

In TA and SupCom 1, resources were generated and spent continuously. #Supreme commander 2 torrent full full#Ī construction project would drain resources continuously as it was built, where most other strategy games require full payment upfront, and then the player waits for the unit to complete- the model to which SupCom 2 switched. The stated reason for this is that supposedly the SupCom economy system was too confusing, and players would become frustrated when they didn’t have enough of one type of resource (frequently energy). Regardless of whether this is true or not, too much is lost by scrapping the continuous economy entirely.
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#Supreme commander 2 torrent full how to#Ī 2-minute guide to the SupCom 1 economy, even covering advanced topics such as how to open, assisting, and even linking buildings, is here. On the surface this does not seem like such a significant change, however its effects are TREMENDOUS. First of all, it severely limits how expensive projects can be, especially with respect to the cost difference between the low-end and the high-end units and facilities. In SupCom 1, the UEF T1 tank will cost you 56 mass, whereas the Rockhead UEF tank in SupCom 2 will run you 40 mass. However this cost difference is irrelevant- let us abstract out the two games’ tank costs and say both games’ tank costs you one TU, or Tank Unit.

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