme Ruler 2010, so if
you want to only select the two Anti Air units,
hold down the CTRL key while you click on
them; when you release the CTRL key, those
two units will be selected for orders.
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Staying with those two Anti Air units, you
can see the full list of orders available to
them. Other types of units sometimes
have more interesting orders available…
Issuing Orders
Once you have selected your
unit(s), it is time to give it an
order… As you move the
mouse cursor around the map, it
shows a temporary pathing line
to remind you that you have
units selected that are awaiting
your order. A left-click on the
map will select the destination
for the unit to travel to. After
you have given the unit its
intended destination by a LeftClick on the map, the pathing
line will continue to show
(unless path line display is
turned off by hotkey or game
option). Unless the game is
paused, the pathing line will soon change to show the actual route the unit
will take to reach its objective – terrain types, roads, and other obstacles can
affect a unit’s chosen path. (If you don’t want this pathing line to remain
visible after you’ve picked the destination, the Hot Key “<Shift> + <P>” can be
used turn it off.)
More complicated orders…
The above example illustrates the once a unit is selected, left clicking again on
the map tells the unit simply to Move there. If you have something else in
mind, select the units as you regularly would, then rather than left clicking on
the destination, Right-Click instead. You will get a list of the optional orders
that are appropriate to whatever unit you selected.
Note: The optional orders list may be limited if you select multiple units of
different types or capabilities; it is also filtered based on the type of destination
hex (enemy, neutral, allied, or owned).
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• Artillery Units also list “Bombard”
• Bombers may list “Bomb Unit” and
“Bomb Facility”
• If a unit is equipped with Missiles and
the hex has valid targets, it will list
“Launch Missile” etc…
Note: If one of the options is “Air Transp”
or “Sea Transp” then appropriate transports will attempt to pick up the unit and
deliver it to its destination. This works particularly well with Airborne infantry
and Transport Helicopters for those landings behind enemy lines! This can also
be managed more precisely by ordering units to load into a specific transport
vehicle.
Waypoints: When giving a unit its movement orders, you can also choose to
set a specific path for the unit to travel. To give a unit a waypoint movement
order, once it is selected rather than simply Left Clicking on its destination,
Shift-Left-Click instead. This assigns the first waypoint of the movement order
and by holding the <Shift> key down, you can continue assigning as many
waypoints as you wish. To assign the final point of the movement order,
release the <Shift> key before giving the final <Left Click>.
Rally Points: Rally points provide units an initial movement order from a base,
which is carried out as soon as they deploy. This can be particularly useful
when your base is considerably back from the front line of a battlefield and
you want your units sent towards the front line as soon as they are completed.
Rally Points are set in the base control screens.
Capturing Territory
To capture enemy territory (other than by Supply / Loyalty creep) you must
physically exert “Zone of Control” over that land through use of your military
units. Not all ground units are capable of exerting this influence – Artillery, Anti
Air, and Supply Vehicles are not able to capture territory.
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Selected Unit Information Panel
As soon as you choose a unit (or units), a bottom panel opens with more
information.
The buttons on this panel
are all tool-tipped so are
fairly easy to understand.
One of the most useful at
times can be the “Add all
units of Same Class”. In
the case here, it would
then select all other Recon
Units that you have
deployed on the map.
Recons might not be the
best example, but if you
want to collect all of your
artillery into a single
location, or send all your bombers at a single target, this can save the
inconvenience of having to hunt around the map to find where all your other
units are located.
Movement Options
- Speed
- Path
- Schedule
- Take Transports
- Travel in Formation
Note: The first time that you click on either the “Add all Units of Same Type” or
“Add all Units of Same Class” the computer will add all other appropriate
deployed units that do not already have orders. Clicking on these buttons a
second time will also add the units that currently do have orders.
At the bottom of the information panel you will notice that key specifications
are provided about the selected unit. There are also some side buttons here
that will take you to further options for this unit or group
Buttons: 1) Advanced Orders 2) Training Options 3) Clear Orders
4) Combat Advisor and 5) Unit Specifications.
Advanced Orders
Rules of Engagement
Fairly self-evident, a player can use this panel to set the engagement rules
differently for one unit (or group of units) from the default of the rest of your
forces.
Advanced orders allow you to modify the standard behavior of a unit in the
course of carrying out its orders. (In addition to actually clicking on the
“Advanced Orders” button in the bottom panel, to access these options you
can also hold down CTRL while you Left-Click the destination of your order;
this will open the second panel for further customization of orders.)
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Mission Options
Players also have the ability to give enhanced definition to either “Attack” or
“Defend” missions to ensure that their units behave exactly as they would like.
These panels are well tool-tipped so mouse-over the various buttons to see
what their effect is…
2) THE MINI MAP
The Mini-Map provides a quick way of scrolling around
the main map to the location you want – either by
Left-Clicking on the location you want the main map
to center on, or by holding down the mouse button as
you drag the map frame around. You can also turn
various Map Filters on and off by Right-Clicking on the
Mini-Map itself and choosing the filter you want from the list.
Some of the Map Filters available are:
• Turn On/Off Map Hex Grid (Default = Off)
• Turn On/Off View Units (Default = On)
• Turn On/Off Resource Filter (Default = Off)
• When turned on, this defaults to Population; can be changed via hotkeys or
Terrain Panel
• Turn On/Off Map Facilities (Default = On)
• Turn On/Off View Supply Model (Default = Off)
• Turn On/Off View Loyalty (Default = Off)
• Turn On/Off View Regional Borders (Default = On)
• Turn On/Off View Ownership (Default = Off)
Hints:
The Supply Model is likely the filter you should consult the most. Knowing and
understanding what the sources of supply are on the map will help you plan
more effective campaigns.
Loyalty is also useful to look at. Once you’ve captured territory, it is important
to know if the loyalty to the old regime is fading or whether it remains strong.
If the later is the case, then you could experience civil unrest or even Partisan
units launching sudden attacks from behind your lines.
APPENDIX A – TREATIES
World Market Treaties
These are the treaties that as a region you can choose to sign, or not sign. The
more you participate in World Market Treaties, the more international respect
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you will be accorded. Essentially these World Market Treaties are behavioral
conduct agreements that set the limits for your actions Militarily, Diplomatically,
Socially, and Economically.
Signing any of these treaties indicates that you accept the international concept
of it. At any time you can remove your region’s name from the list of any of
treaty signatories and although you will face some displeasure from the World
Market, it will be nothing compared to the reaction you will get if you are
found to be breaking an agreement (especially a Military Agreement) with
which you are still supposed to be complying.
World Market Treaty List
Below is a list of most of the World Market Treaties. Although the explanation
of most is self-evident, the effects that some have may not be immediately
obvious. To reiterate a previous point: Signing any of the World Market Treaties
indicates a general acceptance of the concept in question by your region and
reflects the personality of your leadership.
Status of Minorities
Status of Women
International Copyright / Patent
Support
Law of the Sea
Maritime Dumping
Open Skies - Commercial Aircraft
Personal Property Treaty
Cyber Crime
International Criminal Extradition
Humanitarian Aid
Global Communications Treaty
Postal Convention
Internet Treaty
Telecommunications
Freedom of Airwaves
Freedom of Information
Weapons of Mass Destruction Ban
Chemical Weapon Ban
Biological Weapon Ban
Nuclear Weapon Ban
WMD Research Ban
Biological Research Ban
Chemical Research Ban
Nuclear Research Ban
ICBM Ban
Land Mine Ban
Geneva Convention
Diplomatic Immunity
General Agreement on Tariffs and
Trade
Global Emissions
Human Rights and Freedoms
Refugees and Stateless Persons
Status and Protection of Children
Regional Treaties
These are possible treaties that can be signed with other regions in a scenario.
