Raw materials

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Raw materials are the items needed to manufacture products. The following items are raw materials:

Icon - Food Raw Materials.png Food raw materials: Icon - Weapon Raw Materials.png Weapon raw materials: Icon - House Raw Materials.png House raw materials: File:Icon - Aircraft raw materials.png Aircraft raw materials:


Raw materials and regions

Main article: Region productivities

Raw materials are placed in some specific regions through the world.


Resource bonuses

Products

Raw material regions give bonuses to the companies in the country. Every different resource (see the table above) country owns gives bonus for productivity to industry to which it belongs.

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

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 (e.g.: 25% for rare will become 12.5%).

Example: Country has 2 grain, deer, fruits, oil, rubber and a sand region not connected to the capital. Food companies will get +70% bonus (grain, deer, fruits), weapon companies will get +50% bonus (oil, rubber), house companies will get +5% bonus (sand) instead of 10% (the region that owns the bonus isn't linked to the capital).


Transport routes

In order for the bonus to be fully effective, there need to be a transport route through your country's regions to your capital. The route means that for the bonus to be fully effective, the region where the resource is found needs to be connected through regions of your country to your capital.

Note: If a region doesn't have a transport route to capital, there will be a notice in society page and they will only provide half of the bonus they hold.


Producing raw materials

Main article: Buildings

Raw materials are produced in 15 different buildings in my places. Each industry needs a specific raw material:


Raw material usage

  • For food: Q / food unit
  • For houses:
  • For weapons: 10*Q / weapon

In this table there are some examples of amount of raw materials required per worker in all companies with different bonuses.

Building type Quality +0% bonus +20% bonus +40% bonus +60% bonus +80% bonus +100% bonus
90px
Food
Q1 1 1.2 1.4 1.6 1.8 2
Q2 2 2.4 2.8 3.2 3.6 4
Q3 3 3.6 4.2 4.8 5.4 6
Q4 4 4.8 5.6 6.4 7.2 8
Q5 5 6 7 8 9 10
Q6 6 7.2 8.4 9.6 10.8 12
Q7 20 24 28 32 36 40
90px
Weapon
Q1 1 1.2 1.4 1.6 1.8 2
Q2 2 2.4 2.8 3.2 3.6 4
Q3 3 3.6 4.2 4.8 5.4 6
Q4 4 4.8 5.6 6.4 7.2 8
Q5 5 6 7 8 9 10
Q6 6 7.2 8.4 9.6 10.8 12
Q7 20 24 28 32 36 40
Icon - Aircraft Q1.png
Aircraft Weapons
Q1 2 2.4 2.8 3.2 3.6 4
90px
House
Q1 2 2.4 2.8 3.2 3.6 4
Q2 2 2.4 2.8 3.2 3.6 4
Q3 2 2.4 2.8 3.2 3.6 4
Q4 2 2.4 2.8 3.2 3.6 4
Q5 2 2.4 2.8 3.2 3.6 4
  • 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.


Amount of products produced

See productivity page.


See also