BrewLAN is a mod for Supreme Commander: Forged Alliance that has been in on and off development by a team of one for over half a decade. It adds a wide variety of new units for all factions, as well as offering several new game modes and features. The core design goals for the mod are simple; to add new, interesting, and visually aesthetic units which complement those already in existence and to maximize technical compatibility with other mods.

Early history

Development for BrewLAN began on the 26th of August 2009, under the very short lived name of the "Tech 1 Balance Mod", because that was initial inspiration to create the mod; to balance tech 1 after a particularly unbalanced-feeling vanilla tech 1 only match. The actual name "BrewLAN" was adopted from a LAN party of the same name, hosted at the home of Joshua Wilson (CHCJoe) within the first week of development, where the mod saw its first multiplayer usage. The LAN itself taking its name from the fact CHCJoe was notorious for his tea; his enjoyment of it, and his frequent offering of it. Shortly thereafter, the first public download of BrewLAN, version 0.2b, was released on 13th of October 2009 with a sum total of 16 new buildable units (17 if you count the modified Novax, 18 if you count the Novax satellite separately); around a seventh of the current unit count.

Recent releases

The latest public release is version, a hotfix for the 2014 Christmas surprise release; version 0.5.8. The download for accidentally excludes the SCD file. Make sure to follow the installation instructions and download it. The BrewLANniversary edition, version 0.5, was released on the five year anniversary of the first public download; 13th of October 2014.

New units

BrewLAN version adds 108 new playable units. 25 for Aeon (T1: 7; T2: 6; T3: 11; EXP: 1), 25 for UEF (T1: 7; T2: 3; T3: 13; EXP: 2), 27 for Cybran (T1: 4; T2: 5; T3: 15; EXP: 3), and 31 for Seraphim (T1: 7; T2: 6; T3: 15; EXP: 2). You can find more details by clicking each of these images:

New game modes and modules

In addition to the units, BrewLAN now also offers additional sub-module modifications for adding additional variance to game play, and has some optional extra features separated from the main mod. The first two offer new game modes with different starting or victory conditions, the second two offer small tweaks with big impacts on gameplay (that probably exist elsewhere almost identically, they are quite simple in concept), and the final two are specific to BrewLAN. They are as follows:

  • Crystal Hill: A King of the Hill style game mode, which features a large crystal in the center of the map. Capture the crystal by moving units near it, and if necessary, killing the units already there. Once it has been captured for the first time it starts a 20 minute countdown. At the end of this countdown, each player who isn't allied with the controller of the crystal, loses the game. If control of the crystal changes within the last 5 minutes, then the countdown resets to 5 minutes. Symmetrical maps with flat land in the dead center of the map work best. AI support for Crystal Hill is partial. They will send troops and drop ships to the area and scout it out, and sometimes camp it with small armies, but not much past that unless they would usually occupy the center on the chosen map.
  • Paragon Game: A few vs many asymmetrical style game mode. If teams are fixed, the player(s) on the smallest team(s) each start with an experimental resource generator with four tech 3 shields around it, and a Support Commander. If teams aren't fixed then everyone starts with them and it becomes like playing with nothing but time. This mod also adds 3 factional experimental resource generators, so Aeon don't get a home field advantage on Paragon access, and restricts access to them for players who didn't start with them, so only the players who started with them can ever build more. Additionally the Paragon was removed from the 'game ender' restriction unit list, so the other game enders can be restricted without breaking the game mode. There is currently an issue with maps that have civilians, in that they are counted as a separate team, which means the starting units will only be awarded to players without allies on those maps. The AI sometimes does strange things if they start with an experimental resource generator.
  • Metal World removes the build restriction from anything that would be built on a mass point, which is usually just extractors unless you have other mods, and removes mass points from the map. This breaks regular AI, although Sorian AI have some cheaty work arounds in place that make them work with this.
  • Waterlag adds aquatic abilities to each building that isn't a factory, wall, silo, or experimental. The amount of mileage the AI get out of this is based entirely on the map.
  • BrewUI adds the additional field engineers to the idle engineers tab. Its a UI only mod that checks if BrewLAN is active before doing anything, meaning if you play a game without BrewLAN for any reason you don't need to disable it to prevent it from being active. Its separate from the rest of BrewLAN because there are many other mods that alter that part of the UI, and it can cause compatibility issues.
  • BrewLAN: Gantry AIx 1 adds an extra level of difficulty to UEF Sorian AIx's. Use if regular AIx isn't enough to challenge you. For modders interested it also acts as a scripting side example of how to create mods for mods.

