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Revision as of 17:55, 28 June 2019Revision as of 20:25, 16 July 2020
Tweak the effects of winning and reference.
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 {{Block|i|content=Note: Special rules apply for ships participating in [[Ship:Clan Battles#Economy|Clan Battles]].}} {{Block|i|content=Note: Special rules apply for ships participating in [[Ship:Clan Battles#Economy|Clan Battles]].}}
  
?== Base Earnings Revealed ==+__TOC____NOEDITSECTION__
? +
?The amounts of base earning appear in the post-battle report. +
  
?<p>+== Base Credits ==
?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. +[[File:Wows_credits.png|right|link=]]
 +<p>'''Credits'''{{Credits}} is the primary monetary currency in ''World of Warships''. Credits are needed to buy unlocked tech tree ships, premium consumables, modules, upgrades, and commander retraining, as well as to pay for servicing and resupply after battle.
 +</p><p>
 +Players earn credits through battles, campaigns, containers, premium shop bundles, or special missions. '''Base credit income''' depends on performance in battle. The base amount earned may be modified by such as the "Zulu" [[Ship:Flags#Signals|signal flag]]{{Zulu|Size=18px}} and "Ocean Soul" [[Ship:Camouflage|camouflage]] {{Ocean Soul|Size=18px}}, and [[Ship:Economy#Premium account|Premium time]].
 +</p><p>
 +There are three values that are important to understand:
 +* Base credit earnings
 +* Gross credit earnings (base earnings with bonuses applied; this is the amount applied against mission requirements)
 +* Net credit earnings (gross earnings with expenses deducted; this is the amount that goes into your treasury)<ref>Net earnings may be negative. See the main Economy article.</ref>
 </p><p> </p><p>
?Base Credits earned appears on the 'Credits and XP' tab on the top line of the left-hand column. (The right-hand column is modified by [[Ship:Economy#Premium Account|Premium Account]]). <ref>Note that the credit amount shown on the 'Personal Score' tab is neither the base credits nor the final credit amount; it is the modified credit amount applied to mission requirements &mdash; operating expenses have not yet been deducted.</ref>+Here we discuss only '''Base credit earnings'''.
 </p> </p>
  
?== Experience ==+== Base Experience ==
?Experience is 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. +[[File:Icon_reward_exp.png|right|link=]]
? +<p>Experience is the primary research currency in ''World of Warships''. Players earn experience in the same way as they do Credits &mdash; through battles and special missions. Experience is measured by Experience Points (XP). In its various forms, XP is used to research (unlock) new ships and modules and develop more capable commanders, allowing the player to progress.
?=== Ship Experience (XP) ===+</p><p>
?[[File:Icon_reward_exp.png|right|link=]] <p>'''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. Once researched, a module or ship can be bought for Credits, and if later sold need not be researched again.</p>+There are several types of experience. All types &mdash; ship XP, Free XP, commander XP &mdash; derive from Base XP: the raw amount earned in battle.
? +</p>
?<p>On the post-battle 'Personal Score' tab, (modified) ship XP is displayed next to the silver star{{Ship XP}}, and on the 'Credits and XP' tab as Total: in the appropriate column. </p>+
? +
?All types of experience &mdash; ship XP, Free XP, commander XP &mdash; derive from Base XP. +
? +
?==== Base XP ====+
 <p>'''Base XP''' (sometimes BXP) is the experience earned directly from a ship's performance in battle. See [[#Earning Credits and Experience|Earning Credits and Experience]] below for factors that determine base experience.</p> <p>'''Base XP''' (sometimes BXP) is the experience earned directly from a ship's performance in battle. See [[#Earning Credits and Experience|Earning Credits and Experience]] below for factors that determine base experience.</p>
 <p>  <p>
 Base XP is modified by various bonuses to yield the modified ship XP{{Ship XP|Modified Ship Experience}} used to research modules and ships, and Elite XP. It is also the basis of earned Free experience{{FXP}} and Commander experience. See the [[Ship:Economics|Economics article]] for how these derived values are calculated.</p> Base XP is modified by various bonuses to yield the modified ship XP{{Ship XP|Modified Ship Experience}} used to research modules and ships, and Elite XP. It is also the basis of earned Free experience{{FXP}} and Commander experience. See the [[Ship:Economics|Economics article]] for how these derived values are calculated.</p>
 <p> <p>
?Is rarely used directly, Missions may require the accumulation of Base XP as the mission objective. +Base XP is rarely used directly. A team's relative performance in a battle is ordered by Base XP. Missions may require the accumulation of Base XP as the mission objective.
 +</p>
 + 
 +== Base Earnings Revealed ==
 + 
 +The amounts of base earning appear in the '''post-battle report'''.
 + 
 +<p>
 +Base XP earned appears on the '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 above where its use in calculating derived XP values is broken out.
 +</p><p>
 +Base Credits earned appears on the 'Credits and XP' tab on the top line of the left-hand column. (The right-hand column is modified by [[Ship:Economy#Premium Account|Premium Account]]). <ref>Note that the credit amount shown on the 'Personal Score' tab is neither the base credits nor the final credit amount; it is the gross credit amount applied to mission requirements &mdash; operating expenses have not yet been deducted.</ref>
 </p> </p>
  
