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Resources
Take care of your resources
Summary
- Resources come in two kinds: Basic (Fuel , Ammo , Steel , Bauxite ) and Special (Development Material , Instant Repair , Instant Construction , and Improvement Material ).
- With the exception of Instant Construction and Improvement Material, the amount of resources possessed is shown on the upper right corner while in most Naval Base screens.
- The number of special resources in possession can also be viewed in the Item screen.
- To avoid confusion, some admirals separate them into Resources (for the basic resources) and Materials (the others, especially development materials).
- Resources can be obtained by:
- Natural regeneration;
- Quest reward;
- Expedition reward;
- Collected during sortie;
- Dismantling a ship;
- Scrapping an equipment;
- Exchanging medals (and other specific items); and
- Purchased from Item Shop (with real money).
- Resources are spent when doing any of the following:
- Resupply;
- Repair;
- Construction;
- Development; and
- Improvement of equipment.
- Fuel and Ammo resupplied on a ship are spent when the ship deploys (Sortie, Exercises (PvP), or Expedition).
Natural Regeneration
- Special Resources do not naturally regenerate.
- Basic Resources regenerate every 3 minutes (1 Bauxite and 3 Fuel/Ammo/Steel).
- Will not increase beyond the soft resource cap which depends on HQ Level.
- It is possible to stockpile resources beyond the soft resource cap.
- Natural regeneration stops when the stockpiled resources is at or above the soft resource cap. Natural regeneration will resume when HQ Level increases and/or resources are spent to cause the stockpiled amount is below the soft resource cap.
- Natural regeneration continues even when the player is not logged in.
- Natural regeneration also continues to function even during server maintenance.
- Will not increase beyond the soft resource cap which depends on HQ Level.
Here's a table of time versus resource natural regeneration.
Time | / / | |
---|---|---|
3 Minutes | +3 | +1 |
1 Hour | +60 | +20 |
1 Day | +1,440 | +480 |
1 Week | +10,080 | +3,360 |
22 Days | +31,680 | +10,560 |
30 Days | +43,200 | +14,400 |
- As the soft resource cap at HQ Level 120 is 30,750, 22 days of natural regeneration will always make , , and reach the soft resource cap.
Soft Resource Cap
- "Soft Resource Cap", or as the game calls it, The Maximum Amount of Resources That Can Be Stockpiled is the natural regeneration cap that increases with HQ Level.
- Unlike the original wording, you can exceed this cap (which is why it's called a soft cap).
- Only the natural regeneration is capped. All other resource income can put you over the soft cap.
- It is the same amount for all 4 Basic Resources ( / / / ).
- You can check your soft resource cap in the Report screen.
- The Soft Resource Cap is calculated by [math]\displaystyle{ \text {HQ Level} \times 250 + 750 }[/math]. (Also equivalent to [math]\displaystyle{ \text {(HQ Level + 3)} \times 250 }[/math].)
HQ Level | Soft Resource Cap |
---|---|
1 | 1,000 |
5 | 2,000 |
10 | 3,250 |
15 | 4,500 |
20 | 5,750 |
25 | 7,000 |
30 | 8,250 |
35 | 9,500 |
40 | 10,750 |
45 | 12,000 |
50 | 13,250 |
60 | 15,750 |
70 | 18,250 |
80 | 20,750 |
90 | 23,250 |
100 | 25,750 |
110 | 28,250 |
120 | 30,750 |
Hard Resource Cap
The hard resource cap is the absolute maximum amount of resources allowed to be stockpiled. This value is not dependent on HQ Level.
- On March 28, 2014, the hard resource cap was implemented (see table). However, players could still spend any resources exceeding the hard resource cap when it went into effect.
/ / / | Development Material Instant Construction Instant Repair |
Improvement Material |
---|---|---|
300,000 | 3,000 | Unknown (Development was not yet implemented at the time of this update) |
Resource Gain from Quests
Resources can be gained as quest rewards.
- Rewards given by recurring quests are given in the appropriate sections below.
- There are also one-time quests apart from the ones detailed below.
- See Quests for details.
Daily Quests
- Doing all the daily quests will require 4 Construction and 4 Development and therefore you will use up at least 160 in each of the basic resources (Fuel/Ammo/Steel/Bauxite) and between 4 and 8 Development Materials. In addition, 1 Improvement attempt will cost at least 10 Fuel / 30 Ammo / 60 Steel, 1 Development Material, and 1 Improvement Material.
- Days ending in 3, 7, or 0 will have the additional quest to sink 3 carriers; days ending in 2 or 8 will have the additional quest to sink 5 transport ships.
- You will always have the means (provided you have access to maps with the correct targets) to accomplish all of the daily quests that are not related to Exercises (PvP).
