Raw materials

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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

Raw materials are items needed to manufacture products. There are four main raw material types and each of them has 5 resources:

Icon - Food Raw Materials.png Food: Icon - Weapon Raw Materials.png Weapon: Icon - Aircraft Weapon Raw Materials.png Aircraft: Icon - House Raw Materials.png House:

Raw materials and regions

Main article: Region productivities

Raw materials are placed in some specific regions throughout the New World.

To date status of raw materials in regions should be visible in the specific categories here.

Resource bonuses

Raw material regions give bonuses to the companies in the country. Every different resource country owns gives a productivity bonus for the industry to which it belongs.

Productivity bonus depending on resource rarity
Rarity Resources Full Bonus Half Bonus
Very rare Deer, Rubber, Neodymium and Granite 30% 15%
Rare Grain, Saltpeter, Cobalt and Limestone 25% 12.5%
Uncommon Cattle, Oil, Wolfram and Clay 20% 10%
Common Fruits, Aluminum, Titanium and Wood 15% 7.5%
Very common Fish, Iron, Magnesium and Sand 10% 5%

In order for the bonus to be fully effective, there needs to be a transport route through your country's regions to your capital. This means that the region where the resource is located needs to be connected through regions of your country to your capital.

Note: If a region doesn't have a transport route to the capital, there will be a notice on the country's society tab (No direct transport route to the Capital) and only half of its resources’ productivity bonuses will be used in the productivity formula (e.g.: 25% for rare will become 12.5%), visible on the country's economy tab in the Country resources section.

Example: Country has 2 grain, deer, fruits, oil, rubber and a sand region not connected to the capital. Food companies will get +70% bonus (grain, deer, fruits), weapon companies will get +50% bonus (oil, rubber), and house companies will get +5% bonus (sand) instead of 10% (the region that owns the bonus isn't linked to the capital).

Producing raw materials

Main article: Buildings

Each products industry needs a specific raw material:

For each raw material type, there are 5 different buildings, depending on the number of resources produced.

Food raw material
Building type Name of building Base productivity
Icon - Grain Farm.png Grain Farm 0.35
Icon - Fruit Orchard.png Fruit Orchard 0.70
Icon - Fishery.png Fishery 1.25
Icon - Cattle Farm.png Cattle Farm 1.75
Icon - Hunting Lodge.png Hunting Lodge 2.50
Weapon raw material
Building type Name of building Base productivity
Icon - Iron Mine.png Iron Mine 0.35
Icon - Oil Rig.png Oil Rig 0.70
Icon - Aluminum Mine.png Aluminium Mine 1.25
Icon - Saltpeter Mine.png Saltpeter Mine 1.75
Icon - Rubber Plantation.png Rubber Plantation 2.50
Aircraft weapon raw material
Building type Name of building Base productivity
Icon - Magnesium Rafinery.png Magnesium Refinery 0.35
Icon - Titanium Rafinery.png Titanium Refinery 0.70
Icon - Wolfram Mine.png Wolfram Mine 1.25
Icon - Cobalt Plant.png Cobalt Plant 1.75
Icon - Neodymium Mine.png Neodymium Mine 2.50
House raw material
Building type Name of building Base productivity
Icon - Sand Mine.png Sand Mine 0.35
Icon - Clay Pit.png Clay Pit 0.70
Icon - Sawmill.png Sawmill 1.25
Icon - Limestone Quarry.png Limestone Quarry 1.75
Icon - Granite Quarry.png Granite Quarry 2.50

Note: The productivity above doesn't consider the (potential) increment from the regional bonus.

Raw material usage

Main article: Productivity

In this table, there are some examples of the number of raw materials required per worker in all companies with different bonuses.

Building type Quality +0% bonus +20% bonus +40% bonus +60% bonus +80% bonus +100% bonus
Icon - Food Q7.png
Food
Q1 1 1.2 1.4 1.6 1.8 2
Q2 2 2.4 2.8 3.2 3.6 4
Q3 3 3.6 4.2 4.8 5.4 6
Q4 4 4.8 5.6 6.4 7.2 8
Q5 5 6 7 8 9 10
Q6 6 7.2 8.4 9.6 10.8 12
Q7 20 24 28 32 36 40
Icon - Weapon Q7.png
Weapon
Q1 1 1.2 1.4 1.6 1.8 2
Q2 2 2.4 2.8 3.2 3.6 4
Q3 3 3.6 4.2 4.8 5.4 6
Q4 4 4.8 5.6 6.4 7.2 8
Q5 5 6 7 8 9 10
Q6 6 7.2 8.4 9.6 10.8 12
Q7 20 24 28 32 36 40
Icon - Aircraft Q1.png
Aircraft weapons
Q1 1 1.2 1.4 1.6 1.8 2
Q2 2 2.4 2.8 3.2 3.6 4
Q3 3 3.6 4.2 4.8 5.4 6
Q4 4 4.8 5.6 6.4 7.2 8
Q5 5 6 7 8 9 10

Please note, that increased usage of raw materials due to the production bonus will generate more of the product as well.

Example
You work in Q4 weapon company and the weapon resource bonus is 60%. You need 6.40 units of weapon raw material to create the 16 weapons.

See also

Historical information