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by The ÷dland Reich of New Franken. . 998 reads.

The Fallout Wasteland Resource and Building Guide

The Fallout Wasteland Resource and Building Guide

Special thanks to Grand Enclave and New Decandsor for their feedback and assistance in making this guide.

Welcome to The Fallout Wasteland Resource and Building Guide! Letís cover the basics, this is a tile-based resource system. When a tile claim is approved you will roll a dice in the #resource-depot channel on discord. See the pinned messages for a template. The value rolled will determine the resource the new tile will produce as determined by the loot tables shown below. Each tile will produce one corresponding resource per day. It is possible to increase the yield by building structures on the tile. Second, there are two categories of resources Common and Strategic. Common resources include rations, concrete, and scrap. Strategic resources include coal, steel, aluminum, gold, nuclear material, and scrap electronics. The purpose and function of each part of the system will be explained below.
NOTE: All numbers below are subject to change for balancing purposes.

Tile Types and Resources

There are four different kinds of tiles, Common, Uncommon, Rare, and City tiles. Common tiles only have a chance of yielding common resources. Common resources can be found on all tile types. However, to find Strategic resources a faction must conquer tiles of higher quality. The rarest tile is the City tile. Some tiles, like City tiles, have special rules. To see what resource spawn at what rarities, see the loot tables below.

Check out the Resource Maps linked here.

The Fallout Wasteland Resource System Maps


Note: This map includes Maryland.


Note: This map also include Delaware.

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Special Tile Rules
- Starting tiles produce one of each Common resource on top of the rolled resource, but can only build one tile improvement.
- In addition to the one extra resource the player may chose one resource to have fully improved.
- Custom factions need a detailed backstory to justify starting on or adjacent to a City tile.
- 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 a coal-producing tile. However, all other rules still apply.

Common Resources

Rations: Rations are required to sustain your population. One Rations unit provides for 1,500 people (This number is subject to change). Once a week your people deplete your rations supply. Every seven days, on the day determined by the Regional Calendar, check your ration production/stockpile against your population. If you have more population than you have rations available then people will start dying until the difference breaks even. The population loss is taken from the difference in the population you donít have rations for. Your Preparedness stat will lower the impact of not having enough rations. It will also allow for free days that the population will not need rations on rations day. Think of it as starting with enough rations. If you are lacking rations when the natural population increase happens you will automatically lose that population. The following spoiler displays the effects of Preparedness on population loss.

10 - 50% of your excess population starves from malnourishment; 28 free days.
9 - 55% of your excess population starves from malnourishment; 21 free days.
8 - 60% of your excess population starves from malnourishment; 21 free days.
7 - 65% of your excess population starves from malnourishment; 21 free days.
6 - 70% of your excess population starves from malnourishment; 14 free days.
5 - 75% of your excess population starves from malnourishment; 14 free days.
4 - 80% of your excess population starves from malnourishment; 14 free days.
3 - 85% of your excess population starves from malnourishment; 7 free days.
2 - 90% of your excess population starves from malnourishment; 7 free days.
1 - 100% of your excess population starves from malnourishment; 7 free days.
(Contents will also be available in the S.P.E.C.I.A.L. Guide.)

For example; if it is time to give rations to your people and you have a population of 19,485 but have only 12 points worth of rations stockpiled your excess population is 1,485. If your P stat is 5 you lose 75% of your excess population, in this case, you lose 1,113. Remember always round up.


Scrap: Scrap is a general raw resource that represents a variety of materials; mostly metal and wood.

Concrete: Concrete is necessary to build all tile improvements, buildings, and defensive structures.

Strategic Resources

Uses for Strategic resources are not limited to the suggestions here.

Coal: Coal is needed to power foundries, coal-powered warships, and coal power plants.

Gold: Gold is needed for energy weapons and advanced power armor (Advanced BoS PA+).

Scrap Electronics: Scrap Electronics are needed to produce a variety of vehicles and T-60+ power armor.

Nuclear Material: Needed to make mini-nukes and to repair and maintain nuclear power plants.

Steel: Steel is a very important resource. As it is a high-quality material it is one of two resources that are extremely rare on a city tile and can only be reliably produced by smelting down scrap. Steel is used to produce almost everything.

Aluminum: Aluminum, like Steel, is a high-quality resource that is extremely rare on a city tile and can only be reliably produced by smelting down scrap. Aluminum is used mainly to build aircraft.

Tracking Your Resources

Your resource income is generated daily. I have created a template to make it easier to track it. While this table is minimal it will get you started. Make sure that the final box of your table is [/table]. It may help to note what tile produces what resource and if it has a tile improvement built on it. This can be done easily by using tile numbers on the Resource System Maps.

