History Main / YouRequireMoreVespeneGas

17th Nov '17 4:58:39 PM ManchuCandidate
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* In ''VideoGame/TheyAreBillions'' the resources you have to collect to build buildings and units are gold, wood, food, energy, stone, iron ore and oil.
25th Oct '17 9:22:00 AM Theriocephalus
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#'''Lumber:''' is a secondary resource; it's not as important as gold, but usually is needed for specific purposes (such as paying for upgrades or buildings). It's not that rare, but in the later stage of the game, everything will require Lumber. Some games have more than one Lumber-type resource, with each resource usually having a specific focus (for example, wood is needed for buildings, metal is needed for units).

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#'''Lumber:''' is a A secondary resource; it's not as important as gold, but usually is needed for specific purposes (such as paying for upgrades or buildings). It's not that rare, but in the later stage of the game, everything will require Lumber. Some games have more than one Lumber-type resource, with each resource usually having a specific focus (for example, wood is needed for buildings, metal is needed for units).
7th May '17 4:41:17 PM nombretomado
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* ''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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* ''StarCraft'' ''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.
30th Apr '17 2:09:18 PM nombretomado
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* Most of the ''HarvestMoon'' 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.

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* Most of the ''HarvestMoon'' ''VideoGame/HarvestMoon'' 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.
9th Apr '17 10:27:10 AM nombretomado
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* ''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.

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* ''Franchise/RockRaiders'' ''VideoGame/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.
27th Mar '17 10:10:28 AM crazysamaritan
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* ''VideoGame/DwarfFortress'' resources come in standard flavors like stone, gems, body parts, ores, and logs, and there are many subtypes of each. Even stone comes in over a hundred varieties, some of which have valuable properties, like flux stones for making steel. [[TheDevTeamThinksOfEverything Like everything else]], the process to make steel from iron is kinda complicated. The trope is currently played straight, however, in that there isn't much functional difference between types of stone save for their melting point when constructing buildings or defensive fortifications.
** To make this worse, resources present on the map are determined [[TheDevTeamThinksOfEverything through a process of simulated geology]]. While you can pick a starting area with favourable mineral analysis, you can't really predict what you're going to end up short on. And many resources and commodities (particularly food and clothing) can end up rotting or being otherwise contaminated before you get a chance to use them for their intended purpose. This is somewhat (but not entirely) [[TheDevTeamThinksOfEverything offset by the fact that there are multiple resources that can be used for most jobs]].

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* ''VideoGame/DwarfFortress'' resources come in standard flavors like stone, gems, body parts, ores, and logs, and there are many subtypes of each. Even stone comes in over a hundred varieties, some of which have valuable properties, like flux stones for making steel. [[TheDevTeamThinksOfEverything Like everything else]], else, the process to make steel from iron is kinda complicated. The trope is currently played straight, however, in that there isn't much functional difference between types of stone save for their melting point when constructing buildings or defensive fortifications.
**
fortifications. To make this worse, resources present on the map are determined [[TheDevTeamThinksOfEverything [[DevelopersForesight through a process of simulated geology]]. While you can pick a starting area with favourable mineral analysis, you can't really predict what you're going to end up short on. And many resources and commodities (particularly food and clothing) can end up rotting or being otherwise contaminated before you get a chance to use them for their intended purpose. This is somewhat (but not entirely) [[TheDevTeamThinksOfEverything offset by the fact that there are multiple resources that can be used for most jobs]].jobs.
22nd Mar '17 12:32:43 AM storymasterb
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*** ''VideoGame/DawnOfWar 3'' has requisition and power as before, obtained by capturing resource points and building generators on them respectively. It also removes the Fury/equivalent resource in favor of Elite Points, which accumulate at a fixed rate throughout the game and are used to call in special units.
19th Mar '17 10:43:55 PM KYCubbie
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* ''Boom Beach'', made by the developer of ''Clash of Clans'', has a more complex resource system.

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* ''Boom Beach'', ''VideoGame/BoomBeach'', made by the developer of ''Clash of Clans'', has a more complex resource system.
25th Jan '17 9:03:11 AM Kazmahu
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* ''VideoGame/TotalAnnihilation'' uses two, Energy and Metal. Metal is a Gold-type resource, while Energy was both Lumber and Power. Both have an input and an output (constructing creates a drain on Mass/Energy, rather than taking the cost out all at once), as well as a limited reserve that players begin to use up if their output surpasses their input. Some units and buildings constantly add to the output; if you run out of Energy, defensive structures stop working and some units lose some weaponry and special abilities (such as cloaking or energy weapons like the Commander's D-gun.) Further reducing the turtleyness of the game, the remains of defeated units can be [[NoRecycling harvested for Metal]]. This gives the game a slightly different feel to the economy as, instead of simply gathering and hoarding resources to build units and upgrades, the player is instead balancing the input and output of their economy, gathering enough to build and operate what they need, while using it fast enough to keep from wasting it.

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* ''VideoGame/TotalAnnihilation'' uses two, Energy and Metal. Metal is a Gold-type resource, while Energy was both Lumber and Power. Both have an input and an output (constructing creates a drain on Mass/Energy, rather than taking the cost out all at once), as well as a limited reserve that players begin to use up if their output surpasses their input. Some units and buildings constantly add to the output; if you run out of Energy, defensive structures stop working and some units lose some weaponry and special abilities (such as cloaking or energy weapons like the Commander's D-gun.) Further reducing the turtleyness of the game, the remains of defeated units can be [[NoRecycling harvested for Metal]]. This gives the game a slightly different feel to the economy as, instead of simply gathering and hoarding resources to build units and upgrades, the player is instead balancing the input and output of their economy, gathering enough to build and operate what they need, while using it fast enough to keep from wasting it.\\
This also created an interesting wrinkle in that the availability of metal on a given map could vastly change the required strategy. Core Prime's entire surface area was metal, meaning extractors could be plonked down anywhere en masses to fuel massive unit production. On the other hand, other maps had only precious few metal deposits, meaning one had to invest far more into energy collectors to fuel the very inefficient [[RefiningResources metal makers]] and be far more conservative in what they built.
17th Jan '17 12:44:38 PM Anorgil
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* ''VideoGame/{{Caesar}} III'' has Denarii as a Gold-type resource, a multitude of other resources (Food, Clay, Pottery, Lumber, Furniture, Olives, Oil, Grapes, Wine, Iron, Weapons, and Marble) as Lumber or Uselessium types depending on the scenario, and Housing as a Population-type resource. Oddly enough, the only resource you need to build most buildings is Denarii (and for the few exceptions, the only other resource is Marble); the other Lumber-type resources are used automatically by the populace, usually to upgrade and maintain the quality of their Housing.
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