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Your controls are minimal, and the results dispiriting. Their placement in relation to the enemy appears to be completely arbitrary, so that you may have most of your force facing one unit in an enemy convoy, or all of theirs facing one of yours, at any given time. The actual placement of the units themselves appears below as blips on a radar. When you finally go to war and fight the enemy, you move to a screen where the top part, displaying the military units spread out over both sides, doesn't represent anything save unit strength. It all looks nice, but why can't the Netherlands build a single air unit, despite having a range of naval class vessels at its disposal? Multiple this along international lines, and you have a very unbalanced world whose military forces resemble nothing seen elsewhere. Strange Wars You can build land, sea, air and strategic military units in SuperPower 2, with design elements researched in such fields as gun range and missile precision.
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And as the manual is a PDF file, this could have quickly been changed before shipping. What's puzzling about this is how easily the additional endings could have been implemented as game winners. The manual also lists a total of eleven conditional game goals you can choose from, including "Country X controls region Y," "Country X joins Treaty Y," and "Country X builds nuclear weapons." But in fact SuperPower 2 only offers two. Alternatively, you can play a freeform game. Fortunately, you can change the game speed easily, with a click in one of five speed boxes but this is another case where developers ignored requests after an earlier release for easier access to the interface. This goes for watching the progress of multiple conflicts, too: you have to scroll all over the globe, or attempt to jump accurately using the mini-map. Sure, the Home key will bring you back to your country, but if you want to automate a third level economic screen without clicking on the appropriate icons to bring the first two level screens up, you're out of luck. There are almost no hotkeys, just as in the original SuperPower, and none that are customizable. You make your choices then you're told you used inapplicable nations, and have to start all over again.
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They're not color-coded, so if you don't remember which countries are out-of-bounds for your selected treaty proposal, you're also out of luck. Instead, you have to enter another, much larger screen, which entirely blankets the first, and where all the nations in the world are listed. For example, in the treaties box, you can click to select a treaty type, and see flags of all the other nations to whom your nation can apply it but you can't drag those flags over to yours to propose that treaty on the spot. Several of these boxes are poorly designed. You have to click on the upper right hand corner to close it. You can move but not resize any of the many info boxes (divided among Diplomacy, Economics and Military from the main interface) in the game, and these can end up nested four deep on your screen. The feedback box for world events is only a single line, so items of importance from all over can rush by if you're not careful. You can zoom in, which helps define military convoys, and does nothing else: no roads to observe, no cities to see. Click on info for a bit of national information. Right click, and choose one of more than a dozen ways to color the map according to political control, population density, etc. Who can resist a large, slowing turning globe in the darkness of space? Click on a nation, and it's highlighted. Starting Out The interface initially looks sleek. GolemLabs' SuperPower 2 is certainly ambitious enough, but they get so much wrong that it's actually more frustrating to play than Shadow President, or its immediate successor, CyberJudas. Unfortunately, nobody's been able to produce a global simulation since then that is any more sophisticated or accurate. This formed the basis of Bob Antonick's innovative if primitive Shadow President, which I praised in a review at the time.
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At that time, a Russian developer figured out how to condense the entire CIA World Book of Facts in a fashion that made its numbers crunchable and its variables applicable to all nations. Global simulations of diplomacy, economics and military might really only became possible a decade ago.