House

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Products and Raw materials:

Icon - Food Q3.png Icon - Weapon Q6.png Icon - Aircraft Listing.png Icon - Moving ticket Q3.png Icon - House Q1.png Icon - Food Raw Materials.png Icon - Weapon Raw Materials.png Icon - Aircraft Weapon Raw Materials.png Icon - House Raw Materials.png


Energy and what influences it

Recovering energy: FoodHouseWeekly challengePower packPower Pack Booster
Items: Energy barFirst aid kitWinter treatPumpkinCarrotIce creamBonbon
Spending energy: FightDeployGuerrilla fightsTrainWorkMoving ticket
Energy pool: HouseEnergy centerCentral parkSeveral Packs

Houses increase citizen's energy recovery and energy pool. Like all products, it can be purchased from the marketplace.

Once a House is in the citizen's inventory, the house needs to be activated before the citizen gets the benefits from the House. A House that has been activated can not be sold on the marketplace.

Producing houses

Main articles: House raw material and Productivity
  • Icon - House Raw Materials.png House raw material is used to produce houses.
  • The only way to produce houses is by using work tickets generated by your employees. You can not work as a manager in your House factories or your House raw material companies.
  • If a citizen has two or more companies of the same quality, those companies will contribute to building only one House. For example, if you have 1 Q3 House factory you will only be able to apply the 3 work tickets per day to single a House, but if you have 2 Q3 House factories you will be able to apply 6 work tickets per day to a single house.

House qualities

The effectiveness of houses depends on their quality.

A house's quality level determines two characteristics: energy pool bonus and energy recovery bonus:

Q1: +100 energy pool bonus, +2 energy recovery bonus
Q2: +160 energy pool bonus, +2 energy recovery bonus
Q3: +200 energy pool bonus, +2 energy recovery bonus
Q4: +300 energy pool bonus, +2 energy recovery bonus
Q5: +400 energy pool bonus, +2 energy recovery bonus

House also has durability, which determines how many days it may be reused before having to be disposed of, currently, it is 7 days, regardless of the house quality, plus the bonus for city size.

Since Day 2,492 citizens will receive 1 Overtime Point for each different quality active house per hour that it remains active. For example, if a citizen has 3 active houses (Q1, Q2, Q3) they will receive 3 Overtime Points per hour.

House activation

House can be activated in two ways:

  • On the storage page, clicking on the house in the inventory will provide the citizen with an option to activate the house.
  • On the city page, under City properties tab, there will be an option to activate or extend an already activated house.

When activating a House, an activation fee will have to be paid. The fee is paid every time a house is activated. The activation fee is calculated based on the city where the house is going to be activated. Before a house is activated, the activation fee value will be shown. Please note, that on the storage page you won't see the fee if you are extending the house, only when you activate the house for the first time.

Since Day 2,492 citizens can have one house of each quality activated at any time. However, if the house with the same quality is activated while there is already one of the same quality active, the house's durability will be extended.

Example
If a citizen has a Q1 house that will expire in 3 days, activating another Q1 house (which would expire in 7 days) will show that Q1 house will now expire in 10 days (3+7).

Historical information

In the past, the house used to be deactivated and re-activated at any time. When houses were able to be deactivated, deactivating a House caused its durability to be consumed in 1-hour increments. For example, deactivating a House after using it for 1 hour and 3 minutes would consume 2 hours of its durability.

The old versions of the houses:

See also