Four resources power everything. Master production, storage, upkeep, and raiding to build an unstoppable economic engine.
| Level | Per Hour | Per Day | 2 Buildings | 3 Buildings |
|---|---|---|---|---|
| 1 | 100 | 2,400 | 200 | 300 |
| 5 | 157 | 3,770 | 314 | 471 |
| 10 | 277 | 6,648 | 554 | 831 |
| 15 | 489 | 11,726 | 978 | 1,467 |
| 20 | 862 | 20,680 | 1,724 | 2,586 |
| 30 | 2,678 | 64,286 | 5,356 | 8,034 |
| Level | Cap | Hours to Fill (at 277/hr) |
|---|---|---|
| Base (no building) | 500 | 1.8 hr |
| 1 | 1,000 | 3.6 hr |
| 5 | 2,074 | 7.5 hr |
| 10 | 5,160 | 18.6 hr |
| 15 | 12,839 | 46.3 hr |
| 20 | 31,948 | 115 hr |
Food is the only resource with a consumption mechanic. Every military unit eats Food per hour. Your net Food rate is production minus upkeep.
| Unit | Food/Hour | 50 Units | 200 Units |
|---|---|---|---|
| Scout | 1 | 50 | 200 |
| Scavenger | 1 | 50 | 200 |
| Militia | 2 | 100 | 400 |
| Sniper | 3 | 150 | 600 |
| Truck | 5 | 250 | 1,000 |
| War Rig | 10 | 500 | 2,000 |
| Enforcer | 8 | 400 | 1,600 |
Example: An army of 100 Militia (200/hr) + 30 Snipers (90/hr) + 10 Trucks (50/hr) costs 340 Food/hour. You need at least a Level 10+ Farm (277/hr) plus a second Farm to sustain this army. The Food Balance sidebar in-game shows your net rate in real-time.
Resources are never calculated on a server tick. Instead, when you load your settlement, the game calculates how much time has passed since the last update and computes your current resources in that instant.
This has a practical implication: there is no advantage to being online for resource production. Whether you check in every 5 minutes or once a day, you earn the same amount (up to your storage cap). The game respects your time.
Beyond production, raiding raider camps is the second major income source — and often the faster one. The key metric is profit per raid: loot minus replacement cost of lost troops.
| Scenario | Loot (total) | Losses | Replace Cost | Net Profit |
|---|---|---|---|---|
| 50 Militia vs Lv1 camp (5:1) | ~3,200 | ~2 Militia | ~380 | ~2,820 |
| 100 Militia + 10 Trucks vs Lv5 (3:1) | ~6,000 | ~11 Militia, 1 Truck | ~2,290 | ~3,710 |
| 30 Militia vs Lv3 camp (1.5:1) | ~4,000 | ~13 Militia | ~2,470 | ~1,530 |
| 20 Militia vs Lv3 camp (1:1) | 0 | 20 Militia (all) | ~3,800 | -3,800 |
| Source | Hourly Income (mid-game) | Effort Required |
|---|---|---|
| Resource buildings (3 × Lv10 each) | 831/hr per type | Passive — runs 24/7 |
| Raider camp farming (3 raids/hr) | ~3,000-6,000 total/hr | Active — requires march management |
| PvP raiding | Variable | High risk, high reward |
| Research bonuses (Scavenger Lord) | +10-30% production | One-time investment |
A player with good buildings AND active farming can earn 3-5x more than a player who only relies on passive production. This is the core gameplay tension: time invested in active play (farming, raiding) compounds on top of passive income (buildings). Both matter, but the active player pulls ahead.