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* ''VideoGame/ImpossibleCreatures'' has Gold, in the form of coal, and Population, which both work as usual. Its secondary resource is electricity, which functions as a Gold/Power hybrid: it's produced by specialised buildings, but stockpiles over time at a rate per second and is used to pay for units and upgrades.
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* ''VideoGame/StarTrekArmada'' uses dilithium as gold needed to build almost everything, gathered by mining freighters who harvest it from dilithium moons and bringing it back to a refinery. Crew is people used literally as a resource, as they are needed to crew all ships and manned stations. Crew are generated at the starbase, and you can increase crew generation by building more starbases or in the sequel, colonizing planets. Metal is introduced in the sequel and is needed for advanced ships and stations, it is gathered by a special station built in orbit around planets and moons. Gold-pressed latinum, also introduced in the sequel, is harvested and used similarly to dilithium and is used to buy research upgrades or to trade for metal or dilithium. Finally, officers are the population cap limiting the total number of ships and stations you can build. In ''Armada'', you can build expansions to increase your officer count while ''Armada 2'' has a hard limit. Species 8472 in the sequel use their own unique resource called bio-mass which is transmuted from all the other resources.
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* Averted in ''StarWars Force Commander''. In theory you have access to an infinite number of troops, and the only resource that matters is your reputation. Capture enemy buildings, kill the rebels and fight with small numbers of troops and your reputation will rise, constantly request reinforcements and it will fall.

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* Averted in ''StarWars Force Commander''.''VideoGame/Commander''. In theory you have access to an infinite number of troops, and the only resource that matters is your reputation. Capture enemy buildings, kill the rebels and fight with small numbers of troops and your reputation will rise, constantly request reinforcements and it will fall.
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* ''VideoGame/RockRaiders'' requires you to tunnel through walls in order to progress as well as mine Ore (Gold/Uselessium) and Energy Crystals (Lumber/Power). Ore is used in the construction of buildings and paths, however it is generally available far more than it is used. Energy Crystals are used for certain buildings and to bring in vehicles. However, Energy Crystals are also used to power active buildings (and buildings will shut down if there are not enough Crystals), can be depleted by using Mining Lasers or from attacks by Slimy Slugs, and if a unit/building that cost Energy Crystals is destroyed or deconstructed, the Crystals are returned. (Depleted Energy Crystals can be recharged, however [[UnwinnableByMistake not all maps have Recharge Seams to do so at.]]) "Collect X Energy Crystals" is also the win condition for most missions.

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* ''VideoGame/RockRaiders'' requires you to tunnel through walls in order to progress as well as mine Ore (Gold/Uselessium) and Energy Crystals (Lumber/Power). Ore is used in the construction of buildings and paths, however it is generally available far more than it is used. Energy Crystals are used for certain buildings and to bring in vehicles. However, Energy Crystals are also used to power active buildings (and buildings will shut down if there are not enough Crystals), can be depleted by using Mining Lasers or from attacks by Slimy Slugs, and if a unit/building that cost Energy Crystals is destroyed or deconstructed, the Crystals are returned. (Depleted Energy Crystals can be recharged, however [[UnwinnableByMistake [[UnintentionallyUnwinnable not all maps have Recharge Seams to do so at.]]) "Collect X Energy Crystals" is also the win condition for most missions.
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* In ''VideoGame/PuzzlesAndSurvival'', the resources are food, lumber, steel and gas. These are needed in order to train troops, research skills and upgrade buildings.
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#'''Uselessium:''' Any resource you have no use for, usually because either you're at the wrong point in the TechTree ([[LevelLockedLoot too low]] or [[WorthlessYellowRocks too high]]), or you're the wrong faction; shows up only occasionally. Only factors into [[VendorTrash Trade]].

