Follow TV Tropes

Following

History Main / RefiningResources

Go To


Added DiffLines:

* VideoGame/{{Stellaris}}: Part of the economic overhaul in 2.2 was the addition of several advanced resources refined from minerals. Alloys are used to produce starbases and ships, consumer goods are consumed by the population to keep them happy, “strategic” resources like exotic gasses, rare crystals, and volatile motes are needed for advanced buildings and ships. In addition research jobs consume consumer goods.

Added DiffLines:

* ''VideoGame/DungeonsOfDredmor'' uses this with its ItemCrafting system. For example, copper and zinc ingots can be smelted out of chunks of their respective ores, then smelted together into brass. The brass is then crafted into Brass Mechanisms, which are either used as-is or used to make more advanced components like Spring-loaded Power Cores for use in high-end ClockPunk equipment.


* ''VideoGame/{{Deadlock}}'' allows you to refine iron into steel and [[UnObtainium endurium into triidium]]. Although not required, doing so makes more efficient use of your resources.

to:

* ''VideoGame/{{Deadlock}}'' allows you to refine iron has quite a number of resources, including things like ''art'' (which has an effect on settlement morale). In addition, basic construction resources can be further refined (iron into steel and [[UnObtainium endurium into triidium]]. triidium). Although not required, doing so a required step, refining makes more efficient use of your resources.resources and makes shipping them to other settlements cheaper.


* ''VideoGame/Zombidle'''s ItemCrafting system relies on villager ghosts, which can be picked up once you get the right item and are used in the highest-level items such as shards, which multiplying DPS or money gained by 3. Three ghost items can be refined into a more concentrated one (ghost->ectoplasm->ectoplasm ball->ectoplasm cube->ectoplasm prism), for a total of 81 ghosts and 1 hour per item. This took a ridiculously long time before upgrades were added that allowed creating multiple items at once and harvesting several ghosts per villager.

to:

* ''VideoGame/Zombidle'''s ''{{VideoGame/Zombidle}}'''s ItemCrafting system relies on villager ghosts, which can be picked up once you get the right item and are used in the highest-level items such as shards, which multiplying DPS or money gained by 3. Three ghost items can be refined into a more concentrated one (ghost->ectoplasm->ectoplasm ball->ectoplasm cube->ectoplasm prism), for a total of 81 ghosts and 1 hour per item. This took a ridiculously long time before upgrades were added that allowed creating multiple items at once and harvesting several ghosts per villager.

Added DiffLines:

* ''VideoGame/Zombidle'''s ItemCrafting system relies on villager ghosts, which can be picked up once you get the right item and are used in the highest-level items such as shards, which multiplying DPS or money gained by 3. Three ghost items can be refined into a more concentrated one (ghost->ectoplasm->ectoplasm ball->ectoplasm cube->ectoplasm prism), for a total of 81 ghosts and 1 hour per item. This took a ridiculously long time before upgrades were added that allowed creating multiple items at once and harvesting several ghosts per villager.


* A key feature of ''VideoGame/{{Pharaoh}}'', which has a large number of different resources representing both raw and processed materials; which ones you collect/export and which you must import depends on the local natural resources of the map you're playing. The processed goods are the ones your citizens want, of course, and each one has a specific industrial building dedicated to producing it from the appropriate raw material. It's also possible to [[AnEntrepreneurIsYou make a profitable industry]] out of RefiningResources; importing flax, building Weavers and exporting linen, for example.

to:

* ''VideoGame/CityBuildingSeries'':
**
A key feature of ''VideoGame/{{Pharaoh}}'', which has a large number of different resources representing both raw and processed materials; which ones you collect/export and which you must import depends on the local natural resources of the map you're playing. The processed goods are the ones your citizens want, of course, and each one has a specific industrial building dedicated to producing it from the appropriate raw material. It's also possible (and recommended by the game) to [[AnEntrepreneurIsYou make a profitable industry]] out of RefiningResources; importing flax, building Weavers weavers and exporting linen, for example.example.
** ''VideoGame/ZeusMasterOfOlympus'' follows in the same vein with a Greek flavor: copper is mined to make weapons and statues, wood is needed to make ships, chariots and build temples, etc.
** ''VideoGame/EmperorRiseOfTheMiddleKingdom'''s resources actually evolve along with the timeline: at first tax records are kept on wooden slats, but once paper is invented (made from hemp) that's all they'll use. Weapons are made from copper, then iron, then steel (requires wood and iron).


* In ''SidMeier's VideoGame/{{Colonization}}'', the economy is built on this trope. In theory you ''could'' just sell raw materials to and buy manufactured goods from Europe, but it's much more beneficial in the long term to build your own industrial base in your colonies, especially considering you'll have to fight your mother country in the endgame. Of course, advanced resources mostly are still traded away, but for a greater profit. The only refinements used up by your own colonies are Lumber → [[labelnote:Hammers]]used to construct buildings, as well as ships once you build your own Shipyards[[/labelnote]], Ore → [[labelnote:Tools]]spent by Pioneer jobs or production of ships, cannons and non-basic buildings[[/labelnote]] → [[labelnote:Muskets]]needed to to equip soldiers and dragoons[[/labelnote]], and [[labelnote:Food]]allows colonies to survive and grow without immigration[[/labelnote]] → [[labelnote:Horses]]needed to equip dragoons and scouts[[/labelnote]].

to:

* In ''SidMeier's ''Creator/SidMeier's VideoGame/{{Colonization}}'', the economy is built on this trope. In theory you ''could'' just sell raw materials to and buy manufactured goods from Europe, but it's much more beneficial in the long term to build your own industrial base in your colonies, especially considering you'll have to fight your mother country in the endgame. Of course, advanced resources mostly are still traded away, but for a greater profit. The only refinements used up by your own colonies are Lumber → [[labelnote:Hammers]]used to construct buildings, as well as ships once you build your own Shipyards[[/labelnote]], Ore → [[labelnote:Tools]]spent by Pioneer jobs or production of ships, cannons and non-basic buildings[[/labelnote]] → [[labelnote:Muskets]]needed to to equip soldiers and dragoons[[/labelnote]], and [[labelnote:Food]]allows colonies to survive and grow without immigration[[/labelnote]] → [[labelnote:Horses]]needed to equip dragoons and scouts[[/labelnote]].

