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by The Barren Remains of Wasteland Alive. . 2,310 reads.

Resources and Buildings

The Resource System: A Fallout Wasteland Guide


Welcome to The Fallout Wasteland Resource and Building Guide! When a tile claim is approved you will roll a dice in the #resource-depot channel on discord. See the pinned messages for a template. The value rolled will determine if any resources are in the new tile according to the loot table shown below. You may get no resources on the tile. If you do get a resource you will roll a second time, this time on the Strategic Resource Table. Once that is determined you must assign “Pops” to work it, we will talk about that next. Second, there are three categories of resources: Common, Strategic, and Manufactured. Common resources include rations, building materials, and scrap. These resources are not found on tiles but rather are produced by assigning “Pops” to work these jobs. Strategic resources include coal and nuclear material. These resources are found on tiles but also are worked by “Pops.” Manufactured resources include steel, aluminum, gold and scrap electronics. These resources aren't typically found on tiles and must be refined or sorted out from scrap (or in the case of gold, sorted out from scrap electronics). The purpose and function of each part of the system will be explained below.
NOTE: All numbers below are subject to change for balancing purposes.

Pops and Jobs
Special thanks to New franken, Grand Enclave and New Decandsor for creating and maintaining this factbook.

Population is assigned to jobs to run factories, gather resources, grow food, etc. For simplicity's sake, your population is divided up into units of 1,000, called “Pops.” A Pop can be assigned to one job at a time - for example, a Pop cannot both grow food and gather resources at the same time. Any excess population that is less than 1,000 is not available to work (but they can still serve in the military). Military personnel are not arranged in the Pop format. However, standing military personnel are not available for work. When a tile gets a strategic resource applied it automatically comes with one job producing one of the said resources. Certain jobs are not tied to tiles and collect their corresponding resources. These jobs are; Farmers, Fishermen, Scrap Collectors, Scrap Electronics Sorters (consumes Scrap to make Scrap Electronics), Material Collectors, and Artisan Smiths. The Artisan Smith is a special job only needed before a foundry is built and can smelt scrap into steel or aluminum. Fishermen can only be assigned if your faction has adjacent Sea or Great Lakes tiles.

Certain machines and creatures can also form Pops; 100 Mr. Handy robots is a Robot Pop, and 100 Super Mutants is a Super Mutant pop.

Common Resource Jobs

Base Output

Farmer

2 Rations

Fisherman

2 Rations/1 Blubber

Material Collector

1 Building Material

Scrap Collector

1 Scrap

Scrap Electronics Sorter

1 Scrap Electronics

Artisan Smith

1 Steel or 1 Aluminum

Tile Types and Resources

There are two different kinds of tiles, Basic Tiles and City Tiles which will be colored Gold on the resource map located on the Regional Map Factbook. When a Basic Tile is taken the player will roll to determine if the tile has any Strategic Resources, according to the Basic Tile Loot Table. The best tiles are the City Tiles, which have a chance to give Manufactured Resources and have the possibility of coming with a Large size structure. Some tiles, like City Tiles, have special rules. To see what resource spawn at what dice rolls, see the loot tables below.

Special Tile Rules
- City Tiles produce two resources simultaneously.

Custom Tile Rule
If you find a location that exists in real life or the games that would produce a certain resource you can request it produce it without rolling the dice as long as the tile has not already had a resource determined for it. For example, if you find a coal mine that isn't too old, that tile could be coal-producing. However, all other rules still apply.

Common Resources

Rations: Rations are required to sustain your population. 1 Ration provides for 1,000 people. Initially one Pop assigned to produce rations will produce enough for itself and one additional Pop. A total of two rations are produced from one Farmer Pop, at initial standard output. This means that, when starting out, half your population must produce rations to sustain the entire population. Your Pops must be working rations at all times. Should a moderator notice not enough of your Pops are assigned to rations you will lose population based on your Preparedness stat. Should the moderator feel this rule is being ignored you may lose more at their discretion. If you purposely choose to not feed your people the population loss is taken from the difference in the population you don’t have rations for. This population loss must be calculated once every week and will be checked by moderators. Your Preparedness stat will lower the impact of not having enough rations. It will also allow for free days so that the population will not need rations, this only applies at the beginning of your faction. Think of it as starting with enough rations. If you are lacking rations when the natural population increase happens you will automatically lose that population. The following spoiler displays the effects of Preparedness on population loss.