Resource

Resource Income

Resource Expenses

Rations

+1/day

-0/day

Scrap

+1/day

-0/day

Concrete

+1/day

-0/day

Coal

+0/day

-0/day

Gold

+0/day

-0/day

Scrap Electronics

+0/day

-0/day

Neuclear Material

+0/day

-0/day

Steel

+0/day

-0/day

Aluminum

+0/day

-0/day

[table][tr][td]Resource[/td][td]Resource Income[/td][td]Resource Expenses[/td][/tr]
[tr][td]Rations[/td][td]+1/day[/td][td]-0/day[/td][/tr]
[tr][td]Scrap[/td][td]+1/day[/td][td]-0/day[/td][/tr]
[tr][td]Concrete[/td][td]+1/day[/td][td]-0/day[/td][/tr]
[tr][td]Coal[/td][td]+0/day[/td][td]-0/day[/td][/tr]
[tr][td]Gold[/td][td]+0/day[/td][td]-0/day[/td][/tr]
[tr][td]Scrap Electronics[/td][td]+0/day[/td][td]-0/day[/td][/tr]
[tr][td]Neuclear Material[/td][td]+0/day[/td][td]-0/day[/td][/tr]
[tr][td]Steel[/td][td]+0/day[/td][td]-0/day[/td][/tr]
[tr][td]Aluminum[/td][td]+0/day[/td][td]-0/day[/td][/tr]
[table]

Basic Structures and Title Improvements

Basic Structures: There are three Basic Structures, the foundry, the factory, and the shipyard. Each comes in four sizes small, medium, large, and super. Basic Structures are also limited by Industrial Capacity (IC). Everything that is produced has an IC score assigned to it. A factory or foundry cannot exceed its Industrial Capacity score. See the spoiler below.

Special Building Rules
- Temporary Industry stat increases do not unlock new buildings; only affects the build time.
- When calculating the impact of your Industry score, always round up.
- Only one building improvement can be built per tile.
- Basic Structures are NOT restricted to tiles.

Foundry: While steel and aluminum can be smelted by hand without a foundry having one decreases the amount of scrap needed to get one steel unit.
Smelting by hand:
4 Scrap = 1 Steel
6 Scrap = 1 Aluminum
Smelting Raw Materials
2 Scrap = 1 Steel (2 Point Capacity)
3 Scrap = 1 Aluminum (2 Point Capacity)

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:
Small: 14 IRL days
Industry ≥ 1
Components: 4 Concrete 6 Steel
Industrial Capacity: 2 Point

Medium: 21 IRL days
Stage 2 Improvements: 7 IRL days
Industry ≥ 4
Components: 6 Concrete 8 Steel
Industrial Capacity: 5 Points

Large: 28 IRL days
Stage 3+ Improvements: 21 IRL days
Industry ≥ 7
Components: 9 Concrete 12 Steel
Industrial Capacity: 12 Points

Super: 84 IRL days
Industry = 10
Components: Super: 27 Concrete 36 Steel
Industrial Capacity: 48 Points

Factory Capacity and Production Guide

This guide is simply intended to list to production values of any item you can make in a basic structure. Click on any of the spoilers to view the desired category. The first column is the desired product you wish to make. The second column is the resource input need to start and maintain a factory production line. The input is NOT a one-time payment, harvesting of the needed material must continue to keep it running. In other words, if you have a foundry producing steel you must have two scrap coming from somewhere. Either two scrap tiles or a scrap tile that has been improved to at least a Stage 2 tile improvement. To review the Basic Structures and Tile Improvement click here. Lastly, the fourth column denotes the Idustrial Capacity required to house the production in said structure. For example, a medium factory can house up to a line of heavy tanks, using 4/5 IC, but not a line of jet fighters which require 7 IC. Some of the spoilers also have special rules for certain production noted at the bottom.

*NOTE* If you do not see what you wish to produce here please contact New Franken on discord. Please come with a suggestion for input, output, and IC.

Special Rules: Cottage Industry
Items in the weapons, standard armor, power armor and vehicles categories, up to light tank, can be produced without factories at half the output.
Smelting without a foundry works similar but instead you must double the input while recieving the same output.

