[DoE] Guide to: Understanding Bonuses

Day 2,143, 18:19 Published in USA USA by Department of Citizen Affairs


This article, by Wild Owl and Tanishq, explains what bonuses are and why they're important.



Economic Bonuses. A lot of us have heard this word being thrown around. Why should the ordinary player care about economic bonuses, and how are they helpful to a country?

This article aims to explain economic bonuses to newer players and their political, economic and military ramifications on a country.

All regions in eRepublik are given a single economic resource bonus, which gives a 20% boost in employee productivity to the nation possessing them.

Food bonuses: Grain, Deer, Fish, Cattle, Fruits
Weapons Bonuses: Iron, Aluminum, Saltpeter, Oil, Rubber

A country may possess a maximum of 5 different resources. Therefore, a country that possesses regions with all 5 possible resources receive a 20% bonus in each category of food or weapon production (resulting in a total economic bonus of 100😵. This country's possession of all food and weapons bonuses is then called a "full bonus" or "100/100 bonus" country. It must be noted that having multiple regions with the same economic bonus resource will not give you an extra boost in productivity. Furthermore, regions must be connected to a nation’s capital to be eligible to contribute to the resource bonuses.

The following table gives an accurate summation of the products produced in companies varying with the economic bonuses:



Note: Companies in full bonuses countries require twice as many raw materials as those in 0 bonus countries.

The Current eUS Bonus situation:

At the time of this article's publication, the USA holds a 20/60 bonus. We possess oil to give us a boost in our weapons production. (While we also possess regions with cattle and fruit to boost our food production, there is no direct transport route from these regions to the Capital, so these potential bonuses aren't in effect.)

Because we recently lost many of our regions, our economy is not as strong as it used to be. We do not possess the cherished full bonuses that commune holders look for to provide maximum production for their companies. Maximum bonuses mean more weapons and more food produced per worker, and hence, more damage on the battlefield for the country holding it. It also brings in more tax money for the government coffers.

Countries will full bonuses are often the target of hostile groups attempting to gain entry for their own progress and benefits instead of the country’s. China, a full bonus nation, maintains an extremely strict citizenship policy for prospective applicants to the country with quotas per country. Brazil, a nation which has enjoyed full bonuses in the past, was targeted by a hostile MU attempting to take over. It is for these reasons that the eUSA chose to employ a successful low bonus strategy in the past (60/60) as we dealt with a PTO threat in our country.

Nations that are wiped from the map and hence possess no economic bonuses are severely disadvantaged in terms of economic growth. Their income tax evaporates, the cost of finished products goes up and the populace suffers. Full bonus nations on the other hands, enjoy huge benefits but often unwittingly end up being targets of PTