Difference between revisions of "Raw materials"
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Revision as of 04:07, 23 February 2012
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Raw materials are products that are used to manufacture other products. The following items are raw materials:
File:Food Raw Material.png Food raw materials: | File:Weapon Raw Material.png Weapon raw materials: |
Raw materials and regions
Raw materials are placed in some specific regions through the world.
Resource bonuses
Products
Raw material regions give bonuses to the companies in the country. Only regions that have a transport route to capital will be taken into consideration. Isolated regions will no longer provide any bonus. Every different food resource (see the table above) country owns gives +20% bonus to all food and Food raw material companies located in that country. Same goes for weapons: every different weapon resource country owns gives +20% bonus to all weapon and Weapon raw material companies located in that country.
Example: Country has 2 grain, deer, fruits, oil and rubber. Food companies will get +60% bonus (grain, deer, fruits) and weapon companies +40% bonus (oil, rubber).
Transport routes
In order the bonus to be 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 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 capital, there will be a notice in society page and they won't show in the resources section of the economy page.
Producing raw materials
Raw materials are produced in 10 different buildings in my land.
Note: The basic productivity mentioned in the table is the productivity before resource bonuses are added to the calculation.
For building prices, please visit my land page.
Products and raw materials
Each product industry needs a specific raw material:
- Food companies use Food raw material;
- Weapon companies use Weapon raw material
Raw material usage
- For food: Q / food unit
- For weapons: 10*Q / weapon
From this table you can see the required amount of raw materials when you work in different quality companies with different kinds of resource bonuses.
Raw materials required per worker in different quality food and weapon companies with different bonuses | |||||||
---|---|---|---|---|---|---|---|
Building type | Quality | 0% bonus | 20% bonus | 40% bonus | 60% bonus | 80% bonus | 100% bonus |
130px Food |
Q1 | 100 | 120 | 140 | 160 | 180 | 200 |
Q2 | 200 | 240 | 280 | 320 | 360 | 400 | |
Q3 | 300 | 360 | 420 | 480 | 540 | 600 | |
Q4 | 400 | 480 | 560 | 640 | 720 | 800 | |
Q5 | 500 | 600 | 700 | 800 | 900 | 1000 | |
Q6 | 600 | 700 | 800 | 900 | 1000 | 1100 | |
130px Weapon |
Q1 | 100 | 120 | 140 | 160 | 180 | 200 |
Q2 | 200 | 240 | 280 | 320 | 360 | 400 | |
Q3 | 300 | 360 | 420 | 480 | 540 | 600 | |
Q4 | 400 | 480 | 560 | 640 | 720 | 800 | |
Q5 | 500 | 600 | 700 | 800 | 900 | 1000 | |
Q6 | 600 | 700 | 800 | 900 | 1000 | 1100 |
- 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 page.
See Also
- Customization level
- List of regions with...
Calculators and links
eRepublik Economy | |||
---|---|---|---|
Company | Worker | Work • Hard worker achievement • Job market • Work tax
Historical: eRepublik V1 industry • eRepublik Rising professions • Income tax | |
General manager | Company page • Manage employees • Work ticket • Customization level • Import tax (Tariffs) • Export license • Holding company • Pollution • Productivity • Storage • VAT • Work tax | ||
Products and Raw materials | Current | Aircraft weapon • Aircraft weapon raw material • Food • Food raw material • House • House raw material • Weapon • Weapon raw material • Moving ticket* | |
Historical | Rising: Defense system† • Food • Hospital† • House • Weapon • Stone† • Titanium†
V1: Defense system† • Food • Gift† • Hospital† • House • Moving ticket • Weapon • Diamonds† • Wood† | ||
Resources | Aluminum • Cattle • Clay • Cobalt • Deer • Fish • Fruits • Grain • Granite • Iron • Limestone • Magnesium • Neodymium • Oil • Rubber • Saltpeter • Sand • Titanium • Wolfram • Wood
List of regions with... Aluminum • Cattle • Clay • Cobalt • Deer • Fish • Fruits • Grain • Granite • Iron • Limestone • Magnesium • Neodymium • Oil • Rubber • Saltpeter • Sand • Titanium • Wolfram • Wood | ||
Money | Currencies of the New World (CC) • Gold | ||
Politics | GDP • Minimum wage • Printing money • Resource concession • Taxes • Trade embargoes • Treasury
Historical: Citizen fee • Inflation | ||
Market | Black market trading • Marketplace • Monetary market • Job market • Companies for sale • Game tokens | ||
* Moving tickets can be bought on the market or earned from the weekly challenge, but can't be produced anymore.
† Products or raw materials from V1 or V2 (no longer part of the game) |