You Require More Vespene Gas: Difference between revisions

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{{trope}}
{{quote|'''Soviet Tank''': [[Lampshade Hanging|I always wondered though... Why the mightiest nations need to collect ore while killing each other? I mean, what's even ''in'' that stuff?]]<br />
''(Allied and Imperial tanks shoot at the Soviet Tank)''<br />
'''Imperial Tank''': [[Hand Wave|Don't ask]] [[MST3K Mantra|ridiculous questions!]]|''[[Command & Conquer]]: Red Alert 3 tutorial''}}
 
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Because [[The Computer Is a Cheating Bastard]], don't [[Not Playing Fair with Resources|expect it to actually need resources]]. He's still gathering them, but it's likely he can do without. Running out of resources is the surest way to hear the [[Most Annoying Sound]].
 
[[Refining Resources]] (you require a resource to make another resource) is a more complex case, but then not all goods are equal - there are likely to be a few luxuries you would want only in very unusual situation or in [[Cherry Tapping]] stage of the game, and a few primary resources or intermediate products more immediately or more widely important than others.
See also [[Construct Additional Pylons]], [[No Recycling]] and [[Command and Conquer Economy]]. A specific type of [[Easy Logistics]]. When you require a resource to make another resource, it's a case of [[Refining Resources]].
 
See also [[Construct Additional Pylons]], [[No Recycling]] and [[Command and Conquer Economy]]. A specific type of [[Easy Logistics]]. When you require a resource to make another resource, it's a case of [[Refining Resources]].
 
 
{{examples}}
 
Almost every RTS has some sort of Resource gathering, but here's some examples of the different types of resources:
 
<!-- %% No need to add extensive info about the strategy involved in each resources. WeAreNotGameFAQsWe are not GameFAQs. The article is strictly about resources and how they behave. -->
 
