Difference between revisions of "Productivity"
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− | The amount of products you create when you work is | + | The amount of products you create when you work is dependent on the company type and [[Raw materials|resource bonuses]] of your country of [[Citizenship|citizenship]]. |
− | + | ||
− | + | ||
+ | ==Products created== | ||
{| class="wikitable" style="text-align:center" | {| class="wikitable" style="text-align:center" | ||
− | !colspan=7|Products produced in different type of companies with different [[Raw materials|bonuses]] | + | !colspan=7|Products produced in different type of companies with different [[Raw materials|bonuses]]; based on a production of one worker |
|- | |- | ||
!Building type | !Building type | ||
Line 31: | Line 30: | ||
| 20 | | 20 | ||
|- | |- | ||
− | | [[ | + | | [[Aircraft]]s |
− | | | + | | 5 |
− | | | + | | 6 |
− | | | + | | 7 |
− | | | + | | 8 |
− | | | + | | 9 |
− | | | + | | 10 |
|- | |- | ||
− | |colspan= | + | |colspan=7| |
|- | |- | ||
− | | [[Grain]], [[Iron]] | + | | [[Grain]], [[Iron]], [[Sand (resource)|Sand]] and [[Magnesium]] |
− | | 35 | + | | 0.35 |
− | | 42 | + | | 0.42 |
− | | 49 | + | | 0.49 |
− | | 56 | + | | 0.56 |
− | | 63 | + | | 0.63 |
− | | 70 | + | | 0.70 |
|- | |- | ||
− | | [[Fruits]], [[Oil]] | + | | [[Fruits]], [[Oil]], [[Clay]] and [[Titanium]] |
− | | 70 | + | | 0.70 |
− | | 84 | + | | 0.84 |
− | | 98 | + | | 0.98 |
− | | | + | | 1.12 |
− | | | + | | 1.26 |
− | | | + | | 1.40 |
|- | |- | ||
− | | [[Fish]], [[Aluminum]] | + | | [[Fish]], [[Aluminum]], [[Wood]] and [[Wolfram]] |
− | | | + | | 1.25 |
− | | | + | | 1.50 |
− | | | + | | 1.75 |
− | | | + | | 2.00 |
− | | | + | | 2.25 |
− | | | + | | 2.50 |
|- | |- | ||
− | | [[Cattle]], [[Saltpeter]] | + | | [[Cattle]], [[Saltpeter]], [[Limestone]] and [[Cobalt]] |
− | + | | 1.75 | |
− | + | | 2.10 | |
− | + | | 2.45 | |
− | + | | 2.80 | |
− | + | | 3.15 | |
− | + | | 3.50 | |
− | + | ||
− | + | ||
− | | | + | |
− | | | + | |
− | | | + | |
− | | | + | |
− | | | + | |
− | | | + | |
|- | |- | ||
+ | | [[Deer]], [[Rubber]], [[Granite]] and [[Neodymium]] | ||
+ | | 2.50 | ||
+ | | 3.00 | ||
+ | | 3.50 | ||
+ | | 4.00 | ||
+ | | 4.50 | ||
+ | | 5.00 | ||
|} | |} | ||
− | + | {| class="wikitable" style="text-align:center;" | |
− | + | |+[[House]]s | |
− | + | !rowspan=2 | Q | |
− | + | !rowspan=2 | Raw per house | |
− | + | !rowspan=2 | Work per house | |
− | + | !colspan=6 | Production per employee | |
− | {| class="wikitable" style="text-align:center" | + | |
− | + | ||
|- | |- | ||
− | ! | + | !Bonus 0% |
− | + | !Bonus 20% | |
− | + | !Bonus 40% | |
− | !20% | + | !Bonus 60% |
− | !40% | + | !Bonus 80% |
− | !60% | + | !Bonus 100% |
− | !80% | + | |
− | !100% | + | |
|- | |- | ||
− | + | |1 Q1 | |
− | + | |10 | |
− | | | + | |5 |
− | | | + | |20% |
− | | | + | |24% |
− | | | + | |28% |
− | | | + | |32% |
− | | | + | |36% |
+ | |40% | ||
|- | |- | ||
− | + | |1 Q2 | |
− | | | + | |20 |
− | | | + | |10 |
− | | | + | |10% |
− | | | + | |12% |
− | | | + | |14% |
− | | | + | |16% |
+ | |18% | ||
+ | |20% | ||
|- | |- | ||
− | + | |1 Q3 | |
− | | | + | |40 |
− | | | + | |20 |
− | | | + | |5% |
− | | | + | |6% |
− | | | + | |7% |
− | | | + | |8% |
+ | |9% | ||
+ | |10% | ||
|- | |- | ||
− | + | |1 Q4 | |
− | | | + | |80 |
− | | | + | |40 |
− | | | + | |2.5% |
− | | | + | |3% |
− | | | + | |3.5% |
− | | | + | |4% |
+ | |4.5% | ||
+ | |5% | ||
|- | |- | ||
− | + | |1 Q5 | |
− | | | + | |120 |
− | | | + | |60 |
