Difference between revisions of "Rising:Productivity formula"
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− | + | {{Rising:Formulas Template}}{{TOCright}} | |
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== Productivity == | == Productivity == | ||
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{{Formula|1= | {{Formula|1= | ||
{{Bigmath|Productivity {{=}} <VAR>A</VAR> * (3.6 + (<VAR>B</VAR> * 0.4)) * <VAR>C</VAR> * (1 + ((<Var>Bo</var>+<var>R</var>+<var>Co</var>)/100)) * 8<br>}} | {{Bigmath|Productivity {{=}} <VAR>A</VAR> * (3.6 + (<VAR>B</VAR> * 0.4)) * <VAR>C</VAR> * (1 + ((<Var>Bo</var>+<var>R</var>+<var>Co</var>)/100)) * 8<br>}} | ||
*{{Math|<VAR>A</VAR>}}: Employees multiplier | *{{Math|<VAR>A</VAR>}}: Employees multiplier | ||
− | *{{Math|<VAR>B</VAR>}}: Skill level | + | *{{Math|<VAR>B</VAR>}}: [[Rising:Economy skill|Skill level]] |
− | *{{Math|<VAR>C</VAR>}}: Health multiplier | + | *{{Math|<VAR>C</VAR>}}: [[Rising:Health|Health]] multiplier |
− | *{{Math|<VAR>Bo</VAR>}}: Citizen's [[ | + | *{{Math|<VAR>Bo</VAR>}}: Citizen's [[Rising:Booster|booster]] in percent |
*{{Math|<VAR>R</VAR>}}: High region boost | *{{Math|<VAR>R</VAR>}}: High region boost | ||
*{{Math|<VAR>Co</VAR>}}: Citizenship bonus of 25% if applicable. | *{{Math|<VAR>Co</VAR>}}: Citizenship bonus of 25% if applicable. | ||
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Where, | Where, | ||
* A = Employees Multiplier | * A = Employees Multiplier | ||
− | * Ne = Number of employees in a company | + | * Ne = Number of employees in a [[Rising:Company (presentation page)|company]] |
* Nr = Number of recommended employees | * Nr = Number of recommended employees | ||
|style="vertical-align:top;width:33%"| | |style="vertical-align:top;width:33%"| | ||
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=== Region boost === | === Region boost === | ||
The region bonus only applies if the region is CONNECTED to the capital of your country. Isolated regions won't provide any bonus. | The region bonus only applies if the region is CONNECTED to the capital of your country. Isolated regions won't provide any bonus. | ||
− | * If company is a raw material company: {{Math|R {{=}} 25}} if the country has at least one region with the corresponding high resource | + | * If a company is a raw material company: {{Math|R {{=}} 25}} if the country has at least one region with the corresponding high resource |
* If the company is a food company: {{Math|R {{=}} 5 * unique country food resources}} | * If the company is a food company: {{Math|R {{=}} 5 * unique country food resources}} | ||
* If the company is a weapon company: {{Math|R {{=}} 5 * unique country weapon resources}} | * If the company is a weapon company: {{Math|R {{=}} 5 * unique country weapon resources}} | ||
− | * '''Food resources''' are | + | * '''[[Rising:Food|Food]] resources''' are Grain, Fish, Cattle, Deer and Fruits. |
− | * '''Weapon resources''' are | + | * '''[[Rising:Weapon|Weapon]] resources''' are Iron, Saltpeter, Rubber, Aluminum and Oil. |
* Duplicate resources don't count - if a country has two high Fish regions and one Cattle, the bonus is still 10%. | * Duplicate resources don't count - if a country has two high Fish regions and one Cattle, the bonus is still 10%. | ||
* "Country" above refers to the country the company resides in. | * "Country" above refers to the country the company resides in. | ||
== Completing products == | == Completing products == | ||
− | * To create '''products''', | + | * To create '''products''', certain number of productivity must be 'converted' into products. |
* To find the amount of products created, use the following formula: | * To find the amount of products created, use the following formula: | ||
<br> | <br> | ||
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=== Required productivity === | === Required productivity === | ||
− | * Each industry requires a different amount of productivity | + | * Each industry requires a different amount of productivity |
− | * The company quality doesn't | + | * The company quality doesn't affect the number of products produced - thus if you work in Q1 or Q5 company you will make the same amount of products in both companies |
− | * Every created | + | * Every created product requires a certain amount of raw materials |
+ | |||
{| | {| | ||
|- | |- | ||
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!colspan=2|Required productivity for completing one product | !colspan=2|Required productivity for completing one product | ||
|- | |- | ||
− | ! Industry | + | !Industry |
− | ! Required productivity | + | !Required productivity |
|- | |- | ||
− | |Food | + | |[[Rising:Food|Food]] |
|6 | |6 | ||
|- | |- | ||
− | |Moving tickets | + | |[[Rising:Moving ticket|Moving tickets]] |
|60 | |60 | ||
|- | |- | ||
− | |House | + | |[[Rising:House|House]] |
|750 | |750 | ||
|- | |- | ||
− | |Hospital | + | |[[Rising:Hospital|Hospital]] |
