Difference between revisions of "Productivity"

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The amount of products you create when you work is depending from the company type and [[Raw materials|resource bonuses]] of your country [[Citizenship|citizenship]].
+
The amount of products you create when you work is dependent on the company type and [[Raw materials|resource bonuses]] of your country of [[Citizenship|citizenship]].
  
 
==Products created==
 
==Products created==
 
{| class="wikitable" style="text-align:center"
 
{| class="wikitable" style="text-align:center"
!colspan=7|Products produced in different type of companies with different [[Raw materials|bonuses]]
+
!colspan=7|Products produced in different type of companies with different [[Raw materials|bonuses]]; based on a production of one worker
 
|-
 
|-
 
!Building type
 
!Building type
Line 29: Line 29:
 
| 18
 
| 18
 
| 20
 
| 20
 +
|-
 +
| [[Aircraft]]s
 +
| 5
 +
| 6
 +
| 7
 +
| 8
 +
| 9
 +
| 10
 
|-
 
|-
 
|colspan=7|
 
|colspan=7|
 
|-
 
|-
| [[Grain]], [[Iron]] and [[Sand (resource)|Sand]]
+
| [[Grain]], [[Iron]], [[Sand (resource)|Sand]] and [[Magnesium]]
| 35
+
| 0.35
| 42
+
| 0.42
| 49
+
| 0.49
| 56
+
| 0.56
| 63
+
| 0.63
| 70
+
| 0.70
 
|-
 
|-
| [[Fruits]], [[Oil]] and [[Clay]]
+
| [[Fruits]], [[Oil]], [[Clay]] and [[Titanium]]
| 70
+
| 0.70
| 84
+
| 0.84
| 98
+
| 0.98
| 112
+
| 1.12
| 126
+
| 1.26
| 140
+
| 1.40
|-
+
| [[Fish]], [[Aluminum]] and [[Wood]]
+
| 125
+
| 150
+
| 175
+
| 200
+
| 225
+
| 250
+
 
|-
 
|-
| [[Cattle]], [[Saltpeter]] and [[Limestone]]
+
| [[Fish]], [[Aluminum]], [[Wood]] and [[Wolfram]]
| 175
+
| 1.25
| 210
+
| 1.50
| 245
+
| 1.75
| 280
+
| 2.00
| 315
+
| 2.25
| 350
+
| 2.50
 
|-
 
|-
| [[Deer]], [[Rubber]] and [[Granite]]
+
| [[Cattle]], [[Saltpeter]], [[Limestone]] and [[Cobalt]]
| 250
+
| 1.75
| 300
+
| 2.10
| 350
+
| 2.45
| 400
+
| 2.80
| 450
+
| 3.15
| 500
+
| 3.50
 
|-
 
|-
 +
| [[Deer]], [[Rubber]], [[Granite]] and [[Neodymium]]
 +
| 2.50
 +
| 3.00
 +
| 3.50
 +
| 4.00
 +
| 4.50
 +
| 5.00
 
|}
 
|}
 
{| class="wikitable" style="text-align:center;"
 
{| class="wikitable" style="text-align:center;"
 
|+[[House]]s
 
|+[[House]]s
|colspan=3 |
+
!rowspan=2 | Q
!colspan=6 |Production per employee
+
!rowspan=2 | Raw per house
 +
!rowspan=2 | Work per house
 +
!colspan=6 | Production per employee
 
|-
 
|-
|
 
!Raw per house
 
!Work per house
 
 
!Bonus 0%
 
!Bonus 0%
 
!Bonus 20%
 
!Bonus 20%
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|-
 
|-
 
|1 Q1
 
|1 Q1
|1000
+
|10
 
|5
 
|5
 
|20%
 
|20%
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|-
 
|-
 
|1 Q2
 
|1 Q2
|2000
+
|20
 
|10
 
|10
 
|10%
 
|10%
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|-
 
|-
 
|1 Q3
 
|1 Q3
|4000
+
|40
 
|20
 
|20
 
|5%
 
|5%
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|-
 
|-
 
|1 Q4
 
|1 Q4
|8000
+
|80
 
|40
 
|40
 
|2.5%
 
|2.5%
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|-
 
|-
 
|1 Q5
 
|1 Q5
|12000
+
|120
 
|60
 
|60
 
|1.666%
 
|1.666%
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|-
 
|-
 
|-
 
|-
|colspan=7|
+
|colspan=9|
 
|-
 
|-
|colspan=3|
+
!rowspan=2 | Q
!colspan=6|Days needed per house
+
!rowspan=2 colspan=2| Hireable employees
 +
!colspan=6 | Days needed per house
 