10 - 50% of your excess population starves from malnourishment; 28 free days.
9 - 55% of your excess population starves from malnourishment; 21 free days.
8 - 60% of your excess population starves from malnourishment; 21 free days.
7 - 65% of your excess population starves from malnourishment; 21 free days.
6 - 70% of your excess population starves from malnourishment; 14 free days.
5 - 75% of your excess population starves from malnourishment; 14 free days.
4 - 80% of your excess population starves from malnourishment; 14 free days.
3 - 85% of your excess population starves from malnourishment; 7 free days.
2 - 90% of your excess population starves from malnourishment; 7 free days.
1 - 100% of your excess population starves from malnourishment; 7 free days.
(Contents will also be available in the S.P.E.C.I.A.L. Guide.)

For example; if it is time to give rations to your people and you have a population of 19,485 but have only 9 points worth of rations production your excess population is 1,485. If your P stat is 5 you lose 75% of your excess population, in this case, you lose 1,113. Remember always round up.

Robot pops do not need food. Super Mutants, on the other hand, require the same amount of food as a normal human pop, despite being smaller.

Scrap: Scrap is used mostly to smelt down into steel or aluminum and is used to “find” (produce) scrap electronics.

Building Materials: Building Materials are necessary to build all tile improvements, buildings, and defensive structures.

Blubber: Blubber represents processed animal fats, mainly of marine origin. It is used as a fuel for steam vehicles and ships, and is available as a feedstock for making more advanced types of fuel.


Strategic Resources

Uses for Strategic resources are not limited to the suggestions here.

Coal: Coal is needed to power foundries, coal-powered warships, coal power plants, and used in synthetic materials in clothing and armor.

Nuclear Material: Needed to make mini-nukes, power nuclear vehicles, power armor, and repair and maintain nuclear power plants.


Manufactured Resources

Scrap Electronics: Scrap Electronics are needed to produce a variety of vehicles and T-60+ power armor. (Produced through sorting Scrap)

Gold: Gold is needed for energy weapons and advanced power armor (Advanced BoS PA+. Produced by smelting Scrap Electronics)

Steel: Steel is a very important resource. As it is a high-quality material it is one of two resources that are extremely rare on a City Tile and can only be reliably produced by melting down scrap. Steel is used to produce almost everything.

Aluminum: Aluminum, like Steel, is a high-quality resource that is extremely rare on a City Tile and can only be reliably produced by melting down scrap. Aluminum is used mainly to build aircraft.

Manufactured Materials

Input

Output

Factory Capacity Point Cost

Steel

1 Scrap

1 Steel

2

Aluminium

2 Scrap

1 Aluminium

2

Scrap Electronics

2 Scrap

1 Scrap Electronics

Does not require any structure to produce.

Gold

1 Scrap Electronics

1 Gold

Does not require any structure to produce.

Basic Structures and Tile Improvements

Basic Structures: There are three Basic Structures, the foundry, the factory, and the shipyard. Each comes in four sizes: small, medium, large, and super. Basic Structures are also limited by Industrial Capacity (IC). Everything that is produced has an IC score assigned to it. A factory or foundry cannot exceed its Industrial Capacity score. See the spoiler below.

Special Building Rules
- Temporary Industry stat increases do not unlock new buildings; only affect the build time.
- When calculating the impact of your Industry score on build/repair time, always round up.
- Only one building improvement can be built per tile.
- Basic Structures are NOT restricted to tiles.

Foundry: While steel and aluminum can be smelted by hand without a foundry, having one decreases the amount of scrap needed to produce one steel. Foundries are also the only way to get this reduction. (*Note* Foundries can not produce anything but manufactured resources.)
Smelting by hand:
You can assign one "Pop" to an Artisan Smith job before getting a Foundry up and running, however, remember it costs more "Pops" working Scrap Collector jobs to supply the necessary materials.

Smelting by Hand

Input

Output

Steel

2 Scrap

1 Steel

Aluminium

3 Scrap

1 Aluminium

Factory: Factories are essential to supply an army for war. All war materials are created in factories. See the Standard Building Requirements below.

Shipyard : Shipyards are required for building warships and other watercraft.

Standard Building Requirements: All Buildings require One “Pop” to build.

