| Generation | Examples | Key Features | |------------|----------|--------------| | Gen 3 (1955-70) | MiG-21, F-4 Phantom | First missiles, limited agility | | Gen 4 (1975-95) | F-15, Su-27, MiG-29 | High thrust/weight, pulse-Doppler radar | | Gen 4.5 (2000-15) | Eurofighter, Rafale, F/A-18 E/F | AESA radar, HMD, limited stealth | | Gen 5 (2015+) | F-22, Su-57, J-20 | Stealth, supercruise, sensor fusion |
: For advanced players, the unit database is fully editable. You can create custom .UNIT files for mods by copying and modifying the original DEFAULT.UNIT. You can then point your custom scenario to use this new file. This allows you to rebalance units, add entirely new ones, or create a custom Cold War scenario with unique equipment.
Paired with Armored Personnel Carriers (APCs) or Infantry Fighting Vehicles (IFVs) like the M2 Bradley or BMP series. They offer a perfect balance of speed, armor, and hard/soft attack capabilities.
Specialized units for moving troops across land (trucks), air (C-130s), and sea (Cargo Ships). The Naval & Air Domain supreme ruler ultimate unit list
| Role | Example Ships | Key Stats | Strategy | |------|---------------|-----------|----------| | Corvette | Visby, Nanuchka | Speed, ASW | Coastal patrol | | Frigate | Oliver Perry, Type 23 | ASW, low AA | Escort convoys | | Destroyer | Arleigh Burke, Type 52D | AAW, ASW, Anti-ship | Fleet screening | | Cruiser | Ticonderoga, Slava | AAW, Land attack | Command ship | | Battleship (pre-1955) | Iowa, Yamato | Heavy armor, big guns | Shore bombardment |
Land units are the backbone of any ground invasion and come in several distinct flavors:
Land units are the backbone of territorial conquest and defense. Many classes, like , are the only units capable of capturing enemy territory. | Generation | Examples | Key Features |
The Virginia-class and Yasen-class subs are perfect for "silent" blockades. They can sink an entire merchant marine fleet without being detected.
Supreme Ruler Ultimate organizes thousands of units into specific land, sea, and air classes based on function, including infantry, armor, artillery, and specialized naval/aerial roles, all defined by statistics like attack values, range, and initiative. The game's unit data, accessible for modification in the /MAPS/DATA/DEFAULT.UNIT
| Unit Type | Role | Key Stats | Best Used For | |-----------|------|-----------|----------------| | Militia | Cheap defense | Low Soft/Hard Attack, High Defensiveness | Suppressing partisans, garrison duty | | Light Infantry | Recon/Flanks | Medium Soft Attack, High Speed | Jungle/Mountain warfare | | Motorized Infantry | Mobile defense | Medium Hard Attack, Wheeled speed | Following armor breakthroughs | | Mechanized Infantry | Assault support | High Hard Attack, Tracked speed | Urban combat, anti-tank screen | | Special Forces | Raiding | Stealth, High Soft Attack | Sabotage, capturing undefended hexes | | Marines | Amphibious assault | Low fuel use, Shore penalty reduction | Island hopping, river crossings | This allows you to rebalance units, add entirely
The game doesn't display all 3,000+ units in a single in-game menu, but there are several effective ways to access the full list:
Units are unlocked via (over 300 techs). Techs progress in 5-year increments (e.g., 1955 Jet Fighter, 2005 MBT). You can start in 1936, 1949, or modern day.