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#'''Uselessium:''' Any resource you have no use for, usually because either you're at the wrong point in the TechTree ([[LevelLockedLoot too low]] or [[WorthlessYellowRocks too high]]), or you're the wrong faction; shows up only occasionally. Only factors into [[VendorTrash Trade]].
If it can be exchanged for cash, it's VendorTrash. If it is cash but still can't be used for anything, it's MoneyForNothing.
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* ''VideoGame/EmpireEarth'' has five: food (the most basic, needed to produce citizens), gold (multi-purpose), wood (for building construction and some military units), stone (for fortifications and some advanced buildings), and iron (for advanced weaponry). All must be collected from specific sources across the map, with the exception of food, which can be farmed.

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* ''VideoGame/EmpireEarth'' has five: food (the most basic, needed to produce citizens), gold (multi-purpose), wood (for building construction and some military units), stone (for fortifications and some advanced buildings), and iron (for advanced weaponry). All must be collected from specific sources across the map, with the exception of food, which can be farmed. The expansion pack, ''Art of Conquest'', technically adds a sixth as carbon for the Space Age, which is harvested from giant crystals, but it's interchangeable with wood.
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Not an example of this trope


** ''Everything'' is a resource if you think about it. Wool, Mineral, Eggs, Milk, Crops, Fruits, Fish, Mushroom... You can use the edible resources to create food which can be used to raise the affection and respect of the townspeople, or to replenish your energy (also a resource- which you replenish by eating said food, or bathing in the hot springs in some games). The non-edible resources you need to build or expand your farm. Or you can sell off your resource for another resource- money- which is also used to build or expand your farm. Harvest Moon is [[IncrediblyLamePun very resource intensive]].
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%% No need to add extensive info about the strategy involved in each resources. WeAreNotGameFAQs. The article is strictly about resources and how they behave.

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%% No need to add extensive info about the strategy involved in each resources. WeAreNotGameFAQs. The article is strictly about resources and how they behave.
behave. Please don't go into Administrivia/WalkthroughMode.
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->'''Soviet Hammer Tank''': I always wondered though... how come the mightiest nations need to collect ore while killing each other? I mean, what's even ''in'' that stuff?\\

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->'''Soviet Hammer Tank''': I always wondered though... how come the mightiest nations in the world need to collect ore while killing each other? I mean, what's even ''in'' that stuff?\\
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->'''Soviet Tank''': I always wondered though... Why do the mightiest nations need to collect ore while killing each other? I mean, what's even ''in'' that stuff?\\

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->'''Soviet Hammer Tank''': I always wondered though... Why do how come the mightiest nations need to collect ore while killing each other? I mean, what's even ''in'' that stuff?\\



'''Imperial Tank''': Don't ask ridiculous questions!

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'''Imperial Tsunami Tank''': Don't ask ridiculous questions!
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* ''VideoGame/StarTrekNewWorlds'' has planets with minerals which can be extracted with an (Advanced) Mining Station and then processed with a Resource Processing Station to usable materials to build your structures, defenses and vehicles. While there are six different minerals present within all missions, the tricorder indicates an abundance of specific mineral using a [[ColorCodedForYourConvenience specific color]]: Green = Raw Dilithium, Blue = Talgonite, Yellow = Silicon, Cyan = Kelbonite, Purple = Magnesite Ore and Red = Dolamide.
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** The previous installment ''Outpost'' utterly averts this, and demonstrates why TropesAreNotBad: before discovering nanotechnology you have to manage dozens of resources, a shortage of any one of which put your colony into a slow, irrevocable death spiral until eventually you run out of air and EverybodyDies. And whether a particular mine produces what you need is basically random chance. The recycling center's Multi Purpose Goo will cover temporary shortfalls but it's not generally enough to run a colony on.

