Let preface this by saying I like SUpCom and especially FAF.
That said, some of you seriously need to knock it off. So here's some tough love: Supreme Commander never became very popular because it tried to be all things to all people. You could zoom in on a unit and see pretty amazing (even by today's standards) unit details, tracks in the land, amazing explosions but also zoom out and see the entire world in one swoop full of icons. And units? Dozens. And defenses? Lots. And tactics? You could build a fortress with walls and take the high ground on a hill. And you could upgrade your buildings, set adjacencies and even add parts to your units.
And as a result, the game was often very tedious for many people. New players were turned off because everything dies fast, there's no mini map, you're fighting the UI to keep track of what's happening because the game wants to do it all.
As a result, it wasn't profitable. That is why they threw out a lot of the features you liked in SupCom 2 in the hope to make it into something strategy gamers would generally want.
The GalCiv forums have tended to attract Space Empires IV fans who always want Space Empires IV features in the game. I also like Space Empires IV. But there's a reason why it's a very niche game just like there's a reason why SupCom was a niche game.
Supreme Commander is an incredibly difficult game to get into. It's first 30 minutes are very offputting. You send our your engineers to build on mass deposits only to have those mass deposits killed in a couple hits by some modest harassment. There is a lot of tedium in there. The units are almost completely unrecognizable. You have to zoom out just so you can get the icon to find your engineers (Assuming they're not dead from being shot a couple times).
Meanwhile, you can feel safe from the enemy AI attacking you because their big force will shoot the ground forever because your base is near a hill. While you can reclaim rocks and trees, don't zoom out or they'll instantly disappear.
And then there was the beta where they tried to make the game be all things to all people. You could zoom out and see the world but the units seemed to move so slowly. So they sped them up. And up. And up. A common map will claim to be 20km by 20km. Do you know how fast a scout tank must be traveling? Sound barrier breaking speeds. Because if you zoom out and want to give orders while zoomed out, you want to see your units moving.
Ashes is a lot like Supreme Commander, obviously. It's more similar than probably anything that's come out since (including Planetary Annihilation). But it's not going to have a screen full of icons or encouraging players to play the game zoomed out to the entire world.
If you want to enjoy Ashes I suggest playing it as its own game and not trying to make it like SUpreme Commander. Use control groups, use the spacebar to analyze the map connections. Form armies so that your groups work together. Control groups show up on the mini map and the strategic overview map. I traverse the map instantly through my control groups.
What we do need, and what some of the excellent people have done here is shown ways to make units pop more when you zoom out. We very much like that.
The bottom line is that Supreme Commander:FA was a good game. It had a lot of innovation and good ideas. There is much we can learn from it to make Ashes a better game. But it also had a lot of ideas that people didn't like that kept it from becoming as popular/loved as it could have been. The challenge is to make sure we make Ashes in a way that appeals to SupCom players without alienating everyone else.
I talked to Chris back in the day about many of these design choices. The tedious upgrading of everything, the massive number of duplicate units (same as this tier but better). The huge sways in economy due to how fragile mass extractors were. The lack of accessibility in the UI. (What's the hot key for building an extractor? It's not shown in the UI) Many SupCom fans love this. Upgrading extractors and factories and all that? Makes the game deep and rich for them.
Total Annihilation didn't have that stuff and that's one reason I liked it better. You wanted advanced units? You build an advanced factory. You had a lot fewer units (still arguably too many, one side should have been kbots, the other vehicles imo)
Anyway, my point is that there's a lot to learn from SupCom. But cloning SupCom is not an objective.
Just my 2 cents from a fan who wants your input but begs that you quit ignoring the elephant in the room: There's a reason why there's no Supreme Commander 3.