
Show the difference in each collected resources (especially in 1v1). It is a very important statistic as it can tell how far a player is behind, or what resources each player focuses on. Or for example tell the impact of the idle time during a push. T90 opened up the statistics in HC4 during some games just to see the difference in collected resources.
An example of how this could look like is:
player 1
wood -100 food 139 gold -2 stone 0
player 2
Small bar diagrams might be very handy for that as well. I think it deserves some space on the main hud.

I feel like this stat is rarely relevant. During casting, I think it is usually pulled up to demonstrate the power of a specific civilisation bonus or technology (“Look, this is the indian’s faster fishing rate at work”). But during the game, the current state (resources banked, techs researched, units on field) is far more relevant than how a player got to that state (by collecting x resources). It can of course explain a player’s disadvantage compared to their opponent, but then it is sufficient if it’s a statistic that one can pull up if needed. For that, it does not have to be on screen for longer amounts of time. Especially since CaptureAge is sometimes criticised for taking up too much screen space on top of the game.

I feel like this is a lot more relevant than villager idle time for example. It just shows you if someone has an advantage over resources gathered and by how much and this is mentioned almost every game by the cast.
Many statistics are just describing or hinting at the current situation, but this one tells you what each player can work with in reality.
As an example it could be quite interesting to see the impact of someone mining stone in the early game and how this decreases other resources collected. There is a lot more depth to understanding strategy decisions based on these numbers. I could go on and on of how many things you could explain with that, but it feels like i’m the only one who thinks that way.

Another example of it being used during cast: https://www.twitch.tv/videos/1004865293?t=03h10m29s

I think it’s really interesting to look at resources too. I’m not sure yet if showing the total of collected resources is the best way to show this specific economy advantage. But I do agree there are ways we can show that other than idle time.

It should not show the total resources collected, but the difference between the two players/ teams. That is a lot easier to read.

Yeah, sorry, of course - my UX brain taking over 11.
I feel though that adding a bit of context to difference (such as totals) would help you grasp the importance of it.

Here are a couple of suggestions. The percentage is based on the total collected resources.
All bar diagrams are based on the difference in collected resources, except of #6 where the height is based on the percentage.
I personally prefer the last one, it’s very clean and also expresses how important this difference may be.
EDIT: formula for percentage:
player1 <- has more
player2 <- has less
p=(player1.totalWood-player2.totalWood)/player2.totalWoodI was going to create the same thread, so instead I’m just going to give my 2 cents here. I think this data is important and more casters are showing it in the middle of the match (Ornlu does a lot, Dave and T90 are doing more frequently). Having the entire statistic screen take the center of the screen mid cast is a bit jarring.
I have two possible suggestions for this issue. Putting an abbreviated number bellow each resource, follow by an arrow or any symbol to indicate that this player collected more of that resource than the other. This would only work for 1 vs 1. I made a crude mockup for this one.
The second suggestion is to add another tab for the many statistics the casters can cycle too. The one that shows relics or iddle tc or worker efficiency.
This way, the casters can quickly get a hold of the information without blocking any of the action that is going in the middle of the screen.