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 ii 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 iii 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. 1 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. 3 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 10 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: • • • • 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. 11 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: • • • • • 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! 12 13 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. 14 15 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 16 17 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. 18 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. 19 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- 20 21 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. 22 23 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 24 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. 25 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 26 “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 27 Supreme Ruler 2010 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 28 29 Supreme Ruler 2010 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 30 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. 31 Supreme Ruler 2010 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 32 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 33 Supreme Ruler 2010 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). 34 35 Supreme Ruler 2010 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. 36 37 Supreme Ruler 2010 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. 38 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. 39 Supreme Ruler 2010 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. 40 41 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 42 43 Supreme Ruler 2010 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. 45 Supreme Ruler 2010 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 46 47 Supreme Ruler 2010 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. 48 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. 49 Supreme Ruler 2010 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.) 50 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, 51 Supreme Ruler 2010 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 52 53 Supreme Ruler 2010 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. 54 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. 55 Supreme Ruler 2010 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. 56 57 Supreme Ruler 2010 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 58 59 Supreme Ruler 2010 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. 60 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 61 Supreme Ruler 2010 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. 62 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. 63 Supreme Ruler 2010 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. 64 Helicopters / Interceptors / Fighter Bombers / Bombers / Recon / Unmanned (“UAV”) / Supply-Transport From left to right… Submarines / Aircraft Carriers / Destroyers / Frigates / Patrol Boats / SupplyTransport 65 Supreme Ruler 2010 Supreme Ruler 2010 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. 66 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. 67 Supreme Ruler 2010 Supreme Ruler 2010 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. 68 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 69 Supreme Ruler 2010 Supreme Ruler 2010 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”. 70 71 Supreme Ruler 2010 Supreme Ruler 2010 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. 72 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. 73 Supreme Ruler 2010 Supreme Ruler 2010 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 74 75 Supreme Ruler 2010 Supreme Ruler 2010 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 76 77 Supreme Ruler 2010 Supreme Ruler 2010 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. 78 79 Supreme Ruler 2010 Supreme Ruler 2010 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. 80 81 Supreme Ruler 2010 Supreme Ruler 2010 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. 82 83 Supreme Ruler 2010 Supreme Ruler 2010 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. 84 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… 85 Supreme Ruler 2010 Supreme Ruler 2010 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 86 87 Supreme Ruler 2010 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. 88 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. 89 Supreme Ruler 2010 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 90 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 91 Supreme Ruler 2010 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. 92 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) 93 Supreme Ruler 2010 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 94 95 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. 96 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. 97 Supreme Ruler 2010 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 98 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. 99 Supreme Ruler 2010 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 100 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 101 Supreme Ruler 2010 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… 102 103 Supreme Ruler 2010 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 104 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. 105 Supreme Ruler 2010 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: 106 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. 107 Supreme Ruler 2010 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. 108 109 Supreme Ruler 2010 Supreme Ruler 2010 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. 110 111 Supreme Ruler 2010 Supreme Ruler 2010 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. 112 113 Supreme Ruler 2010 Supreme Ruler 2010 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 114 115 Supreme Ruler 2010 Supreme Ruler 2010 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. 116 117 Supreme Ruler 2010 Supreme Ruler 2010 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). 118 • 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. 119 Supreme Ruler 2010 Supreme Ruler 2010 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.) 120 121 Supreme Ruler 2010 Supreme Ruler 2010 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 122 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. 123 Supreme Ruler 2010 Supreme Ruler 2010 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. 124 125 Supreme Ruler 2010 Supreme Ruler 2010 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, 126 127 Supreme Ruler 2010 Supreme Ruler 2010 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. 128 129 Supreme Ruler 2010 Supreme Ruler 2010 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 130 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 131 Supreme Ruler 2010 Supreme Ruler 2010 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 132 133 Supreme Ruler 2010 Supreme Ruler 2010 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. 134 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). 135 Supreme Ruler 2010 Supreme Ruler 2010 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) 136 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) 137 Supreme Ruler 2010 Supreme Ruler 2010 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) 138 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 139 Supreme Ruler 2010 Supreme Ruler 2010 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) 140 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) 141 Supreme Ruler 2010 Supreme Ruler 2010 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) 142 143 Supreme Ruler 2010 Supreme Ruler 2010 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 144 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 145 Supreme Ruler 2010 Supreme Ruler 2010 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 146 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. 147 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. 148 • 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 149 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 150 151 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