Welcome, welcome to the first ever, and original mod for Supreme Commander 2. Initially released on March 10th 2010, this mod features over a year of long and hardworking development. Featuring the original Forged Alliance / Total Annihilation drain based economy, and all units having now been scaled down; this mod aims to recreate the epic feel and strategic depth of its predecessors.

You can now join the official steam group at Steamcommunity.com

- Rate-based economy system, i.e FA/Supcom1/TA system
- Scaled down units, projectiles and most effects,
- Debug features,
- Z key for console,
- Ctrl+N rename dialogue,
- F8 Custom Markers
- X key for economy widget,
- Y key for economy Overlay
- Coding framework for easy customisation of new units

UPDATE 1.1 24/MAR/2011

(This mod is now built for use with CerusVI's mod Manager, see:Moddb.com, so that you don't have to overwrite the files time and time again)Today brings another update, focusing mainly on some major bug-fixing with the fixed economy. This also brings in a visually updated real rates economy widget, of which user OverRated, from the Revamp team created with using my code. Kudos to him for making it look nice and pretty.

Changelog as follows:

-When building units from factories / experimental units, no longer are you immediately charged when building
-Economy widget has been updated and moved underneath the economy section of the main UI (Unlike Revamps proposed edition, this mod DOES support any and all resolutions)

-This mod now supports the addition of units from other unitpacks and automatically converts the economy.


Download, extract and load into the mod manager to play.

UPDATE V1.0 [16/MAR/11]

Though a week past this mods anniversary, this update is released in light of that. Featuring the largest ever collection of clever work-arounds and fixes for long-standing near to impossible issues, this update finally allows the game to be played as it should have been. What has been done:


A new UI widgit is created on the start of a game, this shows you your real net income/losses due to your units constructions, this can disabled and re-enabled with the X key.

All -0 / -0 cost values have been fixed using another clever workaround, the only unfixable issue is that it shows the values of negative, but hey- you do have values! :P

In addition to this, the AI has been tweaked further to support the updated economy and shouldn't stall much with their own resources.

The projectile scaling code has been further tweaked, thanks to GPG user Mithy which also nicely fixes several issues with the core games projectile and effect scaling.

The F1 key no longer crashes the game - Thanks to modding friend LiveOrDie or Overrated for helping me find what was causing it.

All Mass Extractors have had their mass income doubled since the rate of income is too slow for the drain based economy. - Some preliminary exponential growth code has been added, though will hopefully be functional in later releases

Currently the UEF bomber now has a prototype carpet bomb functionality, the feature will be worked on for the rest of the bombers as a spiffy new feature.

Update 0.94B
- Implemented code that allows Projectile effect scaling and impact effect scaling from within the weapon blueprints
- credit goes to user Mithy for help in pointing me to use the weapon.lua file
- Redone / updated ctrl-N rename, and f8 - custom markers
- Selection Box fixes
- Gantry issues should now be fixed

Install by extracting the latest version zip into C:\&#xin;stalldirectoryofsteam%\steamapps\common\supreme commander 2\gamedata.
This replaces lua and bp.scds, so back them up.

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Economy Widget 2.0 Look at all the fxies Economy Fixes
Blog RSS Feed Report abuse Latest News: News: 1 Year on..

1 comment by Shadowlord01 on Mar 10th, 2011

Hello all,Today marks one whole year since the mod was initially released, and I thought it was appropriate to do something for it, to tell you whats currently going on. I had initially planned an update, though work caught up on me, like it has been doing for the past few months.But anyhow, I am going to start work on some of this very soon and the next version seeks to do this:
- Fix some projectile scaling code
- Add bombing runs to the bombers (i.e carpet bombing ala FA)
- Fix some nasty UI bugs like F1 crashes
- Buff current mass income and hopefully include code to increase the mass production based on how long the extractors been alive.

Some long term Aims include

-Fix no numbers being shown up with some clever code
-Add a modular AI so that it can build units based on categories so that new unitpacks dont require a base game modification.

I Thank you for your patience.

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Scale Mod + FA Economy 1.1

Scale Mod + FA Economy 1.1

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Welcome to the latest update, this version fixes some major bugs introduced in the last version and soups up the UI, read the description for full changes...

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Dec 23, 2010 Full Version 6 comments

You can now alpha test the imported Aeon navy. Post all balance suggestions here so that I may implement them

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This mod alters virtually every terrain texture file to improve tessellation, improving, in most circumstances the texture quality of the whole map. Some...

Defence Pack V1.0

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Unit pack containing walls and point defence towers for all factions. Features T2 Land Point Defence for all factions and T3 PD for the UEF. More may...

Post comment Comments  (0 - 10 of 94)
Keanu2000 Apr 20 2014, 1:38am says:

Why does it keep erroring when I try to load it on CerusVI's mod Manager?
The error message is too long to post, sorry.

+1 vote     reply to comment
Guest Apr 7 2013, 6:13am says:

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

afshintx Mar 25 2013, 5:05pm says:

Welcome to the era of dumbing everything DOWN. TATB (A stands for you know what) have decided that not only should we have debt-slave based economies (regardless of surface ideology), governments that treat us like their property, scientific communities that consider us guinea pigs, and so on and so forth, but now EVEN OUR GAMES have to be dumbed down to cartoonishly simplified versions of what THEY want us to like, and this means you better like using less of your mind and more of your eyeballs when playing games, because that's what they are determined to bring to the market! And don't even TRY to MOD them, or have your own currency or your own garden or your own brewery, guns and ammo, water supply, anything, because you belong to TATB. They have backdoors into everthing, including you.

I think I'll just opt out of PC gaming and stick to Chess. Can't mess up that game. Oh wait, they are fluoridating our water and aluminating our air. Lovely.

If only a giant asteroid would get the hell over here and end this nightmare, I would be able to die knowing I wouldn't be forced ever to reincarnate on this trashball again. Damn Lemmings! SCREW THIS GAME and SCREW THIS PLANET.

If you need another example, and I'm sure there are MANY, just look at what they did to SIM CITY! Done with this.

+1 vote     reply to comment
ravennn Oct 19 2013, 11:50pm replied:

fluoride has been in the water supply for years.

+1 vote     reply to comment
Guest Oct 20 2013, 5:50am replied:

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

Guest Apr 5 2013, 1:45am replied:

Teh **** did I just read

+3 votes     reply to comment
DarthT15 Aug 7 2013, 1:59pm replied:

The Ravings of a man gone mad.

+3 votes     reply to comment
narh... Aug 26 2012, 8:15am says:

i've extracted the file and put it in the sc2mm but it still isn't coming on in supcom 2

+1 vote     reply to comment
Grayl May 15 2012, 6:10pm says:

Am I the only one that's noticed that, sometimes when you click to build structures, the game gives you free resources? You can totally exploit this by shift clicking multiple times and then just changing your orders. Am I missing something to make this mod work correctly or something?

+1 vote     reply to comment
Shadowlord01 Creator
Shadowlord01 May 17 2012, 12:37pm replied:

This is something that we are aware, unfortunately right now I don't have any idea on how to fix it. We believe that it is related to assist/repair orders, which seem to be only coded engine side, which means that unless we come up with a clever work-around, the bug will have to remain D:

+1 vote   reply to comment
Morehouse928 Jun 19 2013, 10:04pm replied:

Hey I noticed the when trying to use the mod manager for this mod on steam. The game starts up but immediately stops for no reason any ideas on what I should do? Thanks

+1 vote     reply to comment
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Release Date
Released Mar 9, 2010
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