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 <p>After a battle, each player receives base credits and experience according to his contribution to the battle.<ref>A ship that does nothing will be evaluated as "No Battle Contribution" and receive zero Credits and XP.</ref></p> <p>After a battle, each player receives base credits and experience according to his contribution to the battle.<ref>A ship that does nothing will be evaluated as "No Battle Contribution" and receive zero Credits and XP.</ref></p>
  
?<p>Factors affecting the base amounts are listed below. <ref>This list is taken from an early WG document "The Root of All Evil". Some parts may have changed, particularly with [[Ship:Update 0.5.12|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. </ref>&nbsp;&nbsp;N.b. that while these factors are used to calculate both XP and Credits, how they are used is not identical between the two.</p>+<p>Factors affecting the base amounts are listed below. <ref>This data originated in an early WG document "The Root of All Evil". Some parts subsequently have been changed, particularly with [[Ship:Update 0.5.12|Update 0.5.12]]. The release in May 2019 of the 'How It Works: Economic' video has provided more data. </ref>&nbsp;&nbsp;N.b. that while these factors are used to calculate both XP and Credits, how they are used is not identical between the two.</p>
  
 ===In-game Actions=== ===In-game Actions===
?:* The greatest base earnings come from damage done to enemy ships.+:* The greatest base earnings come from '''damage done to enemy ships'''.
?:* The rewards for damage is determined by the '''percentage''' of the target ship's hit points removed, not the amount of raw damage done. Removing 90% of a destroyer's HP will generate the same base earnings as removing 90% of battleship's HP (assuming that they are of same tier).+:* The rewards for damage is determined by the '''percentage''' of the target ship's hit points removed, not the amount of raw damage done. Removing 90% of a destroyer's HP will generate the same base earnings as removing 90% of a battleship's HP at the 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. +:* The rewards from damage scale depending on the '''tier disparity''' between ships. More is earned for damaging a higher tiered than a lower tiered ship.
 + 
 +Damage to ships and aircraft, kills, and captures make up about 85% of total earnings.
  