Size

Base Building Time

Components

Industrial Capacity

Workforce

Requirements

Tiny (Shipyard only)

7 IRL days

2 Building Material

N/A

1 Pop

Industry Tech 0

Small

14 IRL days

2 Steel / 1 Building Material

2 Points

1 Pop

Industry Tech 2

Medium

21 IRL days

5 Steel / 3 Building Material

6 Points

2 Pops

Industry Tech 4

Large

28 IRL days

8 Steel / 5 Building Material

12 Points

3 Pops

Industry Tech 6

Replicators

52 IRL days

10 steel / 5 gold / 5 scrap electronics

0 Pops

Industry Tech 10, 10 Power

(Shipyards have the same requirements as the other structures above.)
Tiny: 7 IRL days
4 tiny slots

Small: 14 IRL days (Industry Tech 1)
2 tiny slots
2 small slots

Medium: 21 IRL days (Industry Tech 3)
3 tiny slots
3 small slots
1 medium slot

Large: 28 IRL days (Industry Tech 5)
4 tiny slots
2 small slots
2 medium slots
1 Large slot


Factory Capacity and Production Guide

This guide is simply intended to list the production values of any item you can make in a basic structure. Click on any of the spoilers to view the desired category. The first column is the desired product you wish to make. The second column is the resource input needed to start and maintain a factory production line. The input is NOT a one-time payment, harvesting of the needed material must continue to keep it running. In other words, if you have a foundry producing steel you must have two scrap coming from somewhere. Either two scrap pops or a iron tile. To review the Basic Structures and Tile Improvement click here. Lastly, the fourth column denotes the Idustrial Capacity required to house the production in said structure. For example, a medium factory can house up to a line of heavy tanks, using 4/6 IC, but not a line of jet fighters which require 7 IC. Some of the spoilers also have special rules for certain productions noted at the bottom.

*NOTE* If you do not see what you wish to produce here please contact a moderator on Discord. Suggestions should be complete, with proposals for Input, Output, and IC.

Special Rules: Cottage Industry
Items with an Industrial Capacity Requirement of 2 or less may be produced without factories at half the output. Smelting without a foundry works similarly but instead, you must double the input while receiving the same output. In order to produce with cottage industry, simply assign a pop to the Artisan job. Each line of product requires a new Artisan.

Scrap items are exempt from the production penalty and have double the production speed in factories. This includes items such as WW1 tanks (considered to be scrap tanks), AK-47s ("handmade rifles"), scrap boats, biplanes up to about 1920 (or any biplane that doesn't use aluminum), etc.

Repairing Vehicles
Vehicles found in the wasteland, whether found as part of tile loot or recovered from a museum, are considered inoperable and will need to be repaired. For aircraft and ground vehicles, the cost is half its base cost but for twice the time it would take you to produce 1 in a factory, with a minimum of 2 IRL days. Example: You want to repair a WW2 fighter you recovered. The base cost is 2 aluminum, so repairing it requires 1 aluminum. At an Industry of 5, it would take you 4 days to build 1 in a factory - so it will take you 8 IRL days to repair it.

Ships, due to their much longer construction times and higher costs, use the same repair scheme as buildings. Please refer to the Resource System dispatch for the cost formula.

Blubber
Blubber can be used directly in steam engines (pretend it's already been processed to a liquid). Unlike other fuels, which require only 1 unit per category, Blubber has a special requirement for Steam Ships - 1 unit of blubber is required per ship, due to the lower energy density and greater scarcity of it compared to other fuels like ethanol or coal. For other categories, it acts as normal with a requirement of 3 Blubber per category (land, air, train, etc.)

Manufactured

Manufactured Materials

Input

Output

Factory Capacity Point Cost

Steel

1 Scrap

1 Steel

2

Aluminum

2 Scrap

1 Aluminum

2

Fertilizer

1 Coal

3 Fertilizer

2

Fuel

Engine Fuels

Input

Output

Factory Capacity Point Cost

Ethanol*

3 Rations

Unlimited

2

Gasoline

3 Coal OR 5 Rations OR 5 Blubber OR 1 Organic Oil

Unlimited

6

Avgas

3 Coal OR 5 Rations OR 5 Blubber OR 1 Organic Oil

Unlimited

6

Kerosene/Jet Fuel

3 Coal OR 5 Rations OR 5 Blubber OR 1 Organic Oil

Unlimited

6

Biodiesel

5 Rations OR 5 Blubber OR 1 Organic Oil

Unlimited

6

(*Ethanol cannot be used in aircraft of any kind)