− | | | + | |1.666% |
− | | | + | |1.992% |
− | | | + | |2.324% |
− | | | + | |2.656% |
+ | |2.988% | ||
+ | |3.333% | ||
|- | |- | ||
− | |||
− | |||
− | |||
− | |||
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− | |||
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|- | |- | ||
− | + | |colspan=9| | |
− | | | + | |
− | | | + | |
− | + | ||
− | + | ||
− | + | ||
− | + | ||
|- | |- | ||
− | |colspan=6| | + | !rowspan=2 | Q |
+ | !rowspan=2 colspan=2| Hireable employees | ||
+ | !colspan=6 | Days needed per house | ||
|- | |- | ||
− | ! | + | !Bonus 0% |
− | ! | + | !Bonus 20% |
− | + | !Bonus 40% | |
− | + | !Bonus 60% | |
− | + | !Bonus 80% | |
− | + | !Bonus 100% | |
− | + | ||
− | + | ||
|- | |- | ||
− | + | |1 Q1 | |
− | | | + | |colspan=2|1 |
− | | | + | |rowspan=2|5 |
− | | | + | |rowspan=2|4.16 |
− | | | + | |rowspan=2|3.57 |
− | | | + | |rowspan=2|3.13 |
− | | | + | |rowspan=2|2.77 |
+ | |rowspan=2|2.5 | ||
|- | |- | ||
− | + | |1 Q2 | |
− | | | + | |colspan=2|2 |
− | | | + | |
− | + | ||
− | + | ||
− | + | ||
− | | | + | |
|- | |- | ||
− | + | |1 Q3 | |
− | | | + | |colspan=2|3 |
− | | | + | |6.6 |
− | | | + | |5.55 |
− | | | + | |4.76 |
− | | | + | |4.16 |
− | | | + | |3.7 |
+ | |3.33 | ||
|- | |- | ||
− | + | |1 Q4 | |
− | | | + | |colspan=2|5 |
− | | | + | |8 |
− | | | + | |6.666 |
− | | | + | |5.714 |
− | | | + | |5 |
− | | | + | |4.444 |
+ | |4 | ||
|- | |- | ||
− | + | |1 Q5 | |
− | | | + | |colspan=2|10 |
− | | | + | |6 |
− | | | + | |5.02 |
− | | | + | |4.3 |
− | | | + | |3.76 |
− | | | + | |3.34 |
+ | |3 | ||
+ | |} | ||
+ | |||
+ | Additional notes: | ||
+ | *Working in Grain, Fruits, Fish, Cattle or Deer company will produce [[Food raw material]]s. | ||
+ | *Working in Iron, Oil, Aluminum, Saltpeter or Rubber company will produce [[Weapon raw material]]s. | ||
+ | *Working in Sand, Clay, Wood, Limestone and Granite company will produce [[House raw material]]s. | ||
+ | *Working in Neodymium, Cobalt, Wolfram, Titanium and Magnesium company will produce [[Aircraft raw material]]s. | ||
+ | *You will produce the same amount of products in different quality food, weapon or aircraft companies. Only the usage of [[raw materials]] differs for each factory quality. More information: [[Raw_materials#Raw_material_usage|Raw material usage]]'' | ||
+ | ** 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.'' | ||
+ | |||
+ | == Productivity bonus == | ||
+ | The productivity bonus for an industry is calculated as such: | ||
+ | |||
+ | {{Bigmath|1=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.<br> | ||
+ | IE: if a country holds all 5 resources for the 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.<br> | ||
+ | IE: if a region holds the best 4 resources for the industry, its productivity bonus will be 18%. | ||
+ | |||
+ | == Resource bonus == | ||
+ | {| class="wikitable" style="text-align:center" | ||
+ | !colspan=4|Productivity bonus depending on resource rarity | ||
|- | |- | ||
− | ! | + | !Rarity |
− | | | + | ![[Raw materials|Resources]] |
− | + | !Country productivity* | |
− | + | ![[Region productivities|Region productivity]] | |
− | + | ||
− | + | ||
− | | | + | |
|- | |- | ||
− | | | + | | Very rare |
+ | | [[Deer]], [[Rubber]], [[Granite]] and [[Neodymium]] | ||
+ | | 30% | ||
+ | | 6% | ||
|- | |- | ||
− | + | | Rare | |
− | + | | [[Grain]], [[Saltpeter]], [[Limestone]] and [[Cobalt]] | |
− | + | | 25% | |
− | + | | 5% | |
− | + | ||
− | + | ||
− | | | + | |
− | | | + | |
|- | |- | ||
− | + | | Uncommon | |
