Difference between revisions of "Raw materials"

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{{TOCright}}
 
{{TOCright}}
  
'''Raw materials''' are the items needed to manufacture [[products]]. The following items are raw materials:
+
'''Raw materials''' are items needed to manufacture [[products]]. The following items are raw materials:
  
 
{|align="center"
 
{|align="center"
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* [[File:Icon - Sand.png]] [[Sand (resource)|Sand]]
 
* [[File:Icon - Sand.png]] [[Sand (resource)|Sand]]
 
|}
 
|}
 
 
  
 
== Raw materials and regions ==
 
== Raw materials and regions ==
 
 
{{Main|Region productivities}}
 
{{Main|Region productivities}}
Raw materials are placed in some specific regions through the world.
+
Raw materials are placed in some specific regions throughout the [[New World]].
 
+
  
 +
Up to date status of raw materials in regions should be visible in the specific [[:Category:Raw Materials|categories here]].
  
 
== Resource bonuses ==
 
== Resource bonuses ==
 
  
 
=== Products ===
 
=== Products ===
 
 
Raw material regions give bonuses to the companies in the country.
 
Raw material regions give bonuses to the companies in the country.
 
Every different resource (see the table above) country owns gives bonus for productivity to industry to which it belongs.
 
Every different resource (see the table above) country owns gives bonus for productivity to industry to which it belongs.
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''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), 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), house companies will get +5% bonus (sand) instead of 10% (the region that owns the bonus isn't linked to the capital).
 
  
 
===Transport routes===
 
===Transport routes===
 +
In order for the bonus to be fully effective, there needs to be a transport route through your country's regions to your capital. The route means that for the bonus to be fully effective, the region where the resource is found needs to be connected through regions of your country to your capital.
  
In order for the bonus to be fully effective, there need to be a transport route through your country's regions to your capital. The route means that for the bonus to be fully effective, the region where the resource is found 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 in the [[society]] page and they will only provide half of the bonus they hold.
 
+
'''Note''': If a region doesn't have a transport route to capital, there will be a notice in [[society]] page and they will only provide half of the bonus they hold.
+
 
+
 
+
  
 
== Producing raw materials ==
 
== Producing raw materials ==
 +
{{Main|Buildings}}
 +
 +
Each [[products]] industry needs a specific raw material:
 +
* [[Food]] companies use [[File:Icon_-_Food_Raw_Materials.png|60px]] [[Food raw material]];
 +
* [[Weapon]] companies use [[File:Icon_-_Weapon_Raw_Materials.png|60px]] [[Weapon raw material]];
 +
* [[Aircraft]] companies use [[File:Icon_-_Aircraft_raw_materials.png|60px]] [[Aircraft raw material]];
 +
* [[House]] companies use [[File:Icon_-_House_Raw_Materials.png|60px]] [[House raw material]].
  
 
For each kind of raw materials there are 5 different buildings, depending on the quantity of resource produced, in [[My_places|my places]].
 
For each kind of raw materials there are 5 different buildings, depending on the quantity of resource produced, in [[My_places|my places]].
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{| class="wikitable" style="text-align:center"
 
{| class="wikitable" style="text-align:center"
 
|-
 
|-
!colspan=3|Materie prime per cibo
+
!colspan=3|[[Food raw material]]
 
|-
 
|-
 
! Building type
 
! Building type
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{| class="wikitable"  style="text-align:center"
 
{| class="wikitable"  style="text-align:center"
 
|-
 
|-
!colspan=3|Materie prime per armi
+
!colspan=3|[[Weapon raw material]]
 
|-
 
|-
 
! Building type
 
! Building type
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{| class="wikitable"  style="text-align:center"
 
{| class="wikitable"  style="text-align:center"
 
|-
 
|-
!colspan=3|Materie prime per aircraft weapons
+
!colspan=3|[[Aircraft raw material]]
 
|-
 
|-
 
! Building type
 
! Building type
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{| class="wikitable"  style="text-align:center"
 
{| class="wikitable"  style="text-align:center"
 
|-
 
|-
!colspan=3|Materie prime per case
+
!colspan=3|[[House raw material]]
 
|-
 
|-
 
! Building type
 
! Building type
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|}
 
|}
  
'''Note''': The productivity above don't consider the (eventually) increment from regional bonus.
+
'''Note''': The productivity above doesn't consider the (potential) increment from the regional bonus.
 