 {| class="wikitable collapsible" style="width: 650px; text-align:center;" {| class="wikitable collapsible" style="width: 650px; text-align:center;"
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 |- |-
 | style="padding: 5px;" | [[File:72_ribbon_splane.png|90px]][[File:422_ribbon_plane.png|100px]] | style="padding: 5px;" | [[File:72_ribbon_splane.png|90px]][[File:422_ribbon_plane.png|100px]]
?| style="padding: 10px; text-align:left;vertical-align:middle;" | The tier of the aircraft carrier that the planes left from will be considered as the '''tier disparity'''. In 0.8.3, only the number of shot down planes are calculated into credits. This will change in the near future to '''damage done to planes'''.+| style="padding: 10px; text-align:left;vertical-align:middle;" | Total damage to aircraft is tracked and contributes to earnings.<ref name="AC_Dmg">From Update 0.8.3, only the number of shot down planes are calculated into credits and XP. This has been changed to '''damage done to planes'''</ref> The tier of the aircraft carrier that launched the planes is considered for '''tier disparity'''.
 |- |-
 | style="padding: 5px; vertical-align:middle;" | [[File:415_ribbon_base_capture.png|90px]] | style="padding: 5px; vertical-align:middle;" | [[File:415_ribbon_base_capture.png|90px]]
?| style="padding: 10px; text-align:left;vertical-align:middle;" | '''Captured''' will reward credits the equivalent of 1/3 of the target's hit points in damage.+| style="padding: 10px; text-align:left;vertical-align:middle;" | '''Captured''' rewards credits "equivalent to 1/3 of a completely destroyed ship".<ref name="Cap">The type and tier of this example ship is unspecified.</ref>
 |- |-
 | style="padding: 5px; vertical-align:middle;" | [[File:414_ribbon_base_capture_assist.png|90px]] | style="padding: 5px; vertical-align:middle;" | [[File:414_ribbon_base_capture_assist.png|90px]]
?| style="padding: 10px; text-align:left;vertical-align:middle;" | If several ships contribute to the capture, the reward depends on the contribution of your capture. +| style="padding: 10px; text-align:left;vertical-align:middle;" | If several ships contribute to a capture, the rewards are divided by each ship's contribution to the capture.
 |- |-
 | style="padding: 5px; vertical-align:middle;" | [[File:416_ribbon_base_defense.png|90px]] | style="padding: 5px; vertical-align:middle;" | [[File:416_ribbon_base_defense.png|90px]]
?| style="padding: 10px; text-align:left;vertical-align:middle;" | The reward for blocking capture is the same as the above and depends on the duration of the enemy's capture.+| style="padding: 10px; text-align:left;vertical-align:middle;" | The reward for blocking capture is the same as a capture assist dividing by the duration of the enemy's capture.
 |} |}
 {| class="wikitable collapsible" style="width: 650px; text-align:center;" {| class="wikitable collapsible" style="width: 650px; text-align:center;"
?|+ Base exeperience points+|+ Base experience points
 |- |-
 ! style="vertical-align:middle; width:100px"| Action ! style="vertical-align:middle; width:100px"| Action
?! style="vertical-align:middle; width:550px"| Base exp.+! style="vertical-align:middle; width:550px"| Base Experience
 |- |-
 | style="padding: 5px;" | [[File:420_ribbon_frag.png|90px]] | style="padding: 5px;" | [[File:420_ribbon_frag.png|90px]]
?| style="padding: 10px; text-align:left; vertical-align:middle;" | '''Frags''' (enemy '''kills''') award base exp. the equivalent of 10% of the target's hit points in damage.+| style="padding: 10px; text-align:left; vertical-align:middle;" | '''Frags''' (enemy '''kills''') award base experience the equivalent of 10% of the target's hit points in damage.
 |- |-
 | style="padding: 5px;" | [[File:72_ribbon_splane.png|90px]][[File:422_ribbon_plane.png|100px]] | style="padding: 5px;" | [[File:72_ribbon_splane.png|90px]][[File:422_ribbon_plane.png|100px]]
?| style="padding: 10px; text-align:left;vertical-align:middle;" | The tier of the aircraft carrier that the planes left from will be considered as the '''tier disparity'''. In 0.8.3, only the number of shot down planes are calculated into base exp. This will change in the near future to '''damage done to planes'''.+| style="padding: 10px; text-align:left;vertical-align:middle;" | Total damage to aircraft is tracked and contributes to earnings.<ref name="AC_Dmg"/> The tier of the aircraft carrier that launched the planes is considered for '''tier disparity'''.
 |- |-
 | style="padding: 5px; vertical-align:middle;" | [[File:415_ribbon_base_capture.png|90px]] | style="padding: 5px; vertical-align:middle;" | [[File:415_ribbon_base_capture.png|90px]]
?| style="padding: 10px; text-align:left;vertical-align:middle;" | '''Captured''' will reward base exp. the equivalent of 2/3 of the target's hit points in damage.+| style="padding: 10px; text-align:left;vertical-align:middle;" | '''Captured''' rewards base experience "equivalent to 2/3 of a completely destroyed ship".<ref name="Cap"/>
 |- |-
 | style="padding: 5px; vertical-align:middle;" | [[File:414_ribbon_base_capture_assist.png|90px]] | style="padding: 5px; vertical-align:middle;" | [[File:414_ribbon_base_capture_assist.png|90px]]
?| style="padding: 10px; text-align:left;vertical-align:middle;" | If several ships contribute to the capture, the reward depends on the contribution of your capture. +| style="padding: 10px; text-align:left;vertical-align:middle;" | If several ships contribute to a capture, the rewards are divided by each ship's contribution to the capture.
 |- |-
 | style="padding: 5px; vertical-align:middle;" | [[File:416_ribbon_base_defense.png|90px]] | style="padding: 5px; vertical-align:middle;" | [[File:416_ribbon_base_defense.png|90px]]
?| style="padding: 10px; text-align:left;vertical-align:middle;" | The reward for blocking capture is the same as the above and depends on the duration of the enemy's capture.+| style="padding: 10px; text-align:left;vertical-align:middle;" | The reward for blocking capture is the same as a capture assist dividing by the duration of the enemy's capture.
 |} |}
  
