Difference between revisions of "House"

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(Introducing new House page.)
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#REDIRECT [[Rising:House]]
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{{LangMenu}}{{-}}{{MenuProducts}}{{Energy}}__NOTOC__
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<gallery widths=70px heights=70px perrow=1 style="float:right">
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File:Icon House Q1.png
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File:Icon House Q2.png
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File:Icon House Q3.png
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File:Icon House Q4.png
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File:Icon House Q5.png
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File:Icon House Q6.png
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File:Icon House Q7.png
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</gallery>
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'''House''' increases [[citizen]]'s recoverable [[energy]].<br />Like all [[products]], it can be purchased on [[marketplace]].
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==Producing houses==
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* [[File:House Raw Material.png|30px]] [[House raw material]] is used to produce houses.
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* 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 +20% production bonus per resource; otherwise, regions not connected to capital will provide half of the production bonus (+20%).
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==House qualities==
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The effectiveness of houses depend on their quality.
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A house's quality level determines three characteristics: '''durability''' (in days), '''energy bonus''' and '''recoverable energy bonus''':
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[[File:Icon_House_Q7.png|left|frame|Q7 house]]
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*Q1: 7 days, +50 energy bonus, 0 recoverable energy bonus
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*Q2: 15 days, +50 energy bonus, 0 recoverable energy bonus
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*Q3: 7 days, +100 energy bonus, 0 recoverable energy bonus
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*Q4: ''coming soon''
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*Q5: ''coming soon''
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*Q6: ''coming soon''
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*Q7: ''coming soon''
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House durability determines how many days it may be reused before having to be disposed of. For example, a Q1 house only lasts 7 days, while Q2 one lasts 15 days. On the other hand, energy bonus determines how much energy points the house provides to the citizen.<br />In addiction to durability and energy bonus, Q6 and Q7 houses also provide a recoverable energy bonus.
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==Read also==
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* [[Daily tasks]]
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* [[Rising:House]]
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* [[One:House]]
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{{MenuEconomy}}
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[[Category:Products]]

Revision as of 09:18, 23 July 2014

Languages: 
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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

House increases citizen's recoverable energy.
Like all products, it can be purchased on marketplace.

Producing houses

  • 30px House raw material is used to produce houses.
  • If the country owns a region that's connected to capital with sand, clay, wood, limestone or granite, every company in that country will get +20% production bonus per resource; otherwise, regions not connected to capital will provide half of the production bonus (+20%).

House qualities

The effectiveness of houses depend on their quality.

A house's quality level determines three characteristics: durability (in days), energy bonus and recoverable energy bonus:

  • Q1: 7 days, +50 energy bonus, 0 recoverable energy bonus
  • Q2: 15 days, +50 energy bonus, 0 recoverable energy bonus
  • Q3: 7 days, +100 energy bonus, 0 recoverable energy bonus
  • Q4: coming soon
  • Q5: coming soon
  • Q6: coming soon
  • Q7: coming soon

House durability determines how many days it may be reused before having to be disposed of. For example, a Q1 house only lasts 7 days, while Q2 one lasts 15 days. On the other hand, energy bonus determines how much energy points the house provides to the citizen.
In addiction to durability and energy bonus, Q6 and Q7 houses also provide a recoverable energy bonus.

Read also