RESOURCEs are consumed in two ways: actively (through the action of
COMMANDs) and passively (to maintain UNITs and BUILDINGs). Both are
tracked by scheduling an event in the GLOBAL CLOCK schedule. When
the event is encountered and executed, the corresponding number and
proper types of RESOURCEs are deducted from the player's BANK. For
example, suppose a Consume(
) event is scheduled for
GLOBAL TIME 972. When the GLOBAL CLOCK reaches
972, the Consume event is removed and one unit of
food (the maintenance cost of a standard UNIT) is deducted from the
BANK. Because Consume is a repeating event (so long as the
UNIT is alive), a new Consume event is scheduled for
The cost for each COMMAND is listed in Tables 3 and 5. The maintenance cost for UNITs and BUILDINGs is listed in Tables 2 and 4, respectively.
When an event is encountered, if the player's BANK does not have enough of the appropriate type(s) of RESOURCE(s) to cover it, the event fails. The result of failure depends on whether the event was active or passive:
Active When a COMMAND fails, the result of the COMMAND is
simply not executed. RESOURCEs are, however, consumed, up to
the BANK's ability. E.g., suppose BUILDING
was attempting
to Spawn a Soldier (cost: 1 food and 1 iron).
Suppose the BANK currently has 4 food and 0 iron. The Spawn
fails and no Soldier is produced, but 1 food is still consumed.
Passive When a maintenance cost fails, the corresponding
UNIT or BUILDING is destroyed (starvation). RESOURCEs are still
consumed up to the BANK's ability to pay, however. For example,
suppose that the maintenance event for Building
(a
Fortress - maintenance cost: 1 food, 1 iron) is not met,
though the BANK has 0 food and 3 iron. The Fortress is
destroyed and the BANK loses 1 iron.
OPTIONAL RULE At the designers' discretion, the starving UNIT or BUILDING may defect to another player, rather than being destroyed. The exact conditions of defection are up to the designers, but MUST be documented in the player's guide.
Terran Lane 2005-04-04