There are three primary and four secondary types of Resources in the game :
Primary Resource Usage and Acquisition
Primary resources can be gather in seven different ways :
- 1 Hourly production from generators
- 2 Successful Raids
- 3 Direct Convoy exchanges with friends
- 4 Convoy exchanges via the Logistics Exchange
- 5 Depots
- 6 Direct Purchases via the Black Market
- 7 Sometimes they are randomly awarded as part of Search and Destroy rewards
Primary resources are required to construct buildings, renegotiate contracts, and produce standard troops. 50% of your fuel and munitions production accumulates on the respective resource buildings and must be manually transferred to storage. Failing to empty your generators will reduce your production by 50% for those resources. Ration production is not affected by this mechanism.
Your per hour production of fuel and munitions is affected by the level of your generator buildings, boosts from related buildings; the Arms Dealer and Fuel Silo, temporary boosts from the Black Market, and randomly acquired special equipment.
Ration production receives similar boosts but rather than being a straight production, is a balance between constant consumption and production. Every unit on your base uses a certain amount of resources. This amount can be reduced via the Air Traffic Control building, unit upgrades, and through the appropriate upgrade in the Training Center.
Any amount of resource you gain above your current storage capacity is lost. This is especially important when dealing with high level ZHG sites and they can sometimes reward upwards of 200,000 of a single resource at once.
Secondary Resource Usage and Acquisition
- Drill Instructors
Drill Instructors are rewarded for three things, leveling, Search and Destroy task completion, and global mission accomplishments. Needless to say they are quite limited in number so spend them wisely. Though, do note you never lose Drill Instructors and if you mess up on your Training Center tree, you have the option to spend diamonds to fix it (first time is free).
Spending Drill Instructors is done through the Training Center. Simply open the Training Center and allocate your Drill Instructors one at a time to available and open training improvements. There are three types of improvements thus far: Troop Movement Speed Boosts, Troop Production Speed Boosts, and Ration Reduction. Every non Strategic Unit in the game has corresponding Movement and Speed boosts which are unlocked in similar succession to their contract sequence. You must unlock each tier group with a few Drill Instructors as well. By far the most important improvement (because it's the only one that can actual boost the strength of your army and over come ration production shortages) is the ration reduction improvement. You will however have to make your way through a series of movement speed boosts before you get to ration reduction. It is however well worth the effort to get there.
- Influence Points
Influence Points are awarded for only one thing, Global Mission successes. Participation in Global Missions gives you a chance to earn IPs. So far Global Missions have given out 100 IPs for modest involvement in Global Missions and then 10 more IPs for successive major efforts on the same Global Missions. Thus it is fairly easy to get 100 IPs per mission but significantly harder to get much more than that.
IPs are spent on the IP tab of the Black Market. You spend them to buy referrals for unlocking special units. You may also use them for other game boosts such as increasing your contacts list and increasing convoy capacity. Unlike Drill Instructors, there is no getting these back if you spend them on the wrong thing, so caution is advised when spending them.
Thulium is a new resource used solely for the purpose of building the new special units (unlocked with IPs). If you don't intend to unlock the new units, there is very little point to manufacturing Thulium.
Thulium is produced very slowly via the Stock Exchange. It takes equal parts fuel and munitions to produce half as much Thulium. For example 500 Fuel + 500 Munitions = 500 Thulium. The new units aren't cheap and you'll need a healthy quantity of Thulium to produce a decent amount of troops. You may use Diamonds to instantly produce Thulium if you wish.
Diamonds are discussed in the premium content section below
The largest determining factor in how successful a commander is depends on how well the commander can manage his resources. A commander who keeps too many resources on hand risks losing them to raiders. A commander who always uses up every last resource risks having enough flexibilty to react to the battle fields around him. The smart commander, or rather the commander left standing, is the one who finds the correct balance of resources to keep his army moving, growing, and strong.
- Resource Procurement
Commanders who rely on their own generators to provide them with resources are limited in growth. There is a very finite rate of replenishment to resources within bases. However, through raiding, capturing additional depots, and trading, any commander can increase the procurement levels of his resources enough to keep up with the tides of battle.
- Resource Trading
All commanders would love to receive more than what they give up. It is understandable. However, the wise commander will know that by sweetening the deal for the other commander, it will hasten a trade and keep the flow of resources coming. The result is two content commanders who got what they needed and made some room in ther Storage Depos or Field Kitchen, lessening the likelihood of raiders getting wind of their capacities being bulked up.
- Resource Spending
Resources are there to be spent and used. But, a careful and wise commander will know where to spend those resources and when. There are troops to train. Machines to build. Contracts to renegotiate. But what gets to be done first? This depends on the foresight of a commander. Some commanders want immediate results. Some commanders are content to take it slower. Depending on what you wish to do, commander, you will either want to train troops or wait and spend those resources on research and development.
It is debatable amongst commanders which is the best route to take. Troops that are already trained and battle ready get the same boost to research at a later time when it is compeleted rather than those who are trained after the research is completed. They result in exactly the same unit when it is all said and done.
Diamonds are a commanders best friend. Not only are they shiney, but they boost almost anything a commander can think of, making all functions under the commander's watchful eye work faster and more efficiently. But, there are a finite amount of Diamonds a commander can procure without finding some other means to get them.
All commanders who stay diligent to their base will get Diamonds. There will not be very many, however. But once a commander has them, he should decide wisely where to use them. The Black Market is a tempting place that is full of very...no really...VERY nice things that typically make commanders need to change their BDUs from all the drooling and...well....nevermind. However, those very nice items come at exceedingly expensive prices, all paid for with Diamonds. Only those commanders who have a substantial reserve of Diamonds in stock should consider spending them here.
Diamonds give you extra advantages in the game, they are a premium resource that can be spent to speed up certain game actions, purchase units and Premium Content and cut out most of the time-consuming processes from your game play.
You can use them to:
- Boost the rate of your building construction, Contract negotiations and Unit production
- Purchase Resources, Units or Contract Referrals at the Black Market
- Purchase Defensive buildings and improvements
- Purchase Engineers that add additional construction & upgrade queues to your Base, which will allow you to upgrade or add multiple buildings or upgrades simultaneously