Difference between revisions of "House"

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{{LangMenu}}{{-}}{{Update|influence of residence on houses<!-- I'm not sure how it works exactly, hover over houses in my storage says they only work while being located in a residence, need to check it. -->|date=February 2019}}{{-}}{{MenuProducts}}{{Energy}}__NOTOC__
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{{LangMenu}}{{-}}{{MenuProducts}}{{Energy}}__NOTOC__
 
<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 />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.<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.<br />Like all [[products]], it can be purchased on [[marketplace]].<br />Since Day 2,492 a citizen can have one house of each quality activated at any time.
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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 a certain production bonus depending on the type of the resource it has. Granite provides 30% bonus, limestone 25%, clay 20%, wood 15% and sand 10%. If the region does not have commercial route with the capital, the production bonus is halved.
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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.
* 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.
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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.
* 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.
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* See the [[Productivity]] page for information on the quantity of House raw materials and work tickets that are needed to produce each quality of houses.
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==House qualities==
 
==House qualities==
The effectiveness of houses depend on their quality.
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The effectiveness of houses depends on their quality.
  
 
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''':
[[File:Icon_House_Q7.png|left|frame|Q7 house]]
 
 
*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
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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.
 
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]].
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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]].
  
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.
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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

Languages: 
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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