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 :* Tanking and potential damage is rewarded. '''Potential damage''' is the sum of the maximum damage of all shells, bombs, torpedoes, etc. that hit the ship or pass within 700m. :* Tanking and potential damage is rewarded. '''Potential damage''' is the sum of the maximum damage of all shells, bombs, torpedoes, etc. that hit the ship or pass within 700m.
  
?:* 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 received the same amount of potential damage. +:* Earnings are modified by ship type. For example, battleships earn the most credits and base XP and aircraft carriers the least for receiving the same amount of potential damage.
?:* The order of this is same as below+<br/>
?[[File:Ship economics.png|320px|center|link=|Potential damage, spotting, damage upon spotting economics modifiers by ship type]]+[[File:Ship economics.png|640px|center|link=|Potential damage, spotting, damage upon spotting economics modifiers by ship type]]
  
 ==== Detection ==== ==== Detection ====
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 :* The spotter must be detecting the target at the moment the shells hit. :* The spotter must be detecting the target at the moment the shells hit.
 :* The reward is divided by the number of spotters. :* The reward is divided by the number of spotters.
?:* Damage-over-time (fire, flood) is not rewarded.+:* Damage-over-time (fire, flood) is not rewarded to spotters.
  
 === Other Considerations === === Other Considerations ===
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 :*[[Ship:Achievements|Achievements]] add hefty bonuses to the reward.  :*[[Ship:Achievements|Achievements]] add hefty bonuses to the reward.
  
?:* Finally, the base rewards increase greatly for the '''winning''' team.+:* Finally, the Base XP rewards increase 50% for the '''winning''' team.<ref>[https://youtu.be/WwWRGjz8SVA?t=30 How It Works:Modifiers.]</ref>
  
 ===The Ship Itself=== ===The Ship Itself===
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 == How Base Earnings Are Used == == How Base Earnings Are Used ==
?To these base amounts, modifiers are applied to calculate the final reward amounts (see [[#The Calculations|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.+To these base amounts, modifiers are applied to calculate the final reward amounts (see the [[Ship:Economics|Economics]] article 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 derived results on the 'Credits and XP' tab.
  
