Difference between revisions of "House"

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{{LangMenu}}{{-}}{{Update|influence of residence on houses|date=February 2019}}{{-}}{{MenuProducts}}{{Energy}}__NOTOC__
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{{LangMenu}}{{-}}{{MenuProducts}}{{Energy}}__NOTOC__
 
<gallery widths=70px heights=70px perrow=1 style="float:right">
 
<gallery widths=70px heights=70px perrow=1 style="float:right">
File:Icon House Q1.png
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Icon - House Q1.png
File:Icon House Q2.png
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Icon - House Q2.png
File:Icon House Q3.png
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Icon - House Q3.png
File:Icon House Q4.png
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Icon - House Q4.png
File:Icon House Q5.png
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Icon - House Q5.png
File:Icon House Q6.png
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Icon - House Q6.png
File:Icon House Q7.png
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Icon - House Q7.png
 
</gallery>
 
</gallery>
  
'''Houses''' increase [[citizen]]'s recoverable [[energy]] and the energy pool.
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'''Houses''' increase [[citizen]]'s [[energy recovery]] and [[energy pool]]. Like all products, it can be purchased from the [[marketplace]].
  
Once a House is in a citizen's [[storage|inventory]] it 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.<br />A House can be deactivated and re-activated at any time. Keep in mind that when deactivating a House its durability will be consumed in 1 hour increments. For example, deactivating a House after using it for 1 hour and 3 minutes will consume 2 hours of its durability.<br />Like all [[products]], it can be purchased on the [[marketplace]].<br />Since Day 2,492 a citizen can have one house of each quality activated at any time.
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Once a House is in the citizen's [[storage|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==
 
==Producing houses==
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{{Main|House raw material|Productivity}}
 
* [[File:Icon - House Raw Materials.png|30px]] [[House raw material]] is used to produce houses.
 
* [[File:Icon - House Raw Materials.png|30px]] [[House raw material]] is used to produce houses.
* If the country owns a region that's connected to capital with [[sand (resource)|sand]], [[clay]], [[wood]], [[limestone]] or [[granite]], every company in that country will get a certain production bonus depending on the type of the resource it has. Granite provides 30% bonus, limestone 25%, clay 20%, wood 15% and sand 10%. If the region does not have commercial route with the capital, the production bonus is halved.
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* The only way to produce houses is by using [[work ticket]]s generated by your employees. You can not work as a manager in your House factories or your House raw material companies.
* The only way to produce houses is by using work tickets generated by your employees. You can not work as manager in your House factories or your House raw material companies.
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* 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.
* 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 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.
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* See the [[Productivity]] page for information on the quantity of House raw materials and work tickets that are needed to produce each quality of houses.
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==House qualities==
 
==House qualities==
 
The effectiveness of houses depends on their quality.
 
The effectiveness of houses depends on their quality.
  
A house's quality level determines two characteristics: '''energy bonus''' and '''recoverable energy bonus''':
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A house's quality level determines two characteristics: '''[[energy pool]] bonus''' and '''[[energy recovery]] bonus''':
[[File:Icon_House_Q7.png|left|frame|Q7 house]]
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:Q1: +100 energy pool bonus, +2 energy recovery bonus
*Q1: +50 energy bonus, 2 recoverable energy bonus
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:Q2: +160 energy pool bonus, +2 energy recovery bonus
*Q2: +80 energy bonus, 2 recoverable energy bonus
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:Q3: +200 energy pool bonus, +2 energy recovery bonus
*Q3: +100 energy bonus, 2 recoverable energy bonus
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:Q4: +300 energy pool bonus, +2 energy recovery bonus
*Q4: +150 energy bonus, 2 recoverable energy bonus
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:Q5: +400 energy pool bonus, +2 energy recovery bonus
*Q5: +200 energy bonus, 2 recoverable energy bonus
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Energy bonus determines how much [[energy]] points the house provides to the citizen and recoverable energy bonus is the amount of energy a citizen recovers every 6 minutes.
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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#City_Size|city size]].
  
Houses also have durability, which determines how many days it may be reused before having to be disposed of, currently it is 7 days plus the bonus for [[City#City_Size|city size]].
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Since Day 2,492 citizens will receive 1 '''[[Overtime points|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.
  
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.
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==House activation==
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House can be activated in two ways:
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* On the [[storage]] page, clicking on the house in the inventory will provide the citizen with an option to activate the house.
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* On the [[city]] page, under '''City properties''' tab, there will be an option to activate or extend an already activated house.
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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.
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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.
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;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).
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==Historical information==
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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.
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The old versions of the houses:
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* [[Rising:House]]
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* [[One:House]]
  
 
==See also==
 
==See also==
* [[Daily tasks]]
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* [[Customization level]]
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* [[Customization rates]]
  
 
{{MenuEconomy}}
 
{{MenuEconomy}}
 
[[Category:Products]]
 
[[Category:Products]]

Latest revision as of 08:36, 7 August 2022

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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