BrewLAN is a mod for Supreme Commander: Forged Alliance that has been in development by a team of one for since 2009. It adds a huge variety of new units for all factions, as well as offering several new game modes and features. It is available in 9 different languages, most of which were translated by humans; English, Russian, German, Czech, French, Spanish, Italian, Polish, & Chinese.


New units

BrewLAN 0.8, not including any of the packaged sub-mods, adds around 150 new units. Including Bubble Tea, Caffe Corretto, and Research & Daiquiris (The 3 main extra units mods), BrewLAN adds 38 for Aeon (T1: 9, T2: 8, T3: 18, EXP: 4), 48 for UEF (T1: 11, T2: 9, T3: 22, EXP: 6), 48 for Cybran (T1: 8, T2: 9, T3: 24, EXP: 7), 46 for Seraphim (T1: 9, T2: 12, T3: 20, EXP: 5). Most, but not all, can be seen in the image to the right.

Packaged sub mods

The sub-mods included with BrewLAN are subdivided by the categories Units, Gameplay, RNG, and Aesthetics, and modules.

Extra units mods:

Mods that you'll probably want active for most games.

Research & DaiquirisCaffe CorrettoBubble Tea

Bubble Tea

Bubble Tea: Adds experimental shield structures for Aeon, Seraphim, and UEF.

Caffe Corretto

Caffe Corretto: Adds a bunch of extra turrets, so far only for Cybran and UEF.

Research and Daiquiris

Research & Daiquiris: Overhauls how the game treats tech levels, and includes a large number of units to facilitate that, such as research centres. This does not function anything like Supreme Commander 2, and only affects how you get to the various tech, not what they consist of. This mod also serves as a location for me to dump my other units that don't fit into BrewLAN, Bubble Tea or Caffe Corretto.

Gameplay mods:

Twists to standard gameplay. You may only want one or two from this category active at any given time.

Crystal HillCrystal Hill: King of the Hill game mode. Functions as it does in Age of Empires II.

Paragon GameParagon Game: With locked teams, it gives the players on the smallest team(s) a starting Paragon, with a few shields, and support commander each. On unlocked teams everyone gets that.

TeaDTeaD: Replaces everything with a, currently quite basic, tower defence. Work in progress.

AntimassAntimass: Swaps mass and energy production. Have fun with those shields.

Corrosive OceanCorrosive Ocean: Water exposure deals exponentially growing damage over time.

Metal WorldMetal World: Maps spawn without mass points. Mass extractors have no limitations.

WaterlagWaterlag: Lets buildings which aren't factories, walls, silos, or experimentals be built on water.

RNG mods:

Mods that affect gameplay in random ways. Take or leave them as taste dictates.

Cost VarianceCost Variance: Randomly increases or decreases the costs and stats of some units.

Crate DropCrate Drop: Command & Conquer style random crates appear on the map. Picking them up gives gifts. Has a hats-only option.

Lucky Dip: Tech demo mod for situations where multiple mods add similar units; per player it restricts all but one at random. Partially configured for BlackOps and BrewLAN.

Aesthetics mods:

Do-nothing mods, only Experimental Icons Overhaul, Baristas, and maybe Damage Numbers are recommended for regular use from his category.

BaristasBaristas: Tags each unit with the name of the mod it is from, listed as an ability. So you know what is from what.

Damage NumbersDamage Numbers: Damage numbers float up from your units showing what they have dealt and are being dealt.

EIOExperimental Icons Overhaul: Replaces the default circle strategic icons for experimental units with icons that actually mean something.

Pulchritudinousity: Increases the view distance of various things for the sake of taking better screenshots. Not recommended for regular games due to increase performance drain.

Expert CamoExpert Camo: Framework mod for custom skins for units. Functionally inert on it's own, and not currently used by any BrewLAN mod.

Debug Tools: Creates numerous log outputs for things, including unit locations, expected AI thread values, DPS, and other such things. For testing purposes only, not designed for use in real games. Causes severe lag when Cybran engineers build.


BrewUIBrewUI: Adds the BrewLAN field engineer tab. Functionally inert without BrewLAN active.

