Resources

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Ship Equipment
Marriage · Morale and Fatigue · Gifting · Supply
Repairs · Remodel · Modernization · Construction
Development · Improvement · Fit Bonuses
Speed · Range · Plane Proficiency
Stats · Resources · Experience and Rank · Ranking


Introduction

Resources encompass everything needed to run the base. They can be categorized into:

Resource type Icon Name Nickname
Primary   Fuel oil
  Ammunition ammo
  Steel
  Bauxite baux
Secondary   Instant Repairs buckets
  Instant Construction blowtorches
  Development Materials devmats
  Improvement Materials srews
  Furniture Coins coins
Special     Furniture Boxes Coin Boxes
  Medals
  Blueprints BP
  Action Reports AR
  Skilled Crew Members SCM
  Prototype Flight Deck Catapults ProtoPult
  New Model Gun Development Materials GunMat
  New Model Aviation Development Materials AvMat/AirMat
  New Model Rocket Development Materials RocketMat
  New Model Armament Material ArmMat

Primary resources, development material, and instant repair counts can be viewed on the home screen. Improvement material counts can also be viewed on the home screen depending on the UI selection. Please see Home Port for more details.

The count of other resources can be viewed in the inventory menu. Please see Inventory for more details.

An ample amount of primary and secondary resources is required for day-to-day operations. Special resources are required for remodeling ship girls and upgrading equipment. Note that some secondary resources are required for the two functions as well.

Obtaining Resources

Natural Regeneration

Natural regeneration only affects primary resources.

  • It only occurs when a resource is below the soft cap.
  • It accumulates when logged in or not, including during server maintenances.
  • Regeneration ticks every 3 minutes.

Please see the table below for calculated accumulated regeneration:

Time   /   /    
3 min +3 +1
1 h +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

Expeditions

Expeditions can be used to gain both primary and secondary resources. Please see Expeditions for more details.

  • It is the best and fastest way to gain resources quickly.
  • Having all four fleets unlocked is necessary for maximizing expedition returns.
  • Expeditions allow to exceed the soft resource cap.

Quests

Quests reward primary, secondary, and special resources. They are the main source of most special resources. Please see Quests for more details.

  • For quests to be a net gain, fleet compositions need to be carefully considered, using ships that are too expensive to run can induce losses.
    • Most of the time, primary resources loss is negligible in front of secondary and special resources gains.

Sorties

Sorties can provide primary and secondary resources and some consumables by collecting them from Resource Nodes.

  • Blueprints and improvement materials can be indirectly gained by clearing extra operations to earn medals and present boxes. Please see Resource Farming for more details.

Cash Shop

Primary and secondary resources can be purchased from the cash shop. Please see Shop for more details.

  • It is inadvisable to purchase most resources, especially from the smaller packages.
  • Improvement materials can be considered for purchase because of their usefulness and rarity.
    • Other special resources are relatively abundant in game and so inadvisable to purchase.

Scrapping Ship Girls/Equipment

Scrapping ships or equipment will provide fuel, ammunition, steel, and bauxite. Scrapping ships is one of the best methods to earn steel, especially with larger ships. Please see individual ship girl and equipment pages for their scrap value.

Sinking Ship Girls

Sunk girls have their unused fuel and ammo added to the stockpile. This method provides more fuel and ammo than scrapping but no steel or bauxite. Please see individual ship girl pages for how much resources they will give on sinking.

  • Note that only a fraction of the full amount of their "consumption" figures is given back (the remaining amount).

Resource Caps

Soft Cap

[math]\displaystyle{ \text{Cap}_\text{soft} = \left(\text{HQ Level} +3 \right) \times 250 }[/math]
  • The soft cap only applies to primary resources (  /   /   /  ).
  • The current soft cap is displayed in the Military Record page.
  • The soft cap only limits natural regeneration.
    • It can be exceeded using other resource gain methods.
Soft Cap by HQ Level
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 Cap

Hard Cap is the absolute maximum possible to stockpile for a given resource.

  • Primary resources: 350 000
  • Secondary resources: 3 000
    • Furniture coins: 300 000
  • Special resources: beyond 25 000 (unknown exactly)

Implemented on 28/03/2014.

Updated on 13/11/2020, primary resource hard cap increased from 300 000 to 350 000.

See Also