Logistics is something that nearly every RTS game ever made has utterly ignored: Units have unlimited fuel, unlimited ammunition, electricity may be required but is transmitted wirelessly over infinite distance, as are building materials. I think some logistics are left out for good reason... nobody likes it when their tanks all run out of ammo... but in a game were battles are supposed to occur across planets, some short-cuts will be out-right ridiculous, like mining metal on a moon to build tanks on a planet far away, through "magic". Let's just go through them one at a time: -Ammo: Units should probably be able to run out of ammunition after a moderate time, and need to be re-stocked. Structures/mobile units that provide repairs could double as providing ammunition, to limit the needed extra work done by the player to provide ammunition. -Fuel: Fuel should last a moderate time, longer for large units, shorter for small units, and require re-stocking. Structures/mobile units that provide repairs could double as providing fuel, to limit the needed extra work done by the player to provide fuel. -Electricity: Units/structures shouldn't be able to use power they don't have access to. Give power generators a radius at which they can transport power. Structures/units that need power to perform a function will be limited by the power available from power generators within range. -Building Materials: Alright, this one, if done in a realistic way, is about the most technically complicated piece of logistics to implement and I have NEVER seen it implemented in an RTS game. Basically, it's the process of moving materials from a mine to a storage area, then a storage area to a construction/production site. It might be unreasonable to render this in-game, but at the very least, production/construction should be limited to the amount of building material available on that planet... unless there is a specific mechanism of transferring materials between planets, such as via rocket.