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** The previous installment ''Outpost'' utterly averts this, and demonstrates why TropesAreNotBad: Administrivia/TropesAreNotBad: before discovering nanotechnology you have to manage dozens of resources, a shortage of any one of which put your colony into a slow, irrevocable death spiral until eventually you run out of air and EverybodyDies. And whether a particular mine produces what you need is basically random chance. The recycling center's Multi Purpose Goo will cover temporary shortfalls but it's not generally enough to run a colony on.
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Darth Wiki doesn't go on main wiki


Because TheComputerIsACheatingBastard, don't [[NotPlayingFairWithResources expect it to actually need resources]]. He's still gathering them, but it's likely he can do without. If this trope happens enough, the audience might find it a DarthWiki/MostAnnoyingSound.

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Because TheComputerIsACheatingBastard, don't [[NotPlayingFairWithResources expect it to actually need resources]]. He's still gathering them, but it's likely he can do without. If this trope happens enough, the audience might find it a DarthWiki/MostAnnoyingSound.
annoying.

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That's a Darth Wiki trope, removing because that's now a Review.


Because TheComputerIsACheatingBastard, don't [[NotPlayingFairWithResources 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 MostAnnoyingSound.

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Because TheComputerIsACheatingBastard, don't [[NotPlayingFairWithResources expect it to actually need resources]]. He's still gathering them, but it's likely he can do without. Running out of resources is If this trope happens enough, the surest way to hear the MostAnnoyingSound.
audience might find it a DarthWiki/MostAnnoyingSound.



* ''VideoGame/StarCraft'' The TropeNamer. Minerals would be gold and Vespene gas would be lumber.[[note]]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...[[/note]] If you play well, you will likely [[MostAnnoyingSound 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. Finally, the Protoss and (sort of) Zerg have Power resources. All Protoss buildings must be built near pylons, and shut down if the pylons are destroyed. Zerg buildings must be built on creep, which spreads out from hatcheries and creep colonies; however, losing the creep source doesn't hurt the buildings.

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* ''VideoGame/StarCraft'' The TropeNamer. Minerals would be gold and Vespene gas would be lumber.[[note]]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...[[/note]] If [[/note]]If you play well, you will likely [[MostAnnoyingSound constantly be hearing the phrase]], 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. Finally, the Protoss and (sort of) Zerg have Power resources. All Protoss buildings must be built near pylons, and shut down if the pylons are destroyed. Zerg buildings must be built on creep, which spreads out from hatcheries and creep colonies; however, losing the creep source doesn't hurt the buildings.



* ''VideoGame/RiseOfNations'': Similar to ''VideoGame/AgeOfEmpires'', but UpToEleven. You begin with Food, Lumber, and Wealth, gaining access to Metal, Knowledge, and Oil as you advance in age. Knowledge is a hybrid-Lumber-Power resource, acquired through Universities, and used for Age-relevant researches and, late-game, missiles. The rest of the resources are used to build and upgrade various units, as well as upgrade resource-gathering rates. It also features Population (increased through Military Research), and Power in a mutated sense: you have a {{Cap}} on your maximum income-per-minute, per resource, and need to expand it to take full advantage of all your resourcing nodes.
** It should be noted that the proliferation of resources helps to avert MostAnnoyingSound: rarely are you in a position where you can't build ''some''thing, even if it's not what you originally came for. (Of course, to compensate, there are plenty of other things that make annoying sounds, such as when you bump up against the top of your resource cap.)