|-
 
|-
|
 
!colspan=2 | Hireable employees
 
 
!Bonus 0%
 
!Bonus 0%
 
!Bonus 20%
 
!Bonus 20%
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|colspan=2|5
 
|colspan=2|5
 
|8
 
|8
|7.2
+
|6.666
|6.4
+
|5.714
|5.6
+
|5
|4.8
+
|4.444
 
|4
 
|4
 
|-
 
|-
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|colspan=2|10
 
|colspan=2|10
 
|6
 
|6
|5.4
+
|5.02
|4.8
+
|4.3
|4.2
+
|3.76
|3.6
+
|3.34
 
|3
 
|3
 
|}
 
|}
  
 +
Additional notes:
 
*Working in Grain, Fruits, Fish, Cattle or Deer company will produce [[Food raw material]]s.
 
*Working in Grain, Fruits, Fish, Cattle or Deer company will produce [[Food raw material]]s.
 
*Working in Iron, Oil, Aluminum, Saltpeter or Rubber company will produce [[Weapon raw material]]s.
 
*Working in Iron, Oil, Aluminum, Saltpeter or Rubber company will produce [[Weapon raw material]]s.
 
*Working in Sand, Clay, Wood, Limestone and Granite company will produce [[House raw material]]s.
 
*Working in Sand, Clay, Wood, Limestone and Granite company will produce [[House raw material]]s.
*You will produce the same amount of products in different quality food or weapon companies.
+
*Working in Neodymium, Cobalt, Wolfram, Titanium and Magnesium company will produce [[Aircraft raw material]]s.
 +
*You will produce the same amount of products in different quality food, weapon or aircraft companies. Only the usage of [[raw materials]] differs for each factory quality. More information: [[Raw_materials#Raw_material_usage|Raw material usage]]''
 +
** Example: ''You work in Q4 weapon company and the weapon resource bonus is 60%. You need 6.40 units of [[weapon raw material]] to create the 16 weapons.''
  
==Raw material usage==
+
== Productivity bonus ==
{{Main|Raw materials}}
+
The productivity bonus for an industry is calculated as such:
  
* [[Weapon]]s require [[weapon raw material]]s.
+
{{Bigmath|1=Productivity bonus = country productivity bonus + region productivity bonus + player booster - region [[pollution]] factor}}
* [[Food]]s require [[food raw material]]s.
+
* [[House]]s require [[house raw material]]s.
+
;Example: ''You work in Q4 weapon company and the resource bonus is 60%. You need 640 units of [[weapon raw material]] to create the 16 weapons.''
+
  
==See also==
+
The country productivity bonus is the sum of distinct industry resources the country owns.<br>
* [[Raw materials]]
+
IE: if a country holds all 5 resources for the industry and the regions are linked to the capital, the country productivity bonus will be 100%.
* [[Formulas]]
+
 
 +
The region productivity is the sum of the industry specific resources available in the region divided by 5.<br>
 +
IE: if a region holds the best 4 resources for the industry, its productivity bonus will be 18%.
 +
 
 +
== Resource bonus ==
 +
{| class="wikitable" style="text-align:center"
 +
!colspan=4|Productivity bonus depending on resource rarity
 +
|-
 +
!Rarity
 +
![[Raw materials|Resources]]
 +
!Country productivity*
 +
![[Region productivities|Region productivity]]
 +
|-
 +
| Very rare
 +
| [[Deer]], [[Rubber]], [[Granite]] and [[Neodymium]]
 +
| 30%
 +
| 6%
 +
|-
 +
| Rare
 +
| [[Grain]], [[Saltpeter]], [[Limestone]] and [[Cobalt]]
 +
| 25%
 +
| 5%
 +
|-
 +
| Uncommon
 +
| [[Cattle]], [[Oil]], [[Clay]] and [[Wolfram]]
 +
| 20%
 +
| 4%
 +
|-
 +
| Common
 +
| [[Fruits]], [[Aluminum]], [[Wood]] and [[Titanium]]
 +
| 15%
 +
| 3%
 +
|-
 +
| Very common
 +
| [[Fish]], [[Iron]], [[Sand (resource)|Sand]] and [[Magnesium]]
 +
| 10%
 +
| 2%
 +
|}
 +
 
 +
<nowiki>*</nowiki> Keep in mind that if a region is not linked to the country capital, half of its resources’ productivity bonuses will be used in the formula (ex: 25% for rare will become 12.5%).
  
