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Revision as of 13:50, 23 May 2019
Fixed the credit and xp earning part accrding to new video, added video link
Revision as of 13:55, 23 May 2019
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 # According to tier # According to tier
 :* Rewards scale with the tier of your ship. For XP, a two-fold difference is possible between Tiers I and X for the same actions. For credits, the difference may be even greater.<br /> :* Rewards scale with the tier of your ship. For XP, a two-fold difference is possible between Tiers I and X for the same actions. For credits, the difference may be even greater.<br />
? 
?# Potential damage 
?:* Any type of ammunition that passed or struck within 700m radius of one's ship are summed-up as "potential damage". The more "potential damage" you earned, the more credits and base xp are generated. <br /> 
  
 # Economy based on damage # Economy based on damage
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 # Potential damage and Spotting, Damage upon spotting  # Potential damage and Spotting, Damage upon spotting
 :* These account for less than 15% of total earned credits and base xp. :* These account for less than 15% of total earned credits and base xp.
 +:* '''Potential damage''' : Any type of ammunition that passed or struck within 700m radius of one's ship are summed-up as "potential damage". The more "potential damage" you earned, the more credits and base xp are generated.
 :* Different modifiers are applied to ship types. For example, the battleship earn the most amount of credits and base xp and the aircraft carrier the least if they recieved the same amount of potential damage.  :* Different modifiers are applied to ship types. For example, the battleship earn the most amount of credits and base xp and the aircraft carrier the least if they recieved the same amount of potential damage.
 :* The order of this is same as below :* The order of this is same as below
? +[[File:Ship economics.png|framed|center|Potential damage, spotting, damage upon spotting economics modifiers by ship type]]
 :* '''Detection''' - detecting a ship that has not been seen for at least 90 seconds<ref name="SpotRbn"/> rewards: :* '''Detection''' - detecting a ship that has not been seen for at least 90 seconds<ref name="SpotRbn"/> rewards:
 :** CV receives 0.75% of XP/Credits for full HP damage to the spotted ship. :** CV receives 0.75% of XP/Credits for full HP damage to the spotted ship.

Revision as of 13:55, 23 May 2019

Current doubloon, credit, and Free XP totals as seen in the top right corner of the Port screen.
Understanding and mastering the economy of World of Warships is one of the keys to enjoying the game. There are four main types of currency: Credits, Doubloons, Experience (several types, including Free Experience), and Resources. Credits, Doubloons, and Free Experience can be seen in the game client in the top right corner of the Port screen, and on your account page from which you may access via the main page under "Profile" and in "Detailed Statistics" (you must log in to see the full details of your account page). Ship Experience, unique to each ship, can be seen in the Port screen by clicking on the desired ship. Resources balances can be viewed in the Armory.

Credits

Wows_credits.png

CreditsCredits is the primary currency in World of Warships. Credits can be used to buy unlocked tech tree ships, premium consumables, modules, upgrades, and commander retraining, as well as to pay for servicing and resupply after battle.

Players earn credits through battles, campaigns, containers, premium shop bundles, or special missions. Base credit income in battles is dependent on performance and may be modified by credit modifiers such as the "Zulu" signal flag🚫 and "Ocean Soul" camouflage -3% to surface detectability / +4% to maximum dispersion of shells fired at your ship / +20% credits earned / +100% ship XP.. Premium time increases base credit income by 50%. Factors such as damage, spotting damage, capture and defense points, and plane kills positively affect credit income in a battle. All premium ships have a higher base credit income rate; some premium ships are better at this than others.

Credits also can be obtained by converting doubloonsDoubloons to creditsCredits. (see below)

Doubloons

icon_1.png

Doubloons (Db) is World of Warships version of Gold from World of Tanks and World of Warplanes. It is premium currency and as such can have considerable impact on one's gaming experience. Although progressing in the game without using Doubloons is possible, they speed progress in nearly every aspect of game play.

Getting

Doubloons can be obtained in several ways:

  • Purchased directly from the Premium Shop, either alone or as part of a bundle. This is the most reliable way to gain them.
    • 'Any amount of Doubloons' between 500 and 25,000 may be purchased with the price in USD being approximately (0.0067 * number of doubloons)^0.9.[1] The number of doubloons per dollar is between 168 and 250.
    • Weekend Pass (500Doubloons plus 2 days Premium Account time).
    • Doubloons are often bundled with Credits and Premium time at a considerable discount from the 'Any amount' price.
    • Also check the "Specials" section of the Premium Shop for limited offerings.[2]
    • Premium ship bundles often include doubloons.
  • Achieving a specific rank during a season of Ranked Battles.
  • Winning various contests. Notices of current contests on the NA server may be found via the forums.
  • Various in-game missions.
  • Awarded in Super Containers (1000Doubloons or 2500Doubloons per container).
  • Gifts from friends.

Using

Doubloons have a multitude of uses:

  • Exchanging doubloons for credits. The standard conversion is 1 DoubloonDoubloons => 1,500 CreditsCredits.[3] Click the Exchange Credits button under the Credit balance, upper right of the Port screen.
  • Converting Experience to Free Experience. The standard conversion rate is 25 Elite experience + 1Doubloons => 25 Free ExperienceFree XP.[3] Elite experience from Elite shipsShip XP or Elite CommandersElite Commander XP can be converted. (see below for types of Experience)
  • Purchasing some premium ships via the tech tree. Most premium ships can only be purchased for real money from the Premium Shop. When a ship is also available in the tech tree for doubloons, the price in Db is usually the same USD value as the cost of the ship in the Shop.
  • Purchasing premium timePremium time from the in-game Player Menu. (See Premium Account below). Purchasing more days of premium time at once lowers the cost per day. (For instance, 30 days at 2500Doubloons costs ~$0.42/day, while 7 days at 1250Doubloons costs ~$0.96/day.)
  • Promoting a newly recruited Commander to three (3) Commander skill points immediately (25Doubloons).
  • Instantly retraining a commander on a new ship -- 500Doubloons regardless of rank and amount of experience needed.
  • Redistributing commander skills at 25Doubloons per assigned skill point.
  • Demounting upgrades from a ship -- 25Doubloons. Demounted equipment can be applied to a different ship. Alternatively, the equipment can be sold for 50% of the purchase cost (CreditsCredits); if sold, no demounting fee is paid.
  • Purchasing port slots -- 300Doubloons per slot.
  • Expanding the size of the commander reserve -- 100Doubloons for 4 slots.
  • Purchasing special consumables:
    • Economic signals can be purchased for doubloons if the inventory of them is exhausted. (Special signals — Wyvern, Red Dragon, Leviathan, etc — cannot be purchased with doubloons.)
    • Some Promotional camouflage (notably Type 59) -- 30-125Doubloons for each single use.[4]
    • Permanent camouflage with special bonuses for tech tree ships. The cost depends on the ship tier: 1,000Doubloons (V-VI), 2,000Doubloons (VII), 3,000Doubloons (VIII), 4,000Doubloons (IX) and 5,000Doubloons (X). The cost is paid once; the camo is then be re-supplied for free.
    • Some Special camouflage such as skins from Space Battles and Halloween events.
  • Creating a Clan -- By paying 2,500Doubloons, a player can create his own clan. This is a one time fee, but some optional features may come with additional cost.
  • Changing a Game Name -- Once each 14 days, a player can change his game name (username, nickname) for a fee of 2,500Doubloons.

Experience

Experience is another primary currency in World of Warships. Players earn experience in the same way as they do Credits through battles and special missions. Experience is measured by Experience Points (XP). There are several types of experience.

Ship Experience (XP)

Icon_reward_exp.png

Ship experience (usually just 'XP'Ship XP) is the main type of experience. It is used to research (unlock) new ship modules and the next tier ship(s) in the tech tree, allowing the player to progress. Research consumes any available XP before turning to other sources, such as Free experience, for a missing amount. Once researched, a module or ship can be bought for Credits, and if later sold, need not be researched again.

Ship experience cannot be earned through containers, campaigns, or shop bundles. Additional ship experience is occasionally awarded by a mission to the ship completing that mission.