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* ''VideoGame/RiseOfNations'': Similar to ''VideoGame/AgeOfEmpires'', but UpToEleven. You begin with Food, Lumber, and Wealth, gaining access to Metal, Knowledge, and Oil as you advance in age. Knowledge is a hybrid-Lumber-Power resource, acquired through Universities, and used for Age-relevant researches and, late-game, missiles. The rest of the resources are used to build and upgrade various units, as well as upgrade resource-gathering rates. It also features Population (increased through Military Research), and Power in a mutated sense: you have a {{Cap}} on your maximum income-per-minute, per resource, and need to expand it to take full advantage of all your resourcing nodes.
** It should be noted that the proliferation of resources helps to avert MostAnnoyingSound: rarely
nodes. Rarely are you in a position where you can't build ''some''thing, even if it's not what you originally came for. (Of course, to compensate, there are plenty of other things that make annoying sounds, such as when you bump up against the top of your resource cap.)for.
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* ''VideoGame/CommandAndConquer'': The ''Tiberian'' series uses Tiberium as a Gold-type resources. The ''Red Alert'' series used "ore" as its Gold; another variant, gems, functioned exactly like ore, only it was worth more money. ''Generals'' uses "supplies", mainly found in supply docks around a given map but also acquired via special support structures that the only late-game source of income once the aforementioned supply docks are depleted (as they do not regenerate). All series have Power as, well, Power (though the spiritual predecessor ''Dune II'' is the TropeNamer for that resource). There is also often a Population limit on air vehicles, usually planes (number of Airstrips). Helicopters and other VTOL are able to land anywhere, but still needed a pad to rearm most of the time.

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* ''VideoGame/CommandAndConquer'': The ''Tiberian'' series uses Tiberium as a Gold-type resources. The ''Red Alert'' series used "ore" as its Gold; another variant, gems, functioned exactly like ore, only it was worth more money. ''Generals'' uses "supplies", mainly found in supply docks and occasionally as UN crates scattered around a given map the battlefield, but also acquired via special support structures that serve as the only late-game source of income once the aforementioned supply docks are depleted (as they do not regenerate). All series have Power as, well, Power (though the spiritual predecessor ''Dune II'' is the TropeNamer for that resource). There is also often a Population limit on air vehicles, usually planes (number of Airstrips). Helicopters and other VTOL are able to land anywhere, but still needed a pad to rearm most of the time.
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* ''VideoGame/CommandAndConquer'': The ''Tiberian'' series uses Tiberium as a Gold-type resources. ''Generals'' uses good ol' dollars. The ''Red Alert'' series used "ore" as its Gold. Another variant, gems, functioned exactly like ore, only it was worth more money. Both series have Power as, well, Power (though the spiritual predecessor ''Dune II'' is the TropeNamer for that resource). ''Tiberian Twilight'' changes their Gold into a Lumber-type, where they pay for upgrades instead.
** ''VideoGame/RedAlert3'' lampshades it in one of its tutorials with the above quote.

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* ''VideoGame/CommandAndConquer'': The ''Tiberian'' series uses Tiberium as a Gold-type resources. ''Generals'' uses good ol' dollars. The ''Red Alert'' series used "ore" as its Gold. Another Gold; another variant, gems, functioned exactly like ore, only it was worth more money. Both ''Generals'' uses "supplies", mainly found in supply docks around a given map but also acquired via special support structures that the only late-game source of income once the aforementioned supply docks are depleted (as they do not regenerate). All series have Power as, well, Power (though the spiritual predecessor ''Dune II'' is the TropeNamer for that resource). There is also often a Population limit on air vehicles, usually planes (number of Airstrips). Helicopters and other VTOL are able to land anywhere, but still needed a pad to rearm most of the time.
**
''Tiberian Twilight'' changes their Gold into a Lumber-type, where they pay for upgrades instead.
** ''VideoGame/RedAlert3'' lampshades it in one of its tutorials with the above quote.
instead.



** There is also often a Population limit on air vehicles, usually planes (number of Airstrips). Helicopters and other VTOL are able to land anywhere, but still needed a pad to rearm most of the time.

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** There is also often a Population limit on air vehicles, usually planes (number ''VideoGame/RedAlert3'' lampshades it in one of Airstrips). Helicopters and other VTOL are able to land anywhere, but still needed a pad to rearm most of its tutorials with the time.page quote.
Tabs MOD

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* ''VideoGame/CommandAndConquer'': The ''Tiberian'' series uses Tiberium ([[CaptainObvious duh]]) as a Gold-type resources. ''Generals'' uses good ol' dollars. The ''Red Alert'' series used "ore" as its Gold. Another variant, gems, functioned exactly like ore, only it was worth more money. Both series have Power as, well, Power (though the spiritual predecessor ''Dune II'' is the TropeNamer for that resource). ''Tiberian Twilight'' changes their Gold into a Lumber-type, where they pay for upgrades instead.