 
{{MenuEconomy}}
 
{{MenuEconomy}}
 +
 
[[Category:Economy]]
 
[[Category:Economy]]

Latest revision as of 17:42, 20 November 2020

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Formulas

Military · Productivity · Taxation

The amount of products you create when you work is dependent on the company type and resource bonuses of your country of citizenship.

Products created

Products produced in different type of companies with different bonuses; based on a production of one worker
Building type 0% bonus 20% bonus 40% bonus 60% bonus 80% bonus 100% bonus
Food 100 120 140 160 180 200
Weapons 10 12 14 16 18 20
Aircrafts 5 6 7 8 9 10
Grain, Iron, Sand and Magnesium 0.35 0.42 0.49 0.56 0.63 0.70
Fruits, Oil, Clay and Titanium 0.70 0.84 0.98 1.12 1.26 1.40
Fish, Aluminum, Wood and Wolfram 1.25 1.50 1.75 2.00 2.25 2.50
Cattle, Saltpeter, Limestone and Cobalt 1.75 2.10 2.45 2.80 3.15 3.50
Deer, Rubber, Granite and Neodymium 2.50 3.00 3.50 4.00 4.50 5.00
Houses
Q Raw per house Work per house Production per employee
Bonus 0% Bonus 20% Bonus 40% Bonus 60% Bonus 80% Bonus 100%
1 Q1 10 5 20% 24% 28% 32% 36% 40%
1 Q2 20 10 10% 12% 14% 16% 18% 20%
1 Q3 40 20 5% 6% 7% 8% 9% 10%
1 Q4 80 40 2.5% 3% 3.5% 4% 4.5% 5%
1 Q5 120 60 1.666% 1.992% 2.324% 2.656% 2.988% 3.333%
Q Hireable employees Days needed per house
Bonus 0% Bonus 20% Bonus 40% Bonus 60% Bonus 80% Bonus 100%
1 Q1 1 5 4.16 3.57 3.13 2.77 2.5
1 Q2 2
1 Q3 3 6.6 5.55 4.76 4.16 3.7 3.33
1 Q4 5 8 6.666 5.714 5 4.444 4
1 Q5 10 6 5.02 4.3 3.76 3.34 3

Additional notes:

  • Working in Grain, Fruits, Fish, Cattle or Deer company will produce Food raw materials.
  • Working in Iron, Oil, Aluminum, Saltpeter or Rubber company will produce Weapon raw materials.
  • Working in Sand, Clay, Wood, Limestone and Granite company will produce House raw materials.
  • Working in Neodymium, Cobalt, Wolfram, Titanium and Magnesium company will produce Aircraft raw materials.
  • You will produce the same amount of products in different quality food, weapon or aircraft companies. Only the usage of raw materials differs for each factory quality. More information: Raw material usage
    • Example: You work in Q4 weapon company and the weapon resource bonus is 60%. You need 6.40 units of weapon raw material to create the 16 weapons.

Productivity bonus

The productivity bonus for an industry is calculated as such:

Productivity bonus = country productivity bonus + region productivity bonus + player booster - region pollution factor

The country productivity bonus is the sum of distinct industry resources the country owns.
IE: if a country holds all 5 resources for the industry and the regions are linked to the capital, the country productivity bonus will be 100%.

The region productivity is the sum of the industry specific resources available in the region divided by 5.
IE: if a region holds the best 4 resources for the industry, its productivity bonus will be 18%.

Resource bonus

Productivity bonus depending on resource rarity
Rarity Resources Country productivity* Region productivity
Very rare Deer, Rubber, Granite and Neodymium 30% 6%
Rare Grain, Saltpeter, Limestone and Cobalt 25% 5%
Uncommon Cattle, Oil, Clay and Wolfram 20% 4%
Common Fruits, Aluminum, Wood and Titanium 15% 3%
Very common Fish, Iron, Sand and Magnesium 10% 2%

* Keep in mind that if a region is not linked to the country capital, half of its resources’ productivity bonuses will be used in the formula (ex: 25% for rare will become 12.5%).