On the post-battle 'Personal Score' tab, (modified) ship XP is displayed next to the silver starShip XP, and on the 'Credits and XP' tab as Total: in the appropriate column.

Elite XP

Upon researching all of a ship's modules and unlocking all succeeding tier ships, the ship gains Elite status. Any excess XP, and all future XP earned on that ship, is called Elite XP. While this type of XP can no longer be used to research new modules or ships, it can be converted to Free ExperienceFree XP for a Doubloons fee (a feature available upon reaching Account Level 5).

As premium ships do not have any modules or succeeding ships to research, they automatically have Elite status and so earn Elite XP. Players can use these ships to collect Free XP indirectly (by playing the ship to obtain the Elite XP, then buying Doubloons, and finally converting the Elite XP to Free XP using the Doubloons).

Elite XP is earned and displayed in-game exactly as regular ship XP. In addition, clicking the 'Convert XP' button below the Free XPFree XP quantity in the upper right corner of the Port screen displays the Elite XP balance on all Elite ships, and the total available for conversion.

Base XP

Base XP (sometimes BXP) is the experience earned directly from a ship's performance in battle. See Earning Credits and Experience below for factors that determine base experience.

Base XP is modified by various bonuses such as daily first win, camouflage, signals, a premium account, etc. to yield the modified ship XPModified Ship Experience used to research modules and ships, and Elite XP. It is also the basis of earned Free experienceFree XP and Commander experience. See the Economics article for how these derived values are calculated.

Base XP appears on the post-battle report 'Team Score' tab and is used to rank team performance. It also appears on the 'Credits and XP' tab in the left-hand (non-premium) column as XP/Received/Earned where its use in calculating derived XP values is broken out.

Missions may require the accumulation of Base XP as the mission objective.

Free Experience

Icon_reward_freexp.png

A player who reaches Account Level 5 unlocks Free Experience (often Free XP or FXPFree XP). The Free Experience pool, like Credits, is shared among all ships and therefore can be spent in place of ship experienceShip XP to unlock any ship or module. Free XP can also be used to train captains if the player has used up all of his Elite Commander ExperienceElite Commander XP (see below). The current balance of the Free XP pool is displayed on the main Port page, in the upper right-hand corner next to the gold starFree XP.

Free XP is earned in battle at the base rate of 5% of the total (modified) ship experienceShip XP. Bonuses for Free XP earning are available. See the Economics article for how FXP earnings are calculated.

Free XP also can be obtained by converting Elite XP (ship or commander) at the rate of 1 Doubloon per 25 Free XP converted.[3]

The amount of Free XP earned in a battle is displayed next to the gold starFree XP on the post-battle 'Personal Score' tab and in the appropriate column of the 'Credits and XP' tab. By hovering the mouse over the Total value on the latter page, the components of the value can be seen.

Note that Free XP does not count towards mission objectives or daily containers, unless specifically stated otherwise.

By clicking the "+" symbol next to a captain, Elite Commander XP and/or Free XP can be used to gain Commander skill points.

Commander Experience

A ship's commander, representing the crew, also earns experience from ship battles. This Commander Experience (CXP) is used to acquire skills that benefit the ship in battle. Up to 19 skill points can be acquired. Refer to the Commander article for how Commander XP is earned and used, and to the Economics article for how it is calculated.

Note that the commander of a tech tree ship can be moved to a premium ship of the same nation without re-training, and will acquire CXP there, often with an additional bonus. The use of premium ships to train commanders is a common practice.

Elite Commander XP

Elite Commander XP (ECXPDon't touch me.) is experience earned by captains who have attained 19 skill points. When a player uses such a captain, all commander experience gained during a battle is automatically added to the Elite Commander XP pool. The amount of ECXP accumulated is visible in the lower left corner of the Commander skill page, just above the ship carousel, when any commander is selected.

Elite Commander XPElite Commander XP may be used in addition to any commander experience gained during battles to grant additional skill points to a commander who has fewer than 19 skill points. This is accomplished by left-clicking the "+" symbol beneath the commander's portrait. This will present the player with an information box that will allow him to choose how many points are to be assigned to that commander. If insufficient Elite Commander Experience is available to provide an additional skill point to a given commander, Free Experience will be used for the remaining balance. A skill point can only be gained if there is sufficient total experience available (Commander XP + Elite Commander XP + Free XP, in that order); there is no option to partially fill the experience bar.

Elite Commander XPElite Commander XP can also be used to retrain a commander transferred to a new ship. This is often coupled with the 200,000Credits partial retraining option.

Elite Commander XPElite Commander XP can be converted to Free XPFree XP by spending doubloons, though this is rarely advantageous.

Premium Account

Icon_reward_premium.png

A Premium Account allows quicker progress by increasing the amount of credits and ship experience earned per battle. As a premium account has a limited duration, it is often called 'Premium time'Premium time. Activation of premium time also grants the user access to the premium port (currently Naval Base) in-game.

Premium account time can be purchased in-game with the premium currency (doubloons), or through the premium shop website, in durations ranging from one day to one year (360 days). Premium time may also be earned through select missions and campaigns, and may appear in Containers. Premium time, whether purchased, earned, or awarded, takes effect immediately.[5]

There are two types of premium accounts: Wargaming Premium and Warships Premium. Both types cost the same to purchase.

Wg_premium_logo.png

Wargaming Premium

A Wargaming Premium (or WG Premium) account is unified across World of Tanks, World of Warplanes, and World of Warships, meaning that its benefits apply to all three games. In WoWS it applies a 50% bonus to ship Experience and to Credits earned. WG Premium can be purchased with DoubloonsDoubloons or, in other games, with GoldGold.[6]

Wows_premium_logo.png

Warships Premium

A Warships Premium account applies only to World of Warships. It adds a 65% bonus to ship Experience and a 50% bonus to Credits earned. Premium time awarded in WoWS will be Warships Premium. Warships Premium can be purchased with DoubloonsDoubloons but not with GoldGold.[6]

Earning Credits and Experience

Watch it instead of reading the below!.

After a battle, each player receives base credits and experience according to his contribution to the battle.[7]

Note: Special rules apply for ships participating in Clan Battles.

Factors affecting the base amounts are listed below. [8]  N.b. that while these factors are used to calculate both XP and Credits, how they are used is not identical between the two.


  1. According to tier
  • Rewards scale with the tier of your ship. For XP, a two-fold difference is possible between Tiers I and X for the same actions. For credits, the difference may be even greater.
  1. Economy based on damage
  • Damage is the most rewarded action you can take to earn credits and base xp.
  • Damage is rewarded by the percentage of the target ship's hit points removed, not the amount of raw damage done. Thus, 10,000 damage done to a destroyer is worth more than 10,000 damage done to a battleship. While if you deal 90% of hp to a destroyer, it will generate the same amount of credits and xp as when you deal 90% hp of a battleship, considering they are same tier.
  • The damage award scales depending on the tier disparity between ships. More is earned for damaging a higher tiered than a lower tiered ship.
  • Frags (enemy kills)
    420_ribbon_frag.png
    award credits the equivalent of 25% of the target's hit points in damage. While for base xp, it earns the equivalent of 10% of the target's hit points in damage. Sinking enemy ships is important and awarded accordingly.
  • ""Against Aircraft"" : The tier of the aircraft carrier that the planes left from will be considered as the tier disparity.
  1. Capping key areas or defending them
  • 1 Captured
    415_ribbon_base_capture.png
    will reward credits the equivalent of 1/3 of the target's hit points in damage. While for base xp, it earns the equivalent of 2/3 of the target's hit points in damage.
  • Assisted in capture
    414_ribbon_base_capture_assist.png
     : If several ships contribute to the capture, the reward depends on the contribution of your capture.
  • Defended
    416_ribbon_base_defense.png
     : The reward for blocking capture is the same as the above and depedns on the duration of the enemy's capture.
  1. Potential damage and Spotting, Damage upon spotting
  • These account for less than 15% of total earned credits and base xp.
  • Potential damage : Any type of ammunition that passed or struck within 700m radius of one's ship are summed-up as "potential damage". The more "potential damage" you earned, the more credits and base xp are generated.
  • Different modifiers are applied to ship types. For example, the battleship earn the most amount of credits and base xp and the aircraft carrier the least if they recieved the same amount of potential damage.
  • The order of this is same as below
Potential damage, spotting, damage upon spotting economics modifiers by ship type
  • Detection - detecting a ship that has not been seen for at least 90 seconds[9] rewards:
    • CV receives 0.75% of XP/Credits for full HP damage to the spotted ship.
    • BB receives 1.50% of XP/Credits for full HP damage to the spotted ship.
    • DD receives 2.00% of XP/Credits for full HP damage to the spotted ship.
    • CR receives 3.25% of XP/Credits for full HP damage to the spotted ship.
  • The detection of aircraft and torpedoes also generates a small reward.
  • Spotting - detecting a ship that is then damaged by your allies[9] (that could not otherwise see the target) gives the following:
    • BB receives approximately 10% of the reward for full HP damage to the spotted ship.
    • CV receives approximately 20% of the reward for full HP damage to the spotted ship.
    • CR receives approximately 30% of the reward for full HP damage to the spotted ship.
    • DD receives approximately 40% of the reward for full HP damage to the spotted ship.
    • The spotter must be detecting the target at the moment the shells hit.
    • The reward is divided by the number of spotters.
    • Damage-over-time (fire, flood) is not rewarded.
  • The more Base Capture and Base Defense points you earn, the better.
  • XP is not awarded for damage to shore installations.
  • Diversity of activity is rewarded. For instance, a BB that camps at the back doing one task - shooting at long range - will earn less than the BB that accrues the same damage while shooting and also defending a capture point.
  • Achievements add hefty bonuses to the reward.
  • Finally, the base rewards increase greatly for the winning team.

To these base amounts, modifiers are applied to calculate the final reward amounts (see The Calculations for details). The post-battle report states the final, modified results on the 'Personal Score' tab, states the base XP on the 'Team Score' tab, summarizes the elements that affected the base rewards on the 'Details' tab, and breaks down the calculation of modified results on the 'Credits and XP' tab.

Friendly fire (dealing direct damage to allies, accidental or otherwise) decreases the amount of credits and experience earned, imposing a fine on the total amount. This will never cause the reward to go below zero, though.

The Calculations

Main article: Economics

See the Economics article for how Ship Experience, Credits, Commander XP, and Free XP are earned from a battle.

Spending Credits and Experience

Credits and Experience are both spent on a wide variety of goods and services in nearly every facet of the game. Experience primarily is spent on researching new ships in the Tech Tree and new ship modules in the Modules section. Credits are spent to purchase researched ships in the tech tree, purchase researched modules, premium consumables and upgrades in the Modules section, and a number of other things - see Credits above. Finally, credits are spent on a ship's operating cost after the ship has returned from battle.

Operating Cost

After a battle, the ship must be made ready to fight another battle. Repairing and servicing the ship, replenishing ammunition, and remounting premium consumables all cost credits.

These operating costs are paid automatically if funds are available. In the event of insufficient funds, the ship is rendered unusable until the bill is paid. This is not done automatically — when funds are available the player must manually select the ship in port and request that it be made ready.

Service Cost

Post-battle servicing includes maintenance and the repair of damage sustained regardless of the end health of the ship, even if it has been sunk. The service cost is a flat fee depending on tier, type, and premium status.[10] Aircraft carriers have higher service costs because they have no separate consumables cost.

Service cost can be decreased by flying the India Bravo Terrathree 🚫 signal, by Ranked season flags, and by the Dry Dock in your clan naval base. Several other signals and single-use camouflages also reduce service cost.

In certain game modes with low rewards, such as Co-op, a 25% base cost discount is applied before all other modifiers.