Weekly Quests
Name of Quest Japanese Name (Quest ID) |
Dev. Material |
Instant Repair |
Instant Const. |
Imp. Material |
Other (non-resource) | |||||
---|---|---|---|---|---|---|---|---|---|---|
Operation A-Go あ号作戦 Bw1 |
2 | 2 | 300 | 300 | 300 | 100 | ||||
Operation I-Go い号作戦 Bw2 |
2 | 500 | 500 | |||||||
Maritime Convoy Destruction 海上通商破壊作戦 Bw3 |
3 | 500 | 400 | |||||||
Operation Ro-Go ろ号作戦 Bw4 |
3 | 400 | 800 | |||||||
Maritime Convoy Escort 海上護衛戦 Bw5 |
2 | 1 | 600 | |||||||
Eliminate Enemy Eastern Fleet 敵東方艦隊を撃滅せよ! Bw6 |
2 | 400 | 700 | |||||||
Eliminate Enemy Main Northern Fleet 敵北方艦隊主力を撃滅せよ! Bw7 |
3 | 3 | 300 | 300 | 400 | 300 | ||||
Defeat Enemy Core Eastern Fleet 敵東方中枢艦隊を撃破せよ! Bw8 |
1 | 1 | 500 | 500 | ||||||
Gain Coral Islands Air Superiority 南方海域珊瑚諸島沖の制空権を握れ! Bw9 |
2 | 2 | 300 | 800 | ||||||
Secure Sea Transport Route 海上輸送路の安全確保に努めよ! Bw10 |
3 | 100 | ||||||||
Large-Scale Exercise 大規模演習 C4 |
2 | 1 | 200 | 200 | 200 | 200 | ||||
Order! Large-Scale Expedition Operation 大規模遠征作戦、発令! D4 |
3 | 300 | 500 | 500 | 300 | Furniture box (large) x1 | ||||
Succeed in Transport Operation to South 南方への輸送作戦を成功させよ! D9 |
150 | Furniture box (small) x1 | ||||||||
Continue to Carry Out Transport Operation to South 南方への鼠輸送を継続実施せよ! D11 |
2 | 1 | 400 | 400 | ||||||
Recycling Resources 資源の再利用 F12 |
100 | Drum Canister x1 | ||||||||
Prepare the Fleet by Modernization 「近代化改修」を進め、戦備を整えよ! G3 |
2 | 1 | 200 | 200 | 300 | 100 | ||||
Total | 24 | 6 | 3 | 11 | 4250 | 2400 | 3500 | 3400 | Furniture box (small) x1 Furniture box (large) x1 Drum Canister x1 |
Monthly Quests
Resource Gain from Expeditions
Resources (both Basic and Special ones) can be gained as expedition rewards.
- For more information on this topic, see Expeditions.
Resource Gain from Dismantle and Scrap
When a ship is salvaged or an equipment is scrapped, a very tiny amount of basic resources can be gained depending on which ship or equipment is salvaged/scrapped.
Resource Gain from Map
- During any Sortie, fleet arriving at green nodes will gain either resources or furniture box.
- Resource gain is added to the HQ stockpile when the fleet returns to the naval base normally. If an error occurred (or the page was refreshed) and the fleet didn't go through the normal return-to-base check, the resource gain is forfeited.
- Maps with resource-gaining nodes can reduce the overall running cost of the fleet.
- Certain maps with decent resource-gain are good candidates as an income source if a low-cost fleet is used to run the map(s) repeatedly.
