GAME MECHANICS HOARD

RESOURCE MANAGEMENT

24 MECHANICS
AMMUNITION
◆ RESOURCE MANAGEMENT

Weapons consume a finite ammo resource that must be found, bought, crafted, or conserved, turning every shot into a small economic decision.

BLUEPRINT DISCOVERY & RESEARCH
◆ RESOURCE MANAGEMENT

Crafting recipes must be found in the world or researched from materials — scanning wreckage, analyzing fragments, buying schematics — rather than arriving automatically with level-ups, making knowledge itself the loot.

CONSUMABLES
◆ RESOURCE MANAGEMENT

Single-use items — potions, grenades, food, scrolls — that are destroyed on activation, creating a running economy of acquisition and expenditure alongside permanent gear.

CRAFTING MATERIALS
◆ RESOURCE MANAGEMENT

Raw resources gathered from the world — ores, hides, herbs, monster parts — that feed crafting recipes.

ENERGY/POWER GRIDS
◆ RESOURCE MANAGEMENT

A generation-and-distribution network that must supply enough power to every connected building or machine, with brownouts or shutdowns if demand outpaces supply.

EQUIPMENT DURABILITY
◆ RESOURCE MANAGEMENT

Weapons, tools, and armor degrade with use and eventually break, requiring repair or replacement.

FOOD/RATIONS
◆ RESOURCE MANAGEMENT

Consumable food as a survival resource — hunger meters demanding regular meals, expedition provisions that gate journey length, colony stockpiles that determine who eats this winter.

FUEL
◆ RESOURCE MANAGEMENT

A consumable resource that vehicles, tools, or generators require to operate, depleting with use and demanding periodic resupply through gathering, crafting, or purchase.

INVENTORY SLOTS
◆ RESOURCE MANAGEMENT

A finite number of item slots the player must manage, forcing decisions about what to carry, drop, or leave behind.

MULTIPLE CURRENCIES
◆ RESOURCE MANAGEMENT

Several parallel money types — gold plus gems plus tokens plus reputation scrip — each earned from different activities and spent at different sinks.

NODE HARVESTING
◆ RESOURCE MANAGEMENT

Gathering resources from fixed world points — ore veins, herb spawns, fishing holes, berry bushes — that deplete on harvest and respawn on timers or conditions.

PASSIVE INCOME
◆ RESOURCE MANAGEMENT

Resources that accrue without active play — rent collecting hourly, mines producing per tick, idle earnings accumulating offline — decoupling income from moment-to-moment attention.

POPULATION/WORKERS
◆ RESOURCE MANAGEMENT

People as the productive resource — colonists assigned to jobs, city populations filling workplaces, worker units gathering and building — where labor allocation is the economy's core decision.

RECIPES
◆ RESOURCE MANAGEMENT

Known formulas converting inputs to outputs — three wood and two iron make an axe — as the atomic unit of crafting economies.

REPAIR COSTS
◆ RESOURCE MANAGEMENT

Paying to restore degraded equipment and structures — durability loss charged in gold at the anvil, materials consumed patching walls, escalating maintenance on damaged vehicles.

RESOURCE CONVERSION
◆ RESOURCE MANAGEMENT

Transforming one resource into another at set rates — trading posts exchanging wood for gold, generators burning fuel into power, markets converting surplus into whatever's scarce.

RESOURCE GATHERING
◆ RESOURCE MANAGEMENT

Players collect raw materials from the environment — chopping wood, mining ore, harvesting plants — as the foundational input for crafting, building, and progression.

SCARCITY/ABUNDANCE CYCLES
◆ RESOURCE MANAGEMENT

Resource availability oscillating over time — seasons of plenty and famine, boom-bust market cycles, drought years testing stockpiles built in wet ones.

SINGLE CURRENCY
◆ RESOURCE MANAGEMENT

One money for everything — gold as the universal denominator for shops, upgrades, repairs, bribes, and fast travel, with no parallel token economies.

SOFT VS HARD CURRENCY
◆ RESOURCE MANAGEMENT

The two-tier monetization economy — soft currency earned abundantly by playing (gold, credits) and hard/premium currency bought with real money (gems, crystals), each with distinct stores and exchange asymmetries.

STOCKPILES/STORAGE LIMITS
◆ RESOURCE MANAGEMENT

Finite storage as a designed constraint — warehouses with capacity caps, stockpile zones that fill, resource maximums that overflow into waste, granaries whose size is a build decision.

SUPPLY LINES
◆ RESOURCE MANAGEMENT

Military units and territories must maintain a connection back to a source of supply; cut the line and units suffer attrition, reduced effectiveness, or collapse.

UPKEEP COSTS
◆ RESOURCE MANAGEMENT

Recurring costs for what you own — army wages draining the treasury each turn, building maintenance eating city income, supply consumption per unit, the standing costs that make holding assets a continuous decision rather than a one-time purchase.

WEIGHT/ENCUMBRANCE
◆ RESOURCE MANAGEMENT

Carried items have weight, and exceeding a capacity threshold slows movement, blocks fast travel, or prevents further pickups, forcing players to prioritize what they carry.