I'm going to spend some time tonight going over the idea and making a rough outline of a more in depth resource management system addition for the game. To give the rough rough outline, there will be a few differant major resource types, such metal (with varying degrees of quality, ie. scrap, refined, alloys), chemicals, fuel, energy. -Each of these resources would be passively collected from each territory controled, and some territories would have bonuses over other territories. For example, middle eastern territories would yield more fuel over most other territories. -New mission types based on gathering resources. -A new base type would be a resource collection/processing base. This base would give a bonus to the amount of resources collected in the territory it is located in, as well as a passive bonus to all collection in all other territories. The effectiveness of these bases would be able to be enhanced through research and manufacturing up upgraded equipment. -Interceptors would have to be produced using materials if destroyed. Chinooks and interceptors use up the fuel resource when they're used, and as per the distance/time they travel. Upgrades could improve the fuel efficientcy, or even an alternative fuel source -Something similar to a resource but not really, would be th CoE army. Basically, you would have more control over the grunt army. You would have the CoE army at your disposal, but they would be limited in their numbers. SImilar to resources, the amount of CoE troops would increase as time passed, as per the amount of territories controled. The troops would not be used for tactical missions, only for delegations. Through delegating, not only is the success or failure determined, but the amount of wounded/killed CoE troops, and any resources gathered is done as well. More upgrades would be able to be researched and developed to make the CoE troops more skilled and better able to succeed in delegated missions. Delegating missions would also use up some fuel, as you need to get the troops there somehow. -Manufacturing any item requires a resource. Even if it's as simple as an ak-47, it would require at least 1 scrap metal for example, and time to make it. Of course, more in depth developement menu, such as multiple tasks, queing items, etc, would be a must. That's about all I have for now. I'll be thinking more specifically about all the specific resources/sub resources, as well as some of the differant upgrades, and amounts for resource collection/usage and sub resource and asset manufacturing.