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?]]
''(Allied and Imperial tanks shoot at the Soviet Tank)''
'''Imperial Tank''': [[Hand Wave|Don't ask]] [[MST3K Mantra|ridiculous questions!]]|''[[Command & Conquer]]: Red Alert 3 tutorial''}}
 
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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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** ''[[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 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).