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Two key characteristics of TA/SupCom that set it apart were economic.

First, map resources (metal patches) were not depletable. So, the game would see massive economic growth as every metal patch would give resource indefinitely. Big econ ramp up, and a marked ability to come back due to non-exhausting resource patches.

The second characteristic is the flow-based economy that worked with build queuing. A player could queue up as many units or structures to be built as desired, as opposed to "buy and build" where you must currently have the resources necessary to build something.

"Queue" may be an imprecise word here, as the player could, for example, have ten factories all attempting to produce a series of units simultaneously (and similarly, have a swam of engineer units all attempting to build a number of structures simultaneously). That is, it was simultaneous building that would consume resources on the fly as they came in that was the core of this model.

The flow economy model meant that a player tracked resource income and resource usage: kept positive, all the queued up units or structures could be built. Go into the negative, however, and the resource buffer would be eaten into and the player would see all currently-building units/structures slow down in their rate of build progress, awaiting resources to come in.

The last bit was disabled in SupCom 2, out of concern that newer players often bottomed out their economy and had a bad time. However, after fan outcry, the flow-model and infinite queuing was re-enabled as an option.


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