Resources

For most races there are two primary resources: requisition and power. You could view time, perhaps, as a primary resource too.

## Requisition

The most abundant resource. It is acquired by:

* Controlling map objectives, which are critical locations, strategic points and relics.
* Building Listening Posts on strategic points and relics.
* Building a 2nd HQ.

Critical Locations, unlike Strategic Points and Relics, cannot have Listening Posts built upon them. This means there is no obvious cost to capture them, but you may have to pay to do so in blood.

Infantry tend to use more requisition than power.

## Power

The finite resource. It is acquired by:

* Plasma generators, which **explode on death** and **increase in cost with each additional power generator**.
* Power researches, which increase power generation income by 20% each. They have clearly defined **break even points** when compared to the cost of Plasma Generators.

Vehicles tend to use more power than requisition.

## Some races have different resources

There are resources unique to each race, which will be covered in later articles.

* Ork Population is a unique population system for Orks, which encourages Ork players to make choices between larger and smaller squads. As a result it makes their horde very flexible.
* Fire Support Resource replaces the Support Population for the Imperial Guard, and hence is used for vehicles and heavy weapon teams. Fire Support Resource is generated by infantry on the field and infrastructure. As a result, destroying the imperial guard regiments can undermine their ability to deploy tanks.
* Faith and Souls are used to cast abilities.
	+ Souls are harvested from dead enemies and slave pits, which encourages DE to manage the locations of their aggression (in order to safely harvest it) and manage the Soul cost to achieve their goals.
	+ Faith is harvested from upgraded infrastructure, which encourages Sisters to piously defend their base. Faith is also harvested from dead sister infantry after a research is unlocked, which encourages them to take risks with the ultimate goal of martyrdom.

## Economic investment

**Economic and defensive structures can be seen as investments.** They have an upfront cost, which over time they will need to pay for and more. If you destroy the enemy investment, then it did not pay off.

### Risk

The risk introduced by Listening Posts as a game mechanic comes from:

* The rate of return
* The initial cost
* How easy it is to destroy

Building a Listening Post no longer provides a gift of 50 requisition upon completion (half of the initial cost). **A resource gift is a surplus of resource granted to the player immediately upon completion of the structure.** In dowpro, resource gifts only exist for power generators. Even thermoplasma generators lack a resource gift, making them a big investment. The **removal of resource gifts** has two effects:

* It reinforces these structures as long term investments.
* It introduces greater risk, as there is a greater chance it won't pay off.

**For Space Marines**

In Soulstorm the Imperial Guard Listening Post is quite inferior to that of the Space Marines. For example, the LP3 has 2900 HP. In dowpro, Listening Post effectiveness is more aligned (though not fully aligned) across all races.

Early game Listening Posts are easier to destroy (as a result of less HP) and attack without notice (as a result of reduce vision).

### Reward

Every player begins with a HQ (short for Headquarters). The name varies by race, but they're referred to as a HQ for convenience. **It is possible to build a 2nd HQ, and it is primarily done because it is the best and most efficient economic investment.** The 2nd HQ is the "eco boom" of dowpro.

**Listening Posts should always be built as soon as possible, as a matter of necessity.**

Power generators (and the two power growth researches that every race gets) provide power, the other primary resource.

Beyond that, **every other requisition-growth economic structure is inferior to the 2nd HQ in terms of efficiency**. However, they have other benefits that make them worth using.

## Structures

### Overview

Economic and Defensive Structures

Keen Sight refers to the ability to expose infiltrating units. Units that "infiltrate" are effectively invisible, which is a deadly advantage. Minefields are the only defensive structure that can mitigate Infiltrators.

### Listening Posts

Destroying enemy Listening Posts is encouraged as they break even in 150 seconds (from 75 seconds).

LP2 refers to an upgraded Listening Post. LP2 provides requisition growth, but on top of that they also provide defence and sight.

LP3 provides the same resource as LP2, however with a much greater cost (making it less economically efficient). LP3 has significant defence and sight. **It is a macro decision to choose between many LP2s or a few LP3s.**

The short build time of an LP3 creates tension during the mid-game because:

* It is possible to pin the enemy in place, trapping them.
* An otherwise minor threat to a mid-game army can become a more significant threat.
* Base raiding tactics that rely on appearing at the enemy flank become more difficult to execute.

### 2nd HQ

A second HQ is a high risk high reward approach to eco boom.

* For cost the 2nd HQ provides more resources than an LP3.
* The 2nd HQ was significantly reduced in price, to see the light of day in 1v1 games. It costs 250/250 (from 700/150).
* A 2nd HQ is a major risk, because for a bit more cost you can buy a dreadnought and smash the eco booming player's economy.

### Power Generators

**Power Generators rapidly scale in cost as you build more** (15 requisition and 10 power for each next Power Generator).

* Raiding the enemy Power Generators is far more worth it, even if you lose soldiers to do so.
* **Power Generators explode on death, encouraging careful building placement.**

### Thermoplasma Generators

Thermoplasma generators are an investment and a commitment rather than a near must-buy, costing (requisition/power/time).

Power Gift is 50 (from 100) for all races except Necron which is 0 (from 100).

Thermoplasma Generators tend to be on unsafe portions of the map, as is the case with the map Meeting of Minds. For other maps, such as Fallen City, it is harder to attack by conventional means, but is vulnerable to unconventional attacks such as with long range weapons firing across the impassable area.

Certain races find it easier to take and hold positions. For balance purposes, Thermoplasma Generators are cheaper for the Eldar, Dark Eldar and Orks.

## Researches

### Requisition Research

The Requisition resource upgrades were removed, as they significantly slow the pace of the game and add little strategic value.

### Power Generator Research - Break Even Points

Strengthen Power Grid Research (SPGR) costs 200 requisition 40 power 30 time (from 60 seconds).

Plasma Battery Storage Research (PBSR) costs 350 requisition 60 power 30 time (from 90 seconds).