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Dawn of War 3

Bolivar's Dawn of War 3 Codex

Resource Accumulation
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Base building, micromanagement and Elite units have been staples of Real Time Strategy for decades. Dawn of War III revitalizes this formula with multiple layers of momentum mechanics which players need to keep up with in order to stay competitive within each match. Once youíve established a grasp of the basics, you need to know how to put it all together to understand what you should be doing next at each point in the game.

Resource Accumulation


You generally want to start by prioritizing Requisition generators to get your early buildings and units up and running. Nodes with double Requisition slots are good targets to take early Ė just remember you may only build one generator at a time. Once youíve got your early economy running, you can then start spending excess Requisition on Power generators to advance in tech and start buying tech upgrades and constructing vehicles.

Power is somewhat more important for Orks in the early game, as they unlock more variety slowly and incrementally with each 75 Requisition and 75 Power WAAAGH! Tower. Conversely, Space Marines can make due solely with Requisition at the outset, since they have access to five units and both the Light and Heavy Infantry Barracks at Tier 1 which cost solely requisition (Assault Marines cost a nominal amount of power). Eldar are somewhat in the middle. They start with three strong infantry units at the Light Infantry Barracks that cost only or mostly Requisition but need to spend some Power to unlock their Ranger snipers and anti-armor Shadow Specters, in addition to constructing their indispensable Webway Gates.

Also keep in mind that although you want to keep your army together to pressure your opponent and win fights, you should be mindful of map control and try to take or harass out-of-the-way nodes when you can. Sending a stealth, jumping, or fast skimmer units to take out generators closer to the enemy base which they thought were safe is also invaluable. Generators take a considerable amount of time to build and cost more resources every time a new one is built, so destroying unprotected generators is instrumental to staying ahead in the macroeconomy. After winning a fight, you may want to consider taking out the generators closer to the base before trying to capture a middle resource node for yourself. .

Since Elites are disproportionately more powerful than line units, players naturally want to lock down Elite Point generators as soon as possible and hold them throughout the entirety of the match. However, since Elite Point generators only reduce accumulation from 1 Elite Point every 120 seconds down to one every 90 seconds, I recommend committing your troops elsewhere first to a more defensible location that will have a larger impact at the outset of the match. Once youíve established a defensible foothold, you can then try to contest Elite Point generators. The foregoing notwithstanding, the 1v1 map Kíhometís Pass and the 3v3 map Stratum P2-8 both have relatively safe Elite Point generators at opposite sides of the map which you should try to secure at the beginning. The 2v2 map Crucible of the Vaul also has two Elite Point resource nodes but they are up for grabs for either team and easily contested.

You can calculate your need for Elite points by adding up the total cost of your Elites and comparing it to your opponentís total cost. If your Elite loadout costs more Elite Points than your opponent, itís more important to hold the Elite point(s) since your enemy will be applying pressure earlier with more powerful or more numerous Elites. Letting the nodes fall into your enemyís hands could make matters even worse, allowing them to bring out their characters far faster than you can hope to keep up with.

When thinking about resources, itís important to recognize how they change over the course of the game. The game begins at Escalation Phase 1 and advances to the next phase every ten minutes, significantly increasing resource generation:
  1. Escalation Phase 1: Units Refund 25% Resources Upon Death
  2. Escalation Phase 2: 15% Units Refunds, +50% Faster Resource Generation, +50% Objective Structure Health, +25% Listening Post Health
  3. Escalation Phase 3: 5% Unit Refunds, +100% Faster Resource Generation, +100% Objective Structure Health, +50% Listening Post Health
  4. Escalation Phase 4: 0% Unit Refunds, +150% Faster Resource Generation, +150% Objective Structure Health, +70% Listening Post Health
It gets progressively harder for losing players to keep up economically and to take back resource nodes. It also becomes harder for winning players to take objective structures.

You want to keep up your generators and map control as you head further into the game. You can increase the resources accumulated by your generators at each node by 25% by purchasing an upgrade for 250 Requisition and 50 Power. Itís somewhat expensive but it can have a multiplier effect when coupled with Escalation. Additionally, these resource upgrades will remain in place if you lose a resource node and take it back later. In general, you want to commit to a few tactically important resource nodes with Listening Posts and barracks and stay on top of developing their generator upgrades throughout the game.

As mentioned earlier, you receive resource generation penalties the more units you build. Once you hit Population 32, you lose 4 Requisition and 1 Power per minute.

For every two Population beyond that, you lose an additional 4 Requisition and 1 Power per minute. Once you start accruing Population penalties, you should start thinking about spending your excess Requisition on Power generators, Listening Posts, your next Barracks, or vehicle upgrades. Donít worry as much later on, as you will need to keep up with your opponents' army size and Escalation bonuses help to make up for any penalties you might face. For more in-depth discussion on upkeep, you should read Primagoosaís posts on the official Dawn of War forums on the subject, which you can find here.