Service Cost of Destroyers, Cruisers, and Battleships
Tier Service Cost per match
Tech Tree Ship
(base cost) *
Tech Tree Ship
(with permanent camouflage)
Premium Ship
(base cost) *
Premium Ship
(with permanent camouflage)
I 0Credits N/A N/A N/A
II 2,000Credits N/A 2,000Credits 1,800Credits (-10%)
III 3,000Credits 2,700Credits (-10%) [11] 3,000Credits 2,700Credits] (-10%)
IV 5,000Credits N/A 5,000Credits 4,500Credits (-10%)
V 11,500Credits 10,350Credits (-10%) [11] 11,500Credits 10,350Credits (-10%)
VI 23,000Credits 20,700Credits (-10%) 21,850Credits (×0.95) 19,665Credits (-10%)
VII 42,000Credits 37,800Credits (-10%) 35,700Credits (×0.85) 32,130Credits (-10%)
VIII 75,000Credits 67,500Credits (-10%) 52,500Credits (×0.7) 47,250Credits (-10%)
IX 120,000Credits 96,000Credits (-20%) 60,000Credits (×0.5) 48,000Credits (-20%)
X 180,000Credits 90,000Credits (-50%) 90,000Credits (×0.5) 45,000Credits (-50%)


Service Cost of Aircraft Carriers
Tier Service Cost per match
Tech Tree Ship
(base cost) *
Tech Tree Ship
(with permanent camouflage)
Premium Ship
(base cost) *
Premium Ship
(with permanent camouflage)
IX 6,000Silver_icon.png N/A 6,000Silver_icon.png [12] 5,400Silver_icon.png (-10%)
VI 30,000Silver_icon.png 27,000Silver_icon.png (-10%) 28,500Silver_icon.png (×0.95) [12] 25,650Silver_icon.png (-10%)
VIII 100,000Silver_icon.png 90,000Silver_icon.png (-10%) 70,000Silver_icon.png (×0.7) 63,000Silver_icon.png (-10%)
X 240,000Silver_icon.png 120,000Silver_icon.png (-50%) 120,000Silver_icon.png (×0.5) [12] 60,000Silver_icon.png (-50%)

Ammunition

Stocks of main battery shells, torpedoes, and aircraft — Ammunition — expended in a battle must be replenished. The cost in Credits to refill the ship's magazines and hanger is charged on a per unit basis, and each type of shell, torpedo, or plane has its own cost. For instance, the giant 460mm (18.1") shells of Yamato and Musashi cost far more than the 76.2mm (3") shells of Smith. Ammunition for secondary and anti-air (AA) batteries is not charged. Tier I ships do not incur ammo costs.

To view a breakdown of your ammunition costs, hover the mouse over the ammunition entry on the post-battle report 'Credits & XP' tab.

Main Gun Shell Costs
Torpedo Costs
Carrier Aircraft Costs
Carrier Aircraft Costs
Tier Ammunition Cost per Plane
Ships Stock Type Upgraded Type
IV Hosho, Hermes 400Credits
IV Langley 500Credits
VI Ryujo, Furious, Ranger 500Credits 600Credits
VIII Shokaku, Implacable, Lexington 700Credits 900Credits
VIII Kaga 700Credits
VIII Enterprise, Graf Zeppelin 900Credits
VIII Saipan 1600Credits
X Hakuryu, Audacious, Midway 1200Credits 1600Credits


Note that replacement of carrier aircraft cost is charged by aircraft type. A carrier with one upgraded and two stock squadrons will pay the upgrade cost for planes of the upgraded squadron and the stock cost for planes of the stock squadrons. Fighter replacement cost is rolled into the base service cost.

Consumables

Consumables are equipment improvements that are expended in battle, including premium consumables such as Damage Control Party II (When activated, instantly repairs fires, floods, and incapacitations, and prevents more for the duration.) and camouflages such as Type 5 PCEC007_Camo_3_Tile_Double.png. If the automatic resupply option is enabled, the yardmaster will attempt to remount the equipment. If no inventory of it is available and "Resupply using in-game currency" is selected, the yardmaster will attempt to purchase the equipment for you. All premium consumables (each 22,500Credits) and some camouflages can be purchased for credits.

Especially at higher tiers, the bill for consumables resupply can exceed that of the bill for servicing.

Containers

Icon_21.png
Main article: Containers

Containers are not themselves a currency, but they are an important part of the World of Warships economy.