* The original ''[[Warcraft]]'' is the [[Trope Codifier]] for the Gold- and Lumber-type resources. Gold, the primary resource, is obtained from gold mines, which contain finite supplies of gold, have a clear maximum collection rate, and collapse once they have been completely drained. Lumber is used to build Archers (or Spearmen, if you're playing the orc campaign) and Catapults. There's also a Population-type "resource" which extends the [[Arbitrary Headcount Limit]], and is acquired by [[Construct Additional Pylons|building more farms or burrows]].
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** ''Warcraft 3'' also has another minor tertiary resource - corpses. The most obvious way to get them is to kill ground units or creatures, but the Undead can also produce them at Graveyards or in Meat Wagons, and carry them around in Meat Wagons. They're primarily used by the Undead for raising Skeletons and Carrion Beetles, healing Ghouls and Abominations, and for the Death Knight's [[Animate Dead]] ability. They're also used by the Night Elf Warden's Avatar of Vengeance, the Human Paladin's Resurrection ability(only friendly corpses), and the Tauren Spirit Walker's Ancestral Spirit ability(only Tauren corpses).
*** Earlier in development (as shown in several previews years before the game came out), corpses were supposed to play a far greater role in the undead economy, but this could never be properly balanced, so they were scaled back to the limited use seen in the actual game.
* ''[[StarcraftStarCraft]]'' The [[Trope Namer]]. Minerals would be gold and Vespene gas would be lumber.<ref>Somewhat confusingly, however, you collect Vespene the same way you collect gold in ''Warcraft'', and you collect minerals the same way you would collect lumber...</ref> If you play well, you will likely [[Most Annoying Sound|constantly be hearing the phrase]], ''[['''You Require More Vespene Gas]]'''''. Both resources have a clear maximum collection rate per site. This difference from ''Warcraft'' - where wood has a extremely high collection rate limit - results in a drastically different tempo.
** Zerg larvae are used to produce ALL Zerg units and they spawn from the main production buildings once every 14 seconds or so.
** Population also show up in Starcraft. Each race has a standard Population cap (Terran supply depots, Zerg overlords, Protoss [[Construct Additional Pylons|pylons]]), independent of each other. If you can acquire a [[Worker Unit]] of a different race, you get an entirely new population cap to work with that applies only to that other race's units.
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* ''[[Herzog Zwei]]'': The [[Ur Example]] of this trope, predating all of the above mentioned games. ''Herzog Zwei'' introduced the need to acquire resources in order to construct more units. Notably, you didn't actually gather anything. Your money simply accrued at a fixed rate.
* ''[[Settlers of Catan]]'' runs on this: It's possible to change 4 units of any resource into 1 of any other, meaning a player can, for example, build a road starting out with 8 sheep. Since you are actually trading with unknown NPCs, it will be a normal road.
** In addition to the basic five Gold-type resources of the original (wood, brick, wool, grain, and ore), the Cities and Knights expansion introduced three more Lumber-type resources needed for advanced improvements. The genius of the game is that while [['''You Require More Vespene Gas]]''' at all times, you are cruelly punished for hoarding resources whenever somebody rolls a 7 (which, in a two-dice system, has the highest odds of being rolled).
* This is a fairly common [[Euro Game]] mechanic. For instance, ''Stone Age'' requires lumber, brick, stone, and gold to build things, and requires you to set aside two of your tribe for a turn to increase your population.
* ''[[Sins of a Solar Empire]]'': Gold and Lumber. "Income" is needed for everything, including bribing pirates and [[Black Market]] purchases. Of the two kinds of Lumber, troop production requires more Metal, while research requires more Crystal.
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** ''[[Age of Mythology]]'' ditches Stone, but adds [[Gods Need Prayer Badly|Favor]], used for mythological units and technologies.
*** In general, Microsoft-published RTS's tend to follow a pattern: Food from farms and fishing boats, wood from trees, gold/wealth from mines and caravans, and stone/metal from mines. Also a population cap that is boosted by constructing houses.
* ''[[Warhammer 4000040,000]]: [[Dawn of War]]'' 1 & 2 have requisition, a Gold-type resource which is generated by command centers, and further gained by capturing strategic locations, and power, which is gained by building power plants. Unlike most examples, power works mostly like a Lumber-type resource (it's used to pay for stuff, along with requisition. More power plants increase power input, but there is no power output other than the cost of units and upgrades). Strategic Points gave a steady stream of Requisition, which could be enhanced by Tech Tree upgrades and by building and upgrading listening posts on the point itself. Over time however, a Point would decay, and give much less Requisition. A decayed point captured by the enemy would return to it's original levels.