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* ''VideoGame/CommandAndConquer'': The ''Tiberian'' series uses Tiberium ([[CaptainObvious duh]]) as a Gold-type resources. ''Generals'' uses good ol' dollars. The ''Red Alert'' series used "ore" as its Gold. Another variant, gems, functioned exactly like ore, only it was worth more money. Both series have Power as, well, Power (though the spiritual predecessor ''Dune II'' is the TropeNamer for that resource). ''Tiberian Twilight'' changes their Gold into a Lumber-type, where they pay for upgrades instead.
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* ''VideoGame/{{Minecraft}}'''s resource system was a bit esoteric when it came out, but [[FollowTheLeader has since been imitated by many other games]]. Lumber moves to the "Gold" category--in a new game, you almost always have to collect some before you do anything else (infamously, you accomplish this by punching a tree). This lets you make a crafting table, the starting and/or ending point for crafting almost everything else. You also need wood to make most weapons and tools--stone pickaxes and diamond pickaxes both require wooden handles--and torches, which you'll need in abundance unless you like stumbling around in the dark through monster-infested caves. Running out of wood is surprisingly easy, since you usually won't find any underground where most of your other resource-gathering gets done, so this forces you to spend time on the surface chopping down trees, and planting new ones when the nearest forest runs out.
** Most other materials are secondary, and transition into uselessness later in the game: your first tools will be pure wood, then stone, then iron, and eventually, diamond. Enforced somewhat by collection requirements; you can't collect stone with your bare hands, or diamond with anything less than an iron pick.
** Emerald, the only currency-like resource, was a late addition in the game, used only when trading with villagers (an optional sidequest of sorts). Villagers also bring a Population-type limitation: you can "breed" them, but only if the village has enough houses (though the game counts a door with one block over the space behind it as a "house," so this is easier to fulfill than it sounds).
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-->--''VideoGame/CommandAndConquerRedAlert3 tutorial''

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-->--''VideoGame/CommandAndConquerRedAlert3 -->-- ''VideoGame/CommandAndConquerRedAlert3 tutorial''
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** Later versions of ''Starcraft II'' included "Announcer Packs", featuring various characters in both the game itself and esports personalities. Many of the popular ones include [[Website/DayNine Day9]], the late [[Creator/TheCynicalBrit TotalBiscuit]], Abathur (voiced by Creator/StevenBlum) and Alarak (voiced by Creator/JohnDeLancie).