Containers hold various items including Credits, Doubloons, Free XP, and Resources. There are many types of containers, obtainable in different ways. Up to three standard containers can be earned per day by earning XP in battle. Campaigns, missions, and events may grant additional containers of both standard and special types. Some types of containers may be purchased in the Premium Shop or in the Armory.

Resources

Resources are game currencies that are obtained through in-game activity. Unlike Doubloons and Credits, they cannot be purchased in the Premium Shop. While purchasable currencies can affect how readily resources can be earned, e.g. through a premium account, they are very much secondary influences.

Resources have value.[13] in what they can be exchanged for in the Armory: ships, consumable items, containers, etc

Coal and Steel

Both CoalCoal, the most common resource, and SteelSteel are used to obtain items from the Armory.

Icon_reward_coal.png
Coal is obtained primarily from daily containers — especially, the More Resources type of container will always contain Coal. Some challenges and combat missions, as well as some battle mode progressions, e.g. Ranked Sprint seasons, offer Coal as a reward.


Icon_reward_steel.png
Steel is earned mainly through Ranked and Clan battles, the rare event such as the Steel Monsters campaign, or may appear in Super Containers. One SteelSteel can be exchanged for 10 CoalCoal, but Coal cannot be exchanged for Steel.


Icon_reward_molybdenum.png
Copper Copper and Molybdenum Molybdenum are rare resources available to highly accomplished players. Molybdenum is acquired by winning in the Typhoon League; Copper by achieving Rank 1.[14] Currently, these resources can be exchanged for special camouflages for unique ships.


Oil

Main article: Naval Base
Icon_reward_clanResource.png
Oil is earned by obtaining containers and through participating in Clan Battles. A player does not personally possess Oil; it is contributed directly to the player's clan. Oil is invested in structures in the clan's naval base, which in turn provide bonuses to clan members. The amount of Oil contributed to the clan can be viewed on the Clan Members page.

Event Currencies

Events may introduce temporary currencies. For example, the Royal Navy event arc (2018) introduced Guineas and Sovereigns. Like Resources, these currencies have value in what they can be exchanged for in the Armory. Typically, along with the currency, an event will add event-specific items to the Armory. For instance, Guineas could be exchanged for the Royal Navy ship Cossack.

These currencies typically expire at the end of the event. Most such currencies are assigned a Credits value paid when the currency expires.

Notes

  1. This is slightly more expensive than the packaged bundles, but not by much - at most 1.2%.
  2. Note that the in-game "Premium Shop" is somewhat more limited that the web-based Shop. Prefer the web-based Shop when looking for specials.
  3. 3.0 3.1 3.2 Wargaming occasionally runs sales on conversion.
  4. Most Promotional camouflages are event related and thus temporary.
  5. Premium time that is received as a reward while the game is logged off is either appended to existing time, if any, or takes effect at the next game log in.
  6. 6.0 6.1 Gold is a World of Tanks and World of Warplanes premium currency like doubloons.
  7. A ship that does nothing will be evaluated as "No Battle Contribution" and receive zero Credits and XP.
  8. This list is taken from an early WG document "The Root of All Evil". Some parts may have changed, particularly with Update 0.5.12. Known changes have been incorporated. Up to date as of 22nd of May 2019 with the release of an official video from WG about this topic.
  9. 9.0 9.1 Although the ribbon awarded for detecting a ship is labeled "Spotted", it is awarded for simple detection, not for spotting for damage.
  10. In early versions of the game, this cost was based on how damaged the ship was at the end of the battle; as of Update 0.5.12, it is a fixed cost.
  11. 11.0 11.1 A few low-tier ships have this as an event award.
  12. 12.0 12.1 12.2 There is no premium CV at this tier currently. Costs are extrapolated.
  13. As a matter of interest, deriving equivalent value from items common to both the Armory and the Premium Shop, 40 CoalCoal has roughly the same value as 1Doubloons. When pricing ships, the value of Coal is somewhat higher: ~30Coal to 1Doubloons.
  14. One Copper for ranking out; one Molybdenum for 30 wins in Typhoon. See Update 0.7.8 for details.