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Difference between revisions of "Resource Node"

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==Gain Modifiers==
 
==Gain Modifiers==
 
{{Gain Modifier|uncollapsed=true}}
 
{{Gain Modifier|uncollapsed=true}}
 +
{{Gain Modifier Sp}}
 +
{{Gain Modifier Sp2}}
  
 
==Regular Resource Nodes==
 
==Regular Resource Nodes==
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'''"Regular Resource Nodes"''' are resource nodes that add a specific amount of a specific main resource or consumable, with no specific rules or limitations.
 
'''"Regular Resource Nodes"''' are resource nodes that add a specific amount of a specific main resource or consumable, with no specific rules or limitations.
  
'''"Main resource"''' gains can be increased by using some {{LandingCraft}} [[Landing Craft]], {{Amphibious Tank}} [[Special Amphibious Tank]]s, or {{Drum}} [[Drum]]s (''see the [[#Gain Modifiers|above table]]'').
+
'''"Main resource"''' gains can be increased by using some {{LandingCraft}} [[Landing Craft]], {{Amphibious Tank}} [[Special Amphibious Tank]]s, or {{Drum}} [[Drum Canister]]s (''see the [[#Gain Modifiers|above table]]'').
 
*There is no cap to the amount of resource gained at once, but the amount of "Gain Modifiers" that can be brought.
 
*There is no cap to the amount of resource gained at once, but the amount of "Gain Modifiers" that can be brought.
  
Line 21: Line 23:
 
*The resources are added to the overall stockpile ONLY if either:
 
*The resources are added to the overall stockpile ONLY if either:
 
**The node is a "dead-end".
 
**The node is a "dead-end".
**The subsequent '''battle''' node must be completed.  
+
**The subsequent '''battle''' node must be completed.
 
*Immediately refreshing the game after reaching such nodes '''does not''' provide resources.
 
*Immediately refreshing the game after reaching such nodes '''does not''' provide resources.
 +
*Items are rewarded in any situation, so refreshing the game is fine.
  
 
==Special Resource Nodes==
 
==Special Resource Nodes==
Some resource nodes present unique behaviors, having a cap to the amount of resource gained at once, and having [[#Gain Modifiers]] with different effects. They are [[1-6]] nodes {{MapRoute|G|green|M|green}} (with additional unique behaviours), [[2-4]] node {{MapRoute|A|green}}, [[2-5]] nodes {{MapRoute|M|green|N|green}}, [[3-2]] node {{MapRoute|I|green}}, [[3-4]] nodes {{MapRoute|K|green|O|green}}, [[3-5]] node {{MapRoute|J|green}}, [[5-4]] node {{MapRoute|I|green}}, and [[5-5]] node {{MapRoute|O|green}}.
+
Some resource nodes present unique behaviors, having a cap to the amount of resource gained at once, and having [[#Gain Modifiers]] with different effects. They are the:
 +
*Type 1: [[2-4]] {{MapRoute|A|green}}, [[2-5]] {{MapRoute|M|green|N|green}}, [[3-2]] {{MapRoute|I|green}}, [[3-4]] {{MapRoute|K|green|O|green}}, [[5-4]] {{MapRoute|I|green}}, [[5-5]] {{MapRoute|O|green}},
 +
*Type 2: [[1-6]] {{MapRoute|G|green|M|green}}, [[3-5]] {{MapRoute|J|green}}.
  
  
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In addition, '''"Finish Line"/"Harbour Nodes"''' are often considered "Ending Nodes" like Boss Nodes.
 
In addition, '''"Finish Line"/"Harbour Nodes"''' are often considered "Ending Nodes" like Boss Nodes.
 
*They can reward none, one, or two resources at once, but no consumable so far.
 
*They can reward none, one, or two resources at once, but no consumable so far.
**Like regular resources nodes, using {{LandingCraft}} [[Landing Craft]], {{Amphibious Tank}} [[Special Amphibious Tank]]s, and {{Drum}} [[Drum]]s, increases the resource gain, but equipment effectiveness may vary.
+
**Like regular resources nodes, using {{LandingCraft}} [[Landing Craft]], {{Amphibious Tank}} [[Special Amphibious Tank]]s, and {{Drum}} [[Drum Canister]]s, increases the resource gain, but equipment effectiveness may vary.
 