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** Later versions of ''Starcraft II'' included "Announcer Packs", featuring various characters in both the game itself and esports personalities. personalities with their own twist on this trope. Many of the popular ones include [[Website/DayNine Day9]], the late [[Creator/TheCynicalBrit TotalBiscuit]], Abathur (voiced by Creator/StevenBlum) Creator/SteveBlum) and Alarak (voiced by Creator/JohnDeLancie).
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** Later versions of ''Starcraft II'' included "Announcer Packs", featuring various characters in both the game itself and esports personalities. Many of the popular ones include [[Website/DayNine Day9]], the late [[Creator/TheCynicalBrit TotalBiscuit]], Abathur (voiced by Creator/StevenBlum) and Alarak (voiced by Creator/JohnDeLancie).
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* The ''VideoGame/SupremeRuler'' franchise has a fairly complex simulation of real-world economics. Basic resources such as coal, oil, water and wood are used both to keep the civilian world running and to produce more abstract refined resources such civilian goods, military goods and power, some of which are also fed back into the economy. Consumption of goods depends on what units are doing; going to war will greatly increase use of oil and military goods and often require a stockpile to be built up beforehand. As in the real world, most countries don't have access to all resources, so the most important of all is cold, hard cash, which is acquired both through taxes and selling resources on the international market.
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* ''VideoGame/TotalWarWarhammer'' mainly just has gold used for all unit and building production (Vampire Counts give it a different name, but it behaves identically). Some factions have their own unique resources used in various ways. Bretonnia has serfs, which must be balanced between working in the economy and being deployed to the battlefield, while Dark Elves collect slaves which can be used to increase gold production or spent in various rituals.
** The campaign for the [[VideoGame/TotalWarWarhammerII second game]] has the major factions all racing to gather a unique resource to power a ritual to prevent (or cause) [[ApocalypseHow the end of the world]]. Each race, with two rival factions per race, collect a different resource, but they all function identically, mainly being produced by control of certain locations or buildings, and only being used for the campaign objective and not production.
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** ''VideoGame/SpellforceIII'' also has seven resources; only four of these (food, wood, stone and iron) are used by all factions, while the remainder are each unique to one of the three factions. Food and wood are essentially gold types, being needed for all units and all buildings respectively, while the others are needed for more advanced production and research. They are all present in a finite amount on the map, however, food can additionally be produced in infinite amounts by farms, while in the campaign the player character can acquire the ability to replenish the three other common resources. Gold is again only used in the RPG portions of the game to purchase equipment.
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An update made food global


* In ''VideoGame/{{Stellaris}}'' the various resources are produced by buildings or harvested from natural deposits by population units or mining stations. Energy credits and minerals act as gold and wood, though energy credits are only spent to buy a few specific units or buildings and are usually just used for maintenance. Food is a power-type resource that is confined to the planet where it's produced and consumed by the population. Population is divided into discrete [=POPs=] that occupy planet tiles and harvest the tile's natural resources or operate buildings. A number of different "strategic resources" power specific structures, such as Betharian Stone to Betharian Power Plants, Alien Pets to Xeno Zoos, or Zro for Navigator's Guilds. Research is also treated as resources, "research points" are continually collected as a tech is researched, and analyzing debris can add points to a specific tech that isn't currently under research.

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* In ''VideoGame/{{Stellaris}}'' the various resources are produced by buildings or harvested from natural deposits by population units or mining stations. Energy credits and minerals act as gold and wood, though energy credits are only spent to buy a few specific units or buildings and are usually just used for maintenance. Food is a power-type resource that is confined to the planet where it's produced and consumed by the population. Population is divided into discrete [=POPs=] that occupy planet tiles and harvest the tile's natural resources or operate buildings. A number of different "strategic resources" power specific structures, such as Betharian Stone to Betharian Power Plants, Alien Pets to Xeno Zoos, or Zro for Navigator's Guilds. Research is also treated as resources, "research points" are continually collected as a tech is researched, and analyzing debris can add points to a specific tech that isn't currently under research.
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* The Paradox Interactive game ''Victoria: An Empire Under The Sun'' takes this to extremes, featuring no less than 47 resources. These include the standards of coal, iron and wood (albeit classed as timber, lumber and tropical), but also more esoteric types such as fertiliser, opium and luxury furniture. And God help you if you don't happen to be producing exactly the right blend of these materials at any point...

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* The Paradox Interactive game ''Victoria: An Empire Under The Sun'' ''VideoGame/VictoriaAnEmpireUnderTheSun'' takes this to extremes, featuring no less than 47 resources. These include the standards of coal, iron and wood (albeit classed as timber, lumber and tropical), but also more esoteric types such as fertiliser, opium and luxury furniture. And God help you if you don't happen to be producing exactly the right blend of these materials at any point...
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** ''Homeworld Cataclysm'' adds a Population resource in the form of a limited pool of "Support Units", which can be expanded by constructing Carriers and "Support Modules", and restricts the number of ships you can field.

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