Factory

Weapons

Input

Output

Factory Capacity Point Cost

Small Arms Ammunition (all of them)

0.5 Scrap units

Unlimited

0.33

Energy Ammunition

1 Steel/1 Gold/(1 Nuclear Material)

Unlimited

0.33

Large caliber ammunition

1 Steel

Unlimited

0.5

Melee weapons

1 Scrap or 1 Steel (Determines Quality)

(35 units)×(Industry Score) per day

0.5

Small Arms

1 Steel or 1 Scrap (Scrap can only make pipe weapons and AK-47s)/(1 Gold)

(25 units)×(Industry Score) per day

0.5

Light Weapons

2 Steel/(2 Gold)

(3 units)×(Industry Score) per day

1

Heavy Weapons (Less than 1,000 kg)

2 Steel

(2 units)×(Industry Score) per week

2

Heavy Weapons (1,000-9,000 kg)

2 Steel (Unless model is made from aluminum)

(1 units)×(Industry Score) per week

2

Heavy Weapons (9,000+ kg)

3 Steel

(1 units)×(Industry Score) per week

3

(Energy Weapons require a 1:1 Steel:Gold ratio to produce)
(Heavy Weapons are crew-served platforms like artillery, anti-air, or anti-tank guns. Their production values are based on the unit's mass. See the corresponding Wikipedia entry for mass values.)

Standard Armor

Input

Output

Factory Capacity Point Cost

Leather

None

(100 unit)×(Industry Score) per week

1

Scrap

1 Scrap

(75 unit)×(Industry Score) per week

1

Forged Metal

2 Steel

(35 units)×(Industry Score) per week

1

Armored Fatigues

1 Steel

(35 unit)×(Industry Score) per week

2

Combat/Riot

1 Coal/1 Steel

(25 units)×(Industry Score) per week

3

Heavy Combat/Special Ops

2 Coal/1 Steel

(10 unit)×(Industry Score) per week

3

(For custom armor please ask a Councilor what category it falls under.)

Vehicles

Input

Output

Factory Capacity Point Cost

Unarmored vehicles

1 Scrap OR 1 Steel/(1 Nuclear Material)

(1 units)×(Industry Score) per week

2

Armored vehicles

2 Scrap OR 2 Steel/(1 Nuclear Material)

(0.75 unit)×(Industry Score) per week

2

Light Tank

3 Scrap OR 3 Steel/(3 Nuclear Material)

(0.75 unit)×(Industry Score) per week

2

Medium Tank

4 Scrap OR 4 Steel/(5 Nuclear Material)

(0.5 unit)×(Industry Score) per week

3

Heavy Tank

5 Scrap OR 5 Steel/(5 Nuclear Material)

(0.33 unit)×(Industry Score) per week

6

Super Heavy tank

6 Steel/(5 Nuclear Material)

(0.25 unit)×(Industry Score) per week

8

1st Generation MBT

4 Steel/(5 Nuclear Material)

(0.35 unit)×(Industry Score) per week

6

2nd Generation MBT

5 Steel/2 Scrap Electronics/(5 Nuclear Material)

(0.33 unit)x(Industry Score) per week

6

3rd Generation MBT

5 Steel/2 Building Materials/4 Scrap Electronics/(5 Nuclear Material)

(0.25 unit)x(Industry Score) per week

8

(For armored vehicles made with aluminum, replace steel cost with equal amount of aluminum.
Materials in parentheses are optional/contextual.)
(Scrap values are used for WW1 tanks or scrap tanks of equivalent weight and/or functionality)

Aircraft

Input

Output

Factory Capacity Point Cost

Biplane-Fighter

2 Scrap/(1 Nuclear Material)

(0.4 unit)×(Industry Score) per week

2

Biplane-Bomber

4 Scrap/(2 Nuclear Material)

(0.2 unit)×(Industry Score) per week

2

Prop-Fighter

2 Aluminum/(3 Nuclear Material)

(0.4 unit)×(Industry Score) per week

3

Prop-Bomber (Light)

3 Aluminum/(3 Nuclear Material)

(0.33 unit)×(Industry Score) per week

3

Prop-Bomber (Medium)

5 Aluminum/(3 Nuclear Material)

(0.25 unit)×(Industry Score) per week

3

Prop-Bomber (Heavy)

