Combat Economy World of Warships. How to get more experience and credits per battle

Antipyretics for children are prescribed by a pediatrician. But there are emergency situations for fever when the child needs to be given medicine immediately. Then the parents take responsibility and use antipyretic drugs. What is allowed to give to infants? How can you bring down the temperature in older children? What medicines are the safest?

"Money, it's a crime
Share it fairly but don't take a slice of my pie
Money so they say
Is the root of all evil today
But if you ask for a rise it's no surprise that they're giving none away"
- Pink Floyd, Money


It's time for another mini-article dedicated to the elements of World of Warships game mechanics. On the official forum, we have already discussed the work of air defense, felt the mechanics of fires, and even analyzed the levels of battles that Poseidon can throw us at. Well, today we'll talk about the combat economy. This topic, of course, is of interest to everyone, regardless of their favorite class, preferred caliber and life position. Why and how do we gain experience? What actions in battle bring us credits? We will now consider these and other important questions.

Important: World of Warships is in the MBT stage, which means that the information in this article may become outdated over time.

For what?

In World of Warships, there are two most important resources for leveling and developing a player - experience and credits. Both that, and another in fight is given out for active actions.

At the moment, these actions include:

inflicting damage to enemy ships (“damage”);
destruction of enemy ships ("frags");
destruction of enemy aircraft;
capturing and defending control points.

Nothing else will be awarded. For all of the above actions, players receive both experience and credits, but in slightly different proportions. These values ​​do not differ too much, so we will further summarize the earnings of experience and silver with the word “reward”.

Damage. A fundamentally important feature of our game is the huge difference in HP between ship classes. For example, at Tier X of the American branch, the distribution will be as follows: an aircraft carrier - 67,600 HP, a battleship - 96,300, a cruiser - 50,600, and a destroyer - 19,400 HP. But is it always easier to destroy a relatively flimsy Gearing than a more durable Des Moines? But no, try to catch up first and get into it! Is it always more important to take Montana out of a fight than Midway? Not at all: upon seeing an aircraft carrier, many players will immediately open fire on it - getting to it is usually not easy at all, and it can create a lot of problems in battle. The mechanism for accruing rewards for damage is tuned to take into account all the features of the game. Of key importance for the economy is not "pure" damage, but its relation to the base combat capability of the enemy ship.

In fact, from the point of view of the game's economy, taking 50% of HP from a battleship is about the same as knocking 50% out of a destroyer, although the "pure" damage can be very different.

Of course, the more damage you deal, the more impressive your reward will be. Hitting a ship once and taking away 5% of its combat capability is much less profitable than consistently firing at it and eventually “damaging” it by 80%. In addition, the following features affect the amount of the reward:

When firing at battleships, their ability to restore HP is taken into account.
Damage from fires and floods is also taken into account in the calculation of the reward.
Damage to modules and their critical damage are NOT taken into account.

Destroying unfinished enemy ships, or, more succinctly, "theft of frags", is, in principle, useful, but not very profitable. One destroyed enemy is economically equal to approximately 15% of the damage dealt. Why 15% and not 1%, you ask? Well, after all, taking the enemy ship out of the game is a serious help to the team and quite an achievement. However, doing most of the damage to him is a much more significant achievement. So everything is fair here. Of course, the ideal reward for a destroyed ship requires the player to deal full 100% damage to it.

Destruction of enemy aircraft: any downed enemy aircraft brings a reward. If you calculate very, very roughly, then 40 downed aircraft launched from an aircraft carrier of a certain level, in terms of reward, are approximately equal to the destruction of a ship of the same level with 100% damage. And, of course, there are interesting nuances:

Planes must be shot down in the air. If you destroy an aircraft carrier, there will be no rewards for aircraft destroyed in its hangar.
In the current version of the economic model, only the level of the ship from which the aircraft was launched matters. Type (torpedo bomber, bomber, fighter, catapult fighter, catapult spotter) does not matter.

And finally, one more important note on these three components of the economy: the reward for damage, destroying ships and destroying aircraft changes depending on the difference in levels. For example:

Fuso (Tier VI battleship) sank Phoenix (Tier IV cruiser)? Well done, but you are capable of more! Keep the reduced reward so you don't get slack.
Fuso sank Mutsuki (Tier VI destroyer)? Here is an equal opponent. The reward will be fair, but there is still room for improvement.
Fuso sinks Iowa (Tier IX battleship)? But now, for sure, well done, a hero, and you will be generously rewarded.
Capturing and defending the base. At the moment, the reward for them is given only in the "Standard Battle" and "Encounter Battle" modes, but "Superiority" is still in the works. Everything is quite simple here: the more base capture points we bring to the team (provided that the base was finally taken), the greater the reward. Or, conversely, the more capture points we knock down the enemy, the higher the result.

And now an important note for all experienced commanders: the rules of the game are such that the reward does not increase strictly linearly depending on your success. Roughly speaking, they destroyed one Chester - they got a whole pie. Destroyed two - got a whole pie and a half. Destroyed three cruisers - have already received two pies.

And no less important, however, slightly obvious remark: the reward grows with the level. On average, the values ​​of experience gained per battle can differ by a factor of two (between levels I and X), earning credits even more. However, costs are also growing, which will be discussed below. And now let's finally deal with accounting. After all the calculations and calculations, the reward changes with various modifiers:

If the team wins, we get x1.5 to experience.
If we have a premium account, then we get x1.5 to experience and x1.5 to credits.
At the very end, we get the summed modifiers from promotions, including x1.5 to experience for the first win of the day, as well as bonuses from signals.
Let's look at an example. The reward for the battle is 1000 experience points. We won, we have the first victory of the day, we bought a premium account, and even today the "Smelt was able" promotion, which says "+50% to experience." The calculation will be like this:

[Experience per battle] x 1.5 per win x 1.5 per premium x (1 +50% for the first victory +50% per share) = 1000 x 1.5 x 1.5 x (1+0.5+0.5) \u003d 1000 x 1.5 x 1.5 x 2 \u003d 4500 units.

In general, winning with a premium account for the first time in a day during promotions is the way to success.

But...how..?

Yes, naval battles are costly. There are several items of expenses that the player pays after each battle. The economy is set up in such a way that as the level of the ship grows, so do the costs of maintaining it, and at some level (depending on the player's skills), the costs will, on average, begin to catch up and overtake income. At least not without a premium account. So, what do we pay for after the fight is over?

Ammunition: fired shells of the main caliber and torpedoes, and in the case of aircraft carriers - downed aircraft. We do not pay for the work of secondary and air defense, as well as for the use of free types of equipment. In addition, credits are not spent on planes that went to the bottom while in the hangar of a destroyed aircraft carrier.
Repair costs: Proportional to the HP left at the end of the battle. Note to battleship commanders: use the Repair and Restoration consumable, even if there is only half a step left before victory, you can save money. There are no costs for repairing modules, as well as an additional penalty for the complete destruction of the ship.
Maintenance costs - a fixed amount for each ship for going into battle. Its value increases with the level. For aircraft carriers, it is usually somewhat higher than for other classes of ships.
These were compulsory expenses. In addition to them, there are also optional:

Camouflage - if there is and automatic replenishment is enabled, we pay its full cost, since this is a "one-time" type of equipment.
Equipment - if there is a paid version and automatic replenishment is enabled, then we pay its full cost. The number of equipment activations during a battle does not affect the cost in any way.
These are all the basic mechanisms in the game economy. And finally, a few words about plans for the future.

