Supreme Commander 2 Guide
2010 ยท Real-time strategyDigital cover

Game guides
| Guide | What you will find |
|---|---|
Getting started | Build useful production and choose a research branch that supports it. |
Economy & production | Pay for the next army while expanding into defendable territory. |
Units & factions | Compare the roles and limitations of Supreme Commander 2 forces. |
Army counters | Use information and a balanced force before a major attack. |
Experimental planning | Unlock a large machine when it answers a concrete battlefield problem. |
At a glance
| Focus | What to know |
|---|---|
| Spend research with a goal | Unlock a connected branch that improves the force you can afford. |
| Keep mass sites protected | An exposed extractor is an easy economic target. |
| Check each faction's movement options | Illuminate hover units and Cybran naval upgrades change approach routes. |
Units & factions View guide โ
| Name | Role | At a glance |
|---|---|---|
| UEF | Human military faction | Uses conventional armies and experimental vehicles such as the Fatboy II. |
| Illuminate | Advanced technology faction | Has hover-based land options and distinctive experimental machines. |
| Cybran Nation | Cybernetic faction | Uses flexible machines, including naval units with research-based mobility. |
| ACU | Commander | Constructs the first base and can be enhanced through research. |
| Engineer | Builder | Constructs, repairs and assists production. |
| Research Station | Research structure | Adds research income for technology unlocks. |
Quick answers
| Topic | Go straight to |
|---|---|
| Getting started | Start with mass and energy โ |
Pictures All pictures โ
References
| Reference | Website |
|---|---|
| Supreme Commander 2: game and edition overview | store.steampowered.com |
Getting started
Economy & production
Units & factions
Experimental planning