Difference between revisions of "Raw materials"

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'''Raw materials''' are items needed to manufacture [[products]]. There are four main raw material types and each of them has 5 resources:
 
+
'''Raw materials''' are items needed to manufacture [[products]]. The following items are raw materials:
+
  
 
{|align="center"
 
{|align="center"
|'''[[File:Icon - Food Raw Materials.png]] [[Food raw material]]s:'''
+
|'''[[File:Icon - Food Raw Materials.png]] [[Food raw material|Food]]:'''
 
* [[File:Icon - Deer.png]] [[Deer]]
 
* [[File:Icon - Deer.png]] [[Deer]]
 
* [[File:Icon - Grain.png|40px]] [[Grain]]
 
* [[File:Icon - Grain.png|40px]] [[Grain]]
Line 12: Line 10:
 
* [[File:Icon - Fish.png]] [[Fish]]
 
* [[File:Icon - Fish.png]] [[Fish]]
 
|
 
|
|'''[[File:Icon - Weapon Raw Materials.png]] [[Weapon raw material]]s:'''
+
|'''[[File:Icon - Weapon Raw Materials.png]] [[Weapon raw material|Weapon]]:'''
 
* [[File:Icon - Rubber.png]] [[Rubber]]
 
* [[File:Icon - Rubber.png]] [[Rubber]]
 
* [[File:Icon - Saltpeter.png]] [[Saltpeter]]
 
* [[File:Icon - Saltpeter.png]] [[Saltpeter]]
Line 19: Line 17:
 
* [[File:Icon - Iron.png]] [[Iron]]
 
* [[File:Icon - Iron.png]] [[Iron]]
 
|
 
|
|'''[[File:Icon - Aircraft raw materials.png]] [[Aircraft raw material]]s:'''
+
|'''[[File:Icon - Aircraft Weapon Raw Materials.png]] [[Aircraft weapon raw material|Aircraft]]:'''
 
* [[File:Icon - Neodymium.png]] [[Neodymium]]
 
* [[File:Icon - Neodymium.png]] [[Neodymium]]
 
* [[File:Icon - Cobalt.png]] [[Cobalt]]
 
* [[File:Icon - Cobalt.png]] [[Cobalt]]
Line 26: Line 24:
 
* [[File:Icon - Magnesium.png]] [[Magnesium]]
 
* [[File:Icon - Magnesium.png]] [[Magnesium]]
 
|
 
|
|'''[[File:Icon - House Raw Materials.png]] [[House raw material]]s:'''
+
|'''[[File:Icon - House Raw Materials.png]] [[House raw material|House]]:'''
 
* [[File:Icon - Granite.png]] [[Granite]]
 
* [[File:Icon - Granite.png]] [[Granite]]
 
* [[File:Icon - Limestone.png]] [[Limestone]]
 
* [[File:Icon - Limestone.png]] [[Limestone]]
 +
* [[File:Icon - Clay.png]] [[Clay]]
 
* [[File:Icon - Wood.png]] [[Wood]]
 
* [[File:Icon - Wood.png]] [[Wood]]
* [[File:Icon - Clay.png]] [[Clay]]
 
 
* [[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]].
 
+
  
 +
To date status of raw materials in regions should be visible in the specific [[:Category:Raw Materials|categories here]].
  
 
== Resource bonuses ==
 
== Resource bonuses ==
 
 
=== 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 country owns gives a [[productivity]] bonus for the industry to which it belongs.
  
 
{| class="wikitable" style="text-align:center"
 
{| class="wikitable" style="text-align:center"
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!Rarity
 
!Rarity
 
!Resources
 
!Resources
!Bonus
+
!Full Bonus
 +
!Half Bonus
 
|-
 
|-
 
| Very rare
 
| Very rare
 
| [[Deer]], [[Rubber]], [[Neodymium]] and [[Granite]]
 
| [[Deer]], [[Rubber]], [[Neodymium]] and [[Granite]]
 
| 30%
 
| 30%
 +
| 15%
 
|-
 
|-
 
| Rare
 
| Rare
 
| [[Grain]], [[Saltpeter]], [[Cobalt]] and [[Limestone]]
 
| [[Grain]], [[Saltpeter]], [[Cobalt]] and [[Limestone]]
 