For the near future, we have the following items at the top of our economic priority list:

Deal with the reward for the Supremacy mode - so that capturing points is not only a necessary condition for victory, but also a directly beneficial action.
Implement additional rewards for support in battle. For example, for intelligence.
Introduce penalties for hyper passive behavior in combat or simply for AFK.
????
PROFIT!!!

Fishing is one of the secondary professions that few people think about, but it is vital in supporting the rest. Certain types of fish are used to make oils, which are in turn used in enchanting, making equipment, potions, and flasks. In addition to fish, you can also catch other things, such as shellfish or chests, which can contain valuable materials.

Because of this, fishing is worth it to pump and has a lot of potential in terms of making money. This is especially true if you're trying to save money to buy an epic mount in WoW Classic. As we all know, pricing and trading in the Auction House can be unstable in both versions of WoW. The demand for certain fish may vary depending on your server's economy. Prices may fall, prices may rise. But fish and other items that you can get while fishing will always be in demand among other players.

Note: To fish in Stormy Bay in Azshara, you'll need max fishing skill. Minimum 330 with rod and bait. It takes 425 to keep no fish off the hook: 300 fishing, +100 lure and +25 rod (Horde), or +20 rod with +2 enchantment (Alliance).

stone eel

Fishing level: a minimum of 205 and 300 to keep the fish from falling off, or a minimum of 330 and 425 to keep the fish from falling off in Stormy Bay.

Rock eel is probably one of the most useful alchemy reagents and will always be in demand. This fish is used to make Stone Eel Oil, which in turn is used to make Superior Defense Elixir, Greater Stone Shield Potion, Flask of Stupefaction, and Flask of Titans. These potions are highly valued and actively used by guilds during raids.

But catching rock eel is quite difficult as it is time sensitive and can only be caught at night. The highest chance to catch a fish is between 00:00 and 12:00 (15% to 20%), and drops from 18:00 to 00:00 (1 to 2%). The best fishing spots are Storm Bay in Azshara, Cartel Harbor in Tanaris, and Feathermoon Settlement in Feralas (Alliance) / Brokentooth Village in the Hinterlands (Horde).

firefin snapper

Fishing level: at least 55 and 150 - so that the fish does not break.

The Firefeather Snapper is crafted into Incendiary Oil, which is used in Alchemy, Tailoring, and Enchanting. It is useful for spells with fire damage (Elixir of Firepower , Elixir of Great Firepower , Potion of Fire Protection), fire resistance (Enchant Cloak - Fire Resistance, Stage II), and when crafting equipment (Crimson Silk Cloak , Crimson Silk Gloves , Crimson Silk shoulder pads).

Blackmouths can be found in the coastal areas of most level 10-40 zones, as well as in the hinterlands of other zones. The best fishing spots are Darkshore, Westfall, Loch Modan, Silverpine Forest, and The Barrens. Note that it is also found in some higher level areas, but fishing there will require a higher skill level to guarantee a catch. For this reason, it's best to stick to the low level zones when farming this fish.

sagefish

Fishing level: at least 1 and 75 - so that the fish does not break; minimum 55 and 150 - so that the fish does not break (Raw sagefish).
Fishing level: at least 130 and 255 - so that the fish does not break (Raw large sagefish).

There are two varieties of Sagefish that allow you to cook food with different mana regeneration rates: Smoked Sagefish and Delicious Sagefish . The best spots to fish for Raw Sagefish are Loch Modan and Silverpine Forest at low levels or Ashenvale, Hillsbrad Foothills and Misty Lake in Stonetalon Mountains at high levels. The best places to fish for Raw Great Sagefish are Lake Lordamere in the Alterac Mountains and around Lake Nazferity in Stranglethorn Vale.

Blackfin Snapper and Rainbow Salmon

Fishing level: at least 205 and 300 - so that the fish does not break; the best catch will be on 425.

These fish are also time sensitive and are caught at different times of the day in the same areas. Raw Blackfin Snapper makes Nightwing Soup, the most effective food that restores mana over 5 seconds, which is indispensable for spellcasters. Like the stone eel, it is only caught at night. The highest chance of a catch is between 00:00 and 06:00, and the lowest is from 06:00 to 12:00 and from 18:00 to 00:00. This fish cannot be caught from 12:00 to 18:00.

These fish are used to make food that gives +10 stamina: Battered Mightfish and Mightfish Steak . The best places to find Brilliant Mightfish are Azshara (except Storm Bay), Feralas, The Hinterlands, Jaguaro Isle in Stranglethorn, and Tanaris. Large Raw Mightfish have a 5% chance to be fished in Storm's Bay in Azshara. You should not go there just for this fish, but it will be a nice bonus while catching something else.

Chatterbox Clam

Fishing level: at least 205 and 300 - so that the fish does not break.

From mollusks, various types of meat are obtained, which are used for pumping cooking, as well as pearls, which are very useful for other professions. Pearls can drop from all clams, but the Chatter Clam is the best option for getting golden pearls, which are considered the most valuable and rare, and are used in several tailoring recipes to create end-game equipment. It is believed that their drop rate is from 0.5% to 1%, and the most common black pearl is 5%.

  • Small shiny pearl - used to create low-level equipment.
  • Prismatic Pearl - Slightly higher level equipment and Runic Golden Rod (Enchanting).
  • Black Pearl - Even better gear and Runed Truesilver Rod .
  • Golden Pearl - high-level cloth equipment and Runed Arcanite Rod .
Chatterbox Clam can be fished in level 40+ coastal zones such as Azshara, Feralas, The Hinterlands, and Tanaris. They are also relatively time sensitive, but the time frames differ for different zones. According to Legacy WoW, clams are not available in Feralas between 00:00 and 06:00, but can be easily caught at the same time in Azshara.

wreckage

They look like schools of fish, but they are a bunch of floating boxes and miscellaneous junk. When you fish in this place, you can pull out chests with useful items. They can contain green grade equipment, recipes, potions, cloth pieces, leather, bags, and so on. The most profitable is the Mithril Bound Chest, in which you can find green equipment level 40 - 50,: Alterac Mountains, Arathi Highlands, Wasteland, Dustwallow Marsh, Stranglethorn Valley (only north Thunder "gola) (minimum level 130 and 225 - so as not to break loose or the Arcane Orb of Water. Each has its own use in crafting equipment and enchanting, but Primordial Water is especially sought after for its role in crafting the Robe of Might, which is an integral part of many spellcasters. The sites are far from land, at least at least a few minutes swim.And since they are so far away, you need to be a shaman (or have friends of shamans) to be able to walk on the water to be able to fish there.

I hope this guide will help you earn at least some gold. Good luck!

The Wharf is a new garrison building introduced to World of Warcraft in patch 6.2. With the help of the pier, you can build ships and send them to perform naval missions, by analogy with the associates of the garrison. This guide will provide you with information about this garrison structure.