− | + | | [[Cattle]], [[Oil]], [[Clay]] and [[Wolfram]] | |
− | + | | 20% | |
− | | | + | | 4% |
− | | | + | |
− | | | + | |
− | | | + | |
|- | |- | ||
− | + | | Common | |
− | + | | [[Fruits]], [[Aluminum]], [[Wood]] and [[Titanium]] | |
− | + | | 15% | |
− | | | + | | 3% |
− | | | + | |
− | | | + | |
− | | | + | |
|- | |- | ||
− | + | | Very common | |
− | | | + | | [[Fish]], [[Iron]], [[Sand (resource)|Sand]] and [[Magnesium]] |
− | | | + | | 10% |
− | + | | 2% | |
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|} | |} | ||
− | * | + | <nowiki>*</nowiki> 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%). |
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− | + | {{MenuEconomy}} | |
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[[Category:Economy]] | [[Category:Economy]] |
Latest revision as of 17:42, 20 November 2020
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|
Formulas |
---|
The amount of products you create when you work is dependent on the company type and resource bonuses of your country of citizenship.
Products created
Products produced in different type of companies with different bonuses; based on a production of one worker | ||||||
---|---|---|---|---|---|---|
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 |
Aircrafts | 5 | 6 | 7 | 8 | 9 | 10 |
Grain, Iron, Sand and Magnesium | 0.35 | 0.42 | 0.49 | 0.56 | 0.63 | 0.70 |
Fruits, Oil, Clay and Titanium | 0.70 | 0.84 | 0.98 | 1.12 | 1.26 | 1.40 |
Fish, Aluminum, Wood and Wolfram | 1.25 | 1.50 | 1.75 | 2.00 | 2.25 | 2.50 |
Cattle, Saltpeter, Limestone and Cobalt | 1.75 | 2.10 | 2.45 | 2.80 | 3.15 | 3.50 |
Deer, Rubber, Granite and Neodymium | 2.50 | 3.00 | 3.50 | 4.00 | 4.50 | 5.00 |
Q | Raw per house | Work per house | Production per employee | |||||
---|---|---|---|---|---|---|---|---|
Bonus 0% | Bonus 20% | Bonus 40% | Bonus 60% | Bonus 80% | Bonus 100% | |||
1 Q1 | 10 | 5 | 20% | 24% | 28% | 32% | 36% | 40% |
1 Q2 | 20 | 10 | 10% | 12% | 14% | 16% | 18% | 20% |
1 Q3 | 40 | 20 | 5% | 6% | 7% | 8% | 9% | 10% |
1 Q4 | 80 | 40 | 2.5% | 3% | 3.5% | 4% | 4.5% | 5% |
1 Q5 | 120 | 60 | 1.666% | 1.992% | 2.324% | 2.656% | 2.988% | 3.333% |
Q | Hireable employees | Days needed per house | ||||||
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 |
Additional notes:
- 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.
- Working in Neodymium, Cobalt, Wolfram, Titanium and Magnesium company will produce Aircraft raw materials.
- You will produce the same amount of products in different quality food, weapon or aircraft companies. Only the usage of raw materials differs for each factory quality. More information: Raw material usage
- 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.
Productivity bonus
The productivity bonus for an industry is calculated as such:
The country productivity bonus is the sum of distinct industry resources the country owns.
IE: if a country holds all 5 resources for the 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 the industry, its productivity bonus will be 18%.
Resource bonus
Productivity bonus depending on resource rarity | |||
---|---|---|---|
Rarity | Resources | Country productivity* | Region productivity |
Very rare | Deer, Rubber, Granite and Neodymium | 30% | 6% |
Rare | Grain, Saltpeter, Limestone and Cobalt | 25% | 5% |
Uncommon | Cattle, Oil, Clay and Wolfram | 20% | 4% |
Common | Fruits, Aluminum, Wood and Titanium | 15% | 3% |
Very common | Fish, Iron, Sand and Magnesium | 10% | 2% |
* 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%).