History Main / YouRequireMoreVespeneGas

25th Apr '16 1:51:31 PM kikiandlala
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* In Microids' ''Warrior Kings'', there are 3 resources - food, material, and gold. It's actually food that's the most important resource and functions as both Gold and Population in other RTS games. Almost all units require food to produce and some can be bought with food alone, if your food reserves run out completely then most of your units will start starving until they're reduced to a few hit points, food taken from your reserves can be used to slowly heal damaged units and finally the size of your food reserves is used to measure the maximum population. Material acts as the Wood resource in other games, it's mostly used to make buildings and is a small component of cavalry and vehicles. Finally there's gold in the game which is used only for buying high end units and buildings, making this the least important resource. The Imperial faction has one unique resource which is faith. Faith is produced in churches and other religious buildings, it's used to power the miracles that the Imperials can use - such as calling down fire from the skies.
25th Apr '16 1:35:23 PM kikiandlala
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* The 2013 release adds some odd complications. Not only is water made an exhaustible (though renewable) resource, meaning you might have to keep moving water pumps in a place with a low water table, there are several optional resources that can be tapped with special buildings: coal, ore and oil. These can be sold for a quick buck or refined and combined in yet more specialised buildings to make increasingly complex (and lucrative) products like plastic, alloy, and computers.

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* ** The 2013 release adds some odd complications. Not only is water made an exhaustible (though renewable) resource, meaning you might have to keep moving water pumps in a place with a low water table, there are several optional resources that can be tapped with special buildings: coal, ore and oil. These can be sold for a quick buck or refined and combined in yet more specialised buildings to make increasingly complex (and lucrative) products like plastic, alloy, and computers.
25th Apr '16 1:19:54 PM kikiandlala
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*** In DOW2 there's also a minor tertiary resource called Fury (or WAAGH or whatever depending on the faction), this is built by the deaths you take or inflict and it's used to charge certain special abilities or buy special, powerful units.

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*** In DOW2 Additionally there's also a minor tertiary resource called Fury (or WAAGH or whatever depending on the faction), this is built by the deaths you take or inflict and it's used to charge certain special abilities or buy special, powerful units.
25th Apr '16 1:19:14 PM kikiandlala
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*** In DOW2 there's also a minor tertiary resource called Fury (or WAAGH or whatever depending on the faction), this is built by the deaths you take or inflict and it's used to charge certain special abilities or buy special, powerful units.
22nd Apr '16 8:24:09 PM KYCubbie
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* In ''Boom Beach'', made by the developer of ''Clash of Clans'', there are four main resources—Gold, Wood, Stone, and Iron. Gold is used to train and upgrade troops, and is also spent when launching attacks. Buildings are initially created with wood, with stone and iron added at higher levels (usually; the buildings that produce resources other than gold don't require that particular resource for upgrades). At higher levels, the Weapon Lab (which allows the creation of prototype defenses that last one week of real time) becomes available; while it's upgraded with the same resources as other buildings, it requires its own set of resources[[note]](Critical Fuse, Complex Gear, Power Rod, Field Capacitor)[[/note]] to build defensive structures.

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* In ''Boom Beach'', made by the developer of ''Clash of Clans'', there are four main resources—Gold, Wood, Stone, and Iron. Gold is used to train and upgrade troops, and is also spent when launching attacks.attacks and exploring new areas on the player's map. Buildings are initially created with wood, with stone and iron added at higher levels (usually; the buildings that produce resources other than gold don't require that particular resource for upgrades). At higher levels, the Weapon Lab (which allows the creation of prototype defenses that last one week of real time) becomes available; while it's upgraded with the same resources as other buildings, it requires its own set of resources[[note]](Critical Fuse, Complex Gear, Power Rod, Field Capacitor)[[/note]] to build defensive structures.
15th Apr '16 3:58:41 AM aye_amber
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* ''VideoGame/LegoRockRaiders'' 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.

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* ''VideoGame/LegoRockRaiders'' ''Franchise/RockRaiders'' 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.
4th Apr '16 8:17:24 PM KYCubbie
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* In ''VideoGame/ClashOfClans'', Gold and Elixir are resources needed to create and upgrade things (buildings, walls, {{mooks}}, and regular Spells). Eventually you can acquire Dark Elixir, which is used in training and upgrading EliteMooks and two of the three HeroUnits, as well as brewing and upgrading Dark Spells.