 == Notes == == Notes ==

Revision as of 20:25, 16 July 2020

Main article: Economy

The two most important currencies in World of WarshipsCreditsCredits and Experience in its several forms — are earned primarily by fighting battles. This article discusses how the base amounts of experience and credits are determined from a ship's performance in battle. While the formulas for the calculation of base earnings are not published, the factors affecting the base amounts are known.

From these base amounts the final rewards for the battle are calculated. (These formulas are well known. See the Economics article for details.)

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

Base Credits

Wows_credits.png

CreditsCredits is the primary monetary currency in World of Warships. Credits are needed 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 depends on performance in battle. The base amount earned may be modified by such as the "Zulu" signal flag+20% credits earned for the battle. and "Ocean Soul" camouflage -3% to surface detectability / +4% to maximum dispersion of shells fired at your ship / +20% credits earned / +100% ship XP., and Premium time.

There are three values that are important to understand:

  • Base credit earnings
  • Gross credit earnings (base earnings with bonuses applied; this is the amount applied against mission requirements)
  • Net credit earnings (gross earnings with expenses deducted; this is the amount that goes into your treasury)[1]

Here we discuss only Base credit earnings.

Base Experience

Icon_reward_exp.png

Experience is the primary research 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). In its various forms, XP is used to research (unlock) new ships and modules and develop more capable commanders, allowing the player to progress.

There are several types of experience. All types — ship XP, Free XP, commander XP — derive from Base XP: the raw amount earned in battle.

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 to yield the modified ship XP Modified Ship Experience used to research modules and ships, and Elite XP. It is also the basis of earned Free experience Free XP and Commander experience. See the Economics article for how these derived values are calculated.

Base XP is rarely used directly. A team's relative performance in a battle is ordered by Base XP. Missions may require the accumulation of Base XP as the mission objective.

Base Earnings Revealed

The amounts of base earning appear in the post-battle report.

Base XP earned appears on the '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 above where its use in calculating derived XP values is broken out.

Base Credits earned appears on the 'Credits and XP' tab on the top line of the left-hand column. (The right-hand column is modified by Premium Account). [2]

Earning Credits and Experience

For visual learners.

After a battle, each player receives base credits and experience according to his contribution to the battle.[3]

Factors affecting the base amounts are listed below. [4]  N.b. that while these factors are used to calculate both XP and Credits, how they are used is not identical between the two.

In-game Actions

  • The greatest base earnings come from damage done to enemy ships.
  • The rewards for damage is determined by the percentage of the target ship's hit points removed, not the amount of raw damage done. Removing 90% of a destroyer's HP will generate the same base earnings as removing 90% of a battleship's HP at the same tier.
  • The rewards from damage scale depending on the tier disparity between ships. More is earned for damaging a higher tiered than a lower tiered ship.

Damage to ships and aircraft, kills, and captures make up about 85% of total earnings.

Credits
Action Credits
420_ribbon_frag.png Frags (enemy kills) award credits the equivalent of 25% of the target's hit points in damage.
72_ribbon_splane.png422_ribbon_plane.png Total damage to aircraft is tracked and contributes to earnings.[5] The tier of the aircraft carrier that launched the planes is considered for tier disparity.
415_ribbon_base_capture.png Captured rewards credits "equivalent to 1/3 of a completely destroyed ship".[6]
414_ribbon_base_capture_assist.png If several ships contribute to a capture, the rewards are divided by each ship's contribution to the capture.
416_ribbon_base_defense.png The reward for blocking capture is the same as a capture assist dividing by the duration of the enemy's capture.
Base experience points
Action Base Experience
420_ribbon_frag.png Frags (enemy kills) award base experience the equivalent of 10% of the target's hit points in damage.
72_ribbon_splane.png422_ribbon_plane.png Total damage to aircraft is tracked and contributes to earnings.[5] The tier of the aircraft carrier that launched the planes is considered for tier disparity.
415_ribbon_base_capture.png Captured rewards base experience "equivalent to 2/3 of a completely destroyed ship".[6]
414_ribbon_base_capture_assist.png If several ships contribute to a capture, the rewards are divided by each ship's contribution to the capture.
416_ribbon_base_defense.png The reward for blocking capture is the same as a capture assist dividing by the duration of the enemy's capture.

