Difference between revisions of "House"

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{{LangMenu}}{{-}}{{MenuProducts}}{{Energy}}__NOTOC__
 
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<gallery widths=70px heights=70px perrow=1 style="float:right">
 
<gallery widths=70px heights=70px perrow=1 style="float:right">
File:Icon House Q1.png
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Icon - House Q1.png
File:Icon House Q2.png
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Icon - House Q2.png
File:Icon House Q3.png
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Icon - House Q3.png
File:Icon House Q4.png
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Icon - House Q4.png
File:Icon House Q5.png
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Icon - House Q5.png
File:Icon House Q6.png
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Icon - House Q6.png
File:Icon House Q7.png
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Icon - House Q7.png
 
</gallery>
 
</gallery>
  
'''House''' increases [[citizen]]'s recoverable [[energy]].<br />Like all [[products]], it can be purchased on [[marketplace]].
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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]].
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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.
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Keep in mind that:
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* when activating a House, an activation fee will have to be paid. The fee is paid every time a house is activated.
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* 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.
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* Since Day 2,492 a citizen can have one house of each quality activated at any time.
  
 
==Producing houses==
 
==Producing houses==
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{{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.
* If the country owns a region that's connected to capital with [[sand (resource)|sand]], [[clay]], [[wood]], [[limestone]] or [[granite]], every company in that country will get +20% production bonus per resource; otherwise, regions not connected to capital will provide half of the production bonus (+10%).
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* 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.
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* 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==
 
==House qualities==
The effectiveness of houses depend on their quality.
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The effectiveness of houses depends on their quality.
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A house's quality level determines two characteristics: '''energy bonus''' and '''recoverable energy bonus''':
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*Q1: +50 energy bonus, 2 recoverable energy bonus
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*Q2: +80 energy bonus, 2 recoverable energy bonus
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*Q3: +100 energy bonus, 2 recoverable energy bonus
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*Q4: +150 energy bonus, 2 recoverable energy bonus
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*Q5: +200 energy bonus, 2 recoverable energy bonus
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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.
  
A house's quality level determines three characteristics: '''durability''' (in days), '''energy bonus''' and '''recoverable energy bonus''':
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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]].
[[File:Icon_House_Q7.png|left|frame|Q7 house]]
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*Q1: 7 days, +50 energy bonus, 0 recoverable energy bonus
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*Q2: 15 days, +50 energy bonus, 0 recoverable energy bonus
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*Q3: 7 days, +100 energy bonus, 0 recoverable energy bonus
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*Q4: ''coming soon''
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*Q5: ''coming soon''
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*Q6: ''coming soon''
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*Q7: ''coming soon''
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House durability determines how many days it may be reused before having to be disposed of. For example, a Q1 house only lasts 7 days, while Q2 one lasts 15 days. On the other hand, energy bonus determines how much energy points the house provides to the citizen.<br />In addiction to durability and energy bonus, Q6 and Q7 houses also provide a recoverable energy bonus.
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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.
  
==Read also==
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==See also==
* [[Daily tasks]]
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* [[Customization level upgrade]]
* [[Rising:House]]
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* [[Rising:House]] - House during Rising version of the game
* [[One:House]]
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* [[One:House]] - House during V1 version of the game
  
 
{{MenuEconomy}}
 
{{MenuEconomy}}
 
[[Category:Products]]
 
[[Category:Products]]

Revision as of 08:53, 12 November 2020

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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


Energy and what influences it

Recovering energy: FoodHouseWeekly challengePower packPower Pack Booster
Items: Energy barFirst aid kitWinter treatPumpkinCarrotIce creamBonbon
Spending energy: FightDeployGuerrilla fightsTrainWorkMoving ticket
Energy pool: HouseEnergy centerCentral parkSeveral Packs

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 a 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

Main articles: House raw material and Productivity
  • Icon - House Raw Materials.png 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