Structures in towns consume and produce resources.
Now we have the following resources:
Marines (to capture beachheads, installations and fight overland)
Beans (to feed the Marines)
Bullets (to ammo the Marines)
Bandages (to heal the Marines)
Shells (to shell enemy)
Fuel (to fuel vessels)
Steel (to produce vessels and ordnance)
Concrete (to build structures)
Oil (to produce fuel)
Ore (to produce steel)
Stone (to produce concrete)
Gold (to make money)
People (to become the Marines)
Naval Ship Elements (to produce ships)
Aircraft Elements (to produce aircrafts)
Ordnance Elements (to produce bullets, shells, missiles, mines, etc.)
Missiles (to launch 'em funny way)
Mines (to lay minefields)
And we have the following structures:
House (to produce and store people)
Depot (to store resources)
Shipyard (to produce ships)
Aircraft Factory (to produce aircrafts)
Recruiting Command (to make the Marines)
Port (to allow presence of naval ships)
Airbase (to allow presence of aircrafts )
Military Base (to allow presence of troops)
Farm (to grow beans)
Ordnance Factory (to produce ordnance)
Hospital (to produce bandages)
Oil Refinery (to make fuel from oil)
Steel Mill (to make steel from ore)
Concrete Plant (to make concrete from stone)
Oil Rig (to pump oil)
Ore Mine (to mine ore)
Quarry (to quarry)
Goldmine (to mine gold)
Now there are not only money needed to build structures in the towns, but concrete also.
2 march 2006
Drew design for emerging messages about lack of resources, victory and defeat.
Improved economical model, based on resources (goods) class. Every object in the game created within certain production cycle, from extracted natural resources, by appropriate productive buildings.