**In addition, some ships or ship types can also increase the resource gain.
 
**In addition, some ships or ship types can also increase the resource gain.
 
**So far, the only such node in regular maps is [[7-4]] node {{MapRoute|O|green}}.
 
**So far, the only such node in regular maps is [[7-4]] node {{MapRoute|O|green}}.
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! rowspan=12|
 
! rowspan=12|
 
! colspan=2| Ressource Gains Pool
 
! colspan=2| Ressource Gains Pool
! colspan=7| Equipment Effects (per [[#Gain Modifiers|type]])
+
! colspan=2| Equipment Effects (per [[#Gain Modifiers|type]])
 
|-
 
|-
 
! {{Fuel}}
 
! {{Fuel}}
Line 428: Line 433:
 
! Base
 
! Base
 
! Cap
 
! Cap
! style="color:black;background-color:#A9D08E"| A1
+
! style="color:black;background-color:#A9D08E"| A
! style="color:black;background-color:#A9D08E"| A2
 
! style="color:black;background-color:#A9D08E"| A3
 
! style="color:black;background-color:#A9D08E"| A4
 
! style="color:black;background-color:#A9D08E"| A5
 
! style="color:black;background-color:#A9D08E"| A6
 
 
! style="color:black;background-color:#AEAAAA"| B
 
! style="color:black;background-color:#AEAAAA"| B
|-
 
! rowspan=2| W1
 
! rowspan=2| [[1-6]]
 
! G
 
|
 
| style="color:black;background-color:#C90"| ✔️
 
|
 
|
 
| 20|| 40
 
| 6.00|| 5.00|| 2.50|| 1.50|| 1.10|| 0.75|| 0.00
 
|-
 
! M
 
| style="color:black;background-color:#00B050"| ✔️
 
|
 
|
 
|
 
| 40|| 80
 
| 12.00|| 10.00|| 5.00|| 3.00|| 2.20|| 1.50|| 0.00
 
 
|-
 
|-
 
! rowspan=2| W2
 
! rowspan=2| W2
Line 463: Line 445:
 
| 50
 
| 50
 
| 150
 
| 150
| colspan=6| 5.0
+
| 5.0
 
| 10.0
 
| 10.0
 
|-
 
|-
Line 473: Line 455:
 
| 50
 
| 50
 
| 150
 
| 150
| colspan=6| 10.0
+
| 10.0
 
| 5.0
 
| 5.0
|-
 
! W3
 
! [[3-5]]
 
! B
 
|
 
| style="color:black;background-color:#C90"| ✔️
 
|
 
|
 
| 50|| 150
 
| 24.00|| 20.00|| 10.00|| 6.00|| 4.40|| 3.00|| 10.00
 
 
|-
 
|-
 
! rowspan=2| W5
 
! rowspan=2| W5
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| 60
 
| 60
 
| 180
 
| 180
| colspan=6| 10.0
 
 
| 15.0
 
| 15.0
 +
| 10.0
 
|-
 
|-
 
! [[5-5]]
 
! [[5-5]]
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| 40
 
| 40
 
| 180
 
| 180
| colspan=6| 10.0
+
| 10.0
 
| 15.0
 
| 15.0
 
|-
 
|-
! colspan=21|  
+
! colspan=16|  
 
|-
 
|-
 
! rowspan=2| W7
 
! rowspan=2| W7
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| 40
 
| 40
 
| 200
 
| 200
| colspan=6| 7.00
+
| 7.00
 
| 8.00
 
| 8.00
 
|-
 
|-
Line 529: Line 501:
 