Marina guide:

Video review of the marina


Awards

In patch 6.2, all garrison-related rewards can only be obtained through naval missions:

  • Iron Fleet Treasure Chest - Contains items from the Hellfire Citadel raid suitable for your character.
  • 3 new heirlooms: Captain Sanders' Returned Ring, Admiral Taylor's Loyalty Ring, and Signet of the Third Fleet.
  • Mount: Mud-backed Riverbeast
  • Soaked Cargo Manifest , which starts a quest that allows you to subsequently access the Black Market directly from the garrison.

In addition, the harbor and naval missions are connected to a chain for the legendary ring - you will need to complete several tasks using it.

Marina: Training

The quest chain starts with a quest Garrison Company: War Council(Alliance / Horde), which will introduce you to the content of patch 6.2 (mostly - ) and in parallel will serve as instructions for the Quay.

Throughout this chain, you will learn how to build ships and send them on missions. After about 1 hour of completing the tasks, you will have a functioning wharf at your disposal: 1 Transport ship, 1 Destroyer (both of rare quality), one upgrade (Crucible), 1080 Oil and a few pieces of Urgent Order Fulfillment: Wharf .

You will also learn the following:

  1. There are several types of ships;
  2. For the construction of ships, Oil and Resources of the garrison are needed;
  3. Naval missions can be failed, and the ships in this case can be destroyed;
  4. Ships after construction with some probability can improve from unusual quality to rare;
  5. Ships need 5,000 XP to upgrade to Rare quality and 40,000 XP to upgrade to Epic quality;
  6. The ships have two slots for equipment (equipment) - they open when your ships become rare and epic;
  7. When the quality of a ship increases, the upgrade slot is automatically filled (usually with a random upgrade, but during training it will be a Filth Smokescreen for your Destroyer);
  8. New ship upgrades can be unlocked by finding equipment blueprints. They must then be turned in to the Naval Mission Specialist in your garrison;
  9. These improvements are needed to counter the characteristics of opponents in naval missions;
  10. Each type of ship counteracts a specific feature;
  11. When a particular section of the sea is blocked, you need to complete a certain blockade mission in order to open it.

Construction of the pier 2 and 3 levels

How to upgrade the marina to level 2

After completing the tutorial, you will have 1 transport ship, 1 destroyer and quests I sank your battleship(Alliance / Horde) and Re-equipment of the fleet(Alliance / Horde).

You should complete both tasks as soon as possible. The first of them requires you to achieve a reputation of at least Revered with / (in order to buy blueprints for Battleships that counteract Destroyers). For a job Re-equipment of the fleet you need to complete 15 naval missions, and as a reward you will get the opportunity to upgrade the Pier to level 2 (after that it will be able to accommodate seven ships instead of five). You will also receive blueprints for Submarines that successfully deal with aircraft carrier type ships.

While you are completing these tasks, we recommend that you build 3 destroyers and 2 transport ships, and upgrade them to the maximum while getting new upgrades (equipment). Once you've built a Level 2 Pier and unlocked submarines and battleships, we recommend building the following fleet:

  • 1 transport ship;
  • 2 battleships
  • 2 destroyers
  • 2 submarines

That is, you will need to destroy one existing ship (this can be done by right-clicking on it and choosing "Decommission"). We recommend sending teams of sailors to these ships, which increase the chance of success of missions (Crew of people / Crew of pandaren / Crew of the Forsaken). This is to counter Experienced Captains, who can only be handled by crews that increase the likelihood of mission success. Until your ships reach epic quality, it is better not to use items that increase the success rate of naval missions as equipment (equipment). Instead, at the initial stage, it is better to choose equipment that counteracts certain features of the battle.

How to upgrade the marina to level 3

After that, you just need to continue upgrading the ships, get the blueprints for the missing equipment and complete the task. Dominion over the seas(Alliance / Horde) that comes after the quest Re-equipment of the fleet. To complete this task, you need to complete 25 Treasure Sea Missions - this will take 2-3 weeks. As a reward, you will receive a Level 3 Pier (holds 10 ships) and blueprints for aircraft carriers (counteract battleships).

Important: until you have built a good fleet, do not neglect changing the equipment for ships to upgrade them faster and guarantee 100% success of naval missions.

After all that, all you have to do is unlock the Awakened ship by earning Exalted reputation with . Thanks to the Arakkoa Crew, this unique destroyer successfully counters both battleships and submarines.

How to get Oil and what to spend it on

Oil is needed exclusively for building ships and sending them on sea missions. Oil is mainly mined from the Apexis Crystals daily in Tanaan Jungle, and in our experience, 600 Oil per day from this quest is more than enough for all your needs.

In addition, you can buy Blueprint: Drilling Rig(Alliance / Horde) when you reach Revered with / . This blueprint unlocks a 200 Oil daily naval mission that only requires one transport ship.

Finally, you can get some Oil from monsters in Tanaan Jungle and from several new follower missions. It's worth noting that at Reputation level with Voljin's Bounty Hunters / Hand of the Prophet, you'll get a follower that doubles the amount of Oil from such missions.

Farming oil in WoW (video):


ships

There are 5 different types of ships in the game; each is best suited for certain types of missions. Each naval mission has a base threat that can only be countered by a certain type of ship:

  • Transport (vs. Ground Targets)
  • Destroyer (vs Submarines)
  • Submarine (vs Aircraft carriers)
  • Battleship (against Destroyers)
  • Aircraft carrier (vs Battleships)

To build a ship, you need 50-100 Oil and 25-50 Garrison Resources, depending on the type of ship. Construction time also varies - from 30 to 120 minutes.

Ships can be renamed and deleted by right clicking on them in the dock interface.

Outfit (equipment)

There are three types of equipment, depending on the improvements it gives to the ship:

  • Countering Threats
  • Increasing the probability of mission success
  • Various buffs

In our guide to the marina, we recommend that you first open equipment that allows you to counter threats - these are the equipment that are most useful in the early stages of the game. When you have a fleet of epic ships, equipment with various buffs will become much more attractive.

Below you will find a description of all possible equipment.

Countering Threats

Anti-threat gear is unlocked when you bring the appropriate recipe to the Naval Gear Specialist at your wharf. After that, you can buy the necessary equipment from him for 500 garrison resources.

Equipment Where to get Against what
Bilge pump Dropped by Belgorka Stormy weather
Crucible Education swiftness
Fel Smoke Screen Felsmith Damorka First strike
Ghostly Spyglass Captain Ironbeard damn team
Internal stabilizer Hellfire Citadel Chaotic whirlpools
Fog lamp Xanthite the Eternal thick fog
Icebreaker Syndral Wildfire Ice water
Tank of trained sharks Not known Minelayer
True Iron Steering Wheel Zug Heavyweight Resourcefulness

Increasing the probability of mission success:

All of the gear options listed below increase mission success, but it's not yet known where the corresponding blueprints come from. The only known source so far is a random proc when upgrading ships (from Uncommon to Rare and from Rare to Epic).

