• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 06:38
CET 11:38
KST 19:38
  • Home
  • Forum
  • Calendar
  • Streams
  • Liquipedia
  • Features
  • Store
  • EPT
  • TL+
  • StarCraft 2
  • Brood War
  • Smash
  • Heroes
  • Counter-Strike
  • Overwatch
  • Liquibet
  • Fantasy StarCraft
  • TLPD
  • StarCraft 2
  • Brood War
  • Blogs
Forum Sidebar
Events/Features
News
Featured News
ByuL: The Forgotten Master of ZvT30Behind the Blue - Team Liquid History Book19Clem wins HomeStory Cup 289HomeStory Cup 28 - Info & Preview13Rongyi Cup S3 - Preview & Info8
Community News
BGE Stara Zagora 2026 cancelled3Blizzard Classic Cup - Tastosis announced as captains12Weekly Cups (March 2-8): ByuN overcomes PvT block4GSL CK - New online series18BSL Season 224
StarCraft 2
General
BGE Stara Zagora 2026 announced ByuL: The Forgotten Master of ZvT Terran AddOns placement BGE Stara Zagora 2026 cancelled Blizzard Classic Cup - Tastosis announced as captains
Tourneys
[GSL CK] Team Maru vs. Team herO WardiTV Team League Season 10 Master Swan Open (Global Bronze-Master 2) RSL Season 4 announced for March-April Sparkling Tuna Cup - Weekly Open Tournament
Strategy
Custom Maps
Publishing has been re-enabled! [Feb 24th 2026] Map Editor closed ?
External Content
The PondCast: SC2 News & Results Mutation # 516 Specter of Death Mutation # 515 Together Forever Mutation # 514 Ulnar New Year
Brood War
General
ASL21 General Discussion BW General Discussion BGH Auto Balance -> http://bghmmr.eu/ Gypsy to Korea Are you ready for ASL 21? Hype VIDEO
Tourneys
[Megathread] Daily Proleagues [BSL22] Open Qualifiers & Ladder Tours IPSL Spring 2026 is here! ASL Season 21 Qualifiers March 7-8
Strategy
Simple Questions, Simple Answers Soma's 9 hatch build from ASL Game 2 Fighting Spirit mining rates Zealot bombing is no longer popular?
Other Games
General Games
Nintendo Switch Thread PC Games Sales Thread Path of Exile No Man's Sky (PS4 and PC) Stormgate/Frost Giant Megathread
Dota 2
Official 'what is Dota anymore' discussion The Story of Wings Gaming
League of Legends
Heroes of the Storm
Simple Questions, Simple Answers Heroes of the Storm 2.0
Hearthstone
Deck construction bug Heroes of StarCraft mini-set
TL Mafia
Five o'clock TL Mafia Mafia Game Mode Feedback/Ideas Vanilla Mini Mafia TL Mafia Community Thread
Community
General
Russo-Ukrainian War Thread US Politics Mega-thread Mexico's Drug War NASA and the Private Sector Things Aren’t Peaceful in Palestine
Fan Clubs
The IdrA Fan Club
Media & Entertainment
Movie Discussion! [Req][Books] Good Fantasy/SciFi books [Manga] One Piece
Sports
Formula 1 Discussion 2024 - 2026 Football Thread General nutrition recommendations Cricket [SPORT] TL MMA Pick'em Pool 2013
World Cup 2022
Tech Support
Laptop capable of using Photoshop Lightroom?
TL Community
The Automated Ban List
Blogs
Iranian anarchists: organize…
XenOsky
FS++
Kraekkling
Shocked by a laser…
Spydermine0240
Gaming-Related Deaths
TrAiDoS
Unintentional protectionism…
Uldridge
ASL S21 English Commentary…
namkraft
Customize Sidebar...

Website Feedback

Closed Threads



Active: 3096 users

Part Four: Money

Blogs > ChristianS
Post a Reply
ChristianS
Profile Blog Joined March 2011
United States3304 Posts
December 31 2011 05:18 GMT
#1
Any RTS game has a variety of resources, both in-game (army, bases, map control, tech) and out-of-game (APM, planned build order, knowledge of timings). Perhaps the most important resources, though (for which the term "resources" is usually used) are money resources. These resources are essential to structuring economies in any RTS, and the characteristics of those resources determine a great deal about the gameplay of that game.