Many of these treaties afford specific benefits or rights to the region receiving
the treaty. Some treaties are also ‘packages’ of other treaties – for example,
the Formal Alliance treaty includes transit, line of sight, and other individual
treaties.
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Most treaties are also offered in a “bilateral” way, meaning that they will apply
to both sides; however, this is not required, and “unbalanced” treaties are also
allowed. For example, in practice, Formal Alliances are usually bilateral, but
transit treaties can be unilateral, offering player X the ability to cross player Y’s
territory to get to a fight, but not allowing player Y to move into player X’s
territory.
1) Formal Alliance Includes
• Full Transit Treaty
• Land Transit & Supply
• Air Transit
• Sea Transit & Supply
• Line of Sight Treaty
The more cooperation you show between your region and others is also taken
into consideration by your people (reflected in the Domestic Approval Rate),
and by the World Market.
2) Full Transit Treaty Includes
• Land Transit & Supply
• Air Transit
• Sea Transit & Supply
Regional Treaty Partial List
Share Land Unit Designs
Share Air Unit Designs
Share Sea Unit Designs
Share Sub Unit Designs
Share Missile Unit Designs
Share ICBM Unit Designs
Share Research Discoveries
Share Military & Transport
Discoveries
Share Science & Tech Discoveries
Share Medical & Social Discoveries
Criminal Extradition
Free Flow of Labor Force
Free Trade
Most Favored Nation
Embassy
Product Supply Guarantees
Humanitarian Aid
Open Immigration/Emigration
Share All Intelligence Reports
Share Intelligence Reports on 'X'
World Market Vote Control
Formal Alliance
Ceasefire
Peace
Mutual Defense
Full Transit Treaty
Land Transit & Supply
Air Transit
Sea Transit & Supply
Dismantle ICBMs
Nuclear Disarmament
Chemical Disarmament
Line of Sight Treaty
Shared Intelligence
Destabilization Activities Ban
Espionage Ban
Covert Ops Ban
Declare War on 'X'
Neutrality with 'X'
Alliance with 'X'
Economic Boycott of 'X'
Share All R&D Treaty
Share Unit R&D
Key Treaty Packages:
As mentioned, some treaties are simply packages of other treaties rolled into
one for convenience.
3) Share all R&D Treaty Includes
• Share Unit R&D
• Share Land Unit Designs
• Share Air Unit Designs
• Share Sea Unit Designs
• Share Sub Unit Designs
• Share Missile Unit Designs
• Share ICBM Unit Designs
• Share Research Discoveries
• Share Military &
Transport Discoveries
• Share Science &
Tech Discoveries
• Share Medical &
Social Discoveries
Other Treaties may also involve a package of sub-treaties. This will generally be
indicated either in the name of the treaty itself, or in the description provided
when the treaty is selected.
Treaty Hints:
• If you are not worried about another region seeing your unit movements, try
and sign a Line of Sight treaty so that you can keep track not only of what
they are up to, but what spotting they have outside their region that you
don’t.
• If you are planning to eventually attack a region, it may not be a good idea to
sign a Formal Alliance with them. You may have to end up breaking it
unilaterally and then attacking —- something the World Market would likely
frown upon
• Mutual Defense is automatic. If a region you have this treaty with is ever
attacked, you would immediately be at war with the aggressor as well
regardless of any previous diplomatic relationship. If the region you have
agreed to this treaty with is the instigator of a conflict, you are not obligated
to become involved
APPENDIX B – MILITARY EQUIPMENT
Military Equipment Introduction
Supreme Ruler2010 accurately includes virtually all types of Military Equipment
in use in the world today. This includes not just Land Units, but also Air and
Naval Forces as well as Missiles.
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Land Unit Classes (Each Unit Represents a Battalion)
Land Units are divided into seven classes: Infantry, Recon, Tank, Anti-Tank,
Artillery, Anti-Air, and Supply/Support. In building a strong armed forces, it is
important to make sure that you have a good mix of units to be used in
different situations. Even within a specific class, the training and equipment
can make a huge difference in the unit’s capabilities. The more a player
becomes familiar with the units available, the better decisions they will be able
to make in growing their army for whatever task they have in mind.
Special Capabilities of some Land Units:
Unmanned, and Cargo/Supply. Each class has a very specific role and
successful tactics require a good cross-section in order not only to achieve Air
Superiority, but to also make good tactical use of it.
Special Capabilities of some Air Units:
Short Deck Capable (can land on Short or Long Deck Carriers)
Long Deck Capable (requires Long Deck Carriers to land)
River Fording (can cross shallow rivers)
Air Tanker (Can mid-air refuel other Air Units – if they are capable)
Amphibious (can travel on lakes or rivers)
Able to Mid-Air Refuel (Can be refueled in mid-air)
Para-droppable (can be dropped from aircraft)
Mine Laying Capable (Able to deploy air-droppable mines)
Equipped for Demolition
Electronic Counter Measures (Radar jamming)
NBC Equipped (protected from Nuclear/Chemical/Biological Attacks)
Anti Submarine Warfare (Able to detect and/or engage Submarines)
Indirect Attack (attacks an area, not a specific target – typical
of artillery)
Mine Layer (can lay mine fields)
Mine Sweeper (can detect and remove mine fields)
Bridging (can deploy bridges over rivers, allowing other units
to cross)
Naval Unit Classes (Each Unit Represents a Single Ship)
Naval Units are divided in six equipment classes: Submarines, Carriers,
Destroyers/Cruisers, Frigates/Corvettes, Patrol/Support, and Transport/Cargo.
To project power beyond your own continent, a well-equipped navy is crucial.
As well, it is important to provide a layered defense for your naval units to
protect them from various threats. (Not only must a convoy be able to detect
and hunt submarine threats, but also being able to defend against missile and
aerial attacks is important.)
Special Capabilities of some Naval Units:
Short Deck Unit (Short Deck capable Air can land on this ship)
Air Unit Classes (Each Unit Represents a Squadron)
Air Units are also divided into seven classes: Attack Helicopter,
Fighter/Interceptor, Fighter/Bomber, Strategic Bomber, Patrol/Recon,
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Long Deck Unit (any carrier-capable Air can land on this ship)
Indirect Attack (attacks an area, not a specific target)
NBC Equipped (protected from Nuclear/Chemical/Biological Attacks)
Landing Craft (does not need a Pier/Port to unload)
Mine Layer (can lay mine fields)
Mine Sweeper (can detect and remove mine fields)
Anti Submarine Warfare (Able to detect and/or engage Submarines)
Missile Units (Each Unit Represents a Single Missile)
Missiles are categorized by their launch platform. The five available platforms
from which to launch missiles are Land Based, Air Based, Ship Based,
Submarine Based, and Missile Silo Based. Missiles have essentially one of four
specialties – Anti-Ship, Fortification Attack (to attack Facility Structures), AntiUnit, or Saturation Attack (designed to suppress units and provide an Area
Attack similar to Artillery).
Land Unit Classes
A number of infantry units also have special capabilities, such as:
Para-Droppable: Units such as Airborne, Marines, and Special Forces are
trained and equipped to be unloaded from cargo planes and helicopters onto
any land hex.
Special Training: Elite units, including Rangers and Special Forces, are stealthier
and use supplies much more efficiently.