  • Large ammo capacity (+10% against battleships)
  • Automatic sky scanner (+10% against aircraft carriers)
  • Additional living quarters (+10% against vehicles)
  • Food storage compartment (+10% vs in missions > 1 day long)
  • Noise mines K-43 (+10% against submarines)
  • Salted Sailors (+10% chance of success)
  • Amplifying field (+10% against destroyers)

Various buffs

Economy World of Warships

Credits

doubloons

The game currency of World of Warships is "Doubloons" (analogous to Gold in World of Tanks and World of Warplanes), which can be:

  • purchase in the premium store for real money;
  • receive as a gift from other players;
  • receive from developers for participating in various promotions, contests and tournaments;
  • receive upon reaching certain ranks during ranked battles;
  • get for completing tasks of some campaigns;
  • get for completing combat missions in clan battles;
  • get from some containers (super container and a number of collection containers and special containers);
  • receive as bonuses for using the World of Warships card in the Republic of Belarus or the World of Warships card in the Russian Federation;
  • receive by bonus code;
  • receive by invite code;
  • receive from Supply (in some cases);
  • purchase in rare cases in the Armory for temporary currencies;
  • receive as compensation:
    • when buying a premium ship that is already in the Port;
    • when a premium ship falls out of a container, if the player has all the ships presented in this container;
    • possible (in some cases it depends on the camouflage) when a special permanent camouflage is dropped in the presence of all others of this series;
    • at the intersection of the validity period of the general and ship's premium accounts;
    • when purchasing a lease of a premium ship if there is the same one in the Port (in some cases).

An experience

Ordinary experience

Experience of the ship's commander

Free experience

There are three types of experience:

  • experience on a certain ship - is used to study new modules of this ship and subsequent ships in this development branch, it can be converted into free experience for doubloons. There is a distinction between "clean" (excluding various modifiers) and final (including them) experience per battle;
  • ship commander experience - used to increase the level of the commander, as well as to retrain him to another ship. There are 2 types - standard and elite: the latter can be used to increase the level of the commander, reset skills, quickly complete retraining for a new ship, can be transferred to free experience for doubloons, it can be obtained for completing combat missions, and captains who have reached the highest rank, get it instead of the usual commander experience, so it accumulates separately:;
  • free experience - experience that is not tied to a specific ship and can be used to study any modules and pumpable types of equipment, as well as for operations with commanders, with a lack of elite experience. You get it in each battle in the amount of 5% of the total experience for the battle. Regular experience can be converted to free experience from premium and elite ships, as well as from elite commander experience. Free experience can additionally be obtained in containers or for completing combat missions.

Oil

Oil is a special resource that can only be obtained by clan members.

Oil can be obtained:

  • for the performance of combat missions or tests;
  • for participating in clan battles (for completing special combat missions);
  • from containers (starting from update 0.6.11) - most containers contain 10 units of oil, with the exception of special containers that do not contain oil;
  • for participation in the War for Oil campaign in September 2018;
  • for participation in the Naval Battle competition starting from February 18, 2019.

Attention! The player receives oil exactly when receiving the container, and not at the moment of opening it.

The oil earned by the clan affects two parameters:

  • the clan's current account is unspent oil that can be spent on the development of the Naval base.
  • general progress - all the oil earned by the clan. The clan level depends on this parameter.

But the oil received by the player only affects the possibility of receiving clan bonuses - if a player joins a new clan, then he will be able to use economic bonuses only after he has accumulated the amount of oil, depending on the level of the clan.

Coal

Coal is a special resource that players can get:

  • for the performance of combat missions;
  • from daily containers, as well as from a super container or from a number of special containers;
  • updates 0.7.6;
  • exchanging steel for coal at a rate of 1 to 10.

Coal can also be obtained for participating in the "Invite a Friend!" .

Attention! If during the purchase of something for coal there is a shortage of it, then the required amount of steel will be automatically exchanged for it.

Steel

Steel is a special resource that players can get:

  • for completing combat missions in clan battles;
  • as a bonus from the developers during the release of update 0.7.6;
  • from the supercontainer;
  • for reaching certain ranks in Ranked Battles starting from update 0.7.8;
  • receive as a reward for completing the task of a campaign;
  • for completing the task of the directive of any game event;
  • for participation in a number of tournaments.

Temporary Resources

They are special resources of gaming competitions or events.

They can be obtained (depending on the event or competition):

  • from some containers;
  • for loyalty to the team;
  • for the execution of a block of tasks;
  • in the premium store.

After the end of the competition or event, the remaining resources are converted into credits at a certain rate.

An elite and rare resource issued for participation in Ranked Battles. It was introduced in update 0.7.8 under the name "Copper", in update 0.8.5 it was renamed to "Rank Token".

For each past ranked season, where the player reached the first rank, 1 will be awarded.

A rare resource given out for clan battles. Added to the game in update 0.7.8 under the name "Molybdenum", in update 0.8.5 it was renamed to "Clan Token".

For each clan season where the player's team won 30 victories in the Typhoon League, 1 will be awarded.

Special Resources

So far, starting from May 23, 2019, they include symbols of the Sea Brotherhood, which can receive:

  • mentor:
    • acceptance by a colleague of an invitation;
    • battle played by an ally - while the battles of comrades outside the squad with a mentor can bring no more than 1500 per week;
    • played together with a teammate or two teammates in a battle squad.
  • comrade-in-arms - a battle played together with a mentor in a squad.

In order for the battle to bring symbols of brotherhood, you need to earn at least 150 units. experience for Tier I–V ships and at least 300 XP. experience for Tier VI–X ships. If the battle is played as part of a squad, this rule applies to each member of the squad. Training fights do not count.

Research points

This is a special resource that can be obtained through the Research Bureau starting from update 0.8.7 for re-upgrading ships after resetting the studied branch of a nation's development tree.

For resetting a branch of ships, you can get up to 10,000 research points. The amount of research points received depends on the ship's level:

  • 500 for the first victory on a Tier VI ship;
  • 500 for the first victory on a Tier VII ship;
  • 1500 for the first victory on a Tier VIII ship;
  • 1500 for the first victory on a Tier IX ship;
  • 6000 for the first victory on a Tier X ship.
  • purchase in the premium store for real money;
  • purchase in the Port for doubloons;
  • get in various ways in World of Tanks or World of Warplanes.

Also, if you have an active premium account, you can change the regular Port to a premium one and complete three campaign tasks instead of two.

Information about the amount of all game resources

Credits, doubloons and free experience in Porto

Coal and steel at the Arsenal

First of all, the player can get acquainted with the number of credits, experience, etc. in the port :

  • the main information is contained in the upper right corner - there are also buttons for various economic transactions;
  • the experience of the ship is displayed under the image of the ship, as well as when selecting the "Modules" section. Information about free experience is also provided there;
  • the experience of the ship commander can be found by hovering over his image or by going to his section;

Information about the premium account is located directly in the Port in the upper right and in the Profile section under the player's name.

The amount of coal, steel, copper, molybdenum and temporary resources is displayed only in the Arsenal.

You can find out about the oil collected by the clan at the Naval Base.

Table "Credits and experience"

All information about income and expenses per battle can be found in the "Credits and Experience" section in the post-battle statistics screen - moreover, information about credits and experience is provided separately, excluding premium account.

