Difference between revisions of "Productivity"
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|1 Q1 | |1 Q1 | ||
− | | | + | |10 |
|5 | |5 | ||
|20% | |20% | ||
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|- | |- | ||
|1 Q2 | |1 Q2 | ||
− | | | + | |20 |
|10 | |10 | ||
|10% | |10% | ||
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|- | |- | ||
|1 Q3 | |1 Q3 | ||
− | | | + | |40 |
|20 | |20 | ||
|5% | |5% | ||
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|- | |- | ||
|1 Q4 | |1 Q4 | ||
− | | | + | |80 |
|40 | |40 | ||
|2.5% | |2.5% | ||
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|- | |- | ||
|1 Q5 | |1 Q5 | ||
− | | | + | |120 |
|60 | |60 | ||
|1.666% | |1.666% | ||
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*Working in Iron, Oil, Aluminum, Saltpeter or Rubber company will produce [[Weapon 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 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 or weapon companies. | *You will produce the same amount of products in different quality food or weapon companies. | ||
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The country productivity bonus is the sum of distinct industry resources the country owns. | The country productivity bonus is the sum of distinct industry resources the country owns. | ||
− | IE: if a country holds all 5 resources for | + | 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. | 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 | + | IE: if a region holds the best 4 resources for the industry, its productivity bonus will be 18%. |
== Resource bonus == | == Resource bonus == |
Revision as of 03:35, 31 December 2018
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The amount of products you create when you work is depending from the company type and resource bonuses of your country citizenship.
Products created
Products produced in different type of companies with different bonuses | ||||||
---|---|---|---|---|---|---|
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 |
Grain, Iron and Sand | 0.35 | 0.42 | 0.49 | 0.56 | 0.63 | 0.70 |
Fruits, Oil and Clay | 0.70 | 0.84 | 0.98 | 1.12 | 1.26 | 1.40 |
Fish, Aluminum and Wood | 1.25 | 1.50 | 1.75 | 2.00 | 2.25 | 2.50 |
Cattle, Saltpeter and Limestone | 1.75 | 2.10 | 2.45 | 2.80 | 3.15 | 3.50 |
Deer, Rubber and Granite | 2.50 | 3.00 | 3.50 | 4.00 | 4.50 | 5.00 |
Production per employee | ||||||||
---|---|---|---|---|---|---|---|---|
Raw per house | Work per house | 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% |
Days needed per house | ||||||||
Hireable employees | 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 |
- 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 or weapon companies.
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 | Bonus |
Very rare | Deer, Rubber, Granite and Neodymium | 30% |
Rare | Grain, Saltpeter, Limestone and Cobalt | 25% |
Uncommon | Cattle, Oil, Clay and Wolfram | 20% |
Common | Fruits, Aluminum, Wood and Titanium | 15% |
Very common | Fish, Iron, Sand and Magnesium | 10% |
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%).
Raw material usage
- Weapons require weapon raw materials.
- Foods require food raw materials.
- Houses require house raw materials.
- Aircrafts require aircraft raw materials.
- Example
- You work in Q4 weapon company and the resource bonus is 60%. You need 640 units of weapon raw material to create the 16 weapons.
See also