CC2 uses credits in place of raw materials. You gain income credits by shooting things or by capturing and owning islands over time.
You might have a huge chain of islands, with idle factories but not enough credits to build anything for a few minutes.
While this simple model works for the game generally it could be done a little differently.
Island Resources
Each island type has a different set of basic resources, the factory was put there after-all because that island was ideal for that kind of factory. Say..
| Factory Type | Resource production rate per minute |
| Fuel | Chemical x1 |
| Utility | Metal x1 Composites x1 Chemical x1 |
| Air | Metal x4 Composites x3 Chemical x1 |
| Land | Metal x3 Chemical x1 |
| Heavy Munitions | Metal x2 Chemical x3 |
| Light Munitions | Metal x1 Chemical x1 |
| Turret | Metal x2 Composites x1 |
Perhaps something like that.
Over time, each island produces these materials. Perhaps each island starts the game with a small stockpile, and has a max stockpile it can hold. Islands would probably not start producing resources until it becomes player owned.

Building an item would then not cost credits, it could cost stocked resources. eg
| Item | Cost |
| Manta | 3x Metal 4x Composites |
| Razorbill | 1x Metal 1x Composites 1x Chemical |
| Petrel | 3x Metal 2x Chemical |
| Albatross | 1x Metal 2x Composites |
| Seal | 1x Metal 1x Chemical |
| Bear | 3x Metal 1x Chemical |
| 30mm ammo | 0.05x Metal 0.05x Chemical |
Additionally, Islands with higher shield counts would produce resources faster. A 3-sheild would produce 3x more resources than a 1-shield.
This would give more of a reason to go for a 3-shield air island than a nearby 1-shield one.