Multilingual support

BrewLAN has full language support for English, and almost complete support for French, German, and Russian. These translations are only lacking for the unfinished Seraphim Experimental Resurrection Engineer, which was a prematurely released bonus in the Christmas release, but are otherwise complete. Of the sub-module mods Metal World, Waterlag, and BrewUI add no new text to the game, so as such will function as expected for any language. Crystal Hill on the other hand has new text notifications, which are available in English, German and Russian (0.6+). While Paragon Game only 3 words of new text (the names of the race specific Paragon alternatives), which are available in English and Russian (0.6+)

German localisation by 106.Bluebird, French localisation by asdrubaelvect29 and jaisse, and Russian localisation by theonewhonevergivesa. If you would like to see BrewLAN translated into your language you can help! The majority of the translating is done in this one document, the sub-mods have separate localisation documents. There are many benefits including your name on the credits, this mod being available in your language, and possibly even being able to name one or more units (especially in your own language).

No special installation is required for non-English language versions. If you are running the game in French, German, or Russian then you will see BrewLAN units in those languages. If you have any issues, bugs, spelling corrections, or anything else that requires my attention you can send me a message directly, or leave a comment below.

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The fourth and final section. Finally.


Aeon units available in 0.5They get 6 units each at tech one and two, eleven at tech three, and a single experimental. (Although the Salvation gets re-listed as an experimental.) They get an entire 10 units with fully unique models (although 3 of those share the same custom model with different bits hidden), including one of only two walkers in BrewLAN; and the only one with a custom walk animation. This is mostly due to the fact that their art style is amorphous shiny sliced blobs, and are quite easy to make fully custom models for.

Tech 1

Field EngineerVivifier: Tech 1 Defense Engineer
"Tech 1 amphibious construction, repair, capture, reclamation, and mine layer unit. It is equipped with a personal shield and can build specialist defenses."
Unlike the other races field engineers, the Aeon defense engineers don't come equipped with weapons, instead only featuring a shield. If you are paying enough attention to micromanage, they can still beat the other field engineers in 'combat' by reclaiming them.

Light GunshipRespirer: Tech 1 Light GunshipTech 1 Gunships
"Light Gunship. Primary role is base defense. Effective against low-level ground units."
The respirer, being one of the first ever units added to BrewLAN, is over five years old. I have always planned to give it a more unique appearance than that of a distorted slightly retextured version of the tech 2 gunship... yeah... eventually.

Light Artillery InstallationCharis: Tech 1 Light Artillery InstallationAeon Resource Base
"Light stationary artillery. Designed to engage low to mid-level units."

Pressure MineMolehill: Tech 1 Pressure Mine
"An all-terrain, low damage, pressure detonated, mine system. Visible only to Omni."
The molehill technically counts as one of the units with 'fully unique' models, but its just a round shiny blob (Like any other Aeon unit OOOH BURN). But its a mine, its there to exist and explode people.

Light Shield GeneratorAspis: Tech 1 Light Shield Generator
"Generates a protective shield around units and structures within its radius. Upgradable twice."
This unit was another named by CHCJoe. At the time he suggested the name to be for the Cybran tech 1 shield, but since my plan was to bump the ED1 down to tech 1, along with the very clear naming convention of Cybran shields, that wasn't to be. Similarly for UEF and Seraphim tech 1 shields, they both had very clear naming conventions I wished to follow. Leaving Aeon, where it fits almost perfectly. Incidentally, the name 'aspis' comes from the ancient Greek word for shield, so if you build more than one they would be 'aspides'.

Light Air Staging FacilityPedestal: Tech 1 Light Air Staging Facility
"Light air staging facility. Repairs and refuels individual aircrafts."
This was the first of the tech 1 air staging facilities completed, and for a while was the only one. Mostly because it was the only one I had a proper idea of what I wanted it to look like. For a while it was also unable to pay host to tech 3 aircraft. Since it can hold the same number of tech 3 aircraft as the tech 2 air staging facility its more space efficient, however it doesn't repair them as fast, but its a good option for bulk refueling, if population limit isn't a concern.

Tech 2

Field EngineerButler: Tech 2 Defense Engineer
"Tech 2 amphibious construction, repair, capture, reclamation, and mine layer unit. Equipped a personal shield and radar."
This is one of a parallel pair of tech 2 alternative engineers with names taken from the family names of people who attended the namesake LAN party. The other being the Cybran 'Wilson', of course.