Map Japanese Name (Quest ID) |
Dev. Material |
Instant Repair |
Instant Const. |
Fur. Box |
Notes | |||||
---|---|---|---|---|---|---|---|---|---|---|
1-2 | C (10~20) | |||||||||
1-3 | C (10~20) D (10~30) |
|||||||||
1-4 | G (10~20) | C (10~20) H (10~20) |
D (10~20) | |||||||
1-6 | M (40~80)* N (see note) |
G (20~40)* N (see note) |
N (see note) | N (see note) | G Node Ammo gain is 20 plus 5 per Daihatsu-class Landing Craft equipped (max 40 gain) M Node Fuel gain is 40 plus 10 per Daihatsu-class Landing Craft equipped (max 80 gain) N node gain is dependent on whether the gauge still exists for the month: (Gain 1 of 4 resources, amount randomly chosen among the listed values) Gauge Existing: 300/500/700/1000 Fuel, 300/500 Ammo, 100/300 Steel, 100/200 Bauxite Gauge Depleted: 30/50/70/100 Fuel, 50/70/100 Ammo, 50/70/100 Steel, 50 Bauxite | |||||
2-1 | B (10~30) | D (1) | ||||||||
2-2 | B (5~15) E (15~35) |
C (1) | Will always go through at least 1 resource node if sortie did not end early | |||||||
2-3 | A (15~45) E (15~45) I (15~45) |
D (15~45) J (15~45) |
Fuel and Ammo can be gained with a submarine fleet repeatedly running this map (nicknamed Orel Cruising) | |||||||
2-4 | K (20~60) | B (20~60) | 1 | 1 | The only map that can give Development Material and Instant Repair | |||||
2-5 | G (50~150)* | G Node Fuel gain is 50 plus 10 per Drum Canister equipped (max 150 gain) | ||||||||
3-1 | B (35~105 or 150) |
|||||||||
3-2 | B (50~150) | G (Small) | Steel can be gained with a submarine fleet repeatedly running this map Furniture box requires DD-only fleet | |||||||
3-3 | J (Medium) K (Large) |
Good for furniture boxes | ||||||||
3-4 | G (50~150) | M (Medium) O (Large) |
Good for furniture boxes (O goes through M as well) | |||||||
3-5 | I (50~?)* | I Node Ammo gain is 50 plus 10 per Drum Canister equipped (max unknown) | ||||||||
4-1 | F (40~120) | |||||||||
4-2 | E (40~120) G(20~60) |
Route goes through a resource node guaranteed with 2 DDs in fleet | ||||||||
4-3 | B (30~50, 60, or 70~90) |
E (50~150) | With 2 DDs node B can be guaranteed | |||||||
4-4 | D (50, 55, 75, 80, 90, 95, 100, 110, 120, or 135~150) |
E (35, 45, 50, 60, 75, 80, 100, or 105) |
||||||||
5-1 | G (40~120) | C (25~75) | ||||||||
5-2 | E (25~75) | H (35~105) | ||||||||
5-3 | G (30~90) | H (30~90) | High chance of both G and H with 2CA, 1CL, and less than 3BB | |||||||
5-4 | M (55~180)* | M Node Fuel gain is 55 plus 15 per Drum Canister equipped (max of 180) | ||||||||
5-5 | J (110) |
Resources Carried on Ships and Running Cost
Any time a ship is deployed (Sortie / Exercises (PvP) / Expeditions), some fuel and (in most cases) ammo are consumed.
Correlation Between Resources Carried And Display
The fuel/ammo display corresponds to the following table. Note that the resource left is NOT shown in 10% increments.
Bars Left | Resource Carried / Full Supply |
---|---|
0 | Empty |
1 | 0 < % Carried < 1/9 |
2 | 1/9 ≤ % Carried < 2/9 |
3 | 2/9 ≤ % Carried < 3/9 |
4 | 3/9 ≤ % Carried < 4/9 |
5 | 4/9 ≤ % Carried < 5/9 |
6 | 5/9 ≤ % Carried < 6/9 |
7 | 6/9 ≤ % Carried < 7/9 |
8 | 7/9 ≤ % Carried < 8/9 |
9 | 8/9 ≤ % Carried < 9/9 |
10 | 100% |
Effects of Amount of Resources Carried
The amount of fuel and ammo carried will affect the performance during sorties and exercises.
Display | Bars Left | Effect |
---|---|---|
Full | 10 Bars of Fuel | |
10 Bars of Ammo | ||
Yellow Gauge | 8~9 Bars of Fuel | |
8~9 Bars of Ammo | ||
Orange Gauge | 4~7 Bars of Fuel | Slight penalty to Accuracy/Evasion? |
4~7 Bars of Ammo | Reduced damage dealt when below 50% Ammo | |
Red Gauge | 1~3 Bars of Fuel | Huge penalty to Accuracy/Evasion? |
1~3 Bars of Ammo | Reduced damage dealt (2% reduced per 1% ammo below 50%) | |
Empty | 0 Fuel | Cannot Deploy (Continuing a sortie is possible) |
0 Ammo |
- Damage modifier is explained more at the combat page.
- During expeditions, if a ship has insufficient fuel or ammo, it is possible for that expedition to fail.
Regarding the consumption:
Per Battle | Either Day or Night Battle (but not both) | 20% of Max Fuel, 20% of Max Ammo |
Both Day and Night Battle | 20% of Max Fuel, 30% of Max Ammo |
- Thus, when running a map with many battles along the way, it is crucial to pay attention to the fuel and ammo remaining on the fleet.
- If no night battle was engaged, the fleet will perform at full capability for the first two battles; full damage can be dealt even during the third battle.
- If no night battle was engaged, the fleet has enough resources to engage in five battles.