The first, most obvious characteristic of money resources is how many there are. More resources create a more complex game; Halo Wars (one of the only successful console RTS games) has only a single resource, where Age of Empires has four. Halo Wars is perhaps the simplest RTS game you will ever play; Age of Empires is among the most complex. Many RTS games, however, prefer a two-resource system in which one is the primary resource (useful by itself, and required for everything) and the other is a secondary resource (only required for some things, and only usable in combination with the primary resource).

Details of those resources tell more about the game. Many resources are placed in base locations and harvested by workers, in which case an important number is the saturation level of that resource on one base. In Starcraft, the primary resource has a relatively high saturation level (24 workers in SC2), while the secondary has a relatively low saturation level (6 in SC2). WC3, by contrast, has a low saturation level for the primary resource (5 workers) and a high saturation level for the secondary resource (trees are everywhere in most maps). High saturation levels reward efficient worker production and economy-building; low saturation levels do not (unless taking additional expansions is very easy). Because WC3's primary resource has such a low saturation level and additional expansions are relatively difficult, the game is not especially economy-focused (lumber has a high saturation level, but lumber is only useful in combination with gold, so large lumber operations just lead to a smaller army and a huge bank of lumber). Starcraft 2, on the other hand, has a high saturation level on minerals, so constantly producing workers is a definite key to success, and economy is a large focus of the game.

Sometimes money resources are tied to other non-money resources in the game. In SC2, for instance, vespene gas is tied to higher tech plays. This causes the value of the resource to vary significantly depending on the play style the player is trying to use. Among other effects, this makes scouting much more effective in the game, thus reducing the problems associated with having a large number of units available in the game. Replaceable Parts would benefit significantly from such a system, since it is based on a premise that creates a large number of permutations in the way of possible play styles.

Resources can also have a barrier to harvesting at the beginning of the game. This could be placing them outside the main base of each player, or it could be requiring some building or other tech to harvest them (e.g. refinery). This delays that resource, thus delaying any gameplay aspects that might be tied to that resource. It also causes that resource to be more of an investment, which, like tying the resource to a gameplay aspect, aids scouting by allowing the opponent to see how much has been invested into obtaining that resource.

Finally, there are more experimental features that money resources can exhibit. What about resources that are gained based on possession of a map feature, rather than harvesting of a map feature? This presents problems like defining "possession," but it is can be solved effectively. In Disciples 2, for instance, special units (much like worker units) are not terribly useful for most purposes, but have the ability to place "rods" on the map that turn the terrain into friendly terrain (much like creep tumors in SC2). Once a resource is on friendly terrain, the player receives money from it each turn. Of course, Disciples 2 is turn-based strategy, rather than RTS, but a similar system could be instituted in real time where the resource produces x rate of income once it is in a player's possession. This type of resource encourages gameplay in which position is an especially important resource, since maintaining a resource is cheap, but obtaining it is expensive.

Many RTS's today have asymmetrical races. What about asymmetrical resources? That is to say, why not have the different races require different resources to function? This encourages a different type of gameplay in which seizing a resource is half as valuable: with identical resources for each side, obtaining a resource both allows you to use it and denies your opponent that opportunity. Now players can only obtain a useful resource for themselves or deny their opponents a resource; not both. This design presents problems, however; if these are resources harvested by workers, how can bases be designed to include the necessary resources for a given player? Including all relevant resources in a base defeats the purpose of differentiating the resources. Populating each player's side of the map with the appropriate resources similarly defeats this purpose; how often in SC2 do players attempt to steal bases from their opponent's side of the map anyway?

A better way to work out asymmetrical resources is to make them possession-based rather than harvesting-based resources like Disciples 2. Then they can be placed in parts of the map that are not clearly in possession of either player, and the player that can maintain that position is rewarded with possession of that resource. Or, if we still want to use the harvesting kind of resource, then different bases around the map must provide different resources, and be placed in positions that are not clearly associated with either player. This makes expansions harder to defend, thus punishing economic plays, but that can be off-set by designing expansions to be easier to defend or making them less of an investment to begin with.

So now let's add a resource system to the Replaceable Parts model created in Part Three. Resources function as such: there are four races, and each has a primary and secondary money resource. The primary resource for one race is the secondary resource for another race, and the other two races have no use for that resource. So with races 1, 2, 3, and 4, and resources A, B, C, and D, then race 1 uses A as a primary resource and b as a secondary (lowercase denoting secondary resource), race 2 uses B and c, race 3 uses C and d, and race 4 uses D and a. Starting bases possess all four resources, but all additional expansions possess only one resource, forcing players to choose what resource to focus on. Resources will be tied to different aspects of each race's strengths, much like vespene gas is tied to tech in SC2, but our model is not yet complex enough to determine to what aspect of gameplay each resource would be tied. All resources have a relatively high saturation level per base, rewarding players for playing economically and giving them greater freedom regarding the input of their economies.