Tactical BomberImpaler: Tech 2 Tactical BomberAeon Tech 2 Bomber
"Mid-level tactical bomber. Equipped with a light Quark bomb and radar."
The impaler is a rare case, in that it was one of the only units which has a completed appearance before anything else. All other units started out the other way round; with a specific slot or role in mind, often with specific statistics but with without a defined appearance. As for the unit itself, impalers are basically glass cannons; they are a force to be feared if unopposed, but a flak cannon or two will see them come tumbling out of the sky.

Energy StorageTech 2 Energy Storage
"Stores large amounts of energy. Construct next to power generators for adjacency bonus."
Not a particularly interesting unit, doesn't even have a name, and is one of the only units with a directly re-used models that I have no plans to change eventually.

Mass StorageTech 2 Mass Storage
"Stores large amounts of mass. Construct next to extractors or fabricators for adjacency bonus."
Unlike the energy storage, this is more than just a slightly larger version of its tech 1 counterpart; this one has a new texture. The texture is identical to the tech 1, but bigger so it doesn't look as pixelly.

Proximity MineMound: Tech 2 Proximity Mine
"An all-terrain, high damage, radar detonated, proximity mine system. Visible only to Omni."

Heavy Wall SectionTech 2 Heavy Wall SectionAeon T2 Wall
"Restricts movement of enemy units. Can sustain extreme amounts of damage."
Not as cool as the laser covered Cybran equivalent, but functionally identical.

Tech 3

Field EngineerBilmon: Tech 3 Field Engineer
"Tech 3 amphibious construction, repair, capture, reclamation, and mine layer unit. It is equipped with a personal shield and can build specialist defenses."
Armored Assault Tank
Moldavite: Tech 3 Armored Assault Tank
Scarab: Tech 3 Mobile Strategic Missile Defense
"Heavily armored assault tank. Low rate of fire, designed as a heavy support unit."

Mobile Strategic Missile DefenseScarab: Tech 3 Mobile Strategic Missile Defense
"Mobile strategic missile defense. Build costs include first missile, however the vehicle lacks a fabrication suite to produce additional missiles unassisted."

Heavy Air TransportSolaris: Tech 3 Heavy Air TransportAeon Tech 3 Transport
"Heavy air transport. Armed with a powerful shield and heavy anti-air weapons. Can carry up to 72 units."

I briefly considered making the Solaris an experimental, or able to carry experimentals. Eventually decided against both.

Decoy PlaneBeguiler: Tech 3 Decoy Plane
"Lightly armored decoy plane. Equipped with powerful radar jamming equipment designed to create multiple false radar signals. Mimics air superiority fighter movements."

Shielded Mass ExtractorTech 3 Shielded Mass ExtractorAeon Shielded Mass Extractor
"High-end Mass extractor. Must be constructed on Mass deposits. It generates a shield dome large enough to cover itself and 4 small storages."
The shield doesn't take up any power, and can't be disabled.

Shielded Power GeneratorVon Mayer Reactor: Tech 3 Shielded Power Generator
"Large power generating structure. Possesses a powerful shield, which consumes a small portion of its operating output."

Shielded Mass FabricatorTech 3 Shielded Mass Fabricator
"Large mass fabrication structure. Possesses a powerful shield, which consumes additional power."

Nuclear MineMountain: Tech 3 Nuclear Mine
"An all-terrain mine armed with a full-yield nuclear warhead. Manual detonation required. Visible only to Omni."

Heavy Point DefenseAeon T3 Heavy PD, Anti-Armor PD, & Field EngineerOrbos: Tech 3 Heavy Point Defense
"Heavy defensive tower. Attacks land-based units, sea-based units, and low-altitude aircraft with a powerful laser. Does not engage high altitude aircraft, or submerged units."
One thing about the Orbos that you can't tell from the description is that it also comes with omni, and has a tendency to stare at random stuff. It can also miss sometimes. Less than 5% of the time.

Anti-Armor Point DefenseNihiloid: Tech 3 Anti-Armor Point Defense
"Very heavy defensive tower. Attacks land- and sea-based units with a powerful oblivion cannon."


Experimental Siege TankAbsolution: Experimental Siege TankAeon Experimental Seige Tank
"Experimental hovering siege assault tank. Equipped with a powerful oblivion cannon and tactical missile defenses."
The tactical missile defense on the Absolution is one of the best in the game. Beyond that its basically similar to the Tempest.

BrewLAN 0.5.1 UEF unit overview

BrewLAN 0.5.1 UEF unit overview

1 year ago News 11 comments

The third section of four of the BrewLAN version 0.5 and 0.5.1 units overviews.

