As promised, this is how the resource generation I find (in order of scarcity):
Key: "+" is good, "-" is bad. Sometimes both may be good, in the case of something being good, but taking a lot of work, or of it helping some, hurting others
1) The resource is truly finite, like knowledge, and is used to "unlock" units
+++Allows the greatest impact in the game in that it is very tightly related to AIP and very "controlled", prevents netflix syndrome / hoarding
---Takes the greatest amount of work, since the units need a big impact
+-The structure is temporary protected, but not needed after the fact
-Feels like knowledge
2) The resource is finite, each units costs per crystal
++Allows a great impact in the game in that it is very tightly related to AIP and very "controlled",
--Takes a great amount of work, since the units need a big impact
+-The structure is temporary protected, but not needed after the fact
+--Encourages great hoarding of resources / units
-Feels like golems/spirecraft that cannot be disabled
3) The resource is finite, but the mines can generate unlimited resources if alive
++--Structure is very important in protection, which is divisive
+--Hoarding of resources since some players will always consider it finite
-By far the one most vulnerable to exo waves, most dependent on chokepoints
-Units cannot scale in power really, since units, once unlocked if necessary via other means, are avialable in full caps.
4) The resource is infinite in that mines can at best be temporarily lost, but only a per cap of the benefits which scales with the units can be used
+Allows a great impact of units, since the caps will be easier to correlate with AIP
++-=Striddles the line of having to never abandon the structure entirely, but never losing it permanently either, which may either appease both sides or make both mad
+-Careful balancing of mines being lost/reclaimed is necessary and contentious
5) The resource is infite, the mines can be temporarily lost, no cap per benefits
+Fairly easy to implement
-Encourages netflix syndrome of min-maxing units unless another "soft cap" (energy) is used
-Units cannot scale in power really, since units, once unlocked if necessary via other means, are avialable in full caps no matter how early in the game.