This causes the strategy to vary significantly with match-up. In mirror match-ups, the resources will be shared, and the strategy will evolve like most RTS's today. in AvB, though, the players compete for resource 2 but resource 1 is only valuable to A, and resource 3 is only valuable to B. And in AvC, then all resources are entirely asymmetrical, so the only value to obtaining the opponent's resources is denying them to the opponent.

Further strategic implications of this resource system, as well as the unit customization model described in Part Three, will be discussed in future installments of this blog.

"Never attribute to malice that which is adequately explained by stupidity." -Robert J. Hanlon
Please log in or register to reply.
Live Events Refresh
Next event in 13h 22m
[ Submit Event ]
Live Streams
Refresh
StarCraft: Brood War
Britney 38596
EffOrt 486
Mini 482
actioN 304
BeSt 292
Larva 273
Light 169
Rush 132
Leta 123
ZerO 99
[ Show more ]
ToSsGirL 54
Pusan 49
Backho 49
sorry 43
Nal_rA 36
Mind 33
Soma 21
Bale 15
ajuk12(nOOB) 9
zelot 7
Dota 2
XcaliburYe209
League of Legends
JimRising 480
Counter-Strike
olofmeister1547
shoxiejesuss646
fl0m216
zeus130
edward42
Heroes of the Storm
Khaldor152
Other Games
ceh9483
crisheroes251
Sick115
Hui .89
B2W.Neo69
NeuroSwarm56
ZerO(Twitch)7
Organizations
Dota 2
PGL Dota 2 - Main Stream11813
Other Games
gamesdonequick848
StarCraft: Brood War
lovetv 16
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 14 non-featured ]
StarCraft 2
• LUISG 40
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
League of Legends
• Jankos1493
• Stunt530
• TFBlade88
Upcoming Events
Replay Cast
13h 22m
CranKy Ducklings
23h 22m
RSL Revival
23h 22m
MaxPax vs Rogue
Clem vs Bunny
WardiTV Team League
1d 1h
uThermal 2v2 Circuit
1d 6h
Patches Events
1d 6h
BSL
1d 9h
Sparkling Tuna Cup
1d 23h
RSL Revival
1d 23h
ByuN vs SHIN
Maru vs Krystianer
WardiTV Team League
2 days
[ Show More ]
BSL
2 days
Replay Cast
2 days
Replay Cast
2 days
Wardi Open
3 days
Monday Night Weeklies
3 days
WardiTV Team League
4 days
GSL
4 days
The PondCast
5 days
WardiTV Team League
6 days
Replay Cast
6 days
Liquipedia Results

Completed

Proleague 2026-03-12
WardiTV Winter 2026
Underdog Cup #3

Ongoing

KCM Race Survival 2026 Season 1
Jeongseon Sooper Cup
BSL Season 22
RSL Revival: Season 4
Nations Cup 2026
ESL Pro League S23 Finals
ESL Pro League S23 Stage 1&2
PGL Cluj-Napoca 2026
IEM Kraków 2026
BLAST Bounty Winter 2026
BLAST Bounty Winter Qual

Upcoming

CSL Elite League 2026
ASL Season 21
Acropolis #4 - TS6
2026 Changsha Offline CUP
Acropolis #4
IPSL Spring 2026
CSLAN 4
HSC XXIX
uThermal 2v2 2026 Main Event
NationLESS Cup
CS Asia Championships 2026
Asian Champions League 2026
IEM Atlanta 2026
PGL Astana 2026
BLAST Rivals Spring 2026
CCT Season 3 Global Finals
IEM Rio 2026
PGL Bucharest 2026
Stake Ranked Episode 1
BLAST Open Spring 2026
TLPD

1. ByuN
2. TY
3. Dark
4. Solar
5. Stats
6. Nerchio
7. sOs
8. soO
9. INnoVation
10. Elazer
1. Rain
2. Flash
3. EffOrt
4. Last
5. Bisu
6. Soulkey
7. Mini
8. Sharp
Sidebar Settings...

Advertising | Privacy Policy | Terms Of Use | Contact Us

Original banner artwork: Jim Warren
The contents of this webpage are copyright © 2026 TLnet. All Rights Reserved.