Tanking and Spotting

  • The following typically contribute less than 15% of total earned credits and base XP.

Potential damage

  • Tanking and potential damage is rewarded. Potential damage is the sum of the maximum damage of all shells, bombs, torpedoes, etc. that hit the ship or pass within 700m.
  • Earnings are modified by ship type. For example, battleships earn the most credits and base XP and aircraft carriers the least for receiving the same amount of potential damage.


Potential damage, spotting, damage upon spotting economics modifiers by ship type

Detection

532_ribbon_detected.png
[7]
  • Detection - detecting a ship for the first time or detecting one that has been undetected for at least 90 seconds:
    • CV receives 0.75% of XP/Credits of the reward for full HP damage to the detected ship.
    • BB receives 1.50% of XP/Credits of the reward for full HP damage to the detected ship.
    • DD receives 2.00% of XP/Credits of the reward for full HP damage to the detected ship.
    • CR receives 3.25% of XP/Credits of the reward for full HP damage to the detected ship.
  • The detection of aircraft and torpedoes also generates a small reward.

Spotting and Damage on Spotting

532_ribbon_detected.png
[7]
  • Spotting - detecting a ship that is then damaged by your allies (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 to spotters.

Other Considerations

  • The more Base Capture and Base Defense points you earn, the better.
  • XP is not awarded for damage to shore installations.
  • Total rewards do not scale linearly. Destroying one cruiser earns full reward. Destroying two cruisers earns about 0.85 x gross reward. For destroying three cruisers, 0.67 x gross reward. (These are estimates; actual scaling is not known.)
  • 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.
  • Finally, the Base XP rewards increase 50% for the winning team.[8]

The Ship Itself

Each ship has multipliers to XP and credits. The multipliers of premium ships are known to be higher than those for tech tree ships. However, the values themselves are unknown.[9]

The multiplier scales with the tier of the ship. For XP, a two-fold difference is possible between Tiers I and X. E.g. a Tier I ship may have a multiplier of 1.0 while a Tier X ship has a multiplier of 2.0. For credits, the difference may be even greater.

Friendly Fire

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.

How Base Earnings Are Used

To these base amounts, modifiers are applied to calculate the final reward amounts (see the Economics article 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 derived results on the 'Credits and XP' tab.

Notes

  1. Net earnings may be negative. See the main Economy article.
  2. Note that the credit amount shown on the 'Personal Score' tab is neither the base credits nor the final credit amount; it is the gross credit amount applied to mission requirements — operating expenses have not yet been deducted.
  3. A ship that does nothing will be evaluated as "No Battle Contribution" and receive zero Credits and XP.
  4. This data originated in an early WG document "The Root of All Evil". Some parts subsequently have been changed, particularly with Update 0.5.12. The release in May 2019 of the 'How It Works: Economic' video has provided more data.
  5. 5.0 5.1 From Update 0.8.3, only the number of shot down planes are calculated into credits and XP. This has been changed to damage done to planes
  6. 6.0 6.1 The type and tier of this example ship is unspecified.
  7. 7.0 7.1 Although the ribbon awarded for detecting a ship is labeled "Spotted", it is awarded for simple detection, not for spotting for damage.
  8. How It Works:Modifiers.
  9. For an example of periodic adjustment of these values, see Ship:Update_0.8.5#Battle_Economics.
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