eRep Rising‎ > ‎

公式暫存


  • HealthMultiplier = 1 + 2 * Health / 100
    ex: 1+2*(90/100)=1+2*0.9=1+1.8=2.8
          1+2*(100/100)=1+2*1=3

  • HappinessMultiplier = 1 + 2 * Happiness / 100
    ex: 1+2*(90/100)=1+2*0.9=1+1.8=2.8
          1+2*(100/100)=1+2*1=3 

  • Employees Multiplier
    • If Ne (Number of Employees) < Nr (Number Recommended) : EmployeesMultiplier = 1+(Ne/Nr)
      ex: 5<10 ---> EM=1+(5/10)=1.5                          1<10    EM=1+(1/10)=1.1
    • If Ne > Nr: EmployeesMultiplier = 3 – (Ne/Nr)
      ex: 11>10 ----> EM= 3-(11/10)=3-1.1=1.9            15>10   EM=3-(15/10)=3-1.5=1.5
    • If EmployeesMultiplier < 1: EmployeesMultiplier = 1
      ex: 30人EM ≒ 1人EM


Productivity = 1/2 * EmployeesMultiplier * SkillLevel * (HealthMultiplier + HappinessMultiplier) * Hours



Skill increase @Work

SP = 0.1 * Productivity


SkillMultiplier = skill level

http://wiki.erepublik.com/index.php/Professions

Learn

SP = SkillMultiplier * (HealthMultiplier + HappinessMultiplier) * Hours


Train

SP = SkillMultiplier * (HealthMultiplier + HappinessMultiplier) * Hours



Customization Points (CP) -> Production Points (PP) conversion

Food: 1CP = 3PP

Travel Tickets: 1CP = 25PP

House: 1CP = 500PP

Hospital: 1CP = 5000PP

Defense System: 1CP = 5000PP

Artilery: 1CP = 10PP

Tanks: 1CP = 10PP

Helicopters: 1CP = 10PP


Raw materials usage

1PU = 1 Raw Material unit (for each production unit, 1 raw material is consumed)


Food: 1CP = 3PU

Travel Tickets: 1CP = 25PU

House: 1CP = 500PU

Hospital/Def Sys: 1CP = 5000PU

Riffles/ …: 1CP = 10PU

Raw materials:

   * in regions with Low resources: 100PU
   * In regions with Medium resources: 2PU
   * In regions with High resources: 1PU




Comments