Resource Management

By: barney_killer@mailcity.com
Modified: 12/16/99

Contents:
Terrain
Resource Potential
Technology in Management
Money
Population


Deadlock and Deadlock II are games that rely a great deal on conquest. Resource management is arguably a more important feature. Without the correct management of what you have, there is no way you will be able to build or maintain a force strong enough to be of any threat. You will find it difficult to scrape together enough to make your troops. Then you will see your units first complain and then disband over lack of funds. The rest of this article deals with the proper use of resources of various kinds. Since Deadlock I and II are very similar, the following should apply to both games equally. From now on unless specified otherwise I will use Deadlock to refer to both games.


Terrain

The first thing to understand is how the Terrain is set up in Deadlock. The map is divided into an arbitrary number of territories. The size of the planet can be changed in the options. This will only change the number of actual territories that are shown on the map and will not change map size or any other aspects. Simply put bigger map=more tiles.

Map size is important to games. Smaller maps will go faster than larger. Games on smaller maps will also be more heated as people race to capture the few pieces of land available. The best games are usually on middle sized maps.


Resource Potential

Each of the territories can be one of five different types. The five major types of territory are Forest, Mountain, Plains, Sea, and Swampland. You can choose your initial landing spot close to the type of territory you want to exploit. For example, if you wanted to go into heavy research you might choose some Swampland to make use of its higher energy potential. (See below table)

Territory Type Base Value +

         
 

Food

Wood

Energy

Iron

Endurium

Plains

8.00

3.00

1.50

3.00

1.00

Forest

6.00

8.00

4.00

6.00

1.00

Swamp

4.00

2.50

6.00

2.00

1.00

Mountain

4.00

2.00

1.50

8.00

1.00

Sea

N/A

N/A

N/A

N/A

N/A

+Values taken from Deadlock I.          

A territory's type is not the end all in determining a strategy. You can define a Custom planet to fight on. Depending on the type of planet (Earth like, Tropical, Martian, Icy, Dry, Volcanic*, or Alien*), you will have different relative values. You might have more iron available in a Plains territory on a Volcanic world than you would in a Mountainous territory on a Tropical world.
*Only available in Deadlock II

If that isn't enough to worry about, there is also a fair variance of values for the grid of any given territory. A full sized territory grid has 36 squares. In any territory there is a good chance that some of the tiles will be unusable for some reason. They can either be covered in water or they can be a Wasteland. You will not be able to build on either. Sometimes a territory is more wasteland than actual tiles. Those territories are often present to make attacking enemies slower or to make defending a Shrine more difficult. Aside from tiles that are unusable, you also have tiles of various potential in your territory. To get a very general idea of types and values. (See below table)

Tile Specific Resources +

             
 

Clear

Light Forest

Heavy Forest

Rough

Rocky

Sea

Outside Grid

Food

2.50

1.50

1.00

0.50

0.50

3.00

1.50

Wood

0.50

2.50

3.00

0.25

0.25

0.00

1.50

Energy

0.75

1.00

1.50

3.00

0.50

0.25

0.75

Iron

0.50

0.75

1.00

1.00

3.00

0.00

1.50

Endurium

0.25

0.75

1.25

0.50

1.00

0.00

0.25

+Values taken from Deadlock I              

These numbers are just potential for each tile. You can find out exactly what each is worth by pressing the Resources/Normal view button. The value that is shown is the maximum value per turn you can get from a fully manned base-level building. If the building is a base-level farm or mine the values of the 4 tiles it takes up are averaged. When you get more powerful buildings they can greatly increase any resource points per turn even though depending on the upgrade the building may take up fewer tiles. Smaller buildings let you save space in your territory.


Technology in Management

As mentioned before, you can use technology to improve your resource management. Base-level buildings pull in a relatively low amount of resources. There are some ways to improve your resources with proper management. One way to stretch your electricity budget is by shutting down your buildings (requiring electricity) when they are not needed. Perhaps the most important resource stretcher is the Factory's ability to turn Iron into Steel. By taking the time to use your factory to transform Iron into steel you effectively quintuple your Iron supply. A Fusion Cannon takes 50 tons of iron, but you can make the same tank for only 10 tons of steel.

In many ways Factories are the most important building in the game. They build your ground forces, they produce trade revenue, and they are used for metal alteration. You can also make Endurium into Triidium. Triidium. built units require far fewer tons of metal than ones made with iron.


Money

Money makes the world go around. It is used for everything from construction and production to maintenance of existing units. If you don't have cash you won't be doing too well in this game. Fortunately for you if you plan well and devote enough resources you can easily be drowning in credits by the middle of the game.

If you are lucky (or smart) enough to get a nice coastal territory you can use Sea Ports to produce revenue for you. Factories are also a very good idea for trade revenue production. They also have the added benefit of switching over to Iron to Steel production or unit production if the situation calls for it. It may also be a good idea to put a City Center into areas you are using for heavy trade production. It may be a large expense initially, but the mere presence of a City Center increases the total income generated by trade in that territory. You also get all the benefits of a City Center including a possible fall back position in case of the worst.

Taxes are also a significant source of income. It is free income that you get each turn. Taxes can be raised or lowered and will lower or raise respectively the moral of each territory. If you are willing to devote a lot of resources and manpower to culture you can often get away with raising the taxes to save up for production of a big attack force or a new City Center.

Money is the most important resource in the game. It's the most important because all other resources indirectly come from it. If you have no cash you can't make buildings to gather resources for you. It is also important because it can theoretically be used in place of any other resource. The Skirineen are black-market traders you can contact who will sell you almost anything for a king's ransom. They will also buy certain things from you and a much lower price. Buying and selling resources with the Skirineen comes with a possible additional cost which I will cover in the next section.


Population

Your people are important to your cause. You need them as workers to build and work at your structures. They are also an additional force for attackers to worry about as they will become a militia and spring up in defense of their homes. They may be weaker than a Laser Squad, but enmass they are capable of destroying some pretty tough enemy units.

Having a large population is in your favor as long as you can keep them happy and well fed. The population growth rate is determined by several factors. The main factor in population growth is housing. The more housing you have the faster you will build up population and the happier they will be. If you have a large population without enough housing overcrowding will start to lower your population's moral. It is usually enough to have four of the largest houses in a territory with 50 (the max) colonists.

You can choose to artificially inflate your population once you've researched Cloning*. Clones are a definite source of population. You get one colonist for every colonist you have working at the Cloning Center. It can be a quick way of getting more people if you are under constant attack and saving your colony from ruin. It can also be more trouble than it's worth causing alarming damage and loss of workforce.

While sometimes useful, the Cloning Center has some sever drawbacks. The first is its expensive construction cost and the amount of labor it needs to be built. Second is the amount of electricity it draws. The Cloning Center will quickly deplete your energy stores even if you have Fusion technology. Third and most important is the effect it has on colonists moral. Colonists hate clones with a passion even if they don't cause overcrowding. Running a Cloning Center without enough culture can quickly lead to riots and striking workers. The Maug should usually avoid Cloning Centers. ChCh-t will usually not need them.
*Only available in Deadlock II

In order for your people to be effective they must be happy. If the moral in a territory falls below the 90% mark (baring the Cyth who are always suffering from strikers) your people will strike. Striking workers are worse than none as they will still eat food without producing anything. If they get too upset they will even begin tearing down your structures and killing one another in bloody riots.


Email me at barney_killer@mailcity.com.

Table data and exact values from Deadlock Planetary Conquest: The Official Strategy Guide, by L. Douglas Garrett.