+
To know the price of buildings, visit the page [[Buildings]] .
+
 
+
 
+
== Products and raw materials ==
+
 
+
{{Main|Buildings}}
+
 
+
Each [[products]] industry needs a specific raw material:
+
* [[Food]] companies use [[File:Icon_-_Food_Raw_Materials.png|60px]] [[Food raw material]];
+
* [[Weapon]] companies use [[File:Icon_-_Weapon_Raw_Materials.png|60px]] [[Weapon raw material]];
+
* [[Aircraft]] companies use [[File:Icon_-_Aircraft_raw_materials.png|60px]] [[Aircraft raw material]];
+
* [[House]] companies use [[File:Icon_-_House_Raw_Materials.png|60px]] [[House raw material]].
+
 
+
 
+
  
 
== Raw material usage ==
 
== Raw material usage ==
 
+
{{Main|Productivity}}
In this table there are some examples of amount of raw materials required '''per worker''' in all companies with different [[raw materials|bonuses]].
+
In this table, there are some examples of the number of raw materials required '''per worker''' in all companies with different bonuses.
  
 
{| class="wikitable" style="text-align:center"
 
{| class="wikitable" style="text-align:center"
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!+100% bonus
 
!+100% bonus
 
|-
 
|-
!rowspan=7|[[File:Icon_Food_Q7.png|90px]]<br /><big>[[Food]]</big>
+
!rowspan=7|[[File:Icon_-_Food_Q7.png|90px]]<br /><big>[[Food]]</big>
 
!Q1
 
!Q1
 
| 1
 
| 1
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|colspan=8|
 
|colspan=8|
 
|-
 
|-
!rowspan=7|[[File:Icon_Weapon_Q7.png|90px]]<br /><big>[[Weapon]]</big>
+
!rowspan=7|[[File:Icon_-_Weapon_Q7.png|90px]]<br /><big>[[Weapon]]</big>
 
!Q1
 
!Q1
 
| 1
 
| 1
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![[File:Icon_-_Aircraft_Q1.png|90px]]<br /><big>[[Aircraft|Aircraft Weapons]]</big>
 
![[File:Icon_-_Aircraft_Q1.png|90px]]<br /><big>[[Aircraft|Aircraft Weapons]]</big>
 
! Q1
 
! Q1
 +
| 1
 +
| 1.2
 +
| 1.4
 +
| 1.6
 +
| 1.8
 
| 2
 
| 2
| 2.4
 
| 2.8
 
| 3.2
 
| 3.6
 
| 4
 
 
|-
 
|-
|colspan=8|
 
|-
 
!rowspan=5|[[File:Icon_House_Q7.png|90px]]<br /><big>[[House]]</big>
 
! Q1
 
| 2
 
| 2.4
 
| 2.8
 
| 3.2
 
| 3.6
 
| 4
 
|-
 
! Q2
 
| 2
 
| 2.4
 
| 2.8
 
| 3.2
 
| 3.6
 
| 4
 
|-
 
! Q3
 
| 2
 
| 2.4
 
| 2.8
 
| 3.2
 
| 3.6
 
| 4
 
|-
 
! Q4
 
| 2
 
| 2.4
 
| 2.8
 
| 3.2
 
| 3.6
 
| 4
 
|-
 
! Q5
 
| 2
 
| 2.4
 
| 2.8
 
| 3.2
 
| 3.6
 
| 4
 
 
|}
 
|}
 
* ''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.
 
 
 
=== Amount of products produced ===
 
 
See [[Productivity#Products_created|productivity page]].
 