Income

Credits and experience

Credits and experience are awarded for:

  • for causing damage to enemy ships in any way:
  1. torpedoes, including aircraft;
  2. aviation bombs;
  • for the destruction of an enemy ship by any of the above methods;
  • for the destruction of any enemy aircraft in the air;
  • for capturing the enemy base (to all invaders, in proportion to their share in base capture points);
  • for knocking down the capture of an allied base, in proportion to the “knocked down” capture points (see Capturing bases);
  • for blocking the capture of a base or point (by being within the base when the enemy tries to capture it - in this case, the capture does not take place, and the ships of both sides are considered "blocking" and receive a small reward for blocking);
  • for detecting enemy ships, ship torpedoes and squadrons;
  • for damage according to the player's intelligence - the damage inflicted by the allies on the targets discovered by the player. It is counted only if the player shines the enemy (you are within the radius of his visibility), and the one who deals damage does not see him with his own powers. In this case, the damage is counted by all the shining ones in full;
  • for potentially received damage (accepted and blocked damage) - the maximum damage from all shells, bombs, torpedoes or missiles that hit the player's ship or passed in the immediate vicinity of the ship (within a radius of 700 meters);
  • for participation in the battle - depending on the total contribution.

At the same time, some actions in battle are directly equivalent to the percentage of damage inflicted on the enemy ship:

There is also the following priority for other actions in the game, which depends on the class of the ship:

There are a number of features - are taken into account:

  1. type of battle - in a cooperative battle, the number of credits and experience received is less than in others;
  2. in operations - the number of stars received by the team for the operation and individual merits in battle;
  3. the percentage of damage to the total strength of the ship - the number of credits and experience gained for inflicting, for example, 50% of the strength on a destroyer and an aircraft carrier will be the same;
  4. difference in the levels of ships with the enemy - a reduction factor is applied in case of a positive difference (i.e. the level of the enemy ship is lower than the level of your ship) or an increase in the reverse situation;
  5. the ability of battleships and some cruisers to restore HP;
  6. if the point was captured or defended by several players, then the reward is divided depending on the contribution;
  7. the reward for blocking the capture of the base depends on its duration.

Also, credits and experience can be obtained as a result of completing daily combat missions, tests, etc.

As various compensations (if no doubloons are required for them) or as a replacement for duplicate collectibles or tokens, credits are issued to the player.

Dependence of profitability on class tasks

The player in any case receives credits and experience for the damage inflicted on enemy ships, the destruction of ships or aircraft, the capture of bases or their defense.

But the yield for completing other tasks depends on their priority for each ship class - below the tasks are listed in order of importance:

  • aircraft carriers - damage according to your intelligence, detection;
  • battleships - potential damage;
  • cruisers - potential damage, damage according to your intel, detection.
  • destroyers - damage according to your intelligence, detection, potential damage.

Battle Reward Amount Modifiers

After the battle, each player receives the so-called base credits and experience depending on the contribution - but the player can get more, because. totals are calculated using the following formulas:

ATTENTION!!!
1) Basic ("pure") experience is the one that is displayed in the statistics of the battle result, in the "Team result" and "Credits and experience" tabs, the "No premium" column. But it depends on the outcome of the battle - with an equal amount of damage, etc., this type of experience in 1.5 times more for the winning team.
2) Basic credits are those that are displayed in the "Team result" and "Credits and experience" tabs, the "No premium" column. But their number depends on the type of ship - premium ships in most cases earn more credits than upgraded ones.
3) Completion Rewards some combat missions or trials can be either in the form of multipliers or directly in the form of experience and credits - and are taken into account when calculating income per battle.

A player with a premium account received 1,000 base experience points, won the first battle of the day on a ship, took second place in the team, and in addition has:

  • camouflage "Type 6";
  • flag signal Equal Speed ​​Charlie London.

Also at this moment, a challenge passes, which increases experience by 50% if the player is among the top three players on his team.

1000 1.5 (1 + 0.5 + 1 + 0.5 + 0.5) = 5250

Player earned 1,000 base XP on a Tier VIII US Cruiser Cleveland on which uses:

  • permanent camouflage "Type 18";
  • alpha tester flag.

The user participated in alpha testing, and therefore can use the corresponding flag on the ship.

So the total experience will be:

1000 1 (1 + 0.3 + 0.05) = 1350

Example 1

Example 2

1) Ship experience X O \u003d ( X O 0 K A (1 + ΣK M O) ) + X O N - X W,

  • X O - total experience for the battle;
  • X О 0 - basic ("pure") experience per battle;
  • ΣК М О - the sum of the coefficients of various experience modifiers, which include:
  1. the first victory of the day for each ship in the port - basically increases by 50%, but during promotions it can be a large amount;
  2. some flag signals;
  3. clan bonus from .
  • X О Н - experience as a reward for completing combat missions or tests;

A player with a premium account has received 100,000 base credits and at the same time has:

  • camouflage "Gamescom-2016";
  • Zulu flag signal.

Thus, the total number of credits will be equal to:

100,000 1.5 (1 + 0.5 + 0.2) = 255,000

The player received 150,000 base credits on a Tier VIII German premium cruiser Prince Eugene on which uses:

  • permanent camouflage "Adler - Prinz Eugen";
  • supertester flag.

Thus, the total number of credits will be equal to:

150,000 1 (1 + 0.01 + 0.05) = 159,000

Example 1

Example 2

2) loans X K \u003d ( X K 0 K A (1 + ΣK M K)) + X K N,

  • X K - total credits for the battle;
  • X K 0 - base credits per battle;
  • K A - account coefficient: for a regular account it is equal to 1, for a premium one - 1.5;
  • ΣK M K - the sum of the coefficients of various loan modifiers, which include:
  1. some flag signals;
  2. a number of camouflages;
  3. rewards for completing combat missions or tests;
  4. some special commemorative flags.
  • X KN - credits as a reward for completing combat missions or tests.

A player with a premium account received 1,000 base experience points, won the first battle of the day on a ship, and in addition has:

  • camouflage "Type 6";
  • Zulu Hotel flag signal.

Thus, the total experience of the ship commander will be equal to:

1000 1.5 (1 + 0.5 + 1 + 0.5) = 4500

The player received 1,000 base XP on the Tier VIII German premium cruiser Prinz Eugen, which has a permanent camouflage with a bonus to ship commander XP.

Thus, the total experience of the ship commander will be equal to:

1000 1 (1 + 0.5) = 1500

Example 1

Example 2

3) The experience of the ship's commander X KK \u003d ( X O 0 K A (1 + ΣK M O + ΣK M KK)) + X KK N + X OK N - X W,

  • X CC - experience of the ship's commander;
  • X O 0 - base ("pure") experience per battle;
  • K A - account coefficient: for a regular account it is equal to 1, for a premium one - 1.5;
  • ΣК М О - the sum of the coefficients of various experience modifiers (see above);
  • ΣК М КК - the sum of the coefficients of various modifiers of the experience of the ship's commander, to which they belong;
  1. some flag signals;
  2. some camouflages;
  3. rewards for completing combat missions or tests;
  4. some special commemorative flags;
  5. clan bonus from the Academy.
  • X CC N - ship commander's experience as a reward for completing combat missions or tests;
  • X KK N - ship experience as a reward for completing combat missions or tests;
  • X W - penalty for dealing damage to allies.

