Difference between revisions of "House"
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− | {{LangMenu | + | {{LangMenu}}{{-}}{{MenuProducts}}{{Energy}}__NOTOC__ |
<gallery widths=70px heights=70px perrow=1 style="float:right"> | <gallery widths=70px heights=70px perrow=1 style="float:right"> | ||
− | + | Icon - House Q1.png | |
− | + | Icon - House Q2.png | |
− | + | Icon - House Q3.png | |
− | + | Icon - House Q4.png | |
− | + | Icon - House Q5.png | |
− | + | Icon - House Q6.png | |
− | + | Icon - House Q7.png | |
</gallery> | </gallery> | ||
− | '''Houses''' increase [[citizen]]'s recoverable [[energy]] and | + | '''Houses''' increase [[citizen]]'s recoverable [[energy]] and citizen's [[energy pool]]. Like all [[products]], it can be purchased on the [[marketplace]]. |
− | Once a House is in a citizen's [[storage|inventory]] it needs to be activated before the citizen gets the benefits from the House. A House that has been activated can not be sold on the marketplace.<br />A House can be deactivated and re-activated at any time. Keep in mind that when deactivating a House its durability will be consumed in 1 hour increments. For example, deactivating a House after using it for 1 hour and 3 minutes will consume 2 hours of its durability. | + | Once a House is in a citizen's [[storage|inventory]] it needs to be activated before the citizen gets the benefits from the House. A House that has been activated can not be sold on the marketplace.<br />A House can be deactivated and re-activated at any time. |
+ | |||
+ | Keep in mind that: | ||
+ | * when activating a House, an activation fee will have to be paid. The fee is paid every time house is activated. | ||
+ | * when deactivating a House, its durability will be consumed in 1-hour increments. For example, deactivating a House after using it for 1 hour and 3 minutes will consume 2 hours of its durability. | ||
+ | * Since Day 2,492 a citizen can have one house of each quality activated at any time. | ||
==Producing houses== | ==Producing houses== | ||
+ | {{Main|House raw material|Productivity}} | ||
* [[File:Icon - House Raw Materials.png|30px]] [[House raw material]] is used to produce houses. | * [[File:Icon - House Raw Materials.png|30px]] [[House raw material]] is used to produce houses. | ||
− | + | * The only way to produce houses is by using work tickets generated by your employees. You can not work as a manager in your House factories or your House raw material companies. | |
− | * The only way to produce houses is by using work tickets generated by your employees. You can not work as manager in your House factories or your House raw material companies. | + | * If a citizen has two or more companies of the same quality, those companies will contribute to building only one House. For example, if you have 1 Q3 House factory you will only be able to apply the 3 work tickets per day to single a House, but if you have 2 Q3 House factories you will be able to apply 6 work tickets per day to a single house. |
− | * If a citizen has two or more companies of the same quality, those companies will contribute to building only one House. For example, if you have 1 Q3 House factory you will only be able to apply 3 work tickets per day to single a House, but if you have 2 Q3 House factories you will be able to apply 6 work tickets per day to a single house | + | |
− | + | ||
==House qualities== | ==House qualities== | ||
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A house's quality level determines two characteristics: '''energy bonus''' and '''recoverable energy bonus''': | A house's quality level determines two characteristics: '''energy bonus''' and '''recoverable energy bonus''': | ||
− | |||
*Q1: +50 energy bonus, 2 recoverable energy bonus | *Q1: +50 energy bonus, 2 recoverable energy bonus | ||
*Q2: +80 energy bonus, 2 recoverable energy bonus | *Q2: +80 energy bonus, 2 recoverable energy bonus | ||
Line 34: | Line 37: | ||
Energy bonus determines how much [[energy]] points the house provides to the citizen and recoverable energy bonus is the amount of energy a citizen recovers every 6 minutes. | Energy bonus determines how much [[energy]] points the house provides to the citizen and recoverable energy bonus is the amount of energy a citizen recovers every 6 minutes. | ||
− | Houses also have durability, which determines how many days it may be reused before having to be disposed of, currently it is 7 days plus the bonus for [[City#City_Size|city size]]. | + | Houses also have '''durability''', which determines how many days it may be reused before having to be disposed of, currently, it is 7 days, regardless of the house quality, plus the bonus for [[City#City_Size|city size]]. |
− | Since Day 2,492 citizens will receive 1 Overtime Point for each different quality active house per hour that it remains active. For example, if a citizen has 3 active houses (Q1,Q2,Q3) they will receive 3 Overtime Points per hour. | + | Since Day 2,492 citizens will receive 1 '''[[Overtime|Overtime Point]]''' for each different quality active house per hour that it remains active. For example, if a citizen has 3 active houses (Q1, Q2, Q3) they will receive 3 Overtime Points per hour. |
==See also== | ==See also== | ||
− | * [[ | + | * [[Customization level upgrade]] |
+ | * [[Rising:House]] - House during Rising version of the game | ||
+ | * [[One:House]] - House during V1 version of the game | ||
{{MenuEconomy}} | {{MenuEconomy}} | ||
[[Category:Products]] | [[Category:Products]] |
Revision as of 17:52, 30 October 2020
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Products and Raw materials: |
Energy and what influences it |
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Recovering energy: Food • House • Weekly challenge • Power pack • Power Pack Booster
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Houses increase citizen's recoverable energy and citizen's energy pool. Like all products, it can be purchased on the marketplace.
Once a House is in a citizen's inventory it needs to be activated before the citizen gets the benefits from the House. A House that has been activated can not be sold on the marketplace.
A House can be deactivated and re-activated at any time.
Keep in mind that:
- when activating a House, an activation fee will have to be paid. The fee is paid every time house is activated.
- when deactivating a House, its durability will be consumed in 1-hour increments. For example, deactivating a House after using it for 1 hour and 3 minutes will consume 2 hours of its durability.
- Since Day 2,492 a citizen can have one house of each quality activated at any time.
Producing houses
- House raw material is used to produce houses.
- The only way to produce houses is by using work tickets generated by your employees. You can not work as a manager in your House factories or your House raw material companies.
- If a citizen has two or more companies of the same quality, those companies will contribute to building only one House. For example, if you have 1 Q3 House factory you will only be able to apply the 3 work tickets per day to single a House, but if you have 2 Q3 House factories you will be able to apply 6 work tickets per day to a single house.
House qualities
The effectiveness of houses depends on their quality.
A house's quality level determines two characteristics: energy bonus and recoverable energy bonus:
- Q1: +50 energy bonus, 2 recoverable energy bonus
- Q2: +80 energy bonus, 2 recoverable energy bonus
- Q3: +100 energy bonus, 2 recoverable energy bonus
- Q4: +150 energy bonus, 2 recoverable energy bonus
- Q5: +200 energy bonus, 2 recoverable energy bonus
Energy bonus determines how much energy points the house provides to the citizen and recoverable energy bonus is the amount of energy a citizen recovers every 6 minutes.
Houses also have durability, which determines how many days it may be reused before having to be disposed of, currently, it is 7 days, regardless of the house quality, plus the bonus for city size.
Since Day 2,492 citizens will receive 1 Overtime Point for each different quality active house per hour that it remains active. For example, if a citizen has 3 active houses (Q1, Q2, Q3) they will receive 3 Overtime Points per hour.
See also
- Customization level upgrade
- Rising:House - House during Rising version of the game
- One:House - House during V1 version of the game