![]() ![]() While energy production structures can be built anywhere, the mass extractors can only be set up on specific points. ![]() Building all your structures requires two primary resources: mass and energy. The economy has also been adjusted to a more traditional style, trading flexibility for ease of management and maintenance. It also means the tanks and point defenses you build at the start of the game are useful right up until the finale, because you can upgrade them through the tech tree with increased health, regenerative abilities, and bolstered veterancy rates to make them more effective in battle as they continue to survive. Instead, you just have one engineer that's the same from beginning to end. In practice this means you no longer have to fiddle around with useless Tech 1 units and be forced to rebuild engineering squads every time you tech up a building. Instead, all upgrading now takes place on a tech tree. Specifically, the Tier levels from the first game have been entirely done away with. The mechanics of upgrading and building are more intuitive. Any player who tried out the first game and found it too dense will definitely want to take a look at Supreme Commander 2. It makes for a more digestible, though slightly less rewarding, real-time strategy experience. To make things a little easier to digest in the sequel, Gas Powered Games made a number of adjustments to speed up the pace of play and simplify the upgrade process. The sheer number of options to consider when building your forces can be overwhelming at times. Just like in the original, the thrill of the game is building gigantic armies and moving them across land, sea, and air to annihilate the opposition in a brilliant fireworks display of explosive carnage. ![]() That's the way of battle in Gas Powered Games' Supreme Commander 2. ![]()
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