War in Superpower 2 is a very hands-off affair, with no tactical control over the battles as they play out. Combat in Superpower 2 is decided by several factors: the technology level of the armies, the numerical strength, the unit composition, training, and pure luck.
Technology[]
Technological level is determined by how much technology each army has researched, and then how many points they put into a unit. These points determine attributes such as the speed, stealth, and firepower of a unit. The trade-off is that units cost more to build and upkeep the more advanced they are.
Units[]
Unit Types and composition are also important. Even if a massive army of highly trained infantry attacks a much smaller army of tanks, attack helicopters, attack aircraft and bombers, the infantry swarm will be annihilated. Units in Superpower 2 are more effective against different types of units[1]. Fighters are highly effective against other aircraft but are terrible at destroying ground units. Bombers vice versa. A good mix of forces will, often times, carry the battle against a numerically superior army that is heavy on one or two types of units.
Waging War[]
War itself is declared by a power against another power. Either by moving a unit onto another nations territory without an alliance or trespassing treaty, or by selecting the "Request War" treaty. Once war is declared, the two nation's armies can enter combat by moving close to each other. If a unit is alone in the territory of another nation and there are no defenders in that territory, the land will fall under the military control of the attacking nation. Political control will remain with the defender.
War is mostly fought on the land and sea, with air units being attached to land armies and almost never operating alone. In non-Steam and GOG versions of Superpower 2, units can launch amphibious invasions no matter how many enemy ships are near the invasion site.
Other nations may enter the war on either side and quickly alter the balance of power.
Joining side A (the aggressor side) of a conflict applies the same penalty to diplomatic relations as if that country drafted its own war declaration treaty against the country on side B (the victim side). This is important as negligently joining an aggressor when the country has positive relations with the victim country will bring even harsher penalties to that country's international relations.
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In the Steam and GOG version of Superpower 2 you need capital ships (Destroyers or Aircraft Carriers) to invade via the ocean.
Ending War[]
War is either ended when both nations agree to a peace, or one of the two starting nations completely annexes the other. Annexation is a declared treaty and after six months all of the territories under military control of the attacking nation fall under the political control of the attacking nation. If all territories of the defender are annexed, that nation ceases to exist.
AI countries that have lost at least one region will be extremely reluctant to desire peace.
Be warned! Annexation lowers your diplomatic relations with all other countries. In some cases, high-aggression AI will quickly rally towards the defender-country in a war and form an international coalition against the aggressor, capable of defeating even the most powerful armies.
References[]
- ↑ SP2.GLM, efficiency.dat