Productivity
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| Formulas |
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The amount of products you create when you work is dependent on the company type and resource bonuses applied to the region you have the Holding company in.
Products created
| Products produced in different type of companies with different bonuses; based on a production of one worker | ||||||
|---|---|---|---|---|---|---|
| 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 |
| Aircrafts | 5 | 6 | 7 | 8 | 9 | 10 |
| Grain, Iron, Sand and Magnesium | 0.35 | 0.42 | 0.49 | 0.56 | 0.63 | 0.70 |
| Fruits, Oil, Clay and Titanium | 0.70 | 0.84 | 0.98 | 1.12 | 1.26 | 1.40 |
| Fish, Aluminum, Wood and Wolfram | 1.25 | 1.50 | 1.75 | 2.00 | 2.25 | 2.50 |
| Cattle, Saltpeter, Limestone and Cobalt | 1.75 | 2.10 | 2.45 | 2.80 | 3.15 | 3.50 |
| Deer, Rubber, Granite and Neodymium | 2.50 | 3.00 | 3.50 | 4.00 | 4.50 | 5.00 |
| Q | Raw per house | Work per house | Production per employee | |||||
|---|---|---|---|---|---|---|---|---|
| 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% |
| Q | Hireable employees | Days needed per house | ||||||
| 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 | |
Additional notes:
- 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, weapon or aircraft companies. Only the usage of raw materials differs for each factory quality. More information: Raw material usage
- 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.
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 | Country productivity* | Region productivity |
| Very rare | Deer, Rubber, Granite and Neodymium | 30% | 6% |
| Rare | Grain, Saltpeter, Limestone and Cobalt | 25% | 5% |
| Uncommon | Cattle, Oil, Clay and Wolfram | 20% | 4% |
| Common | Fruits, Aluminum, Wood and Titanium | 15% | 3% |
| Very common | Fish, Iron, Sand and Magnesium | 10% | 2% |
* 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%).