Gantry haxBrewLAN: Gantry AIx: Additional difficulty for Sorian AIx, giving fairly severe hacks for the AI when they build an experimental factory. 3 variations exist. You can play them all together, but you probably shouldn't. The variations are:

  1. Linear increases in build speed and resource cheats over time.
  2. Player-mass gated exponential increase in build speed and resources.
  3. Like 2, but offers discounts instead of resources.
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It probably hasn't escaped your notice that there hasn't yet been a post outlining what has changed between and 0.8. The short answer, and also the reason why there hasn't been a post yet, is "a lot". The less short answer to the question of why there hasn't yet been a post is because the changelog between those two versions is over 1300 lines long, and represents about two and a half years of development, and condensing that down to something easily digestible, and that people will actually read is no easy feat.

The second big question is probably "why was it delayed by nearly 2 years when the initial reason for the delay was a broken leg sustained less than two weeks before the originally announced release date?" Well, the real answer to that question is probably a bit too introspective and weird, and can probably be boiled down to "feature creep question mark?" But, the whys are less important than the whats, and it's the whats and whens that we are here for, so without further ado:


What is new? I suppose we should start with the big stuff. Everyone likes the big stuff.

New Experimental Units

Almost all BrewLAN experimental units

In order from largest to smallest, more or less, we have:

  • Independence Engine: Aeon Air Factory — Technically an early alpha version of this was hidden in the files of, but it was disabled and unfinished. It does exactly what it sounds like it should; build all of the Aeon aircraft.
  • Panopticon: UEF Sensor Array — Functionally speaking, this was also in, but it now has a model instead of re-using a civilian structure model, and is now substantially bigger than it was. It grants massive omni coverage, full map radar, and even reveals what all those blips actually are. Costs all of the energy to run. All of it.
Arthrolab and a tech 3 factory
  • Arthrolab: Cybran Land Factory — Because you needed a Monkeylord and Megalith factory.
  • Souiya: Seraphim Naval Factory (Not pictured) — What this lacks in Seraphim experimental naval units to build, at least without other mods enabled, this makes up for with the protection it gains from being entirely underwater. It also makes up for it when it comes to sharing tech; to explain: All the experimental factories gain the experimental units of nearby allied engineers of other factions, if they are large enough to build them. Souiya is large enough to build all of them that that it can on the water. The UEF Gantry is tiny in comparison, and can't build a lot of non-UEF experimental units.
  • Abyss Crawler: Cybran Transport — This is one for those players who like the sound of the phrase "Surprise! Here's 54 Bricks on your doorstep!" It's a gargantuan land transport. It travels just under double the speed of a Brick whilst under water, has a radar and sonar stealth field, fairly powerful defences, and if it dies, all the units are guaranteed to survive. Unless any of those units can't swim and it dies underwater.
Reconstructing the Titans on Seton's Clutch
  • Iyadesu: Seraphim Reconstruction Engineer — The Iyadesu has had a checkered history with BrewLAN. It has seen many iterations in basically every version of BrewLAN since the start of 2010. It was even in in more or less it's current functional state. So why is it on this list? The same reason the Panopticon is; it's actually finished now. It's had some quality of life changes as well, but mostly it now looks bad ass.
  • Excalibur: UEF Point Defence — It's a railgun. Yes, it can penetrate multiple targets. This is sort of a throw back to the first experimental I ever tried to make, and the differences between the two illustrate very cleanly the difference between where BrewLAN was in 2009 and where it is now nine years on.

That's all the new experimental units in BrewLAN 0.8. BUT WAIT THERE'S MORE! BrewLAN 0.8 also includes a plethora of sub-mods, three of which focus on additional units, all three of which include some number of experimental units, and all three of which are entirely new packaged with BrewLAN 0.8. So a slight tangent:

Extra Unit Sub-mods

Bubble TeaCaffe CorrettoResearch & Daiquiris

These extra unit sub-mods are, in order pictured:

  • Bubble Tea: Adds the Seraphim Aiathan, Aeon Pillar of Prominence, and UEF BFS – Stalwart; three experimental shield generators, each functioning differently.
  • Caffe Corretto: Adds a bunch of extra turrets for field engineers. Two of which are experimental. Of those two experimental turrets, one isn't pictured and was included in the BrewLAN 0.8★ ninja update on 18|08|18.
  • Research & Daiquiris: Adds a research system closer to that of Age of Empires II than Supreme Commander 2; complete with 3 research centres for each faction (one of each tech level), and a bunch of extra units to research, including tech 2 tactical bombers, tech 3 dedicated omni sensors, and the Retributor; a Cybran amphibious experimental mobile artillery with better-than battleship grade self-defence weapons. Also the main subject of the BrewLAN 0.8★ ninja update, which added proper AI support for vanilla, Sorian, and LOUD AI's.

New Tech 3 Units

Mobile sensor array poses
  • Slink: Cybran Mobile Anti-Air — Previously existing, but re-purposed and buffed for it's new purpose as a dedicated anti-air.
  • Atha-Ythia: Seraphim Mobile Anti-Air & TMD — Dual purpose hovering anti-air & tactical missile defence unit.
  • NG3 Longbow: UEF Mobile Anti-Air & Sensor — Dual purpose anti-air and mobile sensor unit.
  • Metatron: Aeon Mobile Sensor Array — Single purpose hovering mobile sensor unit.
  • Yenesel: Seraphim Mobile Sensor Array — As with the Aeon equivalent; a hovering mobile sensor.
  • Adremelech: Cybran Mobile Sensor Array — A mobile sensor that deactivates to move, and completely invisible to everything but omni whilst active.
  • Stillson Class: Cybran Engineering Ship — Amphibious destroyer sized naval engineer. Will automatically assist nearby units.
  • Hedgehog: Cybran Strategic Missile Defence — Previously existing, but now with a redone model deserving of its name.
  • Uosthuum: Seraphim Torpedo Launcher — Fairly unique for a torpedo launcher; it hovers and it's mobile. It's also the reason why Seraphim won't be getting a land-factory built mobile torpedo launcher as is on the plan for other factions.
  • Yathesel: Seraphim Radar Jammer — This is a cleaned up and remade version of the Seraphim jammer crystals from the campaign. It kinda resembles a fern on a small table.

New Tech 2 Units

Blade Raven
  • UX Dragonlady: UEF Recon Plane — It looks and functions like a U-2.
  • Selia: Seraphim Recon Plane — Functionally identical to the UEF variant.
  • Blade Raven: Cybran Stealth Plane — As well as filling the role of recon plane, the Blade Raven also serves as a flying mobile stealth field generator.
  • Beguiler: Aeon Decoy Plane — Formerly tech 3, it's now been bumped down to tech 2 to fill the slot of the Aeon tech 2 utility aircraft.
  • Barwick Class: Cybran Engineering Ship — Like it's tech 3 brother, but not amphibious.
  • Rupture: Aeon Mobile Tactical Missile Defence — It's a mobile hovering version of the building that does the same.

New Tech 1 Units

New model for the Aeon tech 1 Gunship
  • Respirer: Aeon Gunship — The second unit ever added to BrewLAN, as of writing 3 days shorty of exactly 9 years ago, remaining virtually unchanged for most of that time. It is included here because it received a complete overhaul in its appearance, after so long it's almost heresy.
  • Franklin Class: Cybran Engineering Boat — The smallest of the Cybran naval engineer line. Fun fact; all three are named after wrenches.

That might not seem like a lot of additions to the lower tech levels, but BrewLAN has long been close to finished at those levels, and not much more inside the main BrewLAN is planned at the lower tech levels. However, that doesn't include the sub mods; Research & Daiquiris alone added 8 tech 1 units, with numerous more planned. Which brings us to:

Planned Updates and the BrewLANiversary

But first, I should probably address the full extent of the so-called BrewLAN 0.8★ ninja update that occurred on 18|08|18: The changes were the addition of Maelstrom to Caffe Corretto, the addition of real AI support for Research & Daiquiris, and some minor translation corrections. The reason I refer to this update as 0.8★ rather than 0.8.1 or something is because it contained no functional changes to BrewLAN itself, and is 100% compatible with the original release version of 0.8, save for the two updated sub-mods, which report different versions, and will prevent anyone from using the different versions together.

