Difference between revisions of "Raw materials"
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− | {{ | + | '''Raw materials''' are items needed to manufacture [[products]]. There are four main raw material types and each of them has 5 resources: |
− | '''Raw materials''' are items needed to manufacture [[products]]. There are four main raw material types and each has 5 resources: | + | |
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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 (political)|capital]]. | 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 (political)|capital]]. | ||
− | '''Note''': If a region doesn't have a transport route to the capital, there will be a notice on the [[society]] | + | '''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). | ''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). | ||
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+ | 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 == | == See also == | ||
*[[Customization level]] | *[[Customization level]] | ||
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+ | == Historical information == | ||
+ | *[[Rising:Raw materials]] | ||
*[[One:Raw materials]] | *[[One:Raw materials]] | ||
{{MenuEconomy}} | {{MenuEconomy}} | ||
[[Category:Economy]] | [[Category:Economy]] |
Latest revision as of 05:40, 11 August 2022
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Products and Raw materials: |
Raw materials are items needed to manufacture products. There are four main raw material types and each of them has 5 resources:
Food: | Weapon: | Aircraft: | House: |
Raw materials and regions
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 | |||
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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
Each products industry needs a specific raw material:
- Food companies use Food raw material;
- Weapon companies use Weapon raw material;
- Aircraft weapon companies use Aircraft weapon raw material;
- House companies use House raw material.
For each raw material type, there are 5 different buildings, depending on the number of resources produced.
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Note: The productivity above doesn't consider the (potential) increment from the regional bonus.
Raw material usage
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 |
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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 | |
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 | |
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