Engineers: Engineer units can deploy and clear minefields, and they can also
build Airstrips or Sea Piers in unsupplied territory.
Demolition: Some units are equipped with demolition training, allow them to
more efficiently raid and destroy enemy facilities.
Recon – The main purpose of Reconnaissance class battalions is to
scout out enemy locations and troop deployments, often while trying to
remain undetected themselves (if possible). As such, recon equipment
is often very mobile, with long spotting ranges and extended fuel travel range.
Weaponry on recon equipment is usually lighter and somewhat limited (Recon
units also carry fewer supplies / less ammo).
Tank – Tank Battalions provide the main projection of offensive military
power. Not as mobile as other classes, they specialize in punching
through defensive lines. Tanks are particularly effective at fighting while
moving, and fighting units in open territory. Their effectiveness is reduced in
difficult terrain, such as forests, mountains, and cities. Tanks can withstand
indirect attacks (artillery and bombardment) better than other unit classes.
Anti Tank – Can be legged or mechanized. Anti Tank units provide an
excellent defense against armor provided that they fight from prepared
defenses. They do not make as good an offensive platform and when
engaged while moving are very vulnerable. (Although not recommended for
regular offensive operations, the speed, mobility and range of some of the
mechanized Anti Tank types make them excellent for quick grabs and
harassments into enemy territory.)
Infantry – Although defined as the branch of the army designed to fight
“on foot”, many of today’s Infantry Battalions are mechanized, which
means they are equipped with armored vehicles. The effectiveness of
Infantry goes up when they are defending from prepared positions or terrain
that allows them to entrench and take cover (such as cities). Infantry are most
vulnerable in open ground, where they are easier targets for tanks and air
strikes. Non-mechanized basic Infantry are best used as garrisons and
defenders, as they do not have the capability to move very quickly (though
many can be transported by cargo units).
Artillery – This is the principal long-range land attack weapon. The
range and effectiveness vary among different artillery types but they are
generally most successful against “soft” (not armored) targets. Both
ballistic (“gun”) artillery and multiple rocket launcher (“MLRS”) types are
available. Rocket launched artillery tends to provide longer range, but has
significantly higher supply/ammo requirements and longer reload times.
Artillery units are very vulnerable to close attacks, so it is always recommended
that other units be assigned to protect them. Artillery units cannot capture
enemy territory.
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Anti Air – These units can also be mechanized or foot soldiers. When
deciding which type of Anti-Air unit to select, make sure to consider its
mobility, the maximum target range, and the strength it has versus
different types of air units. Some Anti Air specializes in defending against
Medium or High Air, while others are better at defending against Low Air
(helicopters or attacking planes). Anti Air units cannot capture enemy territory.
Supply / Support – Units in this class are generally non-combatant but
range in role from Bridging to Supply. Similar to Artillery, these units
are virtually helpless if directly attacked. As well, Supply Trucks are also
very vulnerable to indirect fire such as artillery. Supply Trucks cannot capture
enemy territory.
Air Unit Classes
Attack Helicopter – This class incorporates all helicopters that have a
notable offensive combat role whether it be Anti Armor, or Anti
Submarine Warfare. They have the ability to move where they are
needed in reasonably quick fashion. Their low attitude and slower velocity do
put them at a disadvantage against Anti Air or Fighters.
Fighter-Interceptor – The principal role of these airplanes is to achieve
Air Superiority over the battlefield. Some even have very long-range
air-to-air weapons that can prove useful in helping to engage the
enemy from a safer distance. Many types of Interceptors also have a good
missile capacity and so can be equally threatening to Land Units or Structures
(depending on their load out).
Fighter-Bomber – These planes are designed to attack ground unit
targets as their principal role, but they are definitely not helpless when
faced with opposing air. Missile capacity can also be a factor with
some designs of Fighter-Bombers, giving them increases flexibility. Some
designs such as the F-117 also make use of Stealth to help them get in and out
quickly.
Strategic Bomber – Designed to provide area attack, these bombers
wreak havoc on structures and unprotected infantry. They release their
bomb loads from mid-air altitudes, protecting them from ground fire
from many Anti-Air units. Stealth can be a factor in some designs of Strategic
Bombers, but generally these units are weak against Fighters. There are not
many member units of this class. They are expensive and time consuming to
construct and only effective in circumstances of 100% Air Superiority.
Patrol / AWACS – These planes can provide one of the most critical
advantages in Combat, the ability to know what the tactical situation is
and respond most appropriately. AWACS (Airborne Warning And
Control System) planes can provide long-range reconnaissance of both airspace
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and ground units (and some units types offer Submarine tracking capability).
Although their reconnaissance value is immense, as a general rule they have
little or no defensive capabilities (some units do have a missile capacity). It is
best to either keep them behind your lines or make sure they are heavily
escorted. Electronic Counter Measure aircraft are also members of this class.
Unmanned Aerial – The UAV is a recent addition to most Air Forces.
Not only do they provide a relatively inexpensive and stealthy aerial
reconnaissance platform, newer models also have some attack value.
Supply / Support – This class contains everything from Supply and
Special Forces Insertion Helicopters to massive Cargo Jets and
Refueling Tankers. It is important to try to match the unit to the task
you have for it, since differing specialties and cargo capacities will limit the use
of some units. Supply Helicopters are excellent for picking up and transporting
infantry, but their limited capacities allow them to only carry lighter and more
mobile infantry types. Cargo planes can carry a much wider array of units, but
the must load and unload at airports (with the exception of Para drop units
that can unload anywhere). Always make sure that these units are used wisely,
since they are very vulnerable to Anti Air and Fighters.
Naval Unit Classes
Submarines – This class incorporates both Missile Submarines and
Attack Submarines, two very different roles in modern navies. Missile
Submarines are platforms to launch land-attack missiles, most often
long-range cruise missiles and ICBM’s. Attack Submarines specialize in hunting
naval shipping and other submarines. Be careful to review the Unit Stats to
ensure that you are selecting the right unit for the job intended.
Carriers – These units project purely Offensive Force through their
capability of staging Air Operations on any sea. Although their carried
Air Power can provide good defense against Surface Naval threats,
Carriers are still quite susceptible to attacks from Submarines and Missiles, so it
is generally a good tactic to escort these most valuable assets with good Anti
Submarine ships and Missile Cruisers (if you have them available). Remember,
your carriers can project offensive force a long way from your own territory. In
larger scale maps, they will be critical to sustaining operations far from home.
Note: Only certain aircraft can land on carriers.
Destroyers / Cruisers – These are surface naval ships that are
designed principally to achieve Naval Superiority through combat with
other ships. Exact ship specifications can help them provide special
defensive roles, such as Sub-Hunter, Anti Air or Anti Missile defense. Although
very similar in role to Frigates / Corvettes, they generally take longer to build
and are more expensive but provide a better offensive punch. Some of these
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ships also have a significant missile capacity, which gives them the ability to be
loaded with longer range anti-ship missiles or, in some cases, land attack cruise
missiles. This class also contains Battleships, which while rare in today’s
navies, do have certain combat and defensive advantages. Their long build
times tend to make them less attractive for new production, however.
Frigates / Corvettes – Similar to the Destroyers / Cruisers but on a
smaller scale, these are surface naval ships that are designed
principally to achieve Naval Superiority through combat with other
ships. Exact ship specifications can help them provide special defensive roles,
such as Sub-Hunter, Anti Air or Anti Missile defense.