In two days, on 26|08|2018, BrewLAN will be 9 years old. 13|10|2018 will be the 9 year anniversary of the first public release. I am currently planning to release BrewLAN 1.0 either on it's 10th birthday, the 10th anniversary of the first public release or on 10|10|2019 between the two anniversary dates. This means that BrewLAN 0.9 is pegged for release in around 6 months time, and I might do a 0.9.9 release on 09|09|19 because I'm a sucker for those sorts of release dates. I should probably also stress, that just because I plan to release BrewLAN 1.0, doesn't mean I plan to finish development on everything Supreme Commander on that date. Just that I'll consider BrewLAN feature complete.

And that is the concise summary of all the new units in BrewLAN 0.8. I'll leave you with shameless plugs for my Patreon page, where I post quality related content such as time-lapses, concept art, and original un-reduced textures, and the LOUD Discord, where I can frequently be found posting about random things I'm doing at that time, but that don't make for a good promotional image. Ciao.

BrewLAN 0.8 — 08|08|18

BrewLAN 0.8 — 08|08|18

News 10 comments

BrewLAN 0.8 is coming 8th of August 2018 to Steam, LOUD, and FAF.

BrewLAN 0.8 progress report

BrewLAN 0.8 progress report

News 27 comments

What has happened since, and where is 0.8.

BrewLAN 0.8 delayed

BrewLAN 0.8 delayed

News 7 comments

Due to both a broken tibia and fibula in the right leg, development on BrewLAN has had a substantial delay.

BrewLAN 0.8 release date announcement

BrewLAN 0.8 release date announcement

News 14 comments

BrewLAN version 0.8 returns this December on the 8th.

RSS Files
BrewLAN 0.8

BrewLAN 0.8

Full Version 39 comments

BrewLAN 0.8. Revision 666. At long last, the beast is released.

Operation: Knife Fight

Operation: Knife Fight

Patch 10 comments

Ever wanted to watch a crab knife fight? Now is your chance. Copy the contents into your mods folder. Functions with SC, FA, and FAF. One of the sub-mods...

BrewLAN beta

BrewLAN beta

Full Version 28 comments

BrewLAN point seven and two halves. Because two halves don't make a whole. Delete any previous versions before installing.

BrewLAN beta

BrewLAN beta

Full Version 162 comments

I suggest downloading the development version of BrewLAN instead of this one. Read the full description for details. If you insist on downloading BrewLAN...

BrewLAN 0.5.1 beta

BrewLAN 0.5.1 beta

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

Full Version 27 comments

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

Comments  (0 - 10 of 803)

I've noticed a little bug with the Maelstorm's Icon (The UEF Exp AA structure).
It has a placeholder image instead of the actual Maelstorm Icon itself (All the other Icons are working properly for BrewLAN it's just the Maelstorm that has the icon problem). I tested it with and without other mods, and the Maelstorm's Icon seems to only work when I enable Blackops Icon Support with it. In return, if I disable Blackops Icon Support, the Maelstorm's icon returns back the placeholder image. Note that I'm using the Steam version of SC:FA and that I haven't tried the Retail or FAF version with it. I tried looking into the files and I did see the icon was correctly named and in the right folder with the other icons from the sub-unit pack (My programming logic and knowledge is lacking, just the average Joe here haha). I didn't try to edit the walls of text or the icon or anything of the sort to the Maelstorm's files due to the fact I can't understand any of it and I may just end up breaking the mod if I try to edit (You guys are wizards to me for even understanding those walls of text).

I know this isn't game breaking or anything and it's not really a problem (Heck, this mod is really stable, haven't had a crash yet even with the previous versions, well done team!), but it would be great to have all the icon's working. If there's a simple workaround, or fix, I'm wiling to read instructions or anything. Thanks again for keeping this mod alive (and reading this wall of text)!

(I know you guys might say 'Just use Blackops icon support if that fixes it sheesh', well I wouldn't be here if that wasn't an issue, Blackops Icon support bugs out more than a dozen icons on other units and structures from another mod, Total Mayhem, and I really can't play without BrewLAN and Total Mayhem since me and my buddies enjoy them so much, so this is merely a gesture of concern towards something I enjoy and want to support.)