| 25%
 
| 25%
 +
| 12.5%
 
|-
 
|-
 
| Uncommon
 
| Uncommon
 
| [[Cattle]], [[Oil]], [[Wolfram]] and [[Clay]]
 
| [[Cattle]], [[Oil]], [[Wolfram]] and [[Clay]]
 
| 20%
 
| 20%
 +
| 10%
 
|-
 
|-
 
| Common
 
| Common
 
| [[Fruits]], [[Aluminum]], [[Titanium]] and [[Wood]]
 
| [[Fruits]], [[Aluminum]], [[Titanium]] and [[Wood]]
 
| 15%
 
| 15%
 +
| 7.5%
 
|-
 
|-
 
| Very common
 
| Very common
 
| [[Fish]], [[Iron]], [[Magnesium]] and [[Sand (resource)|Sand]]
 
| [[Fish]], [[Iron]], [[Magnesium]] and [[Sand (resource)|Sand]]
 
| 10%
 
| 10%
|-
+
| 5%
 
|}
 
|}
  
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%).
+
In order for the bonus to be fully effective, there needs to be a transport route through your country's regions to your capital. This means that the region where the resource is located needs to be connected through regions of your country to your [[capital (political)|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).
+
'''Note''': If a region doesn't have a transport route to the capital, there will be a notice on the country's [[society]] tab (''No direct transport route to the Capital'') and only half of its resources’ productivity bonuses will be used in the productivity formula (e.g.: 25% for rare will become 12.5%), visible on the country's [[economy]] tab in the '''Country resources''' section.
  
 +
''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), and house companies will get +5% bonus (sand) instead of 10% (the region that owns the bonus isn't linked to the capital).
  
===Transport routes===
+
== Producing raw materials ==
 +
{{Main|Buildings}}
  
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.
+
Each [[products]] industry needs a specific raw material:
 
+
* [[Food]] companies use [[File:Icon_-_Food_Raw_Materials.png|25px]] [[Food raw material]];
'''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.
+
* [[Weapon]] companies use [[File:Icon_-_Weapon_Raw_Materials.png|25px]] [[Weapon raw material]];
 
+
* [[Aircraft weapon]] companies use [[File:Icon_-_Aircraft_Weapon_Raw_Materials.png|25px]] [[Aircraft weapon raw material]];
 
+
* [[House]] companies use [[File:Icon_-_House_Raw_Materials.png|25px]] [[House raw material]].
 
+
== Producing raw materials ==
+
  
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 raw material type, there are 5 different buildings, depending on the number of resources produced.
  
 
{|
 
{|
Line 102: Line 98:
 
{| 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
Line 108: Line 104:
 
! Base productivity
 
! Base productivity
 
|-
 
|-
|[[File:Icon - Grain Farm.png|90px]]
+
|[[File:Icon - Grain Farm.png|60px]]
 
| Grain Farm
 
| Grain Farm
 
|0.35
 
|0.35
 
|-
 
|-
|[[File:Icon - Fruit Orchard.png|90px]]  
+
|[[File:Icon - Fruit Orchard.png|60px]]  
 
| Fruit Orchard
 
| Fruit Orchard
 
|0.70
 
|0.70
 
|-
 
|-
|[[File:Icon - Fishery.png|90px]]  
+
|[[File:Icon - Fishery.png|60px]]  
 
| Fishery
 
| Fishery
 
|1.25
 
|1.25
 
|-
 
|-
|[[File:Icon - Cattle Farm.png|90px]]  
+
|[[File:Icon - Cattle Farm.png|60px]]  
 
| Cattle Farm
 
| Cattle Farm
 
|1.75
 
|1.75
 
|-
 
|-
|[[File:Icon - Hunting Lodge.png|90px]]  
+
|[[File:Icon - Hunting Lodge.png|60px]]  
 
| Hunting Lodge
 
| Hunting Lodge
 
|2.50
 
|2.50
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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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! Base productivity
 