Foundry

Manufactured Materials

Input

Output

Factory Capacity Point Cost

Steel

2 Scrap units

1 unit per day

2

Aluminium

3 Scrap units

1 unit per day

2

Factory

Weapons

Input

Output

Factory Capacity Point Cost

Each type of small arms ammunition

0.5 Steel units

Unlimited

0.33

Large caliber ammunition

1 Steel

Unlimited

0.5

Melee weapons

1 Scrap or 1 Steel (Determines Quality)

(35 units)◊(Industry Score) per day

0.5

Small Arms

1 Steel or 1 Scrap (Scrap can only make pipe weapons)

(25 units)◊(Industry Score) per day

0.5

Large Arms

2 Steel

(3 units)◊(Industry Score) per day

1

Heavy Weapons (Less than 1,000 kg)

2 Steel

(2 units)◊(Industry Score) per week

2

Heavy Weapons (1,000-9,000 kg)

2 Steel (Unless model is made from aluminum)

(1 units)◊(Industry Score) per week

2

Heavy Weapons (9,000+ kg)

3 Steel

(1 units)◊(Industry Score) per week

3

(Energy Weapons require a 1:1 Steel:Gold ratio to produce)
(Heavy Weapons are crew served platforms like artillery, anti-air, or anti-tank guns. Their production values are based on the units mass. See the corresponding Wikipedia entry for mass values.)

Standard Armor

Input

Output

Factory Capacity Point Cost

Leather

(100 unit)◊(Industry Score) per week

1

Scrap

(75 unit)◊(Industry Score) per week

1

Armored Fatigues

(35 unit)◊(Industry Score) per week

1

Forged Metal

(35 units)◊(Industry Score) per week

1

Combat/Riot

(25 units)◊(Industry Score) per week

2

Heavy Combat/Special Ops

(10 unit)◊(Industry Score) per week

2

Vehicles

Input

Output

Factory Capacity Point Cost

Unarmored vehicles

2 Steel

(1 units)◊(Industry Score) per week

1

Armored vehicles

4 Steel

(0.75 unit)◊(Industry Score) per week

1

Light Tank

6 Steel

(0.75 unit)◊(Industry Score) per week

2

Medium Tank

8 Steel

(0.5 unit)◊(Industry Score) per week

3

Heavy Tank

10 Steel

(0.33 unit)◊(Industry Score) per week

4

Super Heavy tank

12 Steel

(0.25 unit)◊(Industry Score) per week

6

Main Battle Tank

8 Steel

(0.35 unit)◊(Industry Score) per week

6

Prop-Fighter

4 Aluminum

(0.4 unit)◊(Industry Score) per week

3

Prop-Bomber

8 Aluminum

(0.2 unit)◊(Industry Score) per week

5

Helicopter/Vertibird

10 Aluminum

(0.25 unit)◊(Industry Score) per week

6

Jet Fighter

12 Aluminum

(0.2 unit)◊(Industry Score) per week

7

Jet Bomber

14 Aluminum

(0.15 unit)◊(Industry Score) per week

8

(Any vehicle from 1960+ require a 2:1 Steel/Aluminum:Scrap Electronics ratio.
Main Battle Tanks and Helicopters/Vertibirds require a 1:1 Steel/Aluminum:Scrap Electronics ratio.)

Power Armor

Input

Output

Factory Capacity Point Cost

Raider

4 Scrap

(1 unit)◊(Industry Score) per week

1

T-45

6 Steel

(0.75 unit)◊(Industry Score) per week

1

T-51

8 Steel

(0.6 unit)◊(Industry Score) per week

1

T-60

10 Steel/5 Scrap Electronics

(0.5 units)◊(Industry Score) per week

2

Advanced BoS PA

12 Steel/6 Scrap Electonics/3 Gold

(0.4 units)◊(Industry Score) per week

3

X-01/X-02/Hellfire/Tesla

14 Steel/7 Scrap Electonics/4 Gold

(0.3 unit)◊(Industry Score) per week

4

Check out the Power Armor Guide for specific rules for power armor!
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Shipyard

Ships

Input

Slot Required

Transports

10 Steel

Small

Corvette/Gunboat

15 Steel

Tiny

Frigate

20 Steel

Tiny

Destroyer

30 Steel

Medium

Light Crusier

40 Steel

Medium

Heavy Crusier

50 Steel

Large

Battleship

110 Steel

Large

Aircraft Carrier

95 Steel

Large

Amphibeous Assault Ship

40 Steel

Large

Diesel Submarine

30 Steel

Medium

Nuclear Submarine

40 Steel

Large

(Wooden ships to be added)

Standard Building Requirements: (Also in the Resource Guide)
Small: 14 IRL days
Industry ≥ 1
Industrial Capacity: 2 Point

Medium: 21 IRL days
Industry ≥ 5
Industrial Capacity: 5 Points

Large: 28 IRL days
Industry ≥ 7
Industrial Capacity: 12 Points

Super: 84 IRL days
Industry = 10
Industrial Capacity: 48 Points

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Finding Basic Structures
Finding shipyards and factories in the wasteland will always take less time and resources. To determine the repair time take the standard building time divide by 2, roll a d20 on the discord by using the command !roll d20, increase the time by that amount and then put your Industry stat in. See the example below.

