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Dispatch → Meta → Gameplay
Resource System
The core of the game-play in this region falls under how you manage your caps income. There is one thing you NEED to know overall and that is every 1 population = 1 cap. Caps are what allow you to maintain and expand your nation's industry, it is the literal backbone for the entire system. It is up to you on how you balance your spending and upkeep.
Structures and Tile Improvements
Before we start going over what you can build, here are a few ground rules:
Special Building Rules
1. Temporary Industry stat increases DO NOT unlock new buildings; only affect the build time.
2 When calculating the impact of your Industry score on build/repair time, always round up.
3 Only ONE building improvement can be built per tile.
4. Basic Structures are NOT restricted to tiles.
Structures
There are two Basic Structures, the Factory and the Shipyard. Each comes in four sizes: small, medium, large, and super. Basic Structures are also limited by Industrial Capacity (IC) which is the amount of products you can build. Everything that is produced has an IC score assigned to it. A factory or foundry cannot exceed its Industrial Capacity score. The IC values for every product and the unique system for Shipyards are listed in the Production System Factbook.
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 | Upkeep | Build Cost | Industrial Capacity |
Small | 14 IRL days | 10,000 Caps | 20,000 Caps | 2 Points |
Medium | 21 IRL days | 25,000 Caps | 50,000 Caps | 6 Points |
Large | 28 IRL days | 50,000 Caps | 100,000 Caps | 12 Points |
Super (See Map) | 56 IRL days | 120,000 Caps | 240,000 Caps | 48 Points |
Replicators (Enclave Only) | 52 IRL days | None | None |
Resource Upgrades
Type | Base Building Time | Production | Build Cost |
Farms/Ranches | 7 IRL days | 5,000 Caps | 10,000 Caps |
Mechanized Farms/Ranches | 14 IRL days | 10,000 Caps | 20,000 Caps |
Motorization Farms | 21 IRL days | 15,000 Caps | 50,000 Caps |
Type | Base Building Time | Production | Build Cost |
Scrap Heap | 7 IRL days | 5,000 Caps | 10,000 Caps |
Junkyard | 14 IRL days | 10,000 Caps | 20,000 Caps |
Landfill | 21 IRL days | 15,000 Caps | 50,000 Caps |
Type | Base Building Time | Upkeep | Build Cost | Notes |
Algae Farm | 14 Days | 10,000 Caps | 20,000 Caps | Can Produce 1 Unit of Fuel (Ethanol) |
Basic Fuel Refiner | 28 Days | 25,000 Caps | 50,000 Caps | Can Produce 2 Units of Fuel (Ethanol/Gasoline) |
High Pressure Fuel Refiner | 42 Days | 50,000 Caps | 100,000 Caps | Can Produce 3 Units of Fuel (Ethanol/Gasoline/Aviation Fuel) |
Advanced Fuel Refinery | 66 Days | 100,000 Caps | 200,000 Caps | Can Produce 5 Units of Fuel (Ethanol/Gasoline/Aviation Fuel/Jet Fuel) |
Type | Base Building Time | Upkeep | Build Cost | Notes |
Roads | 2 IRL Days | None | None | Allows for Truck Transport |
Railroads | 2 IRL Days | 500 Caps | 1,000 Caps | Allows for Train Transport |
Telegram Lines | 2 IRL Days | None | None | Allows for Communication In Tile |
Radio Towers | 2 IRL Days | 2,000 Caps | 4,000 Caps | Allows for Communication in tile and adjacent tiles |
Irrigation | 7 IRL Days | None | None | Can Grow 1 Additional Crop/Animal |
Pilot Academy | 28 IRL Days | 50,000 Caps | 300 TDs, 100,000 Caps | Allows for Pilots |
Airstrip | 2 IRL Days | None | None | Required for WWI Aircraft |
Airbase | 7 IRL Days | 10,000 Caps | 20,000 Caps | Required for WWII Era Aircraft |
Large Airbase | 21 IRL Days | 25,000 Caps | 50,000 Caps | Required for Jet Aircraft |
Trenches | 3 IRL Days | None | None | +1 To Defensive Rolls |
Pillbox (x3) | 7 IRL Days | None | None | +2 To Defensive Rolls |
Scrap Fort | 14 IRL Days | 5,000 Caps | 10,000 Caps | +3 To Defensive Rolls |
Concrete Fortress | 21 IRL Days | 25,000 Caps | 50,000 Caps | +5 To Defensive Rolls |
Military Complex | 48 IRL Days | 50,000 Caps | 100,000 Caps | +7 To Defensive Rolls |
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 City Tile is taken the player will roll to determine if the tile has any Resources, according to the Basic Tile Loot Table. Some tiles, like City Tiles, have special buffs that are applied to them for either lore or IRL reasoning.
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.
Below are the loot tables for resources in city tiles and structures. When a city tile is approved the player will roll the loot table in the #dice-roll channel. 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. Players can roll for structures found in non-city tiles using the same system.
Basic Tiles Structure Table:
Dice Roll | Tile Strucutre |
1-14 | None |
15-17 | 1 Small |
18-20 | 1 Medium |
Natural 20 | 1 Small & 1 Medium |
City Tiles Structure Table
Dice Roll | Tile Strucutre |
1-14 | None |
15-17 | 1 Medium |
18-20 | 1 Medium, 1 Large |
Natural 20 | 2 Large OR 3 Medium |
Dice Roll | Building Condition |
1 | 100% - Severely Damage |
2-4 | 70% - Heavily Damage |
5-15 | 50% - Moderate Damage |
16-19 | 30% - Light Damage |
20 | 10% - Minimal Damage |
Once you have this number take the normal build time for that structure and divide it by two (example, 20 normal set to 10 repair), then multiply it by the percentage value in decimal form (10 x 0.5 [50%] will give you 5). This will give you the additional repair value which you will add back to that half value (10 [repair value] + 5 [condition value] = 15 [total repair time]). All that's left is to apply you industrial value and multiply that value times the repair time (Industry 7 = 20% = 0.2, 0.2 x 15 [total repair time] = 3 [Industrial boons time]). If this value is from an industrial score of 6 or higher, subtract it from your total. If it is a 4 or lower, add it to your total. (15 [Total Repair Time] - 3 [ Industry Repair Buff] = 12 Days)
1. Halve the Build Time - 20 day (normal build) / 2 = 10 (repair time)
2. Apply Condition Value - 10 x 0.5 (50% Condition) = 5 (Condition repair time)
3. Add Condition Time to Repair Time = 10 [repair value] + 5 [condition value] = 15 [total repair time]
4. Find Industrial Buff/Debuff - 0.2 (Industry Value) x 15 (total repair time) = 3 (Industrial boons time)
5. Apply Industrial Buff/Debuff - 15 (Total Repair Time) - 3 (Industry Repair Buff) = 12 (Actual Repair Time)
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This code is also courtesy of The pacific federation