Patrol Boats – Relatively cheap and quick to build, these ships don’t
provide much offensive punch, but can provide naval reconnaissance
for your larger units. Some Patrol Boats do have a small missile
capacity.
Supply / Support – The roles of ships in this class are to either provide
supplies to other ships or to transfer Land Units over water. They have
virtually no defensive capabilities and can be destroyed by even the
weakest combat ships.
Missile Classes (Based on Platform)
Land Unit Suppression (Area Attack) and Land Unit Destruction
(Guided Attack)
Fortification Attack (Destroy Structures).
Where are all the other Missiles types? In Supreme Ruler 2010, Missile Units
are used for missiles that are capable of being intercepted by air defense fire or
other missile defense systems. Many short-range and special-purpose missiles
are not considered “Missile Units” because of this, and are instead part of the
standard attack capability of the unit that carries them. An example of this is
the Phoenix air-to-air missile launched by the F-14 fighter plane; with a flying
speed of Mach 5 it cannot be intercepted by anti-air fire, and so shows up in
the F-14’s stats as a long-range anti-air attack strength that is always available.
In general, all anti-air missiles are handled this way, as are many highspeed/short-range ground and naval attack weapons.
Note: Nuclear and Chemical missiles are available in some regions, and are
indicated with a Nuclear or Chemical icon when being examined. When
choosing which missiles to use, make doubly sure that you are not launching a
Weapon of Mass Destruction if you don’t intend to.
As the heading suggests, Missile Units are divided into classes not based on
their role, but on the platform from which they are launched. Some missiles
may actually support multiple launch platforms, though in most case an
alternate version of a missile design exists for each platform type it supports.
Unit Specification Icons
Whenever you access Military Units, you are provided with many icons that
represent the strengths and technical specifications of that unit. Here is a
summary of what each icon represents.
Possible Missile Platforms:
Land Based – Land Units that are capable of launching missiles
Air Based – Aircraft that are capable of launching missiles
Naval Based – Ships that are capable of launching missiles
Sub Based – Submarines that are capable of launching missiles
Silo Based – Missiles that require a Silo from which to be launched
Specification Notes:
1) Under each icon the value of that item can be seen as either a numerical
value or represented graphically as a portion of its maximum. To change
between the graphical and numerical reporting, click on the graph or
number. When viewing as a bar graph, the bar will be tool-tipped with the
numerical value.
Missile Roles
Seeing as the launch platform does not reflect the role/purpose of the missiles
listed therein, it is important to understand what attack each missile type is
actually designed for. There are essentially four possible target goals for a
missile unit:
2) Units are based on the following real-world groupings: Battalions for Land /
Squadrons for Aircraft / Single Units for ships and missiles. The
specifications reported represent the values of the entire unit, not just a
single component.
Strength: This represents the strength of the whole unit (battalion /
squadron / ship /missile) with the top number representing current
strength and the bottom number representing the “full” strength of
the unit. For Battalions and Squadrons, this will represent the number of
equipment pieces or squads in the unit – for example, a regular strength
Anti Ship Missiles
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squadron of Mirage-2000 Interceptors has a full strength of 18, reflecting 18
planes in the squadron. For Ships, strength is a percentage of full operational
capabilities.
Supplies: This represents the ammunition and assorted other
supplies that are needed to keep a unit active. They are reported as
tonnes of Military Goods.
Close Attack: The relative strength the unit has when attacking in
“Close Combat” conditions – these include dense forest and urban
terrain situations.
Naval Submerged Attack: (Replaces Close Attack on applicable
units) The relative strength the unit has at attacking Submarines, and
also the maximum range at which the unit can engage those subs.
Fuel: This represents the amount of Petroleum (reported in Barrels)
required to fully fuel a unit. (Reports 0 for Leg units as they do not
require fuel.)
Naval Surface Attack: The relative strength the unit has at attacking
Surface Naval Ships, and also the maximum range at which the unit
can engage those ships.
Missile Capacity: For Units: This reflects the available missile unit
capacity in “missile points”. (Certain types of short range missiles,
such as Air-to-Air Missiles, are not considered missile units and are
instead part of the Supplies load-out; see the section on Missiles for more
details.) Note that there is also a restriction on the maximum single missile
size that can be loaded, this is shown under the Technical Specifications of the
unit.
For Missiles: This reflects the “missile points” size of a single missile of this
type.
Stealth Strength: This represents how resistant a unit is to being
spotted by others. The higher the number, the more unlikely it is that
the unit will be seen (unless being hunted by appropriate
equipment).
Spotting Range: Represents the distance that a unit is capable of
spotting. (The actual strength of a Unit’s Spotting Capabilities is
reported in the Technical Specifications). Depending on the stealth,
terrain, and actions of any units within that range, you will not necessarily see
every unit.
Travel Range: This reports the distance that the unit can travel on
one full load of fuel. (Reports 0 for Leg Units since they don’t require
fuel.)
Movement Speed: This is the maximum speed at which the unit can
travel.
Soft Attack: The relative strength the unit has attacking Soft targets
(un-armored vehicles), and also the maximum range at which the
unit can engage those targets.
Hard Attack: The relative strength the unit has attacking Hard targets
(armored vehicles), and the also the maximum range at which the
unit can engage those targets.
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Fortification Attack: The relative strength the unit has at attacking
Map Facilities such as Bases, Industries, Cities, as well as the
maximum range from which it can attack. (This is a particularly
useful statistic when considering which missiles that you may wish to construct
—- sometimes a slightly weaker missile is more useful if it can be launched
from considerably further away.)
Low Air Attack: The relative strength the unit has at attacking Low Flying
Aircraft such as Helicopters, some planes on attack runs, and some
missiles. It also reports the maximum range at which it can engage.
Mid Air Attack: The relative strength the unit has at attacking Mid
Level Aircraft, and some missiles. The maximum range from which it
can engage is also reported.
High Air Attack: The relative strength the unit has at attacking High Level
Aircraft (some Reconnaissance and Strategic Bombers) and some
missiles. The maximum range from which it can engage is also reported.
Close Defense: This reports the defensive strength of the unit in
“Close Combat” situations (dense forest and urban terrains).
Surface Defense: The relative defensive strength of the unit when
attacked by Direct Fire land units (next hex).
Air Defense: The relative defense strength against Tactical Air Attacks.
Indirect Defense: The relative defensive strength of the unit when it
comes under Indirect Fire (bombardment from Artillery, some
missiles, and some Naval Ships, and Strategic Bombers).
The following specifications are only reported on actual units that have been
constructed (either “in the field” or in Reserves).
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Efficiency: This reports the current efficiency level at which the unit is
operating. It will affect all combat strengths.
Cargo: This represents the current and maximum weight (in tonnes)
that the unit can carry of supplies and/or other units. (For example,
if the cargo capacity of a Airplane Squadron is 100 tonnes, and a
Airborne battalion weighs 105 tonnes, then it cannot be transported by those
planes.) Missile unit loads will also use up Cargo capacity of Cargo-capable
units. When shown graphically, the Cargo bar under the icon will show Supply
cargo in green, and Unit/Missile cargo in grey.
Combat Time: This represents how long a unit will be able to fire
from their load of ammo/supplies. The top value is the remaining
Combat Time (accounting for the supplies level of the unit), the
bottom value is the maximum Combat Time if fully supplied. This value is
shown in “hours”, in general one hour of combat is one “shot” on the map.
(The exact speed of repeat firing is dependent upon the Initiative value of the
unit, which is reported in the Technical Specifications.)