! Base productivity
 
|-
 
|-
|[[File:Icon - Iron Mine.png|90px]]
+
|[[File:Icon - Iron Mine.png|60px]]
 
|Iron Mine
 
|Iron Mine
 
|0.35
 
|0.35
 
|-
 
|-
|[[File:Icon - Oil Rig.png|90px]]
+
|[[File:Icon - Oil Rig.png|60px]]
 
|Oil Rig
 
|Oil Rig
 
|0.70
 
|0.70
 
|-
 
|-
|[[File:Icon - Aluminium Mine.png|90px]]
+
|[[File:Icon - Aluminium Mine.png|60px]]
 
|Aluminium Mine
 
|Aluminium Mine
 
|1.25
 
|1.25
 
|-
 
|-
|[[File:Icon - Saltpeter Mine.png|90px]]
+
|[[File:Icon - Saltpeter Mine.png|60px]]
 
|Saltpeter Mine
 
|Saltpeter Mine
 
|1.75
 
|1.75
 
|-
 
|-
|[[File:Icon - Rubber Plantation.png|90px]]
+
|[[File:Icon - Rubber Plantation.png|60px]]
 
|Rubber Plantation
 
|Rubber Plantation
 
|2.50
 
|2.50
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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 weapon raw material]]
 
|-
 
|-
 
! Building type
 
! Building type
Line 166: Line 162:
 
! Base productivity
 
! Base productivity
 
|-
 
|-
|[[File:Icon - Magnesium Rafinery.png|90px]]
+
|[[File:Icon - Magnesium Rafinery.png|60px]]
 
|Magnesium Refinery
 
|Magnesium Refinery
 
|0.35
 
|0.35
 
|-
 
|-
|[[File:Icon - Titanium Rafinery.png|90px]]
+
|[[File:Icon - Titanium Rafinery.png|60px]]
 
|Titanium Refinery
 
|Titanium Refinery
 
|0.70
 
|0.70
 
|-
 
|-
|[[File:Icon - Wolfram Mine.png|90px]]
+
|[[File:Icon - Wolfram Mine.png|60px]]
 
|Wolfram Mine
 
|Wolfram Mine
 
|1.25
 
|1.25
 
|-
 
|-
|[[File:Icon - Cobalt Plant.png|90px]]
+
|[[File:Icon - Cobalt Plant.png|60px]]
 
|Cobalt Plant
 
|Cobalt Plant
 
|1.75
 
|1.75
 
|-
 
|-
|[[File:Icon - Neodymium Mine.png|90px]]
+
|[[File:Icon - Neodymium Mine.png|60px]]
 
|Neodymium Mine
 
|Neodymium Mine
 
|2.50
 
|2.50
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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
Line 195: Line 191:
 
! Base productivity
 
! Base productivity
 
|-
 
|-
|[[File:Icon - Sand mine.png|90px]]
+
|[[File:Icon - Sand Mine.png|60px]]
 
|Sand Mine
 
|Sand Mine
 
|0.35
 
|0.35
 
|-
 
|-
|[[File:Icon - Clay pit.png|90px]]
+
|[[File:Icon - Clay Pit.png|60px]]
 
|Clay Pit
 
|Clay Pit
 
|0.70
 
|0.70
 
|-
 
|-
|[[File:Icon - Sawmill.png|90px]]
+
|[[File:Icon - Sawmill.png|60px]]
 
|Sawmill
 
|Sawmill
 
|1.25
 
|1.25
 
|-
 
|-
|[[File:Icon - Limestone quarry.png|90px]]
+
|[[File:Icon - Limestone Quarry.png|60px]]
 
|Limestone Quarry
 
|Limestone Quarry
 
|1.75
 
|1.75
 
|-
 
|-
|[[File:Icon - Granite quarry.png|90px]]
+
|[[File:Icon - Granite Quarry.png|60px]]
 
|Granite Quarry
 
|Granite Quarry
 
|2.50
 
|2.50
Line 217: Line 213:
 
|}
 
|}
  
'''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|60px]]<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|60px]]<br /><big>[[Weapon]]</big>
 
!Q1
 
!Q1
 
| 1
 
| 1
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|colspan=8|
 
|colspan=8|
 
|-
 
|-
![[File:Icon_-_Aircraft_Q1.png|90px]]<br /><big>[[Aircraft|Aircraft Weapons]]</big>
+
!rowspan=5|[[File:Icon_-_Aircraft_Q1.png|60px]]<br /><big>[[Aircraft weapon]]s</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|
+
!Q2
|-
+
!rowspan=5|[[File:Icon_House_Q7.png|90px]]<br /><big>[[House]]</big>
+
! Q1
+
 
| 2
 
| 2
 
| 2.4
 
| 2.4
Line 387: Line 365:
 
