The resources
| Resource | What it is for |
|---|---|
| Scrap | The basic building material. Almost every upgrade and craft uses it. |
| Wood and Cloth | Building and crafting. Cloth is used for filters and for several encounter trades. |
| Tech Data | Advanced upgrades, hacking, turrets and several encounter options. |
| Scrip | The wasteland currency. Spend it at Kaelen's trade, the bar and the informant, or on mercenary hires. |
| Ammo | Fuel for firearms and turrets. Melee weapons need none. |
| Medicine | Heals you, treats radiation and pays for many encounter options. Never let it run out. |
| Food, Raw Meat and Water | Hunger, thirst and the Greenhouse. Water also pays for the Decontamination Flush. |
Time is a resource
A day has seven parts and almost every trip costs one (the Katowice Tunnels and the Slaughterhouse gate cost two). Because you can only do a handful of things a day, the real question is not “can I afford this?” but “is this the best use of a part of the day?”.
A good day usually mixes one safe trip (fishing or a nearby scavenge), one risky trip (a boss contract or a rumor), a base chore and rest. Skipping rest is how Operators end up passed out in the open.
Stamina, thirst and hunger
- Stamina is spent on trips and some actions. The Pathfinder, Wasteland Born and Nomad's Gait talents refund part of it.
- Thirst matters most on High Heat days (keep it above 60% at midday).
- Hunger is easy to solve early with fishing and a Greenhouse.
- Pills and medicine have a safe daily limit. Strong Stomach and Cast-Iron Stomach raise it.
Seven economy rules
- Spend Scrap on upgrades that produce more Scrap first.
- Keep at least ten Medicine in reserve.
- Read the whole option before you pay: some trades cost a resource but give you a survivor, which is worth more than the resource.
- Do not sell ammo you may need for a boss contract.
- Check the weather before every trip and avoid wasting a part of the day.
- Loot talents (Scavenger's Eye, Treasure Sense, Lucky Find) pay off for the whole game. Take them early.
- If you can solve an encounter without fighting, count what you save: HP, ammo and a part of a day.
More guides
Beginner's Guide
Your first week decides the rest of the run. Here is what to do, in order.
OPEN →Combat Guide
Fights are turn-based and every Action Point counts. This guide explains the rules underneath.
OPEN →Squad Strategy Guide
Who you place where before the first shot matters as much as what they carry.
OPEN →