Productivity rules
In this page we want to give you a little information about productivity.
To produce weapons and food you'll always need raw materials (both food raw materials and weapons raw materials). Raw materials can be produced in raw materials factories or bought at the marketplace.
The total amount of raw materials needed is affected by several factors, included bonus resources and factory quality.
At the end of this tutorial we will give you a table with all productivity values, but know we need to give you the instruments to be able to read that table.
The amount of products a factory can give you is not the same in every situation.
Every factory has a base productivity, which depends on the quality of the factory. In addition, productivity bonuses can be provided, according to your country resources.
Every region has its own bonus resource; all over the world can be found 10 bonus resources: 5 food resources + 5 weapon resources.
When a country conquers a region, if there is a direct transport route to the capital, the bonus is effective, so that country will receive a +10% to the production of that good.
Let's make a simple example: Switzerland conquers Graubunden (which provides fruits bonus). In our case Graubunden would become the Capital (since we don't have regions, at the moment we're writing this guide), so we would have a direct transport route to capital.
The bonus would become effective: all Swiss citizens' food factories would produce 10% more of final product; in addition, all Fruit Orchards (food raw materials factories that produce fruits) would produce 10% more.
Note: bonus recources are related to citizenship, NOT to location, so a player's productivity will be affected by the country he is citizen of.
Just to sum up: every bonus affects the related raw material and the final product factory. Since bonuses are 5, productivity can be risen up to 100%; a country with all bonuses would produce 100% more food and 100% more weapons (usually called 100/100 countries).
Now you know enough to read the tables: the first one displays the final production (considering bonus resources and factories quality), the second one shows the Raw Materials Usage (considering bonus resources and factories quality).
TABLES
To produce weapons and food you'll always need raw materials (both food raw materials and weapons raw materials). Raw materials can be produced in raw materials factories or bought at the marketplace.
The total amount of raw materials needed is affected by several factors, included bonus resources and factory quality.
At the end of this tutorial we will give you a table with all productivity values, but know we need to give you the instruments to be able to read that table.
The amount of products a factory can give you is not the same in every situation.
Every factory has a base productivity, which depends on the quality of the factory. In addition, productivity bonuses can be provided, according to your country resources.
Every region has its own bonus resource; all over the world can be found 10 bonus resources: 5 food resources + 5 weapon resources.
When a country conquers a region, if there is a direct transport route to the capital, the bonus is effective, so that country will receive a +10% to the production of that good.
Let's make a simple example: Switzerland conquers Graubunden (which provides fruits bonus). In our case Graubunden would become the Capital (since we don't have regions, at the moment we're writing this guide), so we would have a direct transport route to capital.
The bonus would become effective: all Swiss citizens' food factories would produce 10% more of final product; in addition, all Fruit Orchards (food raw materials factories that produce fruits) would produce 10% more.
Note: bonus recources are related to citizenship, NOT to location, so a player's productivity will be affected by the country he is citizen of.
Just to sum up: every bonus affects the related raw material and the final product factory. Since bonuses are 5, productivity can be risen up to 100%; a country with all bonuses would produce 100% more food and 100% more weapons (usually called 100/100 countries).
Now you know enough to read the tables: the first one displays the final production (considering bonus resources and factories quality), the second one shows the Raw Materials Usage (considering bonus resources and factories quality).
TABLES