Resource Node

"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    
(& 7-3 O  )
    
  
  A Toku Daihatsu Landing Craft 
Daihatsu Landing Craft 
Armed Daihatsu 
DLC + T89 Tank 
DLC + Panzer II 
Soukoutei 
Toku DLC + Ho-Ni Tank 
3.0 2.0 0.0
  Ka-Mi Tank 
Ka-Tsu Tank 
Ka-Tsu Tank Kai 
  B Drums  2.0 1.5 0.0
  C Toku DLC + 11th Reg 
M4A1 DD 
Toku DLC + Panzer III 
Toku DLC + Chi-Ha 
Toku DLC + Chi-Ha Kai 
Toku DLC + Panzer III 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  
3-2 I  
3-4 K/O  / 
2-5 5-4 I
 
5-5 E
 
7-4 O
M
 
N
 
   
  A Toku Daihatsu Landing Craft 
Daihatsu Landing Craft 
Armed Daihatsu 
DLC + T89 Tank 
DLC + Panzer II 
Soukoutei 
Toku DLC + Ho-Ni Tank 
~35% of +1
if 4+ used[2]
5.0 10.0 15.0 10.0 7.0 10.0
  Ka-Mi Tank 
Ka-Tsu Tank 
Ka-Tsu Tank Kai 
  B Drums  0.0 10.0 5.0 10.0 15.0 8.0 6.0
  C Toku DLC + 11th Reg 
M4A1 DD 
Toku DLC + Panzer III 
Toku DLC + Chi-Ha 
Toku DLC + Chi-Ha Kai 
Toku DLC + Panzer III J 
0.0
Ship Souya 
 
 
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
 
G
 [2]
M
 
M
 [2]
J
 
J
 [2]
 
 
A 1 Toku Daihatsu Landing Craft  0.0 6.00 0.3800? 12.00 0.?? 24.00 0.??
2 Ka-Tsu Tank Kai  5.50 0.?? 11.00 0.?? 22.00 0.2??
3 Daihatsu Landing Craft  5.00 0.0350? 10.00 0.?? 20.00 0.??
4 Ka-Tsu Tank  4.50 0.?? 9.00 0.?? 18.00 0.2??
5 Armed Daihatsu  2,50 0.0720? 5.00 0.?? 10.00 0.??
6 DLC + T89 Tank 
DLC + Panzer II 
1.50 0.0100? 3.00 0.?? 6.00 0.??
7 Soukoutei 
Toku DLC + Ho-Ni Tank 
1.10 0.0200? 2.20 0.?? 4.40 0.??
8 Ka-Mi Tank  0.75 0.0041? 1.50 0.?? 3.00 0.??
  B Drums  0.0 N/A 0.0 N/A 10.0 N/A
  C Toku DLC + 11th Reg 
M4A1 DD 
Toku DLC + Panzer III 
Toku DLC + Chi-Ha 
Toku DLC + Chi-Ha Kai 
Toku DLC + Panzer III J 
0.0
Ship Kinu 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

"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,   Special Amphibious Tanks, or   Drums (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.

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 G M (with additional unique behaviours), 2-4 node A, 2-5 nodes M N, 3-2 node I, 3-4 nodes K O, 3-5 node J, 5-4 node I, and 5-5 node O.


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,   Special Amphibious Tanks, and   Drums, 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" are a special kind of nodes only seen on 6-3, giving ammo  , bauxite  , and DevMats  .

  • See here for more details.

Resource Gains

Main Resources

The main resources     :

Normal Nodes

Nodes Resource Type Base Resource Gains Pool Equipment Effects (per type)
        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)
        Base Cap A1 A2 A3 A4 A5 A6 B
W1 1-6 G ✔️ 20 40 6.00 5.00 2.50 1.50 1.10 0.75 0.00
M ✔️ 40 80 12.00 10.00 5.00 3.00 2.20 1.50 0.00
W2 2-5 M ✔️ 50 150 5.0 10.0
N ✔️ 50 150 10.0 5.0
W3 3-5 B ✔️ 50 150 24.00 20.00 10.00 6.00 4.40 3.00 10.00
W5 5-4 I ✔️ 60 180 10.0 15.0
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


Node Resource Type Base Resource Gains Pool Avg Max
       
W1 1-6 N
pre-clear
✔️ 300 500 700 1000 625 1000
✔️ 300 500 - - 400 500
✔️ 100 300 - - 200 300
✔️ 100 200 - - 150 200
N
post-clear
✔️ 30 50 70 100 63 100
✔️ 50 70 100 - 73 100
✔️ 50 70 100 - 73 100
✔️ 50 - - - 50 50
  • The clearing run on 1-6 always gives 1000  


Consumables

Consumables include the main ones (   ), and the coin boxes (   ):

Nodes Consumable Type Base Cap
           
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