- Despite the fact that the fleet should in theory run out of ammo during the night battle of the 5th battle, the ammo modifier is the same as the one used during the day, so it is still possible to do 40% damage if 20% Ammo remained prior to the battle.
- If both day and night battle were engaged at all nodes, 90% or more Ammo would have been used up after the third battle, which would cause a dramatic reduction to damage dealt for the remainder of the sortie.
- Thus for maps in which the boss node is either the 4th or 5th battle, to prevent loss of damage at the boss node, it is advisable to avoid night battle along the way.
Consumption of Fuel And Ammo
- Exercises and red battle nodes during sorties will consume fuel and ammo on the ship.
- If night battle was further engaged, the ammo consumption is increased by 50%, rounded up. The fuel consumption remains the same.
- For example, if a Mutsuki-class destroyer engages in two battles that went to night battle, the total cost of ammo is not [math]\displaystyle{ 3 \times 1.5 \times 2 = 9 }[/math], but rather [math]\displaystyle{ \lceil 3 \times 1.5 \rceil \times 2 = 5 \times 2 = 10 }[/math]
- Exercise runs the same cost as a single map battle.
- Battles at certain submarine nodes (where the submarine image wavers when the node is reached) during certain events (Spring/Summer/Fall 2013, Spring/Summer/Fall 2014), only fuel is used up (no ammo cost).
- Even if the image does not show up, this may be the case (Summer 2014 E-2, Fall 2014 E-2/E-4).
- Ammo isn't used up either even if night battle is engaged.
- Submarine nodes during normal worlds (such as 4-1) will use up ammo as usual.
- If night battle was further engaged, the ammo consumption is increased by 50%, rounded up. The fuel consumption remains the same.
- Nodes that do not trigger combat do not consume fuel or ammo.
- Maelstrom nodes will consume either fuel or ammo.
- Expeditions also consumes fuel and ammo. Check the reference tables for details on how much is consumed for individual expeditions.
Table of Fuel/Ammo Running Cost Per Day Battle
- To calculate the maximum resources stocked on a ship:
- Regardless of ship class, participating in 5 day battles will exhaust both fuel and ammo on a ship.
- 5 times the fuel and ammo consumed by a day battle gives you the maximum resources stocked on a ship.
- 1 Day battle (20% worth of resources) is roughly 2 bars.
- Because maelstrom removes resources directly from the ship, there's a reason to know the maximum resources stocked on a ship.
- Running Cost Table Per Day Battle (Coming Soon)
Cost Comparison
Rough comparison between the running cost (Fuel + Ammo) after remodel, with Destroyer having the value of 1.
For more accurate values, see above.
Cost | Class |
---|---|
0.5 | SS(Maruyu) |
1.0 | DD SS SSV |
1.5 | CL CVL (Houshou) CLp SSV (I-401) |
2.0 | AV LHA AR CVL (Ryuuhou) |
2.5 | CVL |
3.0 | CA CLT CAV CV (Unryuu-class) |
3.5 | CA (Prinz Eugen) |
4.0 | CV |
4.5 | CV (Kaga, Taihou) |
6.0 | BB BBV |
6.5 | BB (Kongou-class Kai Ni) |
7.0 | BB (Nagato-class) BBV (Fusou-class Kai Ni) |
7.5 | BB (Bismarck drei) |
9.0 | BB (Vittorio Veneto-class) |
16 | BB (Yamato-class) |
Maelstrom Loss Rule
- When the fleet arrives at a purple node (Maelstrom), a certain amount of fuel or ammo carried on all ships in the fleet is instantly removed.
- Only applies to the Main Fleet (first fleet) in a Combined Fleet.
- The amount lost is 40% of fuel (or ammo) remaining on the ship, rounded down. However, each map also has a maximum loss value, and ships will not lose more than the maximum.
- Later maps have a higher maximum, so it often is 40%.
- If any ship is carrying any RADAR, this loss can be mitigated.
- The loss is 30% with 1 RADAR-carrying ship; 24% for 2 RADAR-carrying ship, and 20% if 3 or more ships are carrying RADAR.
- Note that it counts the number of ships carrying RADAR, not number of RADAR carried. Thus if multiple RADARs are equipped for Maelstrom-offsetting, they must be spread among multiple ships.
- The type of RADAR does not affect the effectiveness of loss mitigation; thus, Type 21 Air RADAR and Type 22 Surface RADAR - both easy to obtain - are sufficient for this purpose.
- The amount lost displayed is the highest amount lost by ships in fleet. It is not the number lost by all ships.
- On the Resupply screen, the reason why the number of bars shown may differ between ships may be due to maximum loss value and/or rounding down.
- Remember that loss of fuel and ammo lowers ship performance in combat.