Entrenchment: This represents how dug in a unit is. The larger the
number, the more the unit is entrenched and the better the defensive
bonus they will receive. Unit class and terrain types will control how
fast a unit can entrench, and to what maximum.
APPENDIX C – MILITARY FACILITIES
FUNCTION AND CAPABILITIES
Note: The Build Times listed for all Facilities are effected by the supply level to
the build location. The lower the supply level, the longer construction will take.
Conversely, the presence of Engineer Units at construction sites will increase
the speed with which facilities are built. As well, the Approximate Cost of each
Facility is effected proportionally by the scale of each specific map.
Defensive Emplacements
Emplacements – Structures that are built simply to enhance the
defensive value of a hex. Once built there function is only to
provide additional protection to any units that might be garrisoned
there.
(Build Time: 15 Days / Approximate Cost: $15 Million / Personnel
Requirement: 0)
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Radar Emplacements – Structures that are built to provide on-going
reconnaissance information for a limited area of the map.
(Build Time: 25 Days / Approximate Cost: $240 Million / Personnel
Requirement: 1500)
SAM Emplacements – Structures that are built to provide
concentrated Anti-Air coverage for a limited area of the map. They
also provide some on-going reconnaissance information.
(Build Time: 60 Days / Approximate Cost: $280 Million / Personnel
Requirement: 3000)
Supply Depots
Supply Depots – These are fixed structures designed to provide a
source of supply to a limited area.
(Build Time: 15 Days / Approximate Cost: $30 Million / Personnel
Requirement: 1500)
Land Bases
Military Outposts – These are the smallest of the Land Bases that
can produce Military Units. Their production capability is limited to
one unit at a time. They also function as Supply Sources, supporting
a limited area.
(Build Time: 20 Days / Approximate Cost: $200 Million / Personnel
Requirement: 6000)
Small Military Bases (One Star) – Slightly larger than an Outpost,
these Land Bases allow up to three units to be in construction
simultaneously. The supply value of these bases is also greater than
that of the Outposts.
(Build Time: 45 Days / Approximate Cost: $630 Million / Personnel
Requirement: 14000)
Medium Military Bases (Two Star) – These Land Bases have twice
the capacity of Small Bases, allowing up to six units to be in
construction at the same time. Similarly, they also provide a better
source of supply, capable of supporting a greater area.
(Build Time: 75 Days / Approximate Cost: $900 Million / Personnel
Requirement: 26000)
Large Military Bases (Three Star) – These are the largest of the
Land Bases and have three times the capacity of the Small, being
able to manufacture and train up to nine units concurrently. They
also provide the largest source of supply of all the Land Bases.
(Build Time: 110 Days / Approximate Cost: $1.32 Billion / Personnel
Requirement: 36000)
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Air Bases
Air Strips – These are the smallest of the Airports in the game. They
are capable of handling flight operations but are not capable of
manufacturing or storing air squadrons. They do also serve as a
Supply Source. Special Note: Engineers can construct Air Strips even
in areas that are outside of supplied territory.
(Build Time: 20 Days / Approximate Cost: $80 Million / Personnel
Requirement: 3000)
Air Bases – Not only do Air Bases handle flight operations for your
Air Units, but also it is at Air Bases that you can build your squadrons
(three squadrons simultaneously per Base). Air Bases also provide
your region with the capacity to build Missile Units (up to six missiles
at the same time), and function as a larger Supply Source than the
Air Strips.
(Build Time: 110 Days / Approximate Cost: $840 Million / Personnel
Requirement: 13000)
Sea Bases
Sea Piers – Similar to Air Strips, Sea Piers function as an operations
base for naval units and as a source of supply, but they are not
capable of manufacturing ships. Special Note: Engineers can
construct Sea Piers even in areas that are outside of supplied
territory
(Build Time: 20 Days / Approximate Cost: $80 Million / Personnel
Requirement: 2000)
Sea Ports – As Piers are similar to Air Strips, Sea Ports are likewise
similar to Air Bases. They provide a larger source of supply and they
are capable of manufacturing ships (up to six simultaneously).
(Build Time: 120 Days / Approximate Cost: $1.3 Billion / Personnel
Requirement: 26000)
Launch Facilities
Missile Silos – These are the platform from which to launch InterContinental Ballistic Missiles (ICBM’s) and Medium Range Ballistic
Missiles (MRBM’s). Although the Missile Units for Silos are
constructed at Air Bases, (through the Missile Interface), without a
silo a player would be unable to launch what are usually the most
destructive weapons available.
(Build Time: 90 Days / Approximate Cost: $1.8 Billion / Personnel
Requirement: 2000)
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Launch Pads – Unlike silos, these have a more benign use. It is at
Launch Pads that you would construct and deploy your region’s
Communication and Reconnaissance Satellites. As well, should your
region develop a space-based Missile Defense System, it would also
be deployed from your Launch Pads.
(Build Time: 240 Days / Approximate Cost: $9.6 Billion / Personnel
Requirement: 12750)
Refugee Camps – These may be present in a scenario and are
strictly a decision of the scenario editor on whether they should be
included. It is a settlement that provides no production benefits to
your region and is used only to reflect existent transient refugee
populations.
(Build Time: 6 Days / Approximate Cost: $15 Million / Personnel
Requirement: 0)
RULES GOVERNING MILITARY FACILITIES
Reserve Unit Restriction
By default there is a Reserve Restriction on Bases, limiting the number of
reserve units that each base can hold. This is factored on the size of the base
in question. Once a base reaches its maximum, if a new unit is intended to go
into reserves, it will be forced to deploy instead.
Military Outposts – Maximum of 5 Reserve Battalions
One Star Base – Maximum of 15 Reserve Battalions
Two Star Base – Maximum of 30 Reserve Battalions
Three Star Base – Maximum of 45 Reserve Battalions
Air Base – Maximum of 15 Reserve Squadrons
Sea Port – Maximum of 30 Reserve Ships
Missiles – Reserve Missiles Units are limited to a maximum of 600x’s the
number of Air Bases you have.
Deactivating a Base with Units in Reserve
You must deploy all the reserves from a base before you are able to deactivate
it. If you do not have enough personnel to staff all the units, then you would
instead have to Sell or Scrap the reserve units. Until all the reserves are
removed, the Base will not deactivate.
Base Deployment Maximums
Regardless of how many units are in reserve at a base, a base can only deploy
so many at a time. Exact Stack Limits are based on the hex size of a scenario
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and when that limit is reached, before subsequent units can deploy, some of
the units present must vacate the hex.
Attacking and Capturing Bases
As soon as an enemy unit enters within the Zone of Control of a Base (any one
of the six surrounding hexes), a number of units within that base will be given
the order to deploy. Other deployment rules will be in effect (there must be
adequate reserve personnel, and units can only deploy so fast), so it is possible
that the enemy will capture a base with units still in reserve. If they manage to
do so, then they will have captured the reserve units remaining there.
Note: Deployment Alert Levels
As units deploy from a base, their Alert Level starts at zero and they will
generally have a lower efficiency level as well. This Alert Level immediately
begins to climb towards the set Region Level (based on DEFCON) but the unit
must have time to organize itself before it becomes an effective combat force.
Units that are forced into combat while still disorganized will pay a hefty price
to their combat strength.