The player received 4,000 total XP.

Thus, free experience will be equal to:

4000 0.05 = 200

The player received 4,000 total XP on the Tier VI Pan-Asia premium destroyer Anshan, which has permanent camouflage with a bonus to Free XP. The Papa Papa flag is also used.

Thus, free experience will be equal to:

4,000 0.05 (1 + 1 + 3) = 1,000

Example 1

Example 2

4) Free experience X OS \u003d ( X O 0.05 (1 + ΣK M OS) ) + X OS H,

  • X OS - free experience;
  • X O - total experience for the battle;
  • ΣK M OS - the sum of the coefficients of various modifiers of free experience, which include;
  1. some flag signals;
  2. some camouflages;
  3. awards for completing combat missions;
  4. clan bonus from the Design Bureau.
  • X OS H - free experience as a reward for completing combat missions or tests.
5) Coal X Y \u003d X Y 0 (1 + K UP),
  • X Y - coal;
  • X Y 0 - base amount of coal;
  • K UP - clan modifier: Coal port coefficient
6) Steel X C \u003d X C 0 (1 + K SP),
  • X C - steel;
  • X C 0 - the initial amount of steel;
  • To SP - clan modifier: coefficient of the Steel Port (depends on the number of improvements to this building).

One-time win bonus

The game has a daily one-time bonus for the first victory ("Star") - the coefficient of increase in experience for each battle for each ship. On ordinary days, it is 1.5, but during some promotions it can be more.

The value of this bonus can be seen in the lower left corner of the ship icon.

Also, during promotions (for example, dedicated to the New Year), special bonuses may apply.

Expenses

Preparing a ship for battle is a necessary but costly undertaking.

Service

Maintenance of the ship after the battle - conditional preparation of the ship for the next battle, for which credits are spent. The cost depends on the tier and type of the ship - the higher the tier, the more expensive the maintenance: although for premium ships from Tier VI, it starts to decrease. But its cost can be lowered by using permanent camouflage, ranked flags, flag signal, or by upgrading the corresponding structure at the naval base.

Credits

Credits are spent on:

  • purchase of conventional ships, ship modules or upgrades. The purchase price can be reduced by 10...15% if you use the upgrades of the Shipyard at the naval base;
  • acquisition and replenishment of improved equipment;
  • purchase and replenishment of camouflage;
  • training the ship's commander in one skill when buying a ship or retraining with a penalty in experience points;

Replenishment of ammunition.

  • replenishment of ammunition - depends on the amount spent in battle:
  1. shells of guns of the main caliber;
  2. torpedoes;
  3. aircraft.
  • for ship maintenance (its value is fixed for each ship - see above).

Also included in the cost is a penalty for damaging allies.

An experience

It is spent on researching modules and researching new ships. You can skip researching some modules and immediately spend experience on researching the next ship of the branch. But in this case, the ship will not be able to become elite - it will not be able to transfer the ordinary experience accumulated on it into free experience.

doubloons

Doubloons can be spent on various useful things and services.

Doubloons can be spent on:

  1. acquisition of premium ships, camouflage and economic flag signals;
  2. purchase of additional slots in the Port for ships;
  3. purchasing a premium account;
  4. purchase of loans;
  5. transfer of ordinary experience from ships to free;
  6. expansion of the reserve for ship commanders;
  7. "purchasing" a ship commander with three skill points when buying a ship;
  8. acquisition of a unique ship commander in the Arsenal;
  9. retraining of the ship commander without a penalty in the amount of experience;
  10. dismantling (without destruction) of upgrades;
  11. acquisition of unique content in the Arsenal;
  12. creating a clan or changing its tag or name (the latter is available only to the clan commander).

Oil

She goes to improve the buildings of the Naval Base, with the help of which, in turn, players from the clan can receive bonuses. But only the commander of the fleet or his deputies can build hulls.

Coal

The range depends on the competition or event.

Rank and clan tokens

They can be used to purchase special camouflages for ships issued for participating in Clan or Ranked Battles in the Arsenal.

Special Resources

Symbols can be exchanged for Sea Brotherhood containers by following this link.

Research points

They can be purchased in the corresponding section of the Armory (which becomes available only after the first acquisition of research points):

  • flag signals;
  • free experience;
  • the most important thing is unique premium ships.

Penalty for passive behavior in combat

In case of passive behavior in battle, the player may be punished: the reward for the battle will be zero, and the payment for service when entering the battle will still be removed.

It includes:

  • leaving the battle before the destruction of your ship;
  • lack of damage and movement (the latter applies to all ships except aircraft carriers). IMPORTANT! Damage dealt by secondary caliber is not taken into account;
  • for aircraft carriers: no damage per battle and no released aircraft.