6 Aluminum/(3 Nuclear Material)

(0.2 unit)×(Industry Score) per week

6

Helicopter/Vertibird

5 Aluminum/5 Scrap Electronics/(3 Nuclear Material)

(0.25 unit)×(Industry Score) per week

6

1st Generation Jet Fighter

3 Aluminum/(3 Nuclear Material)

(0.2 unit)×(Industry Score) per week

6

2nd Generation Jet Fighter

4 Aluminum/1 Scrap Electronics/(3 Nuclear Material)

(0.2 unit)×(Industry Score) per week

8

3rd Generation Jet Figher

6 Aluminum/4 Scrap Electronics/(3 Nuclear Material)

(0.1 unit)×(Industry Score) per week

8

Jet Bomber

7 Aluminum/(3 Nuclear Material)

(0.15 unit)×(Industry Score) per week

12

(Single-Engined Light Bombers are considered Prop-Fighters, and vice-versa for twin-engined fighters.
Civilian planes use the appropriate fighter/bomber category, depending on size and amount of engines. Please ask a moderator if it's not immediately clear where a civilian plane falls.
Vehicles build with Fusion Engines do not need fuel, requires Nuclear Material at manufacture only)

Power Armor

Input

Output

Factory Capacity Point Cost

Raider

3 Scrap

(1 unit)×(Industry Score) per week

1

T-45

4 Steel/3 Nuclear Material

(0.75 unit)×(Industry Score) per week

2

T-51

6 Steel/3 Nuclear Material

(0.6 unit)×(Industry Score) per week

2

T-60

6 Steel/3 Scrap Electronics/3 Nuclear Material

(0.5 units)×(Industry Score) per week

3

Advanced BoS PA

8 Steel/4 Scrap Electronics/1 Gold/3 Nuclear Material

(0.4 units)×(Industry Score) per week

6

X-01/X-02/Hellfire/Tesla

10 Steel/3 Scrap Electronics/2 Gold/3 Nuclear Material

(0.3 unit)×(Industry Score) per week

6

Check out the Power Armor Guide for specific rules for power armor!
page=dispatch/id=1269250

Robot

Input

Output

Factory Capacity Point Cost

Liberator/Eyebot

1 Steel/1 Scrap Electronics

(0.5 units)×(Industry Score) per day

2

Mr. Handy/Protection

1 Steel/2 Scrap Electronics/1 Nuclear Material

(0.4 units)×(Industry Score) per day

2

Assaultron/Mr. Gutsy

2 Steel/2 Scrap Electronics/2 Nuclear Material/1 Gold

(0.3 units)×(Industry Score) per day

3

Sentry Bot

3 Steel/2 Scrap Electronics/3 Nuclear Material/1 Gold

(0.25 units)×(Industry Score) per day

4

Gen1/Gen2 Synth

2 Aluminum/2 Scrap Electronics/1 Gold

(0.4 units)x(Industry Score) per day

3

Gen3 Synth

5 Food/1 Scrap Electronics

(0.25 units)x(Industry Score) per day

6

Shipyard

Ships

Input

Slot Required

Sloops/Schooners/Dhows

1 Scrap/2 Building Materials

Tiny

Caravel/Junks/Cogs

1 scrap/3 Building Materials

Tiny

Carrack/East Indiaman

2 Scrap/5 Building Materials

Small

Galleon/Fluyt

3 Scrap/5 Building Materials

Small

Corvette/Sloop-of-war

3 Scrap/6 Building Materials

Small

Frigate/Clipper

4 Scrap/8 Building Materials

Medium

Ship-of-the-Line (3rd Rate)

6 Scrap/12 Building Materials

Medium

Ship-of-the-Line (1st Rate)

8 Scrap/20 Building Materials

Medium

(Weapons sold separately)

Ships

Input

Slot Required

<=500 tons

4 Steel/(1 Scrap Electronics)

Tiny

500-1,000 tons

8 Steel/(2 Scrap Electronics)

Small

1,000-5,000 tons

10 Steel/(3 Scrap Electronics)

Small

5,000-10,000 tons

15 Steel/(4 Scrap Electronics)

Medium

10,000-15,000 tons

20 Steel/(5 Scrap Electronics)

Medium

15,000-20,000 tons

25 Steel/(6 Scrap Electronics)

Large

20,000-30,000 tons

35 Steel/(9 Scrap Electronics)

Large

30,000-50,000 tons

45 steel/(11 Scrap Electronics)