|3450 | |3450 | ||
|- | |- | ||
− | |Defense system | + | |[[Rising:Defense system|Defense system]] |
|3450 | |3450 | ||
|- | |- | ||
− | |Weapons | + | |[[Rising:Weapon|Weapons]] |
|60 | |60 | ||
|- | |- | ||
|Raw materials | |Raw materials | ||
− | | 6 | + | |6 |
|} | |} | ||
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!colspan=6|Required amount of raw materials to complete one product | !colspan=6|Required amount of raw materials to complete one product | ||
|- | |- | ||
− | ! Industry | + | !Industry |
− | ! Q1 | + | !Q1 |
− | ! Q2 | + | !Q2 |
− | ! Q3 | + | !Q3 |
− | ! Q4 | + | !Q4 |
− | ! Q5 | + | !Q5 |
|- | |- | ||
− | |Food | + | |[[Rising:Food|Food]] |
|1 | |1 | ||
|2 | |2 | ||
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|5 | |5 | ||
|- | |- | ||
− | |Moving tickets | + | |[[Rising:Moving ticket|Moving tickets]] |
|10 | |10 | ||
|20 | |20 | ||
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|50 | |50 | ||
|- | |- | ||
− | |House | + | |[[Rising:House|House]] |
|125 | |125 | ||
|250 | |250 | ||
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|625 | |625 | ||
|- | |- | ||
− | |Hospital | + | |[[Rising:Hospital|Hospital]] |
|545 | |545 | ||
|1100 | |1100 | ||
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|2875 | |2875 | ||
|- | |- | ||
− | |Defense system | + | |[[Rising:Defense system|Defense system]] |
|545 | |545 | ||
|1100 | |1100 | ||
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|2875 | |2875 | ||
|- | |- | ||
− | |Weapons | + | |[[Rising:Weapon|Weapons]] |
|10 | |10 | ||
|20 | |20 | ||
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== Recommended Employees == | == Recommended Employees == | ||
− | ''Number of recommended ''' | + | ''Number of recommended '''employees''' in each industry:'' |
* Food, Moving ticket, Rifle, Tank, Artillery, Air unit, Raw materials - ≦10 employees | * Food, Moving ticket, Rifle, Tank, Artillery, Air unit, Raw materials - ≦10 employees | ||
* House, Hospital, Defense system - ≦20 employees | * House, Hospital, Defense system - ≦20 employees | ||
− | + | == Calculators == | |
* [http://erepublik.gameaddicts.ws/productivity_calc.html Essentials Productivity Calculator] | * [http://erepublik.gameaddicts.ws/productivity_calc.html Essentials Productivity Calculator] | ||
* [http://erescripts.tk/productivity/ eScripts' Productivity Calculator] | * [http://erescripts.tk/productivity/ eScripts' Productivity Calculator] | ||
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Latest revision as of 06:57, 7 June 2020
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This page has been saved as historical information from Rising.
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Formulas |
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Military · Productivity · Productivity (V2) · Productivity (V3) · Skill |
Productivity
Productivity = A * (3.6 + (B * 0.4)) * C * (1 + ((Bo+R+Co)/100)) * 8
- A: Employees multiplier
- B: Skill level
- C: Health multiplier
- Bo: Citizen's booster in percent
- R: High region boost
- Co: Citizenship bonus of 25% if applicable.
Employees multiplier
Where,
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Health multiplierC = 1 + 2 * Health / 100 Where,
|
Region boost
The region bonus only applies if the region is CONNECTED to the capital of your country. Isolated regions won't provide any bonus.
- If a company is a raw material company: R = 25 if the country has at least one region with the corresponding high resource
- If the company is a food company: R = 5 * unique country food resources
- If the company is a weapon company: R = 5 * unique country weapon resources
- Food resources are Grain, Fish, Cattle, Deer and Fruits.
- Weapon resources are Iron, Saltpeter, Rubber, Aluminum and Oil.
- Duplicate resources don't count - if a country has two high Fish regions and one Cattle, the bonus is still 10%.
- "Country" above refers to the country the company resides in.
Completing products
- To create products, certain number of productivity must be 'converted' into products.
- To find the amount of products created, use the following formula:
Pr = P / R Where,
- Pr: Products created
- P: Your productivity
- R: Required productivity per item
Required productivity
- Each industry requires a different amount of productivity
- The company quality doesn't affect the number of products produced - thus if you work in Q1 or Q5 company you will make the same amount of products in both companies
- Every created product requires a certain amount of raw materials
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Skill increase
Skill increase while working.
SP = Productivity
- SP = Skill points
- Productivity = Users total productivity (booster included)
Recommended Employees
Number of recommended employees in each industry:
- Food, Moving ticket, Rifle, Tank, Artillery, Air unit, Raw materials - ≦10 employees
- House, Hospital, Defense system - ≦20 employees