# Productivity

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The amount of products you create when you work is dependent from the company type and resource bonuses of your country of 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% 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:

Productivity bonus = country productivity bonus + region productivity bonus + player booster - region pollution factor

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

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