| 4
 
| 4
 
|-
 
|-
! Q2
+
!Q3
| 2
+
| 3
| 2.4
+
| 2.8
+
| 3.2
+
 
| 3.6
 
| 3.6
| 4
+
| 4.2
 +
| 4.8
 +
| 5.4
 +
| 6
 
|-
 
|-
! Q3
+
!Q4
| 2
+
| 2.4
+
| 2.8
+
| 3.2
+
| 3.6
+
 
| 4
 
| 4
 +
| 4.8
 +
| 5.6
 +
| 6.4
 +
| 7.2
 +
| 8
 
|-
 
|-
! Q4
+
!Q5
| 2
+
| 5
| 2.4
+
| 6
| 2.8
+
| 7
| 3.2
+
| 8
| 3.6
+
| 9
| 4
+
| 10
|-
+
! 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.
+
Please note, that increased usage of raw materials due to the production bonus will generate more of the product as well.
 
+
;Example: You work in Q4 weapon company and the weapon resource bonus is 60%. You need 6.40 units of [[weapon raw material]] to create the 16 weapons.
 
+
=== Amount of products produced ===
+
 
+
See [[Productivity#Products_created|productivity page]].
+
 
+
 
+
  
 
== See also ==
 
== See also ==
 +
*[[Customization level]]
  
*[[Customization level]]
+
== Historical information ==
*List of regions with...
+
**[[:Category:Regions with Grain]]
+
**[[:Category:Regions with Fish]]
+
**[[:Category:Regions with Deer]]
+
**[[:Category:Regions with Cattle]]
+
**[[:Category:Regions with Fruits]]
+
**[[:Category:Regions with Aluminum]]
+
**[[:Category:Regions with Iron]]
+
**[[:Category:Regions with Saltpeter]]
+
**[[:Category:Regions with Rubber]]
+
**[[:Category:Regions with Oil]]
+
**[[:Category:Regions with Sand]]
+
**[[:Category:Regions with Clay]]
+
**[[:Category:Regions with Wood]]
+
**[[:Category:Regions with Limestone]]
+
**[[:Category:Regions with Granite]]
+
 
*[[Rising:Raw materials]]
 
*[[Rising:Raw materials]]
 
*[[One:Raw materials]]
 
*[[One:Raw materials]]

Latest revision as of 05:40, 11 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

Raw materials are items needed to manufacture products. There are four main raw material types and each of them has 5 resources:

Icon - Food Raw Materials.png Food: Icon - Weapon Raw Materials.png Weapon: Icon - Aircraft Weapon Raw Materials.png Aircraft: Icon - House Raw Materials.png House:

Raw materials and regions

Main article: Region productivities

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

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

Resource bonuses

Raw material regions give bonuses to the companies in the country. Every different resource country owns gives a productivity bonus for the industry to which it belongs.

Productivity bonus depending on resource rarity
Rarity Resources Full Bonus Half Bonus
Very rare Deer, Rubber, Neodymium and Granite 30% 15%
Rare Grain, Saltpeter, Cobalt and Limestone 25% 12.5%
Uncommon Cattle, Oil, Wolfram and Clay 20% 10%
Common Fruits, Aluminum, Titanium and Wood 15% 7.5%
Very common Fish, Iron, Magnesium and Sand 10% 5%

In order for the bonus to be fully effective, there needs to be a transport route through your country's regions to your capital. This means that the region where the resource is located 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 on the country's society tab (No direct transport route to the Capital) and only half of its resources’ productivity bonuses will be used in the productivity formula (e.g.: 25% for rare will become 12.5%), visible on the country's economy tab in the Country resources section.

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

Producing raw materials

Main article: Buildings

Each products industry needs a specific raw material:

For each raw material type, there are 5 different buildings, depending on the number of resources produced.

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 weapon 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
Icon - Sand Mine.png Sand Mine 0.35
Icon - Clay Pit.png Clay Pit 0.70
Icon - Sawmill.png Sawmill 1.25
Icon - Limestone Quarry.png Limestone Quarry 1.75
Icon - Granite Quarry.png 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
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

Please note, that increased usage of raw materials due to the production bonus will generate more of the product as well.

Example
You work in Q4 weapon company and the weapon resource bonus is 60%. You need 6.40 units of weapon raw material to create the 16 weapons.

See also

Historical information