Added DiffLines:

* In ''VideoGame/{{Colobot}}'', titanium ore needs to be refined into titanium blocks before it can be used for building. Also, uranium ore can be refined into atomic energy cells.


* ''VideoGame/{{Achron}}'' has a strange variant of this trope. All three factions can convert QP (Quark-gluon Plasma) into LC (Liquid Crystal), which is tantamount to converting the more "advanced" / rare resource into the more "basic" / common one... inefficiently to boot. This has less to do with game balance and more to do with [[MohsScaleOfSciFiHardness realism]], since [[TheDevTeamThinksOfEverything it stands to reason that a player should be able to convert a more refined version of a resource into a less-refined variant in case of an emergency]].

to:

* ''VideoGame/{{Achron}}'' has a strange variant of this trope. All three factions can convert QP (Quark-gluon Plasma) into LC (Liquid Crystal), which is tantamount to converting the more "advanced" / rare resource into the more "basic" / common one... inefficiently to boot. This has less to do with game balance and more to do with [[MohsScaleOfSciFiHardness realism]], since [[TheDevTeamThinksOfEverything [[DevelopersForesight it stands to reason that a player should be able to convert a more refined version of a resource into a less-refined variant in case of an emergency]].


* ''Franchise/RockRaiders'' features the Ore Refinery, which uses Ore to create Building Studs, a building material which substitutes for Ore in construction and is valued at five Ore per Stud. Upgrading the Ore Refinery allows Building Studs to be generated from fewer and fewer Ore pieces, significantly increasing their value in construction.

to:

* ''Franchise/RockRaiders'' ''VideoGame/RockRaiders'' features the Ore Refinery, which uses Ore to create Building Studs, a building material which substitutes for Ore in construction and is valued at five Ore per Stud. Upgrading the Ore Refinery allows Building Studs to be generated from fewer and fewer Ore pieces, significantly increasing their value in construction.


** You get what you ask for. Brace yourself. ''EveOnline's'' production system provides three basic modes of production, and then combines them into a long production chain that may require up to five to six steps, depending on the end product. Of course, the maker also has to haul resources and end products now and then either by oneself or by commissioning courier contracts. Minerals don't have feet (or in ''EVE'', engines), y'know.

to:

** You get what you ask for. Brace yourself. ''EveOnline's'' ''EVE Online's'' production system provides three basic modes of production, and then combines them into a long production chain that may require up to five to six steps, depending on the end product. Of course, the maker also has to haul resources and end products now and then either by oneself or by commissioning courier contracts. Minerals don't have feet (or in ''EVE'', engines), y'know.


* ''Videogame/DontStarve'' has grass, logs, reeds, and rocks, which can be refined into rope, boards, papyrus (paper), and cut stone respectively using a Science Machine or Alchemy Engine. The Prestihatitator and Shadow Manipulator allow blue and red gems to be refined into purple gems and dark flower petals to be refined into NightmareFuel.

to:

* ''Videogame/DontStarve'' has grass, logs, reeds, and rocks, which can be refined into rope, boards, papyrus (paper), and cut stone respectively using a Science Machine or Alchemy Engine. The Prestihatitator and Shadow Manipulator allow blue and red gems to be refined into purple gems and dark flower petals to be refined into NightmareFuel.nightmare fuel.


-->-- '''Chairman Sheng-ji Yang "Looking God in the Eye" ''', ''SidMeiersAlphaCentauri'', (itself not a game that follows the actual trope)

to:

-->-- '''Chairman Sheng-ji Yang "Looking God in the Eye" ''', ''SidMeiersAlphaCentauri'', ''VideoGame/SidMeiersAlphaCentauri'', (itself not a game that follows the actual trope)

Added DiffLines:

* In ''Videogame/FromTheDepths'', ship components are made from resources that are simply pulled right out of the ocean in resource zones, though fuel, ammunition, and repair spare parts must be fabricated. Both ammo and spare parts are generated by simple components that turn metal into ammo and scrap into spare parts. Oil to fuel is more involved, requiring a refinery which can be augmented with catalysts and cokers, and requires gas vents to prevent a buildup of [[MadeOfExplodium dangerous explosive gas]].


* ''VideoGame/LEGORockRaiders'' features the Ore Refinery, which uses Ore to create Building Studs, a building material which substitutes for Ore in construction and is valued at five Ore per Stud. Upgrading the Ore Refinery allows Building Studs to be generated from fewer and fewer Ore pieces, significantly increasing their value in construction.

to:

* ''VideoGame/LEGORockRaiders'' ''Franchise/RockRaiders'' features the Ore Refinery, which uses Ore to create Building Studs, a building material which substitutes for Ore in construction and is valued at five Ore per Stud. Upgrading the Ore Refinery allows Building Studs to be generated from fewer and fewer Ore pieces, significantly increasing their value in construction.

Showing 15 edit(s) of 69

Top

Example of:

/
/

Feedback