** The Orks also have population, as you need to build more Waaagh! banners to increase the Population cap on your army. In the ''Soulstorm'' expansion, the Sisters of Battle have a "Faith" resource generated and stored by specific units and buildings while the Dark Eldar harvest Soul Power from dead foes and allies ; both enable the use of powerful abilities which consume the resource. The Necrons offer an interesting variation on the trope, as they use requisition as a Power-type resource, each listening post built over a strategic location improving the speeds at which units and buildings are built (up to a 100% bonus for 5 listening posts) and power pays for ''everything''.
** In ''[[Dawn of War]] 2'', power is a Lumber-Type resource. Some lower tier units only require requisition.
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* The ''[[Total War]]'' series just has a standard currency, e.g. florins in ''Medieval''. This is used to purchase all units and buildings in the game. There's also a number of ways to acquire more money, such as through merchant trade (including "acquiring" other merchants' business), generation of money by farming, mining, and trade, sacking enemy towns, or ransoming captured enemy troops. There's no population limit, but you are limited with how many troops you can order per settlement per turn, and certain settlements only have a certain number of troops of each type that can be ordered, and must replenish from the local "pool" of troops available - representative of the fact that if you recruited a few hundred knights from a particular region, you'll have to wait for either more nobles to come of age to join the military or for more peasants or middle-class citizens to be levied/recruited for combat.
* ''[[Para World]]'' has food, wood, and stone, but also a unique fourth resource called skulls. Skulls are used in some upgrades and in the promotion of units to higher levels, and are gained by killing other units.
* The multi-player [[Real Time Strategy]] / [[Simulation Game]] hybrid ''[[Allegiance]]'' has one resource, Helium-3, which is equivalent to ''"gold."'' Building stations, conducting research, and purchasing certain advanced ships requires He-3, which is harvested by [[Asteroid Miners|AI mining ships]] from special asteroids. Arguably, the game also has a second resource, equivalent to ''"lumber"'' -- the—the asteroids themselves. Every new base needs to be built on an asteroid, which is consumed in the process. Some advanced bases require specific kinds of asteroid, which will get increasingly hard to find and secure as the battle goes on.
** ''"Population"'' can also said to be a resource in the game -- butgame—but in the case of ''Allegiance'', your "population" is made up of [[Real Life]] human beings playing on your team. With the exception of a very few (non-combat) drones, every ship the team fields will need an actual human pilot. The game automatically tries to maintain balance in numbers and skill between the competing teams, but having a particularly good player on your team can make all the difference.
* Most of the ''[[Harvest Moon]]'' games have some form of collectible resource, usually Lumber. Occasionally there's even different KINDS of "Lumber". Island of Happiness has FOUR, lumber, stone, gold lumber, and rare ore.
** The affection and respect of the townspeople can in some ways also be thought of as a resource.
* ''[[Submarine Titans]]'', an underwater RTS, has Metal for building stuff, Gold for researching technology, Corium for giving energy to your ships' weapons, and "Oxygen" which is analogous to Power. Silicons, an alien race, use different resources: Silicon (their equivalent of Metal), Corium and Energy (their equivalent of Oxygen.)
* [[Sim CitySimCity]] uses money and power. [[Sim CitySimCity]] 2000 adds water, but the pumping stations can't get enough water coverage no matter how many of them you have (which is why you use pipelines). [[Sim CitySimCity]] 3000 adds waste management to the mix.
** Unlike RTSes, however, the only resource ''you'' need (as Mayor) is money. Power, water, and waste management are things you build with that money that are necessary to attract Sims (i.e. citizens), create jobs, and gain popularity. Since population, jobs, and popularity are ([[Video Game Cruelty Potential|theoretically]]) your goal, these "resources" are actually more like the ''units'' in an RTS, i.e. the tools with which you achieve your aim. However, it is true that money works like Gold and power works like Power, as do water (with the proper infrastructure) and waste management (again, with proper infrastructure).
* In ''[[Achron]]'', all the races require 'L-Crystal' and 'Q-Plasma', which fulfill the roles of Gold and Lumber respectively. CESO (the humans) have a resource called 'Reserves' which ostensibly looks like Population (its icon is a small stick-figure person, and all units have a small integer cost), but it doesn't act as a unit cap; Importers continuously generate more and more Reserves over time... its closer to a cap on the number of units you can generate per unit time. The Vecgir also have a power resource called, appropriately, "power". When power demand exceeds supply, vecgir vehicles do not regenerate energy, eliminating the ability to use special abilities like self teleport.
* Initially, in ''[[Space Empires]]'' you had construction points generated by facilities, which were affected by the value of the planet. In IV, this resource was split into three: Minerals (gold), Organics, and Radioactives (lumbers). Population simply generates itself if you have at least one million citizens.
* ''[[LegoLEGO Rock Raiders]]'' requires you to tunnel through walls in order to progress as well as mine ore and Energy Crystals. These two resources are used in the construction of most buildings and vehicles.
* One of the most infamous issues with the horrid ''[[Left Behind]] Eternal Forces'' can be summed up as follows: men are a gold resource, women are a lumber resource.
