ALL WILL FALL Resource Management Guide
Master ALL WILL FALL resource management. Learn production chains, food and water scaling, material supply logistics, storage management, and how to keep all four colonist needs met efficiently.
From subsistence fishing to industrial production chains โ how to build a self-sustaining colony economy.
Resource Categories in ALL WILL FALL
ALL WILL FALL features two broad categories of resources: consumables and construction materials. Consumables are used by your colonists and production chains continuously โ Food, Water, and Fuel. Construction materials are used in building and research โ Wood, Concrete, Steel, Scrap, and Rare Components.
The key insight is that consumables must flow constantly while construction materials can be stockpiled. The most common mid-game crisis is a player who stockpiles massive amounts of wood and concrete while their food supply quietly falls behind population growth. Always monitor your daily consumption vs. daily production ratio for Food and Water above all else.
Resources in ALL WILL FALL do not teleport to buildings automatically. Colonists physically carry goods between production points and storage. This means the physical layout of your colony matters enormously โ a Fishing Pier on the opposite side of your platform from your Food Storage will create a long carry chain that reduces effective food throughput by 30-40%. Design your colony with short carry distances in mind from the start.
Food Production โ Scaling From 10 to 50+ Colonists
Food is the resource that most commonly bottlenecks growing colonies. The math is simple: each colonist consumes 0.5 food per day. A Fishing Pier with one Worker produces 2 food per day, supporting 4 colonists. However, this ignores efficiency losses from carry distance, Worker morale, and weather events.
A safe rule of thumb is to build one Fishing Pier per 3 colonists rather than per 4. This 25% buffer absorbs Worker morale penalties and weather disruptions. At 12 colonists you want 4 Fishing Piers; at 24 colonists, 8 Fishing Piers or equivalent production.
The mid-game food upgrade is the Hydroponic Farm, unlocked via the Production research tree. A Hydroponic Farm requires 1 Worker and produces 5 food per day โ 2.5ร the output of a Fishing Pier per Worker assigned. However, it requires Water input (0.3 water per day) and costs significantly more to build (20 concrete, 10 wood, 5 scrap). Transition to Hydroponic Farms when your concrete production is stable.
Late-game food production uses the Kelp Processor, which requires a Sailor to harvest offshore kelp deposits and bring them to the processing building. Kelp Processors produce 8 food per day and generate a unique 'Nutrition' bonus that adds +5 happiness to all factions. Kelp is renewable and the best food source in the game, but it requires a stable Sailor faction to maintain.
Water Production & Drought Survival
Water production in ALL WILL FALL is weather-dependent in a way that food is not. Rainwater Collectors operate at 100% efficiency during rain and storm weather, but drop to 50% during clear weather events. This means a colony that barely meets water demand during normal weather will face a serious deficit during a clear spell.
The standard mid-game water upgrade is the Distillation Tower (requires Engineering research), which converts saltwater to fresh water using Fuel. Unlike Rainwater Collectors, Distillation Towers produce at 100% efficiency regardless of weather. Build at least one Distillation Tower before your colony exceeds 20 colonists โ it is the backbone of reliable late-game water supply.
Water storage is critical. Build Water Tanks (mid-game unlock, 10 concrete, 5 scrap) to store buffer water for dry periods. A colony of 20 colonists consumes 8 water per day. A single Water Tank stores 40 water units โ exactly 5 days of supply. Maintain a minimum 10-day water buffer at all times.
Construction Material Production Chains
Wood is your first construction material and the easiest to produce. Lumber Mills convert ocean debris and driftwood into processed planks. One Lumber Mill with 2 assigned Workers produces approximately 6 wood per day. In early game you will consume wood faster than you produce it โ assign 3 Workers to the Lumber Mill and reduce other building assignments temporarily until your wood stockpile stabilizes at 50+ units.
Concrete production requires the Concrete Mixer (Production tree research) and two raw materials: Sand and Limestone. Sand is gathered from tide-exposed deposits by Workers. Limestone requires a Quarry building (if solid ground is available) or trade import via Sailors. One Concrete Mixer with 2 Workers produces 4 concrete per day. This sounds sufficient but a single mid-game expansion floor requires 20-40 concrete โ bank resources before building, don't build as you go.
Fuel is often overlooked until mid-game when it suddenly becomes critical. Fuel powers Generators (which power advanced machinery), Distillation Towers, and the late-game Industrial Smelter. Fuel is produced in a Refinery from Crude Oil, which is gathered by Sailors from offshore deposits or purchased via trade routes. Establish a Fuel production line before unlocking any electricity-dependent research.
Storage Layout & Carry Chain Optimization
The single biggest resource efficiency upgrade most players overlook is storage placement. Every resource in ALL WILL FALL is physically carried by colonists. A Worker carrying food from a Fishing Pier takes 3ร longer to reach a Storage Shed 12 tiles away versus 4 tiles away. During that time, the Pier is idle waiting for the Worker to return.
The optimal layout principle is: production buildings should be adjacent to their relevant storage. Fishing Piers next to Food Storage. Lumber Mills next to Material Storage. Rainwater Collectors next to Water Tanks. This minimizes carry time and maximizes effective throughput.
In multi-floor colonies, carry chains become even more important. Workers carrying materials upward through multiple staircase levels experience significant time penalties. If your production is on Floor 1 but your population is on Floor 3, build a secondary Food Storage on Floor 3 that is restocked from Floor 1 storage rather than having colonists commute up and down for every meal.
Strategic Tips for ALL WILL FALL โ Resource & Colony Management
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Frequently Asked Questions
How do I stop running out of food in ALL WILL FALL? +
Build one Fishing Pier per 3 colonists (not 4) to maintain a safety buffer. Transition to Hydroponic Farms when your concrete production is stable โ they produce 2.5ร more food per Worker. Keep Food Storage adjacent to production buildings to maximize carry chain efficiency.
Why does my water supply keep running out? +
Rainwater Collectors only operate at 50% efficiency during clear weather. Build a Distillation Tower (requires Engineering research and Fuel) as your mid-game upgrade โ it produces at 100% regardless of weather. Maintain a 10-day water buffer in Water Tanks at all times.
What is Fuel used for in ALL WILL FALL? +
Fuel powers Generators (required for advanced machinery and electric buildings), Distillation Towers (water production), and the Industrial Smelter. Establish a Fuel production chain (Refinery + Sailors gathering offshore crude oil) before unlocking electricity-dependent research.
How do I speed up resource production in ALL WILL FALL? +
Three main levers: (1) Shorten carry chains by placing Storage adjacent to production. (2) Increase Worker faction happiness above 70% to activate the 130% production efficiency bonus. (3) Unlock the Heavy Haulers perk for Workers (+40% carry weight, fewer trips).
How much concrete do I need to build a second floor in ALL WILL FALL? +
A basic 6ร6 second floor with concrete columns and floor panels requires approximately 35-50 concrete. A full 8ร8 floor with internal support columns needs 60-80 concrete. Bank at least 60 concrete before starting any multi-floor expansion.