Economy & Resources

Four resources power everything. Master production, storage, upkeep, and raiding to build an unstoppable economic engine.

📦The Four Resources
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Scrap
Scrapyard
Primary building material. Used in every construction and most troop training. Always in demand.
🧱
Concrete
Quarry
Fortification material. Heavy use in defensive buildings, advanced structures, and endgame units.
Fuel
Refinery
Advanced technology. Scarce early game. Required for Snipers, vehicles, research, and high-tier buildings.
🌾
Food
Farm
Troop sustenance. Consumed hourly by every military unit. Net negative food = troop desertion.
📈Production
Production Rate (per hour, per building)
rate = 100 × 1.12^(level - 1) × world_speed
Each resource building produces independently. Multiple buildings of the same type stack additively. World speed multiplies all production (a 2x speed world produces double).
LevelPer HourPer Day2 Buildings3 Buildings
11002,400200300
51573,770314471
102776,648554831
1548911,7269781,467
2086220,6801,7242,586
302,67864,2865,3568,034
💡
Two Level 10 buildings (554/hr) outproduce one Level 15 (489/hr) and cost significantly less total resources to build. In the early-to-mid game, building multiples of the same resource type is more efficient than pushing a single building to high levels. The crossover point where upgrading beats adding comes around Level 20+.
🏪Storage
Storage Capacity
cap = 1,000 × 1.20^(level - 1)
Warehouse sets the cap for Scrap, Concrete, and Fuel (shared cap). Granary sets the cap for Food (separate). Base cap without either building: 500. Production beyond the cap is wasted.
LevelCapHours to Fill (at 277/hr)
Base (no building)5001.8 hr
11,0003.6 hr
52,0747.5 hr
105,16018.6 hr
1512,83946.3 hr
2031,948115 hr
⚠️
If a resource is at 100% of cap, you're producing zero. The resource bar tints orange at 90% and red at 100% to warn you. Either spend the resources (build something, train troops) or upgrade your Warehouse/Granary. Every hour at cap is lost production you can't get back.
🍖Food Upkeep

Food is the only resource with a consumption mechanic. Every military unit eats Food per hour. Your net Food rate is production minus upkeep.

UnitFood/Hour50 Units200 Units
Scout150200
Scavenger150200
Militia2100400
Sniper3150600
Truck52501,000
War Rig105002,000
Enforcer84001,600

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.

🔥
Troop desertion: If your Food hits 0 and your net rate is negative, the cron tick removes 10% of each unit type (minimum 1 unit per type). This happens every minute at game speed. A large army can melt quickly if food production can't keep up. Always check the Food Balance before training more troops.
Lazy Evaluation

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.

Resource Calculation
current = stored + (rate × hours_elapsed)
Capped at storage max. Food also subtracts upkeep: food_net = food_rate - food_upkeep. This means your settlement produces resources 24/7 without any server processing — the math happens when you (or the cron tick) look at the data.

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.

💰Raiding Economics

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.

ScenarioLoot (total)LossesReplace CostNet 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)020 Militia (all)~3,800-3,800
💡
The golden rule of farming: Overkill is cheap. A 5:1 ratio costs 4% losses. A 1.5:1 ratio costs 44% losses. Sending double the troops you "need" means losing almost nothing and profiting massively. The worst outcome is winning a close fight — you get the loot but spend more replacing troops than you earned.
🧮Income Sources Summary
SourceHourly Income (mid-game)Effort Required
Resource buildings (3 × Lv10 each)831/hr per typePassive — runs 24/7
Raider camp farming (3 raids/hr)~3,000-6,000 total/hrActive — requires march management
PvP raidingVariableHigh risk, high reward
Research bonuses (Scavenger Lord)+10-30% productionOne-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.