APPENDIX D – NON MILITARY FACILITIES
Agriculture Producing Facilities
Farms – Will generate Agriculture based on the content of the land
on which they are placed
(Based on 100% Capacity —- Build Time: 60 Days / Approximate
Cost: $18 Million)
Hydroponics Plants – Will also generate Agriculture but doesn’t
require an Agri content to the land
(Based on 100% Capacity —- Build Time: 80 Days / Approximate
Cost: $40 Million)
Ore Producing Facilities
Ore Mines – Will produce Ore based on the content of the land on
which they are placed
(Based on 100% Capacity —- Build Time: 60 Days / Approximate
Cost: $120 Million)
Composite Plants – Will generate a Synthetic Ore and do not
require land content
(Based on 100% Capacity —- Build Time: 80 Days / Approximate
Cost: $1.6 Billion)
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Petroleum Producing Facilities
Oil Wells – Will produce Petroleum based on the content of the
land on which they are placed
(Based on 100% Capacity —- Build Time: 80 Days / Approximate
Cost: $400 Million)
Oil Derricks – “Oil Wells” for undersea drilling (can only be placed
on Lakes and Oceans)
(Based on 100% Capacity —- Build Time: 120 Days / Approximate
Cost: $2.4 Billion)
Synthetic Fuel Plants – Will generate Synthetic Petroleum and do
not require land content
(Based on 100% Capacity —- Build Time: 80 Days / Approximate
Cost: $2 Billion)
Coal Producing Facilities
Coal Mines – Will mine Coal based on the content of the land on
which they are placed
(Based on 100% Capacity —- Build Time: 80 Days / Approximate
Cost: $160 Million)
Uranium Producing Facilities
Uranium Mines – Will mine Uranium based on the content of the
land on which they are placed
(Based on 100% Capacity —- Build Time: 80 Days / Approximate
Cost: $640 Million)
Timber Producing Facilities
Timber Mills – Will generate Timber based on the content of the
land on which they are placed
(Based on 100% Capacity —- Build Time: 60 Days / Approximate
Cost: $21 Million)
Fresh Water Producing Facilities
Water Works – Will produce Fresh Water based on the content of
the land on which they are placed. When placed next to an Ocean,
they are also assumed to have desalination capabilities.
(Based on 100% Capacity —- Build Time: 80 Days / Approximate
Cost: $400 Million)
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Electricity Producing Facilities
Hydro Dams– Are only able to be placed on rivers capable of
generating electricity
(Based on 100% Capacity —- Build Time: 240 Days / Approximate
Cost: $1.92 Billion)
Coal Power Plants – Will generate electricity through consumption
of Coal as its raw material. Unlike Hydro Dams, all other Power
Plants can be built virtually anywhere on the map.
Raw Material Requirement: One Metric Tonne of Coal produces
2.14 Megawatt Hours of Electricity
(Based on 100% Capacity --- Build Time: 80 Days / Approximate
Cost: $160 Million)
Nuclear Power Plants – Generates electricity using Uranium as its
raw material
Raw Material Requirement: One Barrel of Uranium produces 38.10
Megawatt Hours of Electricity
(Based on 100% Capacity --- Build Time: 120 Days / Approximate
Cost: $3.6 Billion)
Petroleum Power Plants – Generates electricity using Petroleum as
its raw material
Raw Material Requirement: One Barrel of Petroleum produces 0.56
Megawatt Hours of Electricity
(Based on 100% Capacity --- Build Time: 80 Days / Approximate
Cost: $160 Million)
Other Power Plants – Generates electricity without using any of the
main commodities. It is assumed this type can be any of “Wind”,
“Solar”, “Geo Thermal”, etc… They are not able to generate as much
electricity as other plants, but can be a viable solution in regions
with poor natural resources.
(Based on 100% Capacity —- Build Time: 80 Days / Approximate
Cost: $800 Million)
Fusion Power Plants – Are “Future Tech” power plants that will
generate electricity without consuming any natural resources.
(Based on 100% Capacity —- Build Time: 80 Days / Approximate
Cost: $6 Billion)
Finished Goods Producing Facilities
Consumer Goods Factories – The major source of Consumer Goods
production. Cities, by their nature also generate quantities of
Consumer Goods.
(Based on 100% Capacity —- Build Time: 80 Days / Approximate
Cost: $400 Million)
Industrial Goods Factories – The major source of Industrial Goods
production. As is the case with Consumer Goods, Cities will also
generate some Industrial Goods
(Based on 100% Capacity —- Build Time: 80 Days / Approximate
Cost: $800 Million)
Military Goods Factories – The sole source of Military Goods
production.
(Based on 100% Capacity —- Build Time: 80 Days / Approximate
Cost: $1.2 Billion)
Research Centers
Research Centers – Without the need for a Research Centre, each
region is given one “project slot” by default in which to conduct
research. Additional Research Centers allow more projects to be
simultaneously developed (3 per Centre) or allow you to complete a
project faster.
(Based on 100% Capacity —- Build Time: 65 Days / Approximate
Cost: $325 Million)
Transportation Upgrades
Roads – In addition to providing a better surface for vehicle speed, roads also
have the benefit of extending the range of Supply Sources
(Construction —- Build Time: 60 Days / Approximate Cost: $3.6 Million per
Kilometer)
Railways – Do not speed up unit transportation speeds but do extent the
range of Supply Sources
(Construction —- Build Time: 60 Days / Approximate Cost: $0.7 Million per
Kilometer)
APPENDIX E – TECHNOLOGY TREE
(For a complete listing of the Tech Tree items, check out the documentation
included on the SR2010 CD)
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Supreme Ruler 2010 has an extensive technology tree that includes more than
just potential military enhancements. A region’s research capacity is decided
by the number of Research Centers that it has. Research “slots” can then be
devoted to various technologies and military equipment designs. “Discovery”
technologies are divided into six principal areas of research:
Warfare Technologies – These are the technologies that directly relate to the
creation of enhanced weaponry. For instance, if you wanted to research the
design for the Challenger II Tank Unit, you would first have to research both
Composite Armor, and Advanced Composite Armor if you didn’t already
possess these technologies.
Transportation Technologies – Although many of the “Transportation
Technologies” also have a direct application to your Military, many of the
possible research items have direct benefit on the society of your region
(reduced infrastructure costs, energy conservation, etc...).
Pure Science – The theoretical study done on these items can have
implications in virtually every other field of research, many predicted and some
not. Most purely scientific research only leads to the opening of other areas of
possible discovery. These items are often pre-requisites for the development of
projects in other research areas.
Technology – Although some of the Technology items can impact your military,
for the most part these are generally concepts for improving the existing
capabilities of facilities, etc.
Medical Research – As is obvious, this sub-category covers the possible
breakthroughs that can be achieved in Medical Science. The effects of these
items can be anywhere from inconsequential to earth shattering (Cure for
Cancer)! Some discoveries can have notable social and civilian approval
effects.
Society Research – These are concepts researched to both improve the quality
of a society as well as to reduce the financial and non-financial costs of
operating that society.
APPENDIX F – GOVERNMENT TYPES
There are four types of Government possible in Supreme Ruler 2010:
Democracy, Monarchy, Communist Regime, and Military Dictatorship. At the
start of a scenario or campaign, the region you select dictates the government
type you have. In a campaign game there may sometimes be opportunities to
change government type between scenarios; these situations will be brought to
your attention when they arise. In single Scenario games (both Single Player
and Multi Player) players do not have the option of changing their government
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type. The type of government you are playing as will impact the capabilities,
characteristics, and vulnerabilities of your region.