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Balthassar Creator

Thanks. I must have missed the icon from the SCD file. You can open the SCD files as zip files, so if you want to fix it locally you can open up brewlan.scd and add the icon to the relevant place in there.

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Thanks! It worked as you instructed. However I noticed 2 new bugs, the icon for the SSB2380 (Seraphim Prototype Disarming Defense Turret) has no icon in either the SCD file or the mod folder. The other bug i noticed was that the Cybran's Retributor Mobile Artillery Station's main artillery piece doesn't hit it's target as intended. For example, if it's aimed at a lone mass extractor in the distance, no matter what I do to adjust it, the projectile always seems to hit several meters behind the target as if the target was 'there', thus not even getting near to hitting or damaging the mass extractor that it was originally aiming at (if im lucky it could hit units behind it but thats still frustrating to see it struggle haha). I've tested it with and without mods and it still misses its targets.

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Balthassar Creator

Is the disarming turret available to build in the version you're running? It's a proof-of-concept test to remind myself to do something with the idea, it's eventually getting removed completely for whatever replaces it.

There was an issue with the aiming for the Retributor, it's inaccurate either way, but the fix for it should be to replace this file:

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Now that you mentioned it, I checked if it was an available unit to build and it wasn't. I suppose i glanced over it while using the in-game cheat menu to spawn in units to test in sandbox. My bad for calling it a bug haha!

Thanks for the help again mate, 'ppreciate it!

Also a little side question: Is Brewlan made with the Steam/Retail version in mind? I tried using the FAF version of Brewlan (used FAF of course to play) and only the main mod works, none of the extra stuff (the sub unit packs, custom game modes) don't work for me. I could be doing something wrong but I'm probably just dumb haha. Thanks again for giving insight and helpin'!

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Balthassar Creator

It's designed on the Steam version. FAF support is a consideration; BrewLAN itself has scripts to make it work on both and scripts to match balancing between the two, but I couldn't get all of the sub-mods working on it, and they enforce a different folder structure which would require me to refactor all of my sub-mods to put them on the vault. I can't remember which sub-mods did and didn't work, although they might have changed something and broke something else since then.

Also they have a bunch of really clumsily implemented features that I really don't like, have weird interactions with some of my units, and that would require some very specific and weird workarounds for me to avoid, but that's an entirely different subject.

Also their factory HQ models are hideous abominations that make me cringe every time I have to look at them, but again, that is another subject.

If you let me know which sub-mods specifically weren't working, I can see what I can do.

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What are the abilities in the crate drop mod?

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Balthassar Creator

When you pick up a crate, you have a 25% chance of a random unit being spawned for you, 25% chance of a random buff for the unit that picked it up, 25% chance of a hat being given to the unit that picked it up, and 25% chance of something bad.

The bad stuff can be any of the following with equal chance: Nothing, a message saying you're cheating, an explosion, a random enemy unit, a clone of the unit for an enemy, or getting teleported to a random location.

I can go through the good stuff specifically in a few hours.

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Found two more bugs:the Ivan cancels all build orders when i try to fire them,even with repeating orders,and the cybran exp transport cant load lots of units at the some time,and what is the transport's capacity?

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Balthassar Creator

You need to hold shift whilst issuing an attack order if you don't want it to overwrite the orders.

The repeat attack command is best issued after it's finished building and is ready to fire; it being a script function it will always cancel existing orders. The toggle repeat orders button is there to be able to deactivate the repeat attack function, because I can't interface with the default "stop" order. It's the same reason the Stargate doesn't use the default "stop" button.

Fastest way to load the Abyss Crawler is to tell it to assist a ferry point with lots of things waiting at it. For some reason it loads considerably faster that way. Unfortunately it can't set up a ferry itself due to engine limitations; the same thing that would allow it to set up a ferry point would also allow half of the games AA weapons to target it, which would defeat the whole purpose of it.

Its capacity is 54 tech 3 units, or 108 tech 2, or double that again for tech 1.

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