* ''[[Plants vs. Zombies]]'' mostly relies on sunlight, which is the gold type listed above, although the backyard and roof levels do have a variant of the population type, with lily pads being required for almost all pool development and flower pots being required for all roof levels (although you're always supplied with at least some of the latter as appropriate).
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* [[Conquest: Frontier Wars]] has ore, gas and crew, with each species having a higher demand for one of them. There are also 'command points' that limit the number of ships and satellites you can build, forcing you to build more communication structures.
* In ''[[Team Fortress 2]]'', the Engineer needs Metal to build his machines. Weirdly, the Dispenser he can build can produce an infinite amount of metal (and health, and ammunition) over time.
* Psygnosis' [[Humongous Mecha]] RTS ''[[Metal Fatigue]]'' has only one resource, heat energy, which is most commonly available from a resource node--innode—in this case, lava pools on the surface of the planet and in the subterranean layer. Worker vehicles simply huddle around the node and draw from it, providing a constant supply of energy points to spend. Players could also build solar panels on a [[Floating Island]] to harvest solar energy. Given how even large lava pools could be quickly drained by a dozen workers tapping from it, solar panels eventually prove extremely cost-effective to players looking to build advanced technologies.
* In the DOS-based game The Settlers (also released as Serf City), there are 6 different natural resources. These are Gold, Iron, Coal, Stone, Wood and Food. Gold can only be obtained by mining and must be refined in a goldsmith's shop (uses coal) before being used. Gold only serves to increase the morale of your knights. Iron can only be mined and must be refined into iron bars (using coal) in a smelting shop before it can be used. Coal must be mined and is used for refining gold and iron and also by the blacksmith to make weapons, essential for creating new knights. Stone can be mined or found in natural stone deposits above-ground and is used in building. Wood (obviously) comes from trees and must be milled into lumber in a Sawmill before it can be used for building. Trees do not re-seed themselves, so you need a Forester to plant more. Food comes in three varieties, only one of which (Fish) is found naturally. A Fisherman can catch fish at any nearby body of water. You can also plant Wheat at Farms, grind it into Flour in a Windmill and then bake it into Bread at a Baker's Shop, or build Pig Farms and turn them into meat at a Butcher's Shop. Resource Management is the key to victory.
* A non-videogame example, but the characters in the webcomic [[Homestuck]] must collect resources in order to build weapons and items. It is implied that there are around thirty six types.
* The economy in the ''[[X (video game)|X-Universe]]'' games revolves around the production of wares. Energy is spontaneously generated on solar power plants, and is required in the production of every other ware. Minerals are mined from asteroids and are used in tech factories and military equipment. Bio (wheat, raw meat, etc) is made by bio factories and used by secondary factories and food factories. Food (burgers, MREs, etc) is used in the production of Tech and Military equipment. Secondary factories build mostly non-essential goods, though some Tech factories need them. Tech (microchips, fighter drones, etc) are not used in the production of non-player wares (though they are used by the player to build ships), and Tech typically has some utility, like placing satellites in sectors or defending stations with automated laser turrets. Military equipment (lasers, shields, missiles) built essential equipment for equipping ships. Every race has its own unique Bio, Secondary, and Food factories, and their Tech and Military factories require that race's food. For example, an Argon Particle Accelerator Cannon Forge requires the Argon's Meatsteak Cahoonas, Energy, and Minerals.
* ''Emperor of The Fading Suns'' has 3 distinct groups. The rest are refinements and generally fit into the same group as their precursors.
** Constantly consumed, expenses may jump and you want to keep a good reserve. Money: taxed from cities, with morale and thus performance depending on tax; paid to units, with morale depending on salary; and used for trade and more political deals. Food: comes from Farms; consumed by all other cities, troops and to build Engineers who construct cities.
** Necessary, but you'll have either in excess or shortage depending on the game phase. Energy: consumed by ''all'' converting sites - need enough to support your industry, and if you pump too much, you build more industry or haul surplus to some planet where you don't produce enough locally. Metal: used to build most units, and ''a lot'' specifically for Engineers - you probably will have too little while developing land and military, right until the latter hits the Food/Money cap; then you have excess and it's not convertible into anything. Trace: used directly only for light spacecraft, but refined into all products save one - early on you will have excess and may want to sell it, but it's more profitable to convert all and sell excess of the products, ''if'' you have enough of Energy.
** Rarely available and rarely needed - at some point you will have to buy them, unless you have excess, in which case you'll sell it. Exotica: used for dodgy things that can be proscribed at any moment, same deal with refinements. Gems: ''only'' consumed by Cyclotron, producing Singularities needed to build jump drives - unless you can launch Frigate each turn or Dreadnought each 4 turns on average, 1/turn output of one Cyclotron is ''more'' than enough, thus Singularity is also in this group.
 
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