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The Economics of Battle

The Economics of Battle

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Captains and crews are forged in the heat and flames of battle. So too are the currencies Credits and Experience.
Here we examine the forging of currencies.
Main article: The Economy

Each battle produces four currencies: Credits Credits, Ship Experience (Ship XP Ship XP), Commander Experience (CXP Commander XP), and Free Experience (Free XP or FXP Free XP).[1] Rather than immediately going into the purser's safe, credits first are used to pay the costs of the battle. Thus, it is possible to lose money from combat. The three forms of XP cannot go negative. However, along with credits the paymaster may award big fat zeroes for "No battle contribution".[2]

The Raw Forging: Base Credits and Experience

Exactly what occurs in the furnace of battle to produce Credits and Ship Experience remains a mystery. Over the years, however, certain information both deduced and leaked by apprentice wizard-smiths has been compiled into a reasonable description of the ingredients, incantations, and how they influence the final product.

Performance Bonuses[3]

The terms 'booster' and 'bonus' are often used interchangeably. Here 'booster' means a set of several bonuses, usually one to each of the four earned currencies.

These are bonuses to the base earnings from battle. They include:

  • For Personal Merit (permanent account) boosters
  • Premium account effects
  • Permanent ship boosters
  • Expendable bonuses
  • First Win of the Day boosters
  • For Clan Merit bonuses
  • Certain missions confer bonuses when the targeted ships plays

Generally, these sum and multiply with base earning. In other words, two 25% bonuses sum to a 50% bonus, which applied to 100 base units results in 150 units. ((25% + 25%) x units)

For Personal Merit

Player programs can issue awards to worthy members. The award generally consists of a special Flag and an account-wide set of bonuses. Non-program flags formerly with bonuses attached, such as Military Month Contributor, fall into this category.

Level 1 bonuses for one award.

+5% Credits Credits
+5% Ship XP Ship XP
+10% Commander XP Commander XP

Level 2 bonuses for two awards.

+10% Credits Credits
+10% Ship XP Ship XP
+20% Commander XP Commander XP

See this section for a list of awards and the accompanying flags.

Premium account effects

An active Warships Premium account adds a 65% bonus to Base XP — and thus to each of the three forms of Experience (Ship, Commander, and Free XP) — and a 50% bonus to Credits earned in battle.

An active Wargaming Premium (or WG Premium) account, in the absence of a Warships Premium account, applies a 50% bonus to Credits and 50% to Base XP.

Permanent ship boosters

Thumb

Permanent ship boosters are sets of defined bonuses that, once acquired, apply permanently to the ship for which they are acquired. Each tech tree ship Tier V and above may purchase a permanent booster (one per ship).[4]

See Permanent_Boosters for the currently available perma-boosters and their effects.

All premium ships come with permanent ship boosters and Default permanent camouflage at no extra charge.

Prior to Update 0.11.6, some special camouflages had unique permanent boosters attached. These boosters are retained in the form of legacy permanent boosters but no longer may be acquired.

Expendable bonuses

When an expendable bonus is applied to a ship, it affects one currency for one battle, stacking with permanent and other bonuses if present.

Expendable bonuses are strictly optional; a ship may enter battle with or without one. Level 4 bonuses are very large indeed — the highest Ship XP bonus multiplies Ship XP from a battle sixteen times! Level 1 bonuses are much more modest.

Expendable bonuses of Level 1 and 2 can be purchased in the Armory for Coal or in-game for Doubloons. Levels 1–3 can be had from Containers, missions, etc. Level 4 bonuses are very rare and much sought after.

For Clan Merit bonuses

Clan membership and the status of the clan's Naval Base provides account-wide bonuses similar to the For Personal Merit bonuses. These can be significant:

  • Up to +5% Ship XP Ship XP;
  • Up to +15% Commander XP Commander XP;
  • Up to +50% Free XP Free XP.

In addition, the Naval Base can provide extra earned Coal, Steel, Research Points, and uniquely, a Service Cost discount up to -15%, as well as discounts to XP and Credit costs of new ships.