Democratic Governments:
• Considerably Lower Possibility of Military Coup
• Military Actions often Reduce Civilian Approval Rating
• Best Economic Model - Easiest maintenance of GDP/c
• Best Base Rate Approval from World Market
• Regular Internal Elections to Maintain Control
Monarchy:
• Generally Same Labor and Military costs as Democracy
• Low Possibility of Military Coup or Civilian Revolt
• Recruitment / Conscription Benefit
Communism:
• Cheaper Military Costs
• Cheaper Labor Costs
• Recruitment / Conscription Benefit
• Negative Influence on GDP/c
• Civilian Riots Less Likely, Military or Civilian Overthrows Possible
• Low Rate of Approval from World Market
• DEFCON Production and Efficiency Benefits are Half that of a Democracy,
but Cost is also Half.
Dictatorship:
• High Risk of Military Coup if Military Approval gets too low
• Lowest Base Rate Approval from World Market
• Civilian Riots Not Likely
• Negative Influence on GDP/c
• DEFCON Production Benefit is Half that of a Democracy,
Cost is One Third Less.
APPENDIX G – GAME STRATEGIES,
TACTICS, & RULES
Here are some common-sense tactics that could help you make the right
decisions in running your region…
Player Elimination
In addition to not fulfilling the Victory Conditions of a scenario, a player can
also be eliminated if they no longer have a settlement or any military units.
Once a player is eliminated, all treaties and trade agreements involving them
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are null and void. As was also mentioned in the Diplomacy Section, players
can also eliminate themselves by surrendering to another region.
Economic / Commerce / Domestic Policy Tactics
• Don’t build too many new industries at once (there is a high foundation cost,
and the industrial goods requirements for construction can be expensive as
well).
• If you want to eliminate a facility and don’t have to do it immediately (it’s not
at risk of being captured by an enemy), Scrapping the facility is the better
option as it returns returns the majority of the raw materials used in the
construction while Destroying returns none of the raw materials, it’s just
quicker (neither option returns any of the monetary construction costs).
• If short on money, don’t try to do everything at once. In particular Research,
expensive unit building, new industry building, and high DEFCON levels can
all be very expensive and a major drain on your treasury. Decide what is
most important and do that first.
• Pay attention to the World Market for goods. If you can buy for less than the
cost of manufacturing a product for yourself, you may want to take advantage
of that – but watch the market quantities available, especially if other regions
or the World Market begin to boycott sales to your region for some reason.
• Don’t always Auto Export. If you have a product that other regions need,
holding it back may help escalate the price. You might then be able to sell
lump sums of the product at a higher price. You may also be able to trade
the product diplomatically for other products or benefits. And in many cases
you may want to stock a product for possible future needs – Military Goods
and Petroleum are two of the products than are used up much more rapidly
when hostilities begin.
• Watch your unemployment rate (in Status and Treasury). If it gets too low
(below 3%) it means that you don’t have enough people for your industrial
workforce and armed forces, and so your cost of labor may skyrocket. This
will not only increase the cost of your goods, but a labor shortage will also
reduce the efficiency and output of many of your industries.
• If you can make money on production, see if you can reduce taxes and still
maintain your economy.
• Don’t mortgage the future unnecessarily. In other words, don’t take out loans
or issue bonds if you don’t really need them. They will have to be paid back,
and your economic situation might not be as good when that time comes.
• Keep Infrastructure spending high (at least up to recommended values). If it
gets too low, your army and your economy will both suffer. Infrastructure
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spending affects your supply system, which has direct effects on industrial
production and military re-supply.
• If your government is a Democracy, make sure that you keep your Domestic
Approval Rating high. One way to accomplish this is to keep your Social
Spending as high as possible (without ruining your economy).
• Larger production facilities are more efficient than smaller facilities. (Facilities
under 10% in size are not economically reasonable due to their lower
efficiency and required maintenance costs.)
Diplomatic Tactics
• Be a good international citizen whenever possible. Try and achieve your goals
peacefully. Gain a reputation as being quick to go to war, and the World
Market will not look upon you very favorably.
• Make as many deals as possible. Although some may seem relatively
inconsequential, successful deals help grow your reputation in a positive
direction, and will generate some loyalty among those regions you have
better relations with. But don’t make deals or treaties that you know you’ll
end up breaking – unless you can negotiate an “agreed” (“bilateral”)
cancellation of a treaty, the World Market may penalize you for any
unprovoked broken treaty.
• Try and maintain positive relations whenever possible. Don’t deliberately look
for a fight.
Research Tactics
• Before deciding what to research, make sure that you plan on how it will fit
in with your goals and tactics for the scenario.
• Consider the timeline of the scenario… Make sure the items you are
researching will be done in time to make a difference. Likewise, if you don’t
necessarily need any further tech for the scenario you are in, you may want to
consider starting development of projects that will help in the next level
(partial research will be carried to the next level up in a campaign game).
• If you have a close ally in the scenario, you can choose to research different
technologies, and then exchange them when complete. As well, in
Diplomacy you’ll be able to see what technologies other regions have
developed, and may be able to offer a trade for a technology that could save
you time and money compared to researching it yourself.
• Don’t just look at military research. Some of the other research categories
can offer huge benefits to your economy, society, and your region’s reputation
in the world.
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Supreme Ruler 2010
Supreme Ruler 2010
Military Tactics
• Focus on defense first - Anti-Air, faster building units, etc.
• Allow the AI Military Initiative to move your units around at the beginning of a
scenario to ensure the garrisoning of important structures and cities. Once
you are happy with the defense, you may want to turn Military Initiative off if
you want to plan an attack (otherwise you may move units somewhere only
to have your military AI leaders turn them around and move them
somewhere else).
• When defending, attempt to have your units fight from prepared positions.
This is accomplished by entrenching in existing facilities, or by just staying
stationary on the map. The longer a unit is in a specific location, the more
entrenched it will become (depending on the terrain). Forest, Urban, and
Mountain regions provide the best entrenchment benefit, while Plains and
Desert offer little value. If you wish to improve the entrenchment benefit of a
specific location, you can build fortification structures to improve the
defensive value.
• Once your defense is provided for, concentrate on creating a good combined
forces offense (make sure you have good counters to whatever defensive
units you might face).
• Plan your missile strategy carefully – Do you want to build unit killers, or Anti
Fortification cruise missiles to take out an opponent’s infrastructure? Make
sure the right kind of missiles are building and that you have the appropriate
launch platforms.
• Make sure that you protect units that don’t have the ability to protect
themselves ex. Artillery, Anti-Air, and Supply Vehicles have very little defensive
capabilities so keep enemy units from getting in direct contact with them.
• Watch what kind of units your enemies are putting on the battlefield. If they
are using a lot of Tanks – build up your Anti-Tank force and attack
Helicopters; if Infantry – build Tanks and Artillery, if Anti-Tank – use Infantry
as a counter.
• There is a recommended limit of units that can be present in a single hex
based on the size of a scenario’s hexes (counted separately for land, air, and
sea). This limit is reported at the beginning of a scenario and whenever you
have numbers in excess of this amount, your units will begin to suffer
efficiency and attack strength penalties due to crowding and lack of
maneuver room. It is also not wise to stack too many units in a single hex to
avoid excess damage due to indirect fire – every unit in a hex is damaged
when hit by artillery, strategic bombing, or area-effect missiles. Units in overstacked hexes will attempt do “destack” to adjacent hexes if possible.
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• Reconnaissance is key! If you have better sighting than your enemy, you may
be able to get in first shots. That can make a huge difference. Patrol aircraft
and Recon land units covering the border areas will work well, especially if
your Recon land units can be positioned on high ground.
