Company of Heroes attempts to revolutionize the RTS genre by introducing
changes to the traditional resource model, eliminating as much
macromanagement as possible expanding on concepts from previous games and
creating a more strategic and action-oriented RTS experience.
As such, the resource model found in Company of Heroes is similar to that
of another Relic game, Warhammer 40,000: Dawn of War. Players must take
control of certain points on the map. The more of these points a player
controls, the more resources they aquire. This concept demands constant
expansion of a player's territory. These points are connected like supply
lines, and so, during the course of a battle, a player can capture one
point in the "supply line", isolating the rest which had been connected to
the base through it, therefore severly reducing the enemy's resource
intake.
Players collect three resources: Fuel, Munitions, and Manpower. Fuel
allows players to purchase tanks and other vehicles, as well as global
upgrades. Munitions allows players upgrade individual squads or vehicles
and use special abilities. Manpower is necessary for all units, but is
particularly useful for infantry. The player can decide, at a Manpower
cost, to place Observation Posts on their resource points in order to
increase their production, which means sacrificing resources in the
short-term for a greater long-term intake.
Game units generally require a sizable amount of resources to produce.
This separates Company of Heroes from other games in the RTS genre, where
large amounts of massed units are a common sight.
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