| 20
 
| 20
 
| 120
 
| 120
| colspan=6| 10.00
+
| 10.00
 
| 6.00
 
| 6.00
 
|}
 
|}
 
+
{|class="wikitable" style="text-align:center"
 +
! rowspan=2 colspan=3| Nodes
 +
! colspan=4| Resource Type
 +
! rowspan=5|
 +
! colspan=2| Ressource Gains Pool
 +
! colspan=9| Equipment Effects (per [[#Gain Modifiers|type]])
 +
|-
 +
! {{Fuel}}
 +
! {{Ammo}}
 +
! {{Steel}}
 +
! {{Bauxite}}
 +
! Base
 +
! Cap
 +
! style="color:black;background-color:#A9D08E"| A1
 +
! style="color:black;background-color:#A9D08E"| A2
 +
! style="color:black;background-color:#A9D08E"| A3
 +
! style="color:black;background-color:#A9D08E"| A4
 +
! style="color:black;background-color:#A9D08E"| A5
 +
! style="color:black;background-color:#A9D08E"| A6
 +
! style="color:black;background-color:#A9D08E"| A7
 +
! style="color:black;background-color:#A9D08E"| A8
 +
! style="color:black;background-color:#AEAAAA"| B
 +
|-
 +
! rowspan=2| W1
 +
! rowspan=2| [[1-6]]
 +
! G
 +
|
 +
| style="color:black;background-color:#C90"| ✔️
 +
|
 +
|
 +
| 20|| 40
 +
| 6.00|| 5.50|| 5.00|| 4.50|| 2.50|| 1.50|| 1.10|| 0.75|| 0.00
 +
|-
 +
! M
 +
| style="color:black;background-color:#00B050"| ✔️
 +
|
 +
|
 +
|
 +
| 40|| 80
 +
| 12.00|| 11.00|| 10.00|| 9.00|| 5.00|| 3.00|| 2.20|| 1.50|| 0.00
 +
|-
 +
! W3
 +
! [[3-5]]
 +
! B
 +
|
 +
| style="color:black;background-color:#C90"| ✔️
 +
|
 +
|
 +
| 50|| 150
 +
| 24.00|| 22.00|| 20.00|| 18.00|| 10.00|| 6.00|| 4.40|| 3.00|| 10.00
 +
|}
  
 
{|class="wikitable" style="text-align:center"
 
{|class="wikitable" style="text-align:center"
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! rowspan=2 colspan=4| Base Resource Gains Pool
 
! rowspan=2 colspan=4| Base Resource Gains Pool
 
! rowspan=2| Avg
 
! rowspan=2| Avg
! rowspan=2| Max
 
 
|-
 
|-
 
! {{Fuel}}!! {{Ammo}}!! {{Steel}}!! {{Bauxite}}
 
! {{Fuel}}!! {{Ammo}}!! {{Steel}}!! {{Bauxite}}
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! rowspan=4| N<br>pre-clear
 
! rowspan=4| N<br>pre-clear
 
| style="color:black;background-color:#00B050"| ✔️|| || ||  
 
| style="color:black;background-color:#00B050"| ✔️|| || ||  
| 300|| 500|| 700|| 1000|| 625|| 1000
+
| 300|| 500|| 700|| 1000|| 625
 
|-
 
|-
 
| || style="color:black;background-color:#C90"| ✔️|| ||  
 
| || style="color:black;background-color:#C90"| ✔️|| ||  
| 300|| 500|| -|| -|| 400|| 500
+
| 300|| 500|| -|| -|| 400
 
|-
 
|-
 
| || || style="color:black;background-color:#A6A6A6"| ✔️||  
 
| || || style="color:black;background-color:#A6A6A6"| ✔️||  
| 100|| 300|| -|| -|| 200|| 300
+
| 100|| 300|| -|| -|| 200
 
|-
 
|-
 
| || || || style="color:black;background-color:#F90"| ✔️
 
| || || || style="color:black;background-color:#F90"| ✔️
| 100|| 200|| -|| -|| 150|| 200
+
| 100|| 200|| -|| -|| 150
 
|-
 
|-
 
! rowspan=4| N<br>post-clear
 
! rowspan=4| N<br>post-clear
 
| style="color:black;background-color:#00B050"| ✔️|| || ||  
 
| style="color:black;background-color:#00B050"| ✔️|| || ||  
| 30|| 50|| 70|| 100|| 63|| 100
+
| 30|| 50|| 70|| 100|| 63
 
|-
 
|-
 
| || style="color:black;background-color:#C90"| ✔️|| ||  
 
| || style="color:black;background-color:#C90"| ✔️|| ||  
| 50|| 70|| 100|| -|| 73|| 100
+
| 50|| 70|| 100|| -|| 73
 