BrewLAN 0.5.1 Seraphim unit overview

BrewLAN 0.5.1 Seraphim unit overview

1 year ago News 3 comments

Continuing with the overview of units in the BrewLAN 0.5 beta; we go through the units Seraphim get.

BrewLAN 0.5 Cybran unit overview

BrewLAN 0.5 Cybran unit overview

1 year ago News 2 comments

In lieu of posting the full change log since the last public release as I usually do I have chosen to post a general overview of the mod as a whole as...

BrewLAN 0.5 announcement

BrewLAN 0.5 announcement

1 year ago News 0 comments

BrewLAN 0.5 release announcement. With screenshots of all available units.

RSS feed Downloads
BrewLAN beta

BrewLAN beta

11 months ago Full Version 122 comments

BrewLAN version Requires Sorian AI. Make sure to follow the installation instructions and download the brewlan.scd.

BrewLAN 0.5.1 beta

BrewLAN 0.5.1 beta

1 year ago Full Version 17 comments

This is a hotfix for 0.5 beta. It directly fixes the X'treme Wars crash (caused by BrewLAN assuming the Fatboy could still build) and creates a workaround...

BrewLAN 0.5 beta

BrewLAN 0.5 beta

1 year ago Full Version 27 comments

BrewLAN 5 year anniversary edition. Version 0.5 beta. BrewLANniversary. Remove previous versions of BrewLAN before installing, direct overwriting will...

BrewLAN 0.4.4 beta

BrewLAN 0.4.4 beta

1 year ago Full Version 31 comments

BrewLAN version 0.4.4 beta. Doesn't require BlackOps Icon support. Stuff. There are an entire two new things since the last version. One of them is big.

BrewLAN 0.4.3 Beta

BrewLAN 0.4.3 Beta

2 years ago Full Version 19 comments

BrewLAN version 0.4.3 beta. Released partially as a hot-fix, as this version corrects the BlackOps Unleashed incompatibility. Installation should be pretty...

BrewLAN 0.4 beta

BrewLAN 0.4 beta

3 years ago Full Version 22 comments

At long last, after two and a half years, a release. BrewLAN 0.4 beta. Remove any older versions of BrewLAN before installing. Requires BlackOps Global...

Post comment Comments  (20 - 30 of 343)
GC_dzbanek Oct 12 2015 says:

Here are my coplaints (complaints...? can't find better name for it) about experimentals and such. Also some suggestions - taking into account Your to-do list from Github.

- Scathis is labeled as "game ender", but on maps larger than 20x20 it's not accurate enough to take down anything - even base, if it's shielded. High firerate and AoE cannot make up for low accuracy and per-hit damage. *Will add screenshots if needed*

- Engineering resource generators are like tier below their counterparts from other races. They're useful, but not as much as Aeons' shielded or Seraphim armoured ones.

Seraphim and Aeons are pretty much fine.

Suggestions, ideas & such:
- >>Shield<< could have not high durability, but fast regen rate, to make it differ from Iron Curtain.
- >>Mine<< could have same explosion as T3 mine, but with additional EMP effect with enormous range and long duration.
- >>Suthanus<< Wait, isn't Suthanus their T3 mobile artillery?

- >>Strategic experimental 2<< could be total opposite of their military doctrine - very high accuracy and per-hit damage, low AoE and firerate (to compensate for current Scathis flaws). Maybe orbital laser strike with point damage?

- >>Strategic experimental 2<< could be mobile (maybe amphibious or flying) thing firing long-ranged (something likecurrent T2 artillery) volleys of 100% accurate shots at targets, going in straight line.

- T3 tactical lauchers for every faction. This is currently only weapon of it's kind, being sth between T3 strategic launchers and T2 tactical ones. Ideal for clearing out froups of lesser units.
- T2 walls are hard to place properly. Well, mostly aesthetic thing.

And please, keep in mind that there are only suggestions. I don't even hope for any of these to be included in the mod... Though such possibility exists.

+2 votes     reply to comment
theonewhonevergivesa Oct 13 2015 replied:

My two cents, I hope you won't mind.
My idea is for Cybran >>Strategic experimental 2<< to be a cruise missile bomber. I.e. a big plane with tactical/strategic (optional - SMs built in a similar vein to T3 Strat Missile Subs, but can be launched only in flight) missiles. Alternatively, a flying long-ranged microwave laser.

I doubt that it can be coded and I will not mind if this suggestion will be rejected for any reason(s).