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* In ''VideoGame/ClashOfClans'', Gold and Elixir are resources needed to create and upgrade things (buildings, walls, {{mooks}}, and regular Spells). Elixir is also used to fuel two late-game defensive structures. Eventually you can acquire Dark Elixir, which is used in training and upgrading EliteMooks and two of the three HeroUnits, {{Hero Unit}}s, as well as brewing and upgrading Dark Spells.Spells and fueling a third late-game defensive structure.
4th Apr '16 8:15:04 PM KYCubbie
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* In ''VideoGame/ClashOfClans'', gold and elixirs are resources needed to create and upgrade things. Eventually you can acquire dark elixir, which is used in training Elite Mooks.

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* In ''VideoGame/ClashOfClans'', gold Gold and elixirs Elixir are resources needed to create and upgrade things. things (buildings, walls, {{mooks}}, and regular Spells). Eventually you can acquire dark elixir, Dark Elixir, which is used in training Elite Mooks.and upgrading EliteMooks and two of the three HeroUnits, as well as brewing and upgrading Dark Spells.
* In ''Boom Beach'', made by the developer of ''Clash of Clans'', there are four main resources—Gold, Wood, Stone, and Iron. Gold is used to train and upgrade troops, and is also spent when launching attacks. Buildings are initially created with wood, with stone and iron added at higher levels (usually; the buildings that produce resources other than gold don't require that particular resource for upgrades). At higher levels, the Weapon Lab (which allows the creation of prototype defenses that last one week of real time) becomes available; while it's upgraded with the same resources as other buildings, it requires its own set of resources[[note]](Critical Fuse, Complex Gear, Power Rod, Field Capacitor)[[/note]] to build defensive structures.
3rd Mar '16 12:53:38 PM Morgenthaler
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* SpiritualSuccessor ''VideoGame/RiseOfLegends'' has timonium as a Gold-type, Wealth (for the Vinci and Alin) / Energy (for the Cuotl) as Lumber-types, and Population. Timonium, wealth and energy have the same income cap found in ''RiseOfNations'', and the most common way of increasing wealth/energy income also raises that cap. There's also "Research", which is used to improve certain aspects of the player's nation, and the Vinci-only "Prototypes", which can be used to either give a general improvement across the whole army, or buy a special unit and improve units related to the special one. Both are acquired from specific buildings.

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* SpiritualSuccessor ''VideoGame/RiseOfLegends'' has timonium as a Gold-type, Wealth (for the Vinci and Alin) / Energy (for the Cuotl) as Lumber-types, and Population. Timonium, wealth and energy have the same income cap found in ''RiseOfNations'', ''VideoGame/RiseOfNations'', and the most common way of increasing wealth/energy income also raises that cap. There's also "Research", which is used to improve certain aspects of the player's nation, and the Vinci-only "Prototypes", which can be used to either give a general improvement across the whole army, or buy a special unit and improve units related to the special one. Both are acquired from specific buildings.
3rd Mar '16 11:12:46 AM Morgenthaler
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* ''SwordOfTheStars'' uses credits as a gold resource. While planets have ores and minerals (called resources) they affect the production output and generation of credits, but are not a resource themselves.
* In the ''Cossacks'' series, there is gold, wood, food, stone, iron and coal. They are all Lumber-type except gold, which of course is Gold-type. They also have some Power-type aspects, in the sense that all units 'eat' some of your stockpile. Gunpowder units consume small amounts of iron and coal, and if it runs out they can't fire at all. If you run out of gold, your army officers and all ships mutiny, and if you run out of food there's a famine.
* ''[[WarlordsSeries Warlords Battlecry]]'' features four different kinds of resources (Gold, Metal, Stone, and Crystal), with each race needing different proportions of each (to the extent that some races had little use for one of the resources), making all four Gold, Lumber, and Useless, depending on which race you play as. For example, the elven races tend to use a lot of crystal, while more barbaric races tend to use a lot of stone, and the civilized races use a lot of gold. Resources are also produced somewhat differently than in most other games: your hero (and some units) can convert resource mines to your control, which then give you a steady stream of resources. This stream can be increased with some upgrades or by loading workers into the mines, and mines can (but rarely do, unless you're fighting against the Swarm) run out of resources, after which they will trickle resources at a greatly reduced rate. WBC also has population; each building you own increases your population limit (most buildings by 2, though some races have buildings which do nothing but increase it by 3, like the Orcish hovel and the Dark Dwarf supply depot), plus 5 for each level of your Keep, plus some more depending on your hero's stats.
* Iterations I-IV ''Sid Meier's VideoGame/{{Civilization}}'' series have three primary resources: Food (Nutrients in ''Alpha Centauri''), which feeds the city's population and increases it when the stockpile reaches a certain point, Production ("Shields" in ''Civ 1, 2 and 3'', Minerals in ''[[SidMeiersAlphaCentauri Alpha Centauri]]'', "Hammers" in ''Civ 4''), which is used to build improvements and units, and [[GlobalCurrency Commerce]] ([[EnergyEconomy Energy]] in SMAC), which goes either to research, your treasury (which can be used to speed up production, and is needed to support buildings and/or units, depending on the version of Civilization), or making your citizens happy (more important at higher difficulties). In addition, in editions after ''Civ 3'', there are strategic resources, which are required for some units and upgrades or otherwise enhance your empire in some way, as well as bonus resources that give you extra Food, Production or Commerce.