Links to Internet resources

  • Combat economy World of Warships- info on the developer blog

History of changes

  • Update 0.3.0.2
    • free experience in the personal result after the battle is displayed with a multiplier of 1.5.
  • Update 0.4.0 :
    • prices in the experience for the study of ships and equipment upgrades increased on average by 1.5–2.5 times, and for the purchase - by 3–3.5 times;
    • the profitability of the ships of the initial levels has been reduced;
    • the profitability of Tier IX and X ships has been increased;
    • the cost of repairing and maintaining ships of high tiers will increase, while those of low and medium tiers will remain unchanged. At the same time, the average earnings of credits per battle will noticeably increase for almost all levels of the tech tree.
  • Update 0.5.0.1
    • The average player experience per battle in the "Summary" tab, as well as in the statistics on the portal, is now displayed taking into account the premium account, but without taking into account other modifiers (for example, flag signals).
  • Update 0.5.1 :
    • the redistribution of rewards for the battle has been made: when calculating earnings, the capture, blocking and defense of bases are taken into account, including in the “Superiority” mode;
    • adjusted rewards for aircraft carriers and destroyers:
      • players who deal damage while participating in the struggle for control points receive a slightly higher reward;
      • players who deal damage and do not take part in the struggle for control points receive a slightly lower reward;
      • the profitability of aircraft carriers has been reduced. Changes are especially noticeable on vehicles at the beginning of the branch (IV-V levels) and at the end of the branch (IX-X levels);
      • The profitability of destroyers has been increased. The changes are especially noticeable on high-level vehicles.
  • Update 0.5.2
    • Decreased credit rewards for capturing bases in Domination mode by 20%;
    • the profitability coefficients of most researchable ships have been revised.
  • Update 0.5.3
    • the coefficients of earning experience and credits of various ships have been changed.
  • Update 0.5.6
    • the scheme of accruals has been slightly revised. Final results may sometimes differ slightly from previous values ​​due to rounding;
    • the mechanics of applying the penalty has been revised - penalties for damage to allies are applied to the final value of experience, after all modifiers.
  • Update 0.5.12:
    • when calculating experience and credits for a battle, the detection of enemy ships, torpedoes and squadrons is taken into account; damage inflicted by allies on targets discovered by the player; Potentially received damage (accepted and blocked damage - the maximum damage from all shells, bombs or torpedoes that hit the player's ship or did not hit it);
    • the ship repair bill is now completely replaced by a fixed maintenance fee - the costs do not depend on how much damage the player received;
    • the cost of replenishing the ammunition load (or air group) of a number of ships is reduced;
    • for aircraft carriers:
      • a bug has been fixed due to which not all losses could be taken into account when calculating the cost of lost aircraft;
      • repair costs have been reduced.
      • the distribution of rewards based on the results of the battle has been changed in favor of the destruction of enemy aircraft. Now the income from damaging ships and the income from achieving air supremacy are better balanced.
    • to combat passive behavior in battle, players who do nothing after loading into battle will additionally receive a zero reward. The criteria for passive behavior are as follows:
      • for aircraft carriers: the player did not cause damage and did not lift squadrons into the air;
      • for ships of other classes: the player did no damage and did not move.
  • Update 0.5.14 :
    • Increased experience and credit payouts for damage dealt by other players to targets highlighted by the player, without reducing earnings for other activities. As a result, for aircraft carriers, battleships, and cruisers, the average earnings per battle increased by 1.5–3%, and for destroyers, by 2–4%.
  • Update 0.6.1:
    • maintenance cost in co-op battles reduced by 25%. In this regard, the action "Discount for maintenance in a cooperative battle" ends;
    • in the "Epicenter" mode, the rewards in experience and credits for capturing sectors have been increased (without reducing other types of rewards). As a result, the expected average experience per battle in the "Epicenter" mode will increase by an average of 8%, the average earnings of credits will increase by an average of 3%;
    • increased reward for detecting enemy shipborne torpedoes (detecting airborne torpedoes is not rewarded). Due to the increase, players will receive on average more than now in all modes: experience per battle - by 1.6%; credits per battle - by 1.5%.
  • Update 0.6.3:
    • Adjusted the system of remuneration for aircraft carriers in the direction of greater consideration of individual results in battle.
  • Update 0.6.7 :
    • ship detection rewards have been increased by approximately 25% for aircraft carriers and battleships, and by 50% for cruisers and destroyers;
    • Damage reward based on your intelligence has been increased by approximately 25% for battleships, by 50% for aircraft carriers, and by 75% for cruisers and destroyers;
    • Potential damage rewards have been reduced by 75% for aircraft carriers, by 50% for destroyers, and by 25% for cruisers and battleships.
  • Update 0.6.11 :
    • oil was introduced.
  • Update 0.7.6 :
    • introduced coal and steel.
  • Update 0.7.7 :
    • Fixed a bug where the player went into minus the experience of the commander when receiving a penalty for damage to allies;
    • introduced tokens;
    • Fixed a bug where the player went into minus the experience of the commander when receiving a penalty for damage to allies.
  • Update 0.7.8 :
    • introduced copper and molybdenum.

In 1940, the Soviet Union produced over 31 million tons of oil, or over 10 percent of its world production. Azerbaijan (71.4 percent) and the North Caucasus remained the main regions of oil production, i.e. Grozny and Krasnodar, which accounted for 14.8 percent of all allied production. The main explored oil reserves were also concentrated here. Therefore, in such richest oil regions as the Ural-Volga region, Central Asia, Kazakhstan, a little more than ten percent of oil was produced.

Thanks to urgent measures taken already in the first months of the war, to intensify the development of oil fields, better use of the well stock and exploration of new deposits, the same Azerbaijan gave the country 23.5 million tons of oil in 1941 - the highest level in the history of its production. In 1942, when the connection between the North Caucasus and the Center and the Volga region was broken, the transportation of oil and oil products from Baku was carried out along the Caspian Sea in tanks linked by cables of 10-15 pieces, and in oil tanks. But the occupation of the oil production areas of Western Ukraine, the Krasnodar Territory, the Grozny Region, nevertheless, led to a sharp decrease in the level of production of oil and products of its processing. In 1943, its production amounted to only 17.98 million tons. Then a slow increase began. The pre-war level of oil production will be surpassed only in 1949. And here it should be noted that during the war years, among the strategic materials and products supplied from the USA to the USSR under Lend-Lease, there were 2,599,000 tons of fuels and lubricants, including 476,000 tons of high-octane aviation fuel.

By the way, during the war years, for the first time in the world, the Sakhalin-Komsomolsk-on-Amur oil pipeline was laid on the seabed. In 1942, the largest oil refinery in the Far East was put into operation.

Here it must be said about another ally of Nazi Germany - Japan. Undoubtedly, the absence of hydrocarbon raw materials hastened its destruction. In 1941, when entering the war, the Japanese military considered that it would have enough oil reserves for two years. But the Japanese did not take into account one thing: that all strategic fuel supplies were brought to the island by tankers. This became their Achilles' heel. The Americans staged a real hunt for them. Already by the beginning of 1944, the number of Japanese tankers torpedoed by aircraft and submarines significantly exceeded the number of newly built ones. Meanwhile, in Japan itself, fuel supplies were inexorably running out. In this regard, the Japanese converted cars to run on charcoal and wood. Now, in connection with the rise in the price of hydrocarbon raw materials, a conversation about alternative energy sources has become a fashionable political topic, and among them is the production of biofuels based on grains. The zealous propagandists of this fuel, which is 80 percent alcohol, i.e. ethanol, have become US policy. Over the past three years, its production in this country has tripled. By the end of 2008, additional, more than twofold growth is expected.

But even earlier, the Japanese went down this path. Due to the catastrophic shortage of hydrocarbon raw materials, already in 1943 they began to receive fuel from soybeans, coconuts, and castor seeds. Stocks of potatoes, sugar, rice vodka were requisitioned from the population. Even vintage bottles of sake, from which alcohol was obtained, which was later used as fuel, were subject to withdrawal from store shelves.

In 1945, preparations began in Japan for the "battle for the mother country." More than 3 million people were mobilized for the defense of the Japanese islands. The aviation units were armed with 10 thousand aircraft. The navy had over 3,300 ships and 3,200 aircraft. And if we take into account that by August 1945 in Manchuria, the group created there had 1215 tanks, 1907 combat aircraft and 26 ships in service, then one can only imagine how much fuel was required for this entire Japanese armada.

And there was nowhere to take him. Combat aircraft received gasoline made from a mixture of turpentine and alcohol for no more than two hours of flight per month. In desperation, the command of the Japanese Air Force organized a campaign to collect pine roots. Under the slogan "Two hundred pine roots - an hour of flight," the population began to dig up these roots throughout the Japanese islands. Even children were sent to the countryside to harvest "energy raw materials". But, as it later became known, only three thousand barrels of gasoline were obtained from “pine oil”, and even that was not all suitable for refueling aircraft.

When talking about kamikaze suicide pilots, historians usually report that the tanks of their bomb planes were filled to fly to the target only one way. But the reason for this was primarily a catastrophic shortage of fuel. By the time Japan surrendered, out of 10,500 aircraft still capable of taking to the air, 5,400 were prepared to take off with a kamikaze at the controls. But they couldn't get up. There was no fuel. True, after the capitulation, a total of 316,000 barrels of “homemade” oil were found in warehouses.