Large

50,000-75,000 tons

60 Steel/(15 Scrap Electronics)

Large

75,000-100,000 tons

75 Steel/(19 Scrap Electronics)

Large

100,000+ tons

90 steel/(23 Scrap Electronics)

Large

* Scrap Electronics are required for Radar and/or other computerized ship systems
* For atomic-powered ships, replace 25% of steel cost with gold
* For microfusion powered ships, add 25% of steel cost in nuclear material, rounded to nearest whole number

Tiny Ships
Time: 21 RL days each
Small ships
Time: 28 RL days each
Medium ships
Time: 34 RL days each
Large ships
Time: 55 RL days each

Standard Building Requirements: (Also in the Resource Guide)
Tiny: 7 IRL days
Industry ≥ 1
4 tiny slots

Small: 14 IRL days
Industry ≥ 1
2 tiny slots
2 small slots

Medium: 21 IRL days
Industry ≥ 3
3 tiny slots
3 small slots
1 medium slot

Large: 28 IRL days
Industry ≥ 5
4 tiny slots
2 small slots
2 medium slots
1 Large slot

Super: 84 IRL days
Industry = 10
8 tiny slots
3 small slots
3 medium slots
2 large slots

Read dispatch

Finding Basic Structures
Finding basic structures in the wasteland will always take less time to repair, as well as be cheaper. See the requirements above. When you roll to determine what resource your new tile may have you will also use that roll to determine how many basic structures there are and their size. See the Basic Structures Loot Tables below. After that roll, you will roll to determine the repair time. To determine that, divide the standard building time in half, roll a d20 on the discord by using the command t!roll d20, increase the time by that percentage listed on the condition table and then factor in your Industry stat. See the example below. Put the number of structures awarded by your roll in front of the d20. For example, if your roll grants you three structures when you make the condition roll, put the number 3 in front of the d20 like this, t!roll 3d20. Each number will determine their condition from left to right starting with the smallest size structure to the largest.

Note:
When making a roll please state the reason for rolling and tag a moderator. Make all condition rolls in the #dice-roll-wing channel. Each line of the example must be entered separately.
(For example;
rolling for a medium factory in Richmond @New Franken
!roll d20)

1: Severely damaged +100%
2-4: Heavily damaged +70%
5-15: Moderate damage +50%
16-19: Light damage +30%
20: Minimal damage +10%

For example; engineers want to repair a medium factory with a standard build time divided in half equals 10.5 days (21/2=10.5). You roll a 10 on the d20 roll. This increases it by 50%, 10.5+50%=15.75 days. Then you input your Industry stat. Let's say you have an Industry of 7, reducing the time by 20%, 15.75-20%= 12.6 days. In this scenario it would take 13 days to repair this medium factory, rounding all numbers up to the nearest whole number. Rinse and repeat for each resource required.


Common Resource Improvements: Upgrades for common resources are not tied to tiles, and instead act more like Basic Structures. Upgrades improve the efficiency of pops assigned to them. There is no limit to the number of upgrades that may be built in a single tile.

Rations:

Rations Improvements

Base Building Time

Components

Jobs Provided

Per Job Output

Requirements

Farms

7 IRL days

2 Building Materials / 1 Scrap

2 Jobs

3 Rations

Agriculture 3

Mechanized Farms

14 IRL days

4 Building Materials / 1 Steel

2 Jobs

4 Rations

Agriculture 6

Motorization

N/A

10 Tractors

N/A

+1 Rations

See Tech Tree

Bunker/Vault Rations Improvements

Base Building Time

Components

Output

Requirements

Hydroponics Farms

1 Ration

Agriculture 8

Food Replicator

10 Rations

10 Power, See Tech Tree

Scrap/Building Materials:

Scrap/Building Materials Improvements

Base Building Time

Components

Jobs Provided

Per Job Output

Requirements

Small Salvage Yard

7 IRL days

2 Building Materials / 1 Scrap

2 Jobs

2 Scrap or Building Materials

Industry 2

Medium Salvage Yard

14 IRL days

4 Building Materials / 2 Scrap

3 Jobs

3 Scrap or Building Materials

Industry 4

Landfill

21 IRL days

8 Building Materials / 4 Scrap

5 Jobs

4 Scrap or Building Materials

Industry 6

Fishing:
Blubber output is not improved by constructing buildings, but by providing the Fisherman pop with appropriate tools (in this case, ships). Only one ship is required per pop to obtain the upgrade. Adding additional ships to the pop does not increase its output.