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* ''SwordOfTheStars'' ''VideoGame/SwordOfTheStars'' uses credits as a gold resource. While planets have ores and minerals (called resources) they affect the production output and generation of credits, but are not a resource themselves.
* In the ''Cossacks'' ''VideoGame/{{Cossacks}}'' series, there is gold, wood, food, stone, iron and coal. They are all Lumber-type except gold, which of course is Gold-type. They also have some Power-type aspects, in the sense that all units 'eat' some of your stockpile. Gunpowder units consume small amounts of iron and coal, and if it runs out they can't fire at all. If you run out of gold, your army officers and all ships mutiny, and if you run out of food there's a famine.
* ''[[WarlordsSeries ''[[VideoGame/WarlordsSeries Warlords Battlecry]]'' features four different kinds of resources (Gold, Metal, Stone, and Crystal), with each race needing different proportions of each (to the extent that some races had little use for one of the resources), making all four Gold, Lumber, and Useless, depending on which race you play as. For example, the elven races tend to use a lot of crystal, while more barbaric races tend to use a lot of stone, and the civilized races use a lot of gold. Resources are also produced somewhat differently than in most other games: your hero (and some units) can convert resource mines to your control, which then give you a steady stream of resources. This stream can be increased with some upgrades or by loading workers into the mines, and mines can (but rarely do, unless you're fighting against the Swarm) run out of resources, after which they will trickle resources at a greatly reduced rate. WBC also has population; each building you own increases your population limit (most buildings by 2, though some races have buildings which do nothing but increase it by 3, like the Orcish hovel and the Dark Dwarf supply depot), plus 5 for each level of your Keep, plus some more depending on your hero's stats.
* Iterations I-IV ''Sid Meier's VideoGame/{{Civilization}}'' series have three primary resources: Food (Nutrients in ''Alpha Centauri''), which feeds the city's population and increases it when the stockpile reaches a certain point, Production ("Shields" in ''Civ 1, 2 and 3'', Minerals in ''[[SidMeiersAlphaCentauri ''[[VideoGame/SidMeiersAlphaCentauri Alpha Centauri]]'', "Hammers" in ''Civ 4''), which is used to build improvements and units, and [[GlobalCurrency Commerce]] ([[EnergyEconomy Energy]] in SMAC), which goes either to research, your treasury (which can be used to speed up production, and is needed to support buildings and/or units, depending on the version of Civilization), or making your citizens happy (more important at higher difficulties). In addition, in editions after ''Civ 3'', there are strategic resources, which are required for some units and upgrades or otherwise enhance your empire in some way, as well as bonus resources that give you extra Food, Production or Commerce.



* ''DungeonDefenders'' has a single gold-type resource: Mana, and Mana is used to build/upgrade all defenses and use abilities. It's gained from treasure chests in between waves and spills out of dead creeps during them.

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* ''DungeonDefenders'' ''VideoGame/DungeonDefenders'' has a single gold-type resource: Mana, and Mana is used to build/upgrade all defenses and use abilities. It's gained from treasure chests in between waves and spills out of dead creeps during them.



* ''HeartsOfIron 2'' has a system with energy, metal, oil and rare materials. Somewhat averted in that the first three were simply consumed in order to create "Industrial Capacity" points (which were used to build units), while oil was consumed by certain units as they moved around. (You did NOT want to run out of oil!) there was also Supplies (that was produced from said IC and consumed by units) and manpower (used to train and reinforce divisions to full strength). There's also money, which is produced by IC devoted to 'consumer goods' and is used to fund spy operations and research teams.

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* ''HeartsOfIron ''VideoGame/HeartsOfIron 2'' has a system with energy, metal, oil and rare materials. Somewhat averted in that the first three were simply consumed in order to create "Industrial Capacity" points (which were used to build units), while oil was consumed by certain units as they moved around. (You did NOT want to run out of oil!) there was also Supplies (that was produced from said IC and consumed by units) and manpower (used to train and reinforce divisions to full strength). There's also money, which is produced by IC devoted to 'consumer goods' and is used to fund spy operations and research teams.