No less dramatic fuel situation was in the fleet. In the end, the Japanese command was forced to take a desperate step - to use the Yamato battleship, the largest at that time, as a kind of kamikaze. It was supposed to be a battering ram for a special formation that was supposed to break through the line of American ships supporting the invasion of Okinawa. This operation was truly suicidal. Fuel on the Yamato was only enough to reach the battlefield. But there he could no longer maneuver. A giant battleship, the pride of the Japanese fleet, the Yamato became easy prey for American aircraft and, after a short battle, sank to the bottom.

As is now known, the highest officers of the Japanese fleet even intended to turn to the USSR with a request to buy Soviet oil. They did not know that at the Yalta conference in 1945, Stalin promised the Allies to enter the war with imperialist Japan in
90 days after the defeat of Germany. And, of course, when at the end of June the former prime minister and ambassador to Moscow, Kiki Hiroto, met with the Soviet leadership, all the political and economic proposals of the Japanese were rejected.

13. To the 96th anniversary of Yakov Agarunov
http://gorskie.ru/personalii/person14.htm

In the autumn of 1942, when a real threat of occupation loomed over Baku after the Germans seized the oil regions of the North Caucasus, more than 10,000 Baku oil workers were relocated to the development of virgin oil in the Volga and Ural regions. Since the Kuibyshev region was the leading promising region of the Second Baku, more than 5,000 Baku specialists were sent there. Yakov Agarunov was appointed secretary of the Kuibyshev regional party committee for the oil industry. In the very first year (1943), the Kuibyshev oilmen increased production by 42%.

The name of Yakov Agarunov is also associated with the discovery for the first time in the USSR in June 1944 of oil from Devonian deposits.

14.Oil supply during WWII
http://www.forum.sudden-strike.ru/showthread.php?t=8359
http://www.forum.sudden-strike.ru/printthread.php?s=1c8c95fd25c547814c3e1f28370c136b&t=8359
but in general, without Baku - REALLY would have to depend on the allies for the supply of oil and gasoline.

From alternative sources (production in the 45th year in thousand tons):
Turkmenistan - 629
Ukhta - 700
Kazakhstan - 517
Sakhalin - 1200
Production in the 45th in the Caucasus:
Baku - 11000
Baku-2 - 2833
Grozny - 890
Maikop - 700
Dagestan - 550
Georgia - 36

15. Underground rivers of Ishimbay (From an interview with N.I. Baibakov)
http://www.agidel.ru/?param1=7071&tab=3

Of the regions and autonomous republics of the Ural-Volga region, at one time the largest production was provided by the oil fields of Bashkiria, while the predominant amount of oil was provided by the Ishimbay field. By the end of 1939, six oil fields were explored and put into development in the vicinity of Ishimbay. Realizing the need to supply the front with fuel, the oilmen of Bashkiria, like those of other oil regions, mobilized all resources. In 1941, the Karlinskoye deposit was discovered. By the end of 1942, the Kuganak oil and gas reef massif was discovered, and in the Meleuzovsky district, 20 kilometers southwest of Ishimbai, the Stolyarovsky reef massif was discovered. Seven kilometers from Ishimbai to the east, the southern part of the Kinzebulatovskaya fold was discovered. Incidentally, the new exploratory well No. 5 laid down in the north has become a test for the Ishimbay oilmen. A powerful fountain of oil was obtained here, throwing six thousand tons of oil into the river and onto the banks of the Tayruk River every day. For five days and nights, under the leadership of the manager of the Ishimbayneft trust, I. I. Golodov, a struggle was fought with an open fountain.

They say that serious passions boiled around this well then.

Yes it is. At the time when the fountain was raging, employees of the People's Commissariat for Security conducted a thorough investigation into the circumstances of its occurrence and wanted to prove the guilt of geologists in hiding the Kinzebulatovskoye deposit from the people. After some time, the newly appointed manager of the trust found the situation favorable for building his career. Exposing the "pests" in the person of geologists, he said: "Geologists close deposits, and we, drillers, open." All this reached the People's Commissar of the country's oil industry. I was sent to Ishimbay to ensure the accelerated commissioning of the Kinzebulatovskoye field and to identify other reserves for increasing oil production in Bashkiria. Along the way, the people's commissar instructed me to look into the history of the discovery of the Kinzebulatovskoye deposit and report to him whether the geologists deserve severe punishment.

After a thorough, comprehensive and very objective acquaintance with the prospects for the development of oil production at the expense of the Kinzebulatovskoye field, I concluded that it is necessary to intensify the search for oil in the regions of the Bashkir Urals and in the Tuimazov region. In addition, I have the opinion that in the history of the discovery of the Kinzebulatovskoye field, there are no grounds to accuse geologists and other workers of wrong actions. On the contrary, their merits in the discovery of such an unusual deposit should be especially noted. I reported this to People's Commissar I. K. Sedin, and informed the first secretary of the Bashkir regional party committee, S. D. Ignatiev. As a result, geologists were justified. The merits of geologists A. Trofimuk, Kh. Syrov, I. Sirik, E. Skvortsova were appreciated for the discovery of the deposit. The efforts of the head of the Bashneftekombinat S. Kuvykin, the manager of the Ishimbayneft trust I. Golodov, and the director of the drilling office G. Stepanyants were especially noted. The drilling foreman M. Golikov was awarded the Order of Lenin, the chief engineer of the trust "Ishimbayneft" K. Bayrak was awarded the Order of the Badge of Honor.

The Kinzebulatovskoye field showed that it was necessary to drill deeper, we found funds to extend drilling at well No. 100 in Tuymazy. And soon they received large Devonian oil. In the 1940s, Bashkiria took one of the first places in oil production in the USSR.

The discovery of Ishimbai oil made it possible to accelerate the industrialization of the USSR. The then leaders of the republic, in particular the secretaries of the regional committee of the All-Union Communist Party of Bolsheviks Bykin and Isanchurin, the chairmen of the Central Executive Committee, the Council of People's Commissars and the Council of the National Economy Tagirov, Bulashev, Yagudin, together with the economic leaders Buchatsky, Khodarev, Blokhin, Ganshin, started exploration from scratch and brought oil production to up to a million tons or more. Everyone knows that every third tank that took part in military operations during the Great Patriotic War was refueled with fuel from Bashkiria (mainly gasoline and kerosene obtained from Ishimbay oil). Here are the figures that clearly show the level of oil production in Bashkiria in 1941. The Bashneft association produced 1 million 316 thousand tons of oil, including the Ishimbayneft trust - 1 million 246 thousand tons. The trust "Tuimazaneft" accounted for a little more than 70 thousand tons. In 1942, the fishing team No. 1 of the Ishimbayneft trust won the challenge Red Banner of the State Defense Committee six times. But fate decreed that in 1946, for work during the war years, the Red Banner of the State Defense Committee for eternal storage was handed over to the oil field No. 1 of the Tuimazaneft trust.

16. Pipeline Transport of Russia. (1917 - 1945)
http://szmn.raido.ru/oil_industry/1917.php

17. Labor feat of Kazakhstan: figures and facts

In addition to the Embaneft trust that had been operating before the war, 4 new oil fields and dozens of drilled wells were commissioned. The first Guryev oil refinery was launched. During the four years of the war, the republic increased oil production by almost 40 percent. Republic's share in former USSR in oil production in 1940 was at the level of 2.2 percent, and in 1945 it almost doubled.

18. Economic base of the country's defense



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