Note:
When making a roll please state the reason for rolling and tag a moderator. Make all condition rolls in the #dice-roll-wing channel. Each line of the example must be entered separately.
(For example;
rolling for a medium factory in Richmond @New Franken
!roll d20)

1: Severely damaged +100%
2-4: Heavily damaged +70%
5-15: Moderate damage +50%
16-19: Light damage +30%
20: Minimal damage +10%

For example; engineers want to repair a medium factory with a standard build time divided by 2 equals 10.5 days (21/2=10.5). You roll a 10 on the d20 roll. This increases it by 50%, 10.5+50%=15.75 days. Then you input your Industry stat. Let's say you have an Industry of 7, reducing the time by 20%, 15.75-20%= 12.6 days. In this scenario it would take 13 days to repair this medium factory, rounding all numbers up to the nearest whole number.

Tile Improvements: Tile improvements do not stack output. Improvement stages cannot be skipped. Every tile starts at stage 1 when taken.

Rations:
Stage 1: Hunting and Scavenging +1 rations/day
Stage 2: Simple Farmstead (4 scrap) +2 rations/day
Stage 3: Advanced Farmstead (8 scrap, 3 steel) +3 rations/day
Stage 4: Automated Farmstead (16 scrap, 6 steel, 6 concrete, 3 scrap electronics) +4 rations/day

Scrap/Concrete/Scrap Electronics:
Stage 1: Scavenging +1 /day
Stage 2: Salvage Teams (6 scrap, 1 steel) +2 /day
Stage 3: Recycling Warehouse (10 scrap, 3 steel, 3 concrete, 2 scrap electronics) +3 /day

Coal/Gold:
Stage 1: Surface Mining +1/day
Stage 2: Shallow Tunnels (6 scrap, 2 steel) +2 gold/day +3 coal/day
Stage 3 Deep Tunnels (10 scrap, 4 steel, 4 concrete) +3 gold/day +5 coal/day

Nuclear Material:
Stage 1: Containment Boxes (6 scrap, 6 concrete) +1/day
Stage 2: Small Containment Center (6 scrap, 10 concrete) +2/day
Stage 3: Large Containment Complex (8 scrap, 2 steel, 12 concrete) +3/day

Steel and Aluminum:
Neither can be upgraded but give a base bonus of +2.

Specialized Buildings
Algae Farms: Agriculture 6 required; Unlocks manufactury of biofuel. Cannot exist in the same tile as regular farms.

Miscellaneous Construction:

Major Roadways/Railways: 2 IRL days per each tile the construction crosses into.

Resource Loot Tables

Below are the loot tables that each tile rarity will be rolled on. Each rarity of resources has its own loot table. When a tile is claimed New Franken will roll the loot table and post it in the #resource-depot channel. If a player rolls a natural 20 (not as a result of a bonus to the roll), the player can choose what resource they want from that table or get one roll from the table one rarity above that. You can either add or subtract your Luck stat to your roll, or not apply it at all.

Common Tiles: Basic and the majority of tiles, includes only common resources.
1-8: Scrap
9-15: Concrete
16-20: Rations

Common Tiles (Located near a freshwater source): Includes a higher chance to get rations.
1-7: Scrap
8-13: Concrete
14-20: Rations

Uncommon Tiles: Unlocks the first strategic resources.
1-8: Scrap
9-14: Coal
15-19: Rations
20: Scrap Electronics

Rare Tiles: Unlocks gold as a strategic resource, scrap electronics are more common here.
1-5: Scrap
6-9: Rations
10-14: Coal
15-19: Scrap Electronics
20: Gold

City Tiles: Special tiles that have exclusive resources.
1-5: Scrap
6-12: Scrap Electronics
13-17: Gold
18-20: Nuclear Material
Natural 20: Steel or Aluminum

Getting Started
Now that you know the rules for our resource system let's get started.
Step 1: Have your S.P.E.C.I.A.L. and initial claim reviewed and approved.
Step 2: A Councilor will roll for your additional resource. (See Special Tile Rules)
Step 3: Choose what basic resouce to have the tile improvement maxed out.
Step 4: You are ready to begin. Please be sure to reference this guide any time you have a question.

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