 
 
  
 
== See also ==
 
== See also ==
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**[[:Category:Regions with Limestone]]
 
**[[:Category:Regions with Limestone]]
 
**[[:Category:Regions with Granite]]
 
**[[:Category:Regions with Granite]]
*[[Rising:Raw materials]]
+
<!--*[[Rising:Raw materials]]-->
 
*[[One:Raw materials]]
 
*[[One:Raw materials]]
  
 
{{MenuEconomy}}
 
{{MenuEconomy}}
 
[[Category:Economy]]
 
[[Category:Economy]]

Revision as of 07:58, 16 October 2019

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Raw materials are items needed to manufacture products. The following items are raw materials:

Icon - Food Raw Materials.png Food raw materials: Icon - Weapon Raw Materials.png Weapon raw materials: File:Icon - Aircraft raw materials.png Aircraft raw materials: Icon - House Raw Materials.png House raw materials:

Raw materials and regions

Main article: Region productivities

Raw materials are placed in some specific regions throughout the New World.

Up to date status of raw materials in regions should be visible in the specific categories here.

Resource bonuses

Products

Raw material regions give bonuses to the companies in the country. Every different resource (see the table above) country owns gives bonus for productivity to industry to which it belongs.

Productivity bonus depending on resource rarity
Rarity Resources Bonus
Very rare Deer, Rubber, Neodymium and Granite 30%
Rare Grain, Saltpeter, Cobalt and Limestone 25%
Uncommon Cattle, Oil, Wolfram and Clay 20%
Common Fruits, Aluminum, Titanium and Wood 15%
Very common Fish, Iron, Magnesium and Sand 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 (e.g.: 25% for rare will become 12.5%).

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), house companies will get +5% bonus (sand) instead of 10% (the region that owns the bonus isn't linked to the capital).

Transport routes

In order for the bonus to be fully effective, there needs to be a transport route through your country's regions to your capital. The route means that for the bonus to be fully effective, the region where the resource is found 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 in the society page and they will only provide half of the bonus they hold.

Producing raw materials

Main article: Buildings

Each products industry needs a specific raw material:

For each kind of raw materials there are 5 different buildings, depending on the quantity of resource produced, in my places.

Food raw material
Building type Name of building Base productivity
Icon - Grain Farm.png Grain Farm 0.35
Icon - Fruit Orchard.png Fruit Orchard 0.70
Icon - Fishery.png Fishery 1.25
Icon - Cattle Farm.png Cattle Farm 1.75
Icon - Hunting Lodge.png Hunting Lodge 2.50
Weapon raw material
Building type Name of building Base productivity
Icon - Iron Mine.png Iron Mine 0.35
Icon - Oil Rig.png Oil Rig 0.70
Icon - Aluminum Mine.png Aluminium Mine 1.25
Icon - Saltpeter Mine.png Saltpeter Mine 1.75
Icon - Rubber Plantation.png Rubber Plantation 2.50
Aircraft raw material
Building type Name of building Base productivity
Icon - Magnesium Rafinery.png Magnesium Refinery 0.35
Icon - Titanium Rafinery.png Titanium Refinery 0.70
Icon - Wolfram Mine.png Wolfram Mine 1.25
Icon - Cobalt Plant.png Cobalt Plant 1.75
Icon - Neodymium Mine.png Neodymium Mine 2.50
House raw material
Building type Name of building Base productivity
90px Sand Mine 0.35
90px Clay Pit 0.70
Icon - Sawmill.png Sawmill 1.25
90px Limestone Quarry 1.75
90px Granite Quarry 2.50

Note: The productivity above doesn't consider the (potential) increment from the regional bonus.

Raw material usage

Main article: Productivity

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
Icon - Food Q7.png
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
Icon - Weapon Q7.png
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
Icon - Aircraft Q1.png
Aircraft Weapons
Q1 1 1.2 1.4 1.6 1.8 2

See also