• If War is inevitable, carefully weigh the benefit of getting in first shot with the
possible hit you will take on sanctions from the World Market and popularity
among your own people.
• If your government is a Dictatorship or a Communist Regime, make sure to
keep your Military Approval Rating as high as possible and minimize the
chance of a coup attempt.
• Consider the timeline for the scenario when constructing new units. If you
are playing a scenario that will likely be complete within six months, it may
be a waste of resources to build a unit that will not be finished by then.
However if you think you might need it in the next level up, starting
construction in one scenario could give you an advantage in the next.
Capturing Commodities and Treasury
When you capture cities, bases, or production facilities, you will acquire some
of the losing region’s stockpiles of goods. Similarly, should you capture your
enemy’s Capital, you will obtain a portion of their Treasury (this assumes that
capturing the capital is not a victory condition. If it is, then you get all of
production stock, their treasury and their remaining land).
Damage Effects to Facilities
When Industrial Facilities take battle damage, their production capabilities are
reduced. When a base takes damage, this not only affects the build time for
any units under construction, but any units that are in reserve will also suffer
damage. Although inflicting some damage on a base or facility is relatively
easy, destroying it totally is difficult and requires a dedicated effort. Note: Any
un-deployed units in a base that is destroyed are also lost.
Deficit Spending Rules
At times in Supreme Ruler 2010 you may find that your treasury has gone into
the negative. Regardless of this, some spending will continue.
Deficit Spending Items (these will continue to cost even when a treasury is
negative):
•
•
•
•
•
Raw Material and Industrial Production
Military Salaries and Maintenance
Research
Social Spending
World Market Membership Fees
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Supreme Ruler 2010
Supreme Ruler 2010
Spending on other items however is halted whenever a treasury goes into the
red…
Frozen Spending:
• Unit Production (Unit construction will not progress)
• Facility Construction (Building construction will not progress)
• Product Purchasing from International Markets
• Treaty Payments
NBC Weaponry
(Nuclear / Biological / Chemical)
No modern conflict can hope to ignore the existence of weapons of mass
destruction. They are a disturbing part of modern military strategies and
tactics. These weapons are included in Supreme Ruler 2010, but as in real life,
the consequences of their use will likely offset any possible benefits.
Nuclear Weapons – Delivered by use of Missiles. Missiles can be equipped
with either smaller yield “Tactical” warheads or much larger “Strategic”
payloads depending on the missile unit selected. The largest nuclear warheads
are those delivered by ICBMs (Intercontinental Ballistic Missiles) and MRBMs
(Medium Range Ballistic Missiles). Missile Silos and Submarines launch both
ICBMs and MRBMs. Note: It is possible to intercept missile units, but due to
their speed only MDI (Missile Defense Initiative) Capability offers effective
protection against Ballistic Missiles.
Chemical Weapons – Are delivered by either missile systems or by artillery.
Chemical weapons are generally used as Tactical Weapons in Supreme Ruler
2010, limiting their range of effect.
reaction to Weapons of Mass Destruction will usually make their use
tantamount to suicide.
Satellites
There are three Satellite Technologies used in the game: Communication
Satellites, Reconnaissance Satellites, and those satellites that are needed as
part of a Missile Defense Initiative. To launch any satellites you must have a
Launch Pad. Once deployed, the effects of satellites are immediate and
automatic.
Communication Satellites:
The effect of communication satellites is somewhat abstract to a region. They
will improve the communications between Military Command and the Units in
Field to improve unit response times and order understanding. They are also a
necessary technological step on the road to develop Reconnaissance Satellites.
Reconnaissance Satellites:
As their name reflects, these will provide intelligence information on troop
movements throughout your current scenario. As more satellites are launched,
the coverage of the map increases until you can virtually eliminate the Fog of
War.
Missile Defense Initiative Satellites:
These are an integral part of a Missile Defense System. Similar to
Reconnaissance Satellites, more map coverage is achieved the larger the
number of these satellites there are in orbit.
Biological Weapons – There is much debate over the actual effectiveness of
such weapons and the inability to properly control the dissemination of the
contaminant. For purposes of game play, Biological weapon use is only
available as a “Covert Ops” attack. Once initiated, the World Market News will
report the effects.
NBC Retaliation: Because of the method of delivery, the use of Chemical and
Nuclear Weaponry will be directly traceable to its source region. There is no
way within the game to clandestinely use either of these WMD’s. Since
Biological Weapons are delivered through Covert Ops it is possible that the
source region of a biological attack may go undiscovered (this will depend on
the Counter Espionage capabilities of the target region). Any region discovered
employing NBC Weaponry in the game (except in retaliatory action) will
become an international pariah and subject to extreme reactions not just from
other regions within the scenario, but from the World Market as well. World
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Supreme Ruler 2010
CREDITS
BattleGoat Studios
Lead Designer
David Thompson
Lead Programmer / Project
Manager
George Geczy
Game Designer
Daxon Flynn
Christian Latour
Development Assistance
Nabil Yared
Graphics
Norm Olsen
Christian Latour
Andy Montgomery
Chris Morrison
Logo Design
Les Parsons
Unit Renders and Objects
Christian Latour
Alf M. Comps
Svetla Staykova
Kenneth Mitchell
Moebius
Design Contributors /
Principal Testers
Peter Gilman
Paul Latour
Mark Matthews
Ian McEwan
Chris Morrison
Blair Scouten
Mark Vermeer
Web Design
Daxon Flynn
Christian Latour
George Geczy
David Thompson
Forum Design and
Maintenance
Ali Kahn
Major Forum Contributors
Steelsky / Son of Moose /
India 51a / Baloogan /
Tkobo / Juergen / 3iff /
Hellfish6 / Empier4552 /
Slash78 / XeroMan /
Ashbery76 / Reddemon /
Dust off / Lord Bungla /
Shutzen / Herr Neumann /
Redshadow
Satellite Imagery
Source Imagery data from
NASA; Topography data from
United States Geological
Survey. Imagery datasets
compiled and created by
Reto Stockli of the NASA
Goddard Space Flight Center.
Thanks for the help!
Scenario Designers
Daxon Flynn
Nabil Yared
Christian Latour
David Thompson
George Geczy
Map Editors
Sandra Thompson
Andrew Geczy
Nabil Yared
Christian Latour
David Thompson
George Geczy
Steve Rozon
Special Thanks
Jürgen Koch
Timothy James Kobovitch
Beta Testers
BattleGoat Studios would like
to thank the hundreds of
external beta testers who
helped out throughout the
beta cycle.
Special Inspirational
thanks to…
The Goat
Strategy First Inc.
Director of Marketing
Steve Milburn
Producer
Jay Podilchuk
Business Development
Manager
Pro Sotos
Localization Manager
Jay Podilchuk
Manufacturing Coordinator
Emanuel Protopapas
Graphic Design
Les Parsons
Trigonometric Advisor
John Geczy
Sound Design
Philippe Charron
Sound Contributor
Blair Scouten
Web Design
Hugo Trepanier
Manual & Other Writing
David Thompson
George Geczy
PR Associate
Alison Sutton
Military Advisors
Richard Byrd
Narayan Sengupta
Ludovic Monnerat
David Lapham
Nabil Yared
Captain Christopher Hunt
Ali Kahn
Slash78
Draken
152
Customer Support
Brock Beaubien
President
Don McFatridge
Senior V.P.
Brian Clarke
V.P. Creative Development
Richard Therrien
V.P. Systems
Dave Hill