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DispatchMetaGameplay

by The Barren Remains of Wasteland Alive. . 46 reads.

Resource System

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The Resource System

Basic Resources and Jobs
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
Requires Fuel to run

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
Can Build Small Airships/Blimps

Airbase

7 IRL Days

10,000 Caps

20,000 Caps

Required for WWII Era Aircraft
Can Build Medium and Large Airships

Large Airbase

21 IRL Days

25,000 Caps

50,000 Caps

Required for Jet Aircraft
Can build Armored Airships

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

(Roads and railroads are required for PvP combat)


Rolling for Tile Resources and Structures

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.


Loot Tables

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



Finding and Repairing Structures
Finding basic structures in the wasteland will always take less time to repair and will be cheaper. When you roll to determine what resource your new tile may have you will also use that roll to determine how many basic structures there are and their size which is set by your dice roll covered in the prior section. After the size of the building has been determined, you will roll to determine the condition of that building. To determine the state of a building, roll a d20 on the discord sever and look at the table below to determine the condition of the building:

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

(Note: if you have muliple buildings, type the number in front of the roll to roll it muliple times. Example, 3 buildings = t!roll 3d20)

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 factbook designed by The Arthurian Brotherhood. If you would like to use this factbook design, please ask before you copy the code. Thank you.
This code is also courtesy of The pacific federation

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