* ''AKingdomForKeflings'' has, for building parts, 3 base resources (Stone, Lumber, and Magic Crystals) that exist in both depletable clusters and infinite tiles at the edge of the map and 1 base resource (Wool) that exists on Sheep at the bottom of the map that replenishes up to 10 per sheep tile over time. Each of these can be refined once (Cut Stone, Planks, Magic Gems and Cloth) and again (Brick, Carved Wood, Magic Powder and Silk) for more advanced building parts. Some buildings require Keflings, the population of which can be increased by getting more Hearts by completing certain quests and placing them in Houses.

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* ''AKingdomForKeflings'' ''VideoGame/AKingdomForKeflings'' has, for building parts, 3 base resources (Stone, Lumber, and Magic Crystals) that exist in both depletable clusters and infinite tiles at the edge of the map and 1 base resource (Wool) that exists on Sheep at the bottom of the map that replenishes up to 10 per sheep tile over time. Each of these can be refined once (Cut Stone, Planks, Magic Gems and Cloth) and again (Brick, Carved Wood, Magic Powder and Silk) for more advanced building parts. Some buildings require Keflings, the population of which can be increased by getting more Hearts by completing certain quests and placing them in Houses.



* The original ''{{Spellforce}}'' has '''seven''' resources: Food, Wood, Moonsilver, Lenya Plants, Aria (sort of magical water), Iron and Stone. Different forces used different resources, which meant it encouraged combining multiple Light or Dark races; Elves, for example, could access some of their more powerful units by paying Iron, but lacked the ability to gather it for themselves, and could use the Forester building to [[GameBreaker gain an infinite supply of wood]].

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* The original ''{{Spellforce}}'' ''VideoGame/{{Spellforce}}'' has '''seven''' resources: Food, Wood, Moonsilver, Lenya Plants, Aria (sort of magical water), Iron and Stone. Different forces used different resources, which meant it encouraged combining multiple Light or Dark races; Elves, for example, could access some of their more powerful units by paying Iron, but lacked the ability to gather it for themselves, and could use the Forester building to [[GameBreaker gain an infinite supply of wood]].



* ''CompanyOfHeroes'' has three resources: Manpower, Fuel and Munitions, but only two follow this trope. Manpower is gold and Fuel is lumber (used for vehicles and advanced buildings), while Munitions are used for special abilities like airstrikes and throwing grenades. However, Fuel and Munitions are gathered like gold (owning the territory where the resource is located increases the rate at which you gain that resource), and Manpower was gained proportional to the amount of the map you controlled: the more you controlled, the faster you'd gain Manpower.

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* ''CompanyOfHeroes'' ''VideoGame/CompanyOfHeroes'' has three resources: Manpower, Fuel and Munitions, but only two follow this trope. Manpower is gold and Fuel is lumber (used for vehicles and advanced buildings), while Munitions are used for special abilities like airstrikes and throwing grenades. However, Fuel and Munitions are gathered like gold (owning the territory where the resource is located increases the rate at which you gain that resource), and Manpower was gained proportional to the amount of the map you controlled: the more you controlled, the faster you'd gain Manpower.



* ''DarkReign'' has two resources, taelon and water. You collect water, which, when the building's silo is full, is sent off-world and converted into credits. Taelon can be used to top-up power generators; however, a lack of taelon won't disable a generator - it'll merely cause it to run at half efficiency. Therefore, building twice as many generators allows you to ignore taelon altogether.

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* ''DarkReign'' ''VideoGame/DarkReign'' has two resources, taelon and water. You collect water, which, when the building's silo is full, is sent off-world and converted into credits. Taelon can be used to top-up power generators; however, a lack of taelon won't disable a generator - it'll merely cause it to run at half efficiency. Therefore, building twice as many generators allows you to ignore taelon altogether.



* ''MasterOfMagic'' has three main resources, Gold, Food, and Mana. Gold is both a Gold-type and a Population-type (in the form of your army's wages), Food is purely a Population-type, and Mana could fit either as a Lumber-type (can be stockpiled for casting spells) or a Power-type (must be gathered either by generating it from city improvements such as Temples, or sending magic spirits to claim magical nodes). Cities also have a Production resource, which can either be applied to building city improvements, training units, increasing the size of the city, or generating Gold.
** Its SpiritualSuccessor ''AgeOfWonders'' had just gold and mana. Whereas another game in the genre, Disciples, had gold and four different types of mana (five with the expansion pack), and you needed the right combination of mana to be able to cast spells.