Fishing Ship Size

Per Job Output

Tiny Ship

3 Rations, 1 Blubber

Small Ship

3 Rations, 2 Blubber

Medium Ship

4 Rations, 2 Blubber

Large Ship

5 Rations, 3 Blubber


Tile Improvements: Tile Improvements add jobs or have other functions. They must be built in the tile that produces the corresponding resource. Stage 0 is the unimproved level of basic resource extraction. Each stage above stage 0 requires 1 “Pop” to construct. If you have any suggestions for Special Buildings or Tile Improvements please leave a suggestion in #vault-suggestion-box if you have an idea.

Coal
Stage 0: Surface Mines: 1 Miner Job
Stage 1: Shallow Tunnels (4 scrap, 1 steel) +1 Job (2 jobs total)
Stage 2: Deep Tunnels (6 scrap, 2 steel, 2 building materials) +2 Job (4 jobs total)

Nuclear Material:
Stage 0: Containment Boxes: 1 Job
Stage 1: Small Containment Center (2 scrap, 4 building material) +1 Job (2 jobs total)
Stage 2: Large Containment Complex (4 scrap, 1 steel, 6 building material) +1 Job (3 jobs total)

Specialized Buildings
Algae Farms: Agriculture 5 required (4 scrap, 6 building material, 14 days to construct)
- 1 job, +1 Organic Oil per pop


Miscellaneous Construction:

Major Roadways/Railways:
2 IRL days per each tile the construction crosses into.
Components:
- Roads: 3 Building Material per tile.
- Railroads: 1 Steel, 1 Building Material. Requires either Coal or Fuel to run.

Communications:
2 IRL days per tile/each tile the construction crosses into.
Components:
- Radio Towers: 1 Steel, 1 Scrap Electronics
- Telegraph Lines: 1 Gold, 1 Scrap

Irrigation:
7 IRL days per tile. Must have an adjacent river or irrigated tile. +1 Rations to all Farms in a tile.
- Irrigation: 2 Building Materials


Airbases
Airstrip: Basically a patch of dirt next to some tents, allows the deployment of prop planes up to Medium Bomber.
- 2 IRL days, no cost.
Airbase: Concrete runway with a barn and a few Quonset huts, perhaps. Radio/Small Radar tower is optional. Allows Jet Fighters but not Jet Bombers, Heavy Bombers.
- 7 IRL days, 1 Steel/5 Building Materials/(2 Scrap Electronics)
Large Airbase: Dedicated runway and logistics facilities for a fully-equipped Air Force. Radar/Radio is optional.
- 21 IRL days, 5 Steel/12 Building Material/(5 Scrap Electronics)

*Roads and railroads are required for PvP combat. If you do not have a road (with trucks) or a running railroad connecting your army with their source of ammunition, then the effectiveness of your semi-automatic/automatic weapons is considered to be equivalent to that of bolt-action or breech-loading weapons due to supply constraints.

Loot Tables

Below are the loot tables for resources and structures. When a tile is approved the player will roll the loot table in the #dice-roll channel. It is possible to not receive any resources as a result of the roll. You will use the same roll to determine the amount and size of basic structures available in the tile to be repaired. You may choose what type of structure they are, between factories, foundries, or shipyards. If a player rolls a natural 20 (not as a result of a bonus to the roll), the player can choose what resource they want from that table. You can either add or subtract your Luck stat to your roll, or not apply it at all.

Resource Loot Tables

Basic Tiles:
1-14: None
15-18: Coal
19-20: Nuclear Material
Natural 20: Resource of Choice

City Tiles: Special tiles that have exclusive resources.
1-14: None
15-17: Coal
18-20: Nuclear Material
Natural 20: Steel or Aluminum

Basic Structures Loot Tables

Basic Tiles Structure Table:
1-14: None
15-17: 1 Small
18-20: 1 Medium
Natural 20: 1 Small & 1 Medium

City Tiles Structure Table:
1-14: None
15-17: 1 Medium
18-20: 1 Medium & 1 Large
Natural 20: 2 Large or 3 Medium



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