Productivity

From eRepublik Official Wiki
Jump to: navigation, search
Languages: 
EnglishIcon-English.png
ShqipIcon-Albania.png
БългарскиIcon-Bulgaria.png
中文(简体)Icon-China.png
中文(繁體)Icon-Republic of China (Taiwan).png
HrvatskiIcon-Croatia.png
فارسیIcon-Iran2.png
SuomiIcon-Finland.png
FrançaisIcon-France.png
ქართულიIcon-Georgia.png
DeutschIcon-Germany.png
ΕλληνικάIcon-Greece.png
Bahasa IndonesiaIcon-Indonesia.png
ItalianoIcon-Italy.png
한글Icon-South Korea.png
LietuviųIcon-Lithuania.png
МакедонскиIcon-Macedonia.png
PolskiIcon-Poland.png
PortuguêsIcon-Portugal.png
Portugues BrasileiroIcon-Brazil.png
RomânăIcon-Romania.png
РусскийIcon-Russia.png
СрпскиIcon-Serbia.png
EspañolIcon-Spain.png
TürkçeIcon-Turkey.png
УкраїнськаIcon-Ukraine.png

The amount of products you create when you work is depending from the company type and resource bonuses of your country citizenship.

Products created

Products produced in different type of companies with different bonuses
Building type 0% bonus 20% bonus 40% bonus 60% bonus 80% bonus 100% bonus
Food 100 120 140 160 180 200
Weapons 10 12 14 16 18 20
Grain, Iron and Sand 35 42 49 56 63 70
Fruits, Oil and Clay 70 84 98 112 126 140
Fish, Aluminum and Wood 125 150 175 200 225 250
Cattle, Saltpeter and Limestone 175 210 245 280 315 350
Deer, Rubber and Granite 250 300 350 400 450 500
Houses
Production per employee
Raw per house Work per house Bonus 0% Bonus 20% Bonus 40% Bonus 60% Bonus 80% Bonus 100%
1 Q1 1000 5 20% 24% 28% 32% 36% 40%
1 Q2 2000 10 10% 12% 14% 16% 18% 20%
1 Q3 4000 20 5% 6% 7% 8% 9% 10%
1 Q4 8000 40 2.5% 3% 3.5% 4% 4.5% 5%
1 Q5 12000 60 1.666% 1.992% 2.324% 2.656% 2.988% 3.333%
Days needed per house
Hireable employees Bonus 0% Bonus 20% Bonus 40% Bonus 60% Bonus 80% Bonus 100%
1 Q1 1 5 4.16 3.57 3.13 2.77 2.5
1 Q2 2
1 Q3 3 6.6 5.55 4.76 4.16 3.7 3.33
1 Q4 5 8 6.666 5.714 5 4.444 4
1 Q5 10 6 5.02 4.3 3.76 3.34 3
  • Working in Grain, Fruits, Fish, Cattle or Deer company will produce Food raw materials.
  • Working in Iron, Oil, Aluminum, Saltpeter or Rubber company will produce Weapon raw materials.
  • Working in Sand, Clay, Wood, Limestone and Granite company will produce House raw materials.
  • You will produce the same amount of products in different quality food or weapon companies.

Productivity bonus

The productivity bonus for an industry is calculated as such:

Productivity bonus = country productivity bonus + region productivity bonus + player booster - region pollution factor

The country productivity bonus is the sum of distinct industry resources the country owns.

IE: if a country holds all 5 resources for an industry and the regions are linked to the capital, the country productivity bonus will be 100%.

The region productivity is the sum of the industry specific resources available in the region divided by 5. IE: if a region holds the best 4 resources for an industry, its productivity bonus will be 18%.

Resource bonus

Productivity bonus depending on resource rarity
Rarity Resources Bonus
Very rare Deer, Rubber, Granite and Neodymium 30%
Rare Grain, Saltpeter, Limestone and Cobalt 25%
Uncommon Cattle, Oil, Clay and Wolfram 20%
Common Fruits, Aluminum, Wood and Titanium 15%
Very common Fish, Iron, Sand and Magnesium 10%

Keep in mind that if a region is not linked to the country capital, half of its resources’ productivity bonuses will be used in the formula (ex: 25% for rare will become 12.5%).

Raw material usage

Main article: Raw materials
Example
You work in Q4 weapon company and the resource bonus is 60%. You need 640 units of weapon raw material to create the 16 weapons.

See also