Difference between revisions of "House"
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− | '''Houses''' increase [[citizen]]'s | + | '''Houses''' increase [[citizen]]'s [[energy recovery]] and [[energy pool]]. Like all products, it can be purchased from the [[marketplace]]. |
− | Once a House is in | + | Once a House is in the citizen's [[storage|inventory]], '''the house 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. |
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==Producing houses== | ==Producing houses== | ||
{{Main|House raw material|Productivity}} | {{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 | + | * The only way to produce houses is by using [[work ticket]]s 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. | * 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. | ||
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The effectiveness of houses depends on their quality. | The effectiveness of houses depends on their quality. | ||
− | A house's quality level determines two characteristics: '''energy bonus''' and ''' | + | A house's quality level determines two characteristics: '''[[energy pool]] bonus''' and '''[[energy recovery]] bonus''': |
− | + | :Q1: +100 energy pool bonus, +2 energy recovery bonus | |
− | + | :Q2: +160 energy pool bonus, +2 energy recovery bonus | |
− | + | :Q3: +200 energy pool bonus, +2 energy recovery bonus | |
− | + | :Q4: +300 energy pool bonus, +2 energy recovery bonus | |
− | + | :Q5: +400 energy pool bonus, +2 energy recovery bonus | |
+ | |||
+ | House also has '''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]]. | ||
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+ | Since Day 2,492 citizens will receive 1 '''[[Overtime points|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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+ | ==House activation== | ||
+ | House can be activated in two ways: | ||
+ | * On the [[storage]] page, clicking on the house in the inventory will provide the citizen with an option to activate the house. | ||
+ | * On the [[city]] page, under '''City properties''' tab, there will be an option to activate or extend an already activated house. | ||
+ | When activating a House, an activation fee will have to be paid'''. The fee is paid '''every time a house is activated'''. The '''activation fee is calculated based on the city''' where the house is going to be activated. Before a house is activated, the activation fee value will be shown. Please note, that on the storage page you won't see the fee if you are extending the house, only when you activate the house for the first time. | ||
− | + | Since Day 2,492 citizens can have one house of each quality activated at any time. However, if the house with the same quality is activated while there is already one of the same quality active, the house's durability will be extended. | |
+ | ;Example: If a citizen has a Q1 house that will expire in 3 days, activating another Q1 house (which would expire in 7 days) will show that Q1 house will now expire in 10 days (3+7). | ||
− | + | ==Historical information== | |
+ | In the past, the house used to be deactivated and re-activated at any time. When houses were able to be deactivated, deactivating a House caused its durability to be consumed in 1-hour increments. For example, deactivating a House after using it for 1 hour and 3 minutes would consume 2 hours of its durability. | ||
− | + | The old versions of the houses: | |
+ | * [[Rising:House]] | ||
+ | * [[One:House]] | ||
==See also== | ==See also== | ||
− | * [[Customization level | + | * [[Customization level]] |
+ | * [[Customization rates]] | ||
{{MenuEconomy}} | {{MenuEconomy}} | ||
[[Category:Products]] | [[Category:Products]] |
Latest revision as of 08:36, 7 August 2022
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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 energy recovery and energy pool. Like all products, it can be purchased from the marketplace.
Once a House is in the citizen's inventory, the house 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.
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 pool bonus and energy recovery bonus:
- Q1: +100 energy pool bonus, +2 energy recovery bonus
- Q2: +160 energy pool bonus, +2 energy recovery bonus
- Q3: +200 energy pool bonus, +2 energy recovery bonus
- Q4: +300 energy pool bonus, +2 energy recovery bonus
- Q5: +400 energy pool bonus, +2 energy recovery bonus
House also has 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.
House activation
House can be activated in two ways:
- On the storage page, clicking on the house in the inventory will provide the citizen with an option to activate the house.
- On the city page, under City properties tab, there will be an option to activate or extend an already activated house.
When activating a House, an activation fee will have to be paid. The fee is paid every time a house is activated. The activation fee is calculated based on the city where the house is going to be activated. Before a house is activated, the activation fee value will be shown. Please note, that on the storage page you won't see the fee if you are extending the house, only when you activate the house for the first time.
Since Day 2,492 citizens can have one house of each quality activated at any time. However, if the house with the same quality is activated while there is already one of the same quality active, the house's durability will be extended.
- Example
- If a citizen has a Q1 house that will expire in 3 days, activating another Q1 house (which would expire in 7 days) will show that Q1 house will now expire in 10 days (3+7).
Historical information
In the past, the house used to be deactivated and re-activated at any time. When houses were able to be deactivated, deactivating a House caused its durability to be consumed in 1-hour increments. For example, deactivating a House after using it for 1 hour and 3 minutes would consume 2 hours of its durability.
The old versions of the houses:
See also