+1 vote     reply to comment
Balthassar Creator
Balthassar Oct 15 2015 replied:

The Scathis is easily the weakest of the four. I agree. And to that end I have just lowered its costs by about 1%. It gets a good degree better when surrounded by power plants, and that now offsets that cost. As for being specifically labeled as a game ender; it's close enough to the other 3 that any situation where they are restricted it should be as well.

The UEF engineering resource buildings have many issues, and I already plan to rework them at some point, but that is extra cause to. (The main reason is that there is a bug where resource buildings that are using more than they are producing stop producing at all, and suddenly crash your economy totally).

Being a large bubble would already make it too close to the Iron Curtain for me; which is why I was going to make it either 'project' shields onto units individually, or make it not a shield.
It being a seraphim mine, I was going to give it the residual energy signature of their walker.
Yes. They both take their names from the weapon. It's the equivalent of calling the Mavor 'Artillery'. I never realised the T3 mobile was already called this, and when I did notice, I didn't bother changing anything and hoped no one else would notice.

I don't like orbital lasers. They make for bad gameplay experiences. But that did give me an interesting idea for an experimental...

What you have described there is the Absolution.

T3 tactical launchers I had already considered mostly because I hate the amount of micro it takes to make T2 tactical launchers good. It was a maybe list unit that never made it onto the maybe list.

Unfortunately for T2 walls, if they lined up with things like T1 power plants things would walk between them.

'Strategic' experimental meant building.

Flying nuke launcher is an interesting idea, but unless I do an extra set of flying experimentals is unlikely. It would in no way be hard to code.

+3 votes   reply to comment
GC_dzbanek Oct 15 2015 replied:

It's cost is like if it was just a bit weaker than other three (four with Paragon) game enders - but the difference is bigger. Having theoretical range of Mavor, in practise anything - even pretty large base - farther than 15 km will receive only hit or two per minute... If it's unshielded, of course. Doubling firerate with generators will make it receive two to four shots per minute, then. Up to seven if You are lucky. I'm certainly not.
That was the reason for which it was able to move - close ditance to target and actually hit it.
This is just short. If You are interested, here's full post:

+1 vote     reply to comment
GC_dzbanek Sep 25 2015 says:

Two questions:
1. Is it still being worked on? It's awesome.
2. Will You make it FAF-exclusive like Nomads, or rather for both vanilla FA and FAF? It's awesome.

+1 vote     reply to comment
Balthassar Creator
Balthassar Sep 25 2015 replied:

Two answers:
1. It is very much still being worked on; you can actually see the current development state on GitHub, which I have linked around in various places. Thanks.
2. Both. Primary platform is Steam vanilla FA, because that's what I use. FAF support isn't complete in places, but there are some FAF specific scripts in BrewLAN; for example: the costs of some BrewLAN air units change on FAF to respect the various balance changes between the two. Thanks.

+2 votes   reply to comment
GC_dzbanek Sep 25 2015 replied:

Good for me, as I'm regular FA user as well. If it won't be problem for You, then posting shortened mod to-do list would be great. I also have three small suggestions, but I bet You have enough work with the mod ;)

+1 vote     reply to comment
Balthassar Creator
Balthassar Sep 26 2015 replied:

I have a to-do list, although it is also my 'done' list and 'other ideas' list. I wouldn't really call it short though. The latest version is here: Statuses.txt

+1 vote   reply to comment
GC_dzbanek Sep 26 2015 replied:

Thanks, I'll definitely take a look.
EDIT: This link doesn't work for me. I'm not familiar with Github, but I bet it won't take me much time to find it on my own.

+1 vote     reply to comment
Balthassar Creator
Balthassar Sep 26 2015 replied:

Oh, moddb cut the end off it.
You will need to paste the " Statuses.txt" to the end of it.

+1 vote   reply to comment
GC_dzbanek Sep 27 2015 replied:

Ah, so that was problem. Thanks!

+1 vote     reply to comment
dstojkov2002 Sep 17 2015 says:

Hi Balthassar,

Your mod got finally a lobby but we need to discuss the future packing of the mod so that it can fit better in my lobby

lobby link



+1 vote     reply to comment
Guest Sep 11 2015 says:

This comment is currently awaiting admin approval, join now to view.

Balthassar Creator
Balthassar Sep 11 2015 replied:

There is a button in the very bottom left, just under move orders. It's a custom button that looks like an air superiority, so if you're playing on FAF or didn't install the SCD it will display as a single pixel. It's still clickable like that, but it's bloody awkward.

+1 vote   reply to comment
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