Difference between revisions of "One:House"

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{{LangMenu|One:House}}<br>{{Version1}}
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{{LangMenu|One:House}}<br>{{Version1}}__NOTOC__
 
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{{One:ProductsNavigation (Template)}}
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{{One:Wellness (Template)}}
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{|
 
{|
|[[file:Icon_-_House.jpg]]
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|[[File:Icon_-_House.jpg]]
|A '''House''' can be owned by a citizen to provide additional [[One:wellness|wellness]]. A house can be purchased on the [[One:Marketplace|Marketplace]].  
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|A '''House''' can be owned by a citizen to provide additional [[One:Wellness|wellness]]. A house can be purchased on the [[One:Marketplace|Marketplace]].  
  
 
A higher quality house gives a greater gain in [[One:Wellness|wellness]] when consuming [[One:Food|food]]. If multiple houses are owned, the highest quality house is taken into consideration. As the game treats houses as inventory objects a house built anywhere is usable anywhere.
 
A higher quality house gives a greater gain in [[One:Wellness|wellness]] when consuming [[One:Food|food]]. If multiple houses are owned, the highest quality house is taken into consideration. As the game treats houses as inventory objects a house built anywhere is usable anywhere.
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== Houses and Wellness ==
 
== Houses and Wellness ==
 
{{MainSingle|One:Wellness#Automatic_Wellness_increase|Find out how much wellness will you gain IF you have food in your inventory}}
 
{{MainSingle|One:Wellness#Automatic_Wellness_increase|Find out how much wellness will you gain IF you have food in your inventory}}
[[One:Wellness|Wellness]] gains are relative, calculated using a citizen's existing [[One:wellness|wellness]] value. As a rule, the more healthy citizens are, the less [[One:Wellness|wellness]] they will receive. Contrary, a citizen who is near death will experience a more significant [[One:wellness|wellness]] gain.
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[[One:Wellness|Wellness]] gains are relative, calculated using a citizen's existing wellness value. As a rule, the more healthy citizens are, the less wellness they will receive. Contrary, a citizen who is near death will experience a more significant wellness gain.
  
 
===Examples===
 
===Examples===
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== Construction ==
 
== Construction ==
[[file:Icon_-_Wood.jpg|30px]][[One:Wood|Wood]] is required to construct houses.
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[[File:Icon_-_Wood.jpg|30px]] [[One:Wood|Wood]] is required to construct houses.
  
==See also==
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== Further information ==
 
* [[One:Raw_materials#Recommended_Employees|Recommended Employees]]
 
* [[One:Raw_materials#Recommended_Employees|Recommended Employees]]
 
* [[One:Raw_materials#Raw_Material_Usage|Raw Material Usage]]
 
* [[One:Raw_materials#Raw_Material_Usage|Raw Material Usage]]
 
* [[One:Raw_materials#Productivity_Points|Productivity Points]]
 
* [[One:Raw_materials#Productivity_Points|Productivity Points]]
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{{One:ProductsNavigation (Template)}}
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{{One:Wellness (Template)}}

Revision as of 18:35, 16 May 2020

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Erepublik Logo v1.jpg

This page has been saved as historical information from V1.
This information is out of date and should not be used for current game play.

Icon - House.jpg A House can be owned by a citizen to provide additional wellness. A house can be purchased on the Marketplace.

A higher quality house gives a greater gain in wellness when consuming food. If multiple houses are owned, the highest quality house is taken into consideration. As the game treats houses as inventory objects a house built anywhere is usable anywhere.

Houses and Wellness

Template:MainSingle Wellness gains are relative, calculated using a citizen's existing wellness value. As a rule, the more healthy citizens are, the less wellness they will receive. Contrary, a citizen who is near death will experience a more significant wellness gain.

Examples

Original Icon - Food.jpgQ Icon - House.jpgQ Gain
90 1 1 1.2
50 1 1 2
10 1 1 2.8
Original Icon - Food.jpgQ Icon - House.jpgQ Gain
90 3 3 3.6
50 3 3 6
10 3 3 8.4
Original Icon - Food.jpgQ Icon - House.jpgQ Gain
90 5 5 6
50 5 5 10
10 5 5 14

Construction

Icon - Wood.jpg Wood is required to construct houses.

Further information


Products

Food · Gifts · Moving tickets · Weapons · Houses · Hospitals · Defense systems


Wellness and what influences it

Wellness · Food · House · Hospital · Gift · Wellness box · Train · Work · General manager · Fight · Moving ticket · Death · Revive