First Win of the Day

Each ship has a booster applied for her first victory in battle each day. The first win bonuses are applied to ship XP, commander XP, and Free XP. The most common bonus is 50%. (For special occasions 100% and even 200% bonuses appear.)

Missions

Certain missions confer bonuses when the targeted ships plays. For instance, some premium ship bundles include, in the form of a mission, an additional booster for N number of battles or X number of days.

Costs of the Battle

After a battle, the ship must be made ready to fight another battle. Repairing and servicing the ship and replenishing ammunition costs credits 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[5] depending on tier, type, and premium status.[6] [7]

Service Cost Discounts

There are only two Service Cost discounts.[8] Instead, there are Credits earning bonuses.

  • Co-op battles, a game mode with low rewards, receive a 35% service cost reduction.
  • For clan members, the clan Naval Base Dry Dock may provide up to a 15% discount (not for superships).

Premium and Special ships have innately lower service costs than Tech Tree ships.

Service Cost of Ships
Tier Service Cost per match
Tech Tree Ship
(base cost)
Co-op (-35%) Premium Ship
(base cost)
Co-op (-35%)
I Credits 0 Credits 0 N/A N/A
II Credits 2,000 Credits 1,300 Credits 1,800 Credits 1,170
III Credits 3,000 Credits 1,950 Credits 2,700 Credits 1,755
IV Credits 5,000 Credits 3,250 Credits 4,500 Credits 2,925
V Credits 11,500 Credits 7,475 Credits 10,350 Credits 6,728
VI Credits 23,000 Credits 14,950 Credits 20,700 Credits 13,455
VII Credits 42,000 Credits 27,300 Credits 33,600 Credits 21,840
VIII Credits 75,000 Credits 48,750 Credits 52,500 Credits 34,125
IX Credits 115,000 Credits 74,750 Credits 60,000 Credits 39,000
X Credits 150,000 Credits 97,500 Credits 90,000 Credits 58,500
XI[9] Credits 360,000 Credits 234,000 N/A N/A

Ammunition cost

Stocks of main battery shells, torpedoes, and aerial ordnance — Ammunition — expended in a battle must be replenished. The cost in creditsCredits to refill the ship's magazines and hanger is charged on a per unit basis, and each type of shell, torpedo, bomb or rocket has its own cost. For instance, the giant 461mm (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 or for fighter planes 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 and XP' tab.

See these tables for per-unit costs, by gun (and sometimes by ship). The tables aren't exhaustive but should give a good idea of what it costs to pull the trigger.

Shell Costs

Gun Ammo Costs

Torpedo Costs

Torpedo Costs


Aircraft Carrier Ammunition

Aircraft carrier ammunition costs are no longer the costs of the planes destroyed but of the ordnance expended. Actual values are a WIP3_01.png.

Putting It All Together

Given Base Credits and Base XP, and a bunch of bonuses and costs, this is how the numbers on the 'Credits and XP' tab of the post-battle report are calculated.


Credits Earned

CrGCredits  =  CrB • At • (1 + Σ MCr) + Z

Where:

  • CrGCredits — Total or gross credits earned from the battle
  • CrB — Base credits earned from the battle
  • At — Account type: 1.0 for standard; 1.5 for either type of Premium
  • Σ MCr — The sum of the modifiers to credits earned, such as:
    • An expendable bonus (if used, +0.20–3.20)
    • A bonus permanent to the ship (if present, typically +0.05–0.50)
    • A For Personal Merit bonus (usually 0.0) [10]
    • Awards for the completion of Combat Missions / Events
  • Z — Direct award of credits from missions such as Daily Chains


Operating costs (service and resupply) are deducted after the battle, so for the purpose of mission objectives that require earning Credits, only the total earned in battle is counted.

Net Credits

Net credits are credits earned less credits spent.