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* ''MasterOfMagic'' ''VideoGame/MasterOfMagic'' has three main resources, Gold, Food, and Mana. Gold is both a Gold-type and a Population-type (in the form of your army's wages), Food is purely a Population-type, and Mana could fit either as a Lumber-type (can be stockpiled for casting spells) or a Power-type (must be gathered either by generating it from city improvements such as Temples, or sending magic spirits to claim magical nodes). Cities also have a Production resource, which can either be applied to building city improvements, training units, increasing the size of the city, or generating Gold.
** * Its SpiritualSuccessor ''AgeOfWonders'' ''VideoGame/AgeOfWonders'' had just gold and mana. Whereas another game in the genre, Disciples, had gold and four different types of mana (five with the expansion pack), and you needed the right combination of mana to be able to cast spells.



* ''[[{{Earth2150}} Earth 2160]]'' has four resources: metal, water, crystals and energy. Their roles vary by race: ED uses water and metal, LC uses water and crystals, UCS uses crystals and metal, and all three use energy. The first three are either Gold or Lumber based on side, while energy is Power. Aliens need water for ground units and crystals and metal for air units.

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* ''[[{{Earth2150}} ''[[VideoGame/{{Earth2150}} Earth 2160]]'' has four resources: metal, water, crystals and energy. Their roles vary by race: ED uses water and metal, LC uses water and crystals, UCS uses crystals and metal, and all three use energy. The first three are either Gold or Lumber based on side, while energy is Power. Aliens need water for ground units and crystals and metal for air units.



* ''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.
* ''GalaxyOnline'' has Metal, Gas, Population, and Science, all of which are produced passively over time by structures built for that purpose. Science points are spent to purchase new scientific upgrades without having to decide what you were studying beforehand. Population works just like metal and gas and is consumed for various tasks. One could logically suggest that the population "consumed" building facilities are just committed to working there and not available for other tasks. The population used up creating starship fuel and ammunition though...

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* ''EmpireEarth'' ''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.
* ''GalaxyOnline'' ''VideoGame/GalaxyOnline'' has Metal, Gas, Population, and Science, all of which are produced passively over time by structures built for that purpose. Science points are spent to purchase new scientific upgrades without having to decide what you were studying beforehand. Population works just like metal and gas and is consumed for various tasks. One could logically suggest that the population "consumed" building facilities are just committed to working there and not available for other tasks. The population used up creating starship fuel and ammunition though...



* 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 ''SpaceEmpires'' 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.
* ''LegoRockRaiders'' 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.

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* In ''{{Achron}}'', ''VideoGame/{{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 ''SpaceEmpires'' ''VideoGame/SpaceEmpires'' 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.
* ''LegoRockRaiders'' ''VideoGame/LegoRockRaiders'' 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.



* ''UniverseAtWar'' has gold, or rather "resources" which is collected by little robots slicing up buildings and destroyed robots. It also has power.
* ''GratuitousSpaceBattles'' has three resources in the campaign mode: cash, crew, and pilots. Cash is generally a Gold equivalent, representing the amount of money spent on building each ship, as well as on repairs and upkeep. Crew and pilots serve as a Lumber-style resource; every frigate and cruiser requires a certain number of crew and a single pilot, while fighter squadrons require sixteen pilots per squad but no crew. Cash is produced by factories, while crew/pilots are produced by naval academies. Depending on ship design, different ship types will demand different numbers of crew; for example, a ship heavy on missile launchers and carrier bays will have upwards of four hundred crew, while a ship focused on lasers and shields will have far fewer crew.

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* ''UniverseAtWar'' ''VideoGame/UniverseAtWar'' has gold, or rather "resources" which is collected by little robots slicing up buildings and destroyed robots. It also has power.
* ''GratuitousSpaceBattles'' ''VideoGame/GratuitousSpaceBattles'' has three resources in the campaign mode: cash, crew, and pilots. Cash is generally a Gold equivalent, representing the amount of money spent on building each ship, as well as on repairs and upkeep. Crew and pilots serve as a Lumber-style resource; every frigate and cruiser requires a certain number of crew and a single pilot, while fighter squadrons require sixteen pilots per squad but no crew. Cash is produced by factories, while crew/pilots are produced by naval academies. Depending on ship design, different ship types will demand different numbers of crew; for example, a ship heavy on missile launchers and carrier bays will have upwards of four hundred crew, while a ship focused on lasers and shields will have far fewer crew.
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