One:Food
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This page has been saved as historical information from V1.
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Wellness and what influences it |
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Wellness · Food · House · Hospital · Gift · Wellness box · Train · Work · General manager · Fight · Moving ticket · Death · Revive |
Food | |||
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Quality | Cost | Bonus | |
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Quality 1 | see One:Wellness | ||
Quality 2 | see One:Wellness | ||
Quality 3 | see One:Wellness | ||
Quality 4 | see One:Wellness | ||
Quality 5 | see One:Wellness |
Food increases the citizen's wellness. Food, like all products, can be purchased in the Marketplace.
Every day, the highest quality food in your inventory will automatically be consumed.
If you do not have any food in your inventory, you will be warned via an in-game Alerts that you have to buy food. If you still have no food after the alert, you will begin to lose wellness. When your wellness reaches 0, your citizen will die, and you will be given the option to revive your citizen next time you log in.
Contents
Food and Wellness
Template:MainSingle Wellness from food or houses aren't linear. If you have high wellness then you will get less wellness from those two products. If you have low wellness then you will get more wellness.
Example: If you have 10% wellness and eat Q2 food and have a Q2 house then you will gain +5.6 wellness over the night. If you have 90% wellness and will eat Q2 food and have a Q2 house then you will only gain +2.4 wellness from those two products.
Calculate the wellness
here are different sites that can help you to calculate your wellness for tomorrow, most popular is the CCCP's eRepublik Wellness Calculator.
Manufacturing
Grain is required to manufacture food.
Cake
File:Cakenormal.jpg Cake was changed from Food on the second birthday of eRepublik V1. Plato turned the food into a cake. It was replaced with Food again after the second birthday of eRepublik.
- Q1cake.jpg
Q1 cake
- Q2cake.jpg
Q2 cake
- Q3cake.jpg
Q3 cake
- Q4cake.jpg
Q4 cake
- Q5cake.jpg
Q5 cake
Read also
Further reading
Products |
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Food · Gifts · Moving tickets · Weapons · Houses · Hospitals · Defense systems |