CrNCredits  =  CrG – Σ DCr

Where:

  • CrNCredits — Net credits from the battle
  • CrG — Gross credits or Credits earned from the battle (above)
  • Σ DCr — The sum of the deductions to earned credits, such as:

Ship Experience

XP Ship XP  =  XPB • At • (1 + Σ MXP) + ZXP

Where:

  • XP Ship XP — Total ship experience earned from the battle
  • XPBBase experience earned from the battle
  • At — Account type: 1.0 for standard; 1.5 for Wargaming Premium; 1.65 for Warships Premium
  • Σ MXP — The sum of the modifiers to experience, such as:
    • The first victory of the day bonus, when applicable (normally +50% (0.50))
    • An expendable bonus (if used, +1.00–16.00)
    • A bonus permanent to the ship (if present, typically +0.50–1.00)
    • A For Personal Merit bonus (usually 0.0) [10]
    • A For Clan Merit bonus up to +5% (0.05)
    • Awards for the completion of Combat Missions / Events
  • ZXP — Direct award of ship XP from missions such as Daily Chains


Commander Experience

CXP Commander XP  =  XPB • At • (1 + Σ MC) + ZC

Where:

  • CXP Commander XP — Total commander experience earned from battle
  • XPBBase experience earned from the battle
  • At — Account type: 1.0 for standard; 1.5 for Wargaming Premium; 1.65 for Warships Premium
  • Σ MC — The sum of the modifiers to commander experience, such as:
    • The first victory of the day bonus, when applicable (normally +50% (0.50))
    • An expendable bonus (if used, +1.00–16.00)
    • A bonus permanent to the ship (if present, typically +0.50–1.00)
    • A For Personal Merit bonus (usually 0.0) [10]
    • A For Clan Merit bonus up to +15% (0.15)
    • Awards for the completion of Combat Missions / Events
  • ZC — Direct award of commander XP from missions such as Daily Chains


Elite Commander XP

ECXP Elite Commander XP  =  CXP Commander XP • Rank coefficient + Z

Where:

  • ECXP Elite Commander XP — Total elite commander experience earned from battle
  • CXP Commander XP — Total commander experience earned from the battle (above)
  • Rank coefficient — 1.0 (100%) for a commander with 21 skill points; 0.05 (5%) for all others
  • Z — Direct award of elite commander XP


Free Experience

FXP Free XP  =  XPB • 0.10 • At • (1 + Σ MFxp) + Z

Where:

  • FXP Free XP — Total free experience earned from the battle
  • XPBBase experience earned from the battle
  • At — Account type: 1.0 for standard; 1.5 for Wargaming Premium; 1.65 for Warships Premium
  • Σ MFxp — The sum of the modifiers to free experience, which include:
    • The first victory of the day bonus, when applicable (normally +50% (0.50))
    • An expendable bonus (if used, +3.00–72.00)
    • A bonus permanent to the ship (if present, typically +0.50–1.00)
    • A For Clan Merit bonus up to +0.50 (0.50)
    • Awards for the completion of Combat Missions / Events
  • Z — Direct award of Free XP from missions such as Daily Chains


Free Experience is an extra bonus on top of other types of experience, and does not increase or count toward missions that requires any other type of experience.

In order to view the breakdown of the final FXP total, mouse over the number on the Credits and XP page of the Battle Report.


Note that the amount of Credits shown on the first tab of the battle report is not the final amount earned from the battle; costs have yet to be deducted.

Notes

  1. For detaiis of the various types of currencies, see the main Economy page, particularly Experience.
  2. 'Battles' in Training Rooms also produce no rewards.
  3. Not to be confused with Battle Performance Bonuses, or rewards that are triggered by battle results in addition to ship XP and credits. Two examples are Snowflake-type event rewards and Research Points Research Points.
  4. Permanent camouflages are sold separately from permanent boosters.
  5. 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.
  6. 'Special' ships are treated as premium for the purpose of Service Cost.
  7. Aircraft carriers were introduced with higher service costs because they had no separate consumables cost. With Update 0.9.4 their service costs are reduced to that of other ship types.
  8. See Dev Blog 217 where it was announced that service cost discounts would be retired with Update 0.10.10.
  9. Tier XI a.k.a Superships.
  10. 10.0 10.1 10.2 A For Personal Merit bonus is the sum of up to two very rare awards previously attached to special flags such as Military Month Contributor or King of the Sea, applied to all ships on a player account. The maximum effective values are +10% Credits, +10% Ship XP, and +20% Commander XP with no effect on Free XP.

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