|-
 
|-
 
| || || style="color:black;background-color:#A6A6A6"| ✔️||  
 
| || || style="color:black;background-color:#A6A6A6"| ✔️||  
| 50|| 70|| 100|| -|| 73|| 100
+
| 50|| 70|| 100|| -|| 73
 
|-
 
|-
 
| || || || style="color:black;background-color:#F90"| ✔️
 
| || || || style="color:black;background-color:#F90"| ✔️
| 50|| -|| -|| -|| 50|| 50
+
| 50|| -|| -|| -|| 50
 
|}
 
|}
<references/>
+
*The clearing run on 1-6 always gives 1000 {{Fuel}}
  
 
==Consumables==
 
==Consumables==
Line 694: Line 715:
 
*[[Nodes]]
 
*[[Nodes]]
 
*[[Air Reconnaissance]]
 
*[[Air Reconnaissance]]
 +
*[[Resource Farming]]
 
{{Mechanics}}
 
{{Mechanics}}

Latest revision as of 12:28, 2 July 2024

"Resource Nodes" are non-combat nodes that upon entering, add a specific amount of a specific "main resources" (FuelAmmunitionSteelBauxite), "consumables" (Instant repairInstant construction MaterialDevelopment material), or "coin boxes" (Furniture Box (Small)Furniture Box (Medium)Furniture Box (Large)) to the stockpile. Resource Nodes do not refill the fleet's current resource levels.

Nodes Behaviours

"Resource Nodes" can be divided into several types, depending on the type of rules they follow regarding resource gains. The vast majority of nodes fall in the "Regular" category, with a dozen "Special" nodes following unique sets of rules.

Gain Modifiers

Normal Resource Nodes Gain Modifiers
Equipment / Ship Bonus Gains (per DLC / Ship)[1]
Type Name FuelAmmunitionSteel
(& 7-3 O Bauxite)
Bauxite Instant construction MaterialDevelopment material
Furniture Box (Medium)Furniture Box (Large)
Landing Craft A Toku Daihatsu Landing CraftToku Daihatsu Landing Craft
Daihatsu Landing CraftDaihatsu Landing Craft
Armed DaihatsuArmed Daihatsu
DLC + T89 TankDaihatsu Landing Craft (Type 89 Medium Tank & Landing Force)
DLC + Panzer IIDaihatsu Landing Craft (Panzer II/North African Specification)
SoukouteiSoukoutei (Armored Boat Class)
Toku DLC + Ho-Ni TankToku Daihatsu Landing Craft + Type 1 Gun Tank
3.0 2.0 0.0
Amphibious Vehicle Ka-Mi TankSpecial Type 2 Amphibious Tank
Ka-Tsu TankSpecial Type 4 Amphibious Tank
Ka-Tsu Tank KaiSpecial Type 4 Amphibious Tank Kai
Drum Canister B DrumsDrum Canister (Transport Use) 2.0 1.5 0.0
Landing Craft C Toku DLC + 11th RegToku Daihatsu Landing Craft + 11th Tank Regiment
M4A1 DDM4A1 DD
Toku DLC + Panzer IIIToku Daihatsu Landing Craft + Panzer III (North African Specification)
Toku DLC + Chi-HaToku Daihatsu Landing Craft + Chi-Ha
Toku DLC + Chi-Ha KaiToku Daihatsu Landing Craft + Chi-Ha Kai
Toku DLC + Panzer III JToku Daihatsu Landing Craft + Panzer III Ausf. J
0.0
All ships 0.0
Resource Cap N/A
Random Resource Increments 5 0
Notes:
  1. If the total value has a decimal, only the rounded-down value is applied.
Special Resource Nodes Gain Modifiers
Type 1
Equipment / Ship Bonus Gains (per DLC / Ship)[1]
Type Name 2-4 A Instant repair
3-2 I Furniture Box (Small)
3-4 K/O Furniture Box (Large)/Furniture Box (Medium)
2-5 5-4 I
Ammunition
5-5 E
Fuel
7-4 O
M
Fuel
N
Steel
Fuel Bauxite
Landing Craft A Toku Daihatsu Landing CraftToku Daihatsu Landing Craft
Daihatsu Landing CraftDaihatsu Landing Craft
Armed DaihatsuArmed Daihatsu
DLC + T89 TankDaihatsu Landing Craft (Type 89 Medium Tank & Landing Force)
DLC + Panzer IIDaihatsu Landing Craft (Panzer II/North African Specification)
SoukouteiSoukoutei (Armored Boat Class)
Toku DLC + Ho-Ni TankToku Daihatsu Landing Craft + Type 1 Gun Tank
~35% of +1
if 4+ used[2]
5.0 10.0 15.0 10.0 7.0 10.0
Amphibious Vehicle Ka-Mi TankSpecial Type 2 Amphibious Tank
Ka-Tsu TankSpecial Type 4 Amphibious Tank
Ka-Tsu Tank KaiSpecial Type 4 Amphibious Tank Kai
Drum Canister B DrumsDrum Canister (Transport Use) 0.0 10.0 5.0 10.0 15.0 8.0 6.0
Landing Craft C Toku DLC + 11th RegToku Daihatsu Landing Craft + 11th Tank Regiment
M4A1 DDM4A1 DD
Toku DLC + Panzer IIIToku Daihatsu Landing Craft + Panzer III (North African Specification)
Toku DLC + Chi-HaToku Daihatsu Landing Craft + Chi-Ha
Toku DLC + Chi-Ha KaiToku Daihatsu Landing Craft + Chi-Ha Kai
Toku DLC + Panzer III JToku Daihatsu Landing Craft + Panzer III Ausf. J
0.0
Ship SouyaSouya (AGS)
Souya (AGL)
Souya (AGB)
0.0 0.0 0.0 0.0 0.0 22.0 16.0
AO 15.0 10.0
BBV 10.0 10.0
LHA 8.0 7.0
CVL 7.0 4.0
AV 6.0 5.0
AS 5.0 5.0
Other types 0.0 0.0
Resource Cap 2 150 150 180 180 200 120
Random Resource Increments 0/1 0 0 0 0 0 0
Notes:
  1. If the total value has a decimal, only the rounded-down value is applied.
  2. Exact values still under investigation

Sources: [1] [2] [3] [4]

Special Resource Nodes Gain Modifiers
Type 2
Equipment / Ship Bonus Gains (per DLC / Ship)[1]
Type Name 1-6 3-5
N G
Ammunition
G
Improved[2]
M
Fuel
M
Improved[2]
J
Ammunition
J
Improved[2]
Landing Craft
Amphibious Vehicle
A 1 Toku Daihatsu Landing CraftToku Daihatsu Landing Craft 0.0 6.00 0.3800? 12.00 0.?? 24.00 0.??
2 Ka-Tsu Tank KaiSpecial Type 4 Amphibious Tank Kai 5.50 0.?? 11.00 0.?? 22.00 0.2??
3 Daihatsu Landing CraftDaihatsu Landing Craft 5.00 0.0350? 10.00 0.?? 20.00 0.??
4 Ka-Tsu TankSpecial Type 4 Amphibious Tank 4.50 0.?? 9.00 0.?? 18.00 0.2??
5 Armed DaihatsuArmed Daihatsu 2,50 0.0720? 5.00 0.?? 10.00 0.??
6 DLC + T89 TankDaihatsu Landing Craft (Type 89 Medium Tank & Landing Force)
DLC + Panzer IIDaihatsu Landing Craft (Panzer II/North African Specification)
1.50 0.0100? 3.00 0.?? 6.00 0.??
7 SoukouteiSoukoutei (Armored Boat Class)
Toku DLC + Ho-Ni TankToku Daihatsu Landing Craft + Type 1 Gun Tank
1.10 0.0200? 2.20 0.?? 4.40 0.??
8 Ka-Mi TankSpecial Type 2 Amphibious Tank 0.75 0.0041? 1.50 0.?? 3.00 0.??
Drum Canister B DrumsDrum Canister (Transport Use) 0.0 N/A 0.0 N/A 10.0 N/A
Landing Craft C Toku DLC + 11th RegToku Daihatsu Landing Craft + 11th Tank Regiment
M4A1 DDM4A1 DD
Toku DLC + Panzer IIIToku Daihatsu Landing Craft + Panzer III (North African Specification)
Toku DLC + Chi-HaToku Daihatsu Landing Craft + Chi-Ha
Toku DLC + Chi-Ha KaiToku Daihatsu Landing Craft + Chi-Ha Kai
Toku DLC + Panzer III JToku Daihatsu Landing Craft + Panzer III Ausf. J
0.0
Ship Kinu Kai NiKinu Kai Ni[3] 5.0 N/A 10.0 N/A 20.00 N/A
Other Ships 0.0 0.0 0.0
Resource Cap N/A 40 80 150
Random Resource Increments N/A 0 0 0
Star Bonus[2]
[math]\displaystyle{ \text{Bonus}_\text{Star} = \sum_\text{All Types} \text{N}_\text{Type}^2 \times \sqrt{\text{N}_\text{Star Type} } \times \text{Star Bonus}_\text{Type} }[/math]
With
  • [math]\displaystyle{ \text{Bonus}_\text{Star} }[/math] the total bonus resource gain bonus for the fleet,
  • [math]\displaystyle{ \text{N}_\text{Type} }[/math] the number of craft of a given type (A1 to A6),
  • [math]\displaystyle{ \text{N}_\text{Star Type} }[/math] the total number of stars on a given type,
  • [math]\displaystyle{ \text{Star Bonus}_\text{Type} }[/math] the bonus given by stars of each type.

Notes:

  1. If the total value has a decimal, only the rounded-down value is applied.
  2. 2.0 2.1 2.2 2.3 Exact values an behaviors still under investigation
  3. Those bonuses only appear if any type from A1 to A8 is equipped in the fleet.

Sources: [5] [6] [7] [8] [9]

Regular Resource Nodes

Resource Node

"Regular Resource Nodes" are resource nodes that add a specific amount of a specific main resource or consumable, with no specific rules or limitations.

"Main resource" gains can be increased by using some Landing Craft Landing Craft, Amphibious Vehicle Special Amphibious Tanks, or Drum Canister Drum Canisters (see the above table).

  • There is no cap to the amount of resource gained at once, but the amount of "Gain Modifiers" that can be brought.

"Consumables" and "coin boxes" gains are 1 at base level.

Notes
  • The resources are added to the overall stockpile ONLY if either:
    • The node is a "dead-end".
    • The subsequent battle node must be completed.
  • Immediately refreshing the game after reaching such nodes does not provide resources.
  • Items are rewarded in any situation, so refreshing the game is fine.

Special Resource Nodes

Some resource nodes present unique behaviors, having a cap to the amount of resource gained at once, and having #Gain Modifiers with different effects. They are the:


Finish Line / Harbour Node

In addition, "Finish Line"/"Harbour Nodes" are often considered "Ending Nodes" like Boss Nodes.

  • They can reward none, one, or two resources at once, but no consumable so far.
    • Like regular resources nodes, using Landing Craft Landing Craft, Amphibious Vehicle Special Amphibious Tanks, and Drum Canister Drum Canisters, increases the resource gain, but equipment effectiveness may vary.
    • In addition, some ships or ship types can also increase the resource gain.
    • So far, the only such node in regular maps is 7-4 node O.
  • In 1-6, the Finish Line at node N has a pool of possible resources as rewards rather than a single one.
    • Unlike other Nodes, the resources here cannot be increased using any equipment or ship.

Aerial Reconnaissance Node

Aerial Reconnaissance Node

"Aerial Reconnaissance Node" are a special kind of nodes only seen on 6-3, giving ammo Ammunition, bauxite Bauxite, and DevMats Development material.

  • See here for more details.

Resource Gains

Main Resources

The main resources FuelAmmunitionSteelBauxite:

Normal Nodes

Nodes Resource Type Base Resource Gains Pool Equipment Effects (per type)
Fuel Ammunition Steel Bauxite Min Max Increments Average A B
W1 1-2 B ✔️ 10 20 5 15 3.0 2.0
1-3 D ✔️ 10 20 5 15 3.0 2.0
G ✔️ 10 30 5 20 3.0 2.0
1-4 C ✔️ 10 20 5 15 3.0 2.0
E ✔️ 10 20 5 15 3.0 2.0
G ✔️ 10 20 5 15 2.0 1.5
W2 2-1 B ✔️ 10 30 5 20 3.0 2.0
2-2 A ✔️ 10 20 5 15 2.0 1.5
F ✔️ 15 35 5 25 2.0 1.5
2-3 D ✔️ 15 45 5 30 3.0 2.0
G ✔️ 15 45 5 30 3.0 2.0
H ✔️ 20 40 5 30 3.0 2.0
I ✔️ 15 45 5 30 3.0 2.0
2-4 D ✔️ 25 60 5 43 3.0 2.0
N ✔️ 20 60 5 40 3.0 2.0
W3 3-1 B ✔️ 35 140 5 88 3.0 2.0
3-2 B ✔️ 50 150 5 100 3.0 2.0
3-4 E ✔️ 25 150 5 88 2.0 1.5
W7 7-1 E ✔️ 10 20 5 15 3.0 2.0
I ✔️ 30 50 5 40 3.0 2.0
7-2 K ✔️ 25 40 5 33 3.0 2.0
7-3 H ✔️ 30 50 5 40 3.0 2.0
O ✔️ 40 60 5 50 3.0 2.0
W4 4-1 B ✔️ 40 120 5 80 3.0 2.0
4-2 J ✔️ 40 60 5 50 2.0 1.5
K ✔️ 20 80 5 50 3.0 2.0
4-3 B ✔️ 30 90 5 60 3.0 2.0
J ✔️ 50 100 5 75 2.0 1.5
4-4 C ✔️ 60 150 5 105 3.0 2.0
J ✔️ 40 105 5 73 3.0 2.0
W5 5-1 C ✔️ 25 50 5 38 3.0 2.0
H ✔️ 40 80 5 60 3.0 2.0
5-2 G ✔️ 20 50 5 35 3.0 2.0
J ✔️ 40 80 5 60 2.0 1.5
5-3 F ✔️ 60 80 5 70 3.0 2.0
H ✔️ 50 80 5 65 3.0 2.0

Special Nodes

Nodes Resource Type Ressource Gains Pool Equipment Effects (per type)
Fuel Ammunition Steel Bauxite Base Cap A B
W2 2-5 M ✔️ 50 150 5.0 10.0
N ✔️ 50 150 10.0 5.0
W5 5-4 I ✔️ 60 180 15.0 10.0
5-5 E ✔️ 40 180 10.0 15.0
W7 7-4 O ✔️ 40 200 7.00 8.00
✔️ 20 120 10.00 6.00
Nodes Resource Type Ressource Gains Pool Equipment Effects (per type)
Fuel Ammunition Steel Bauxite Base Cap A1 A2 A3 A4 A5 A6 A7 A8 B
W1 1-6 G ✔️ 20 40 6.00 5.50 5.00 4.50 2.50 1.50 1.10 0.75 0.00
M ✔️ 40 80 12.00 11.00 10.00 9.00 5.00 3.00 2.20 1.50 0.00
W3 3-5 B ✔️ 50 150 24.00 22.00 20.00 18.00 10.00 6.00 4.40 3.00 10.00
Node Resource Type Base Resource Gains Pool Avg
Fuel Ammunition Steel Bauxite
W1 1-6 N
pre-clear
✔️ 300 500 700 1000 625
✔️ 300 500 - - 400
✔️ 100 300 - - 200
✔️ 100 200 - - 150
N
post-clear
✔️ 30 50 70 100 63
✔️ 50 70 100 - 73
✔️ 50 70 100 - 73
✔️ 50 - - - 50
  • The clearing run on 1-6 always gives 1000 Fuel

Consumables

Consumables include the main ones (Instant repairInstant construction MaterialDevelopment material), and the coin boxes (Furniture Box (Small)Furniture Box (Medium)Furniture Box (Large)):

Nodes Consumable Type Base Cap
Instant repair Development material Instant construction Material Furniture Box (Small) Furniture Box (Medium) Furniture Box (Large)
W2 2-1 E ✔️ 1 1
2-2 J ✔️ 1 1
2-4 A ✔️ 1 2
G ✔️ 1 1
W3 3-2 I ✔️ 1 2
3-3 D ✔️ 1 1
H ✔️ 1 1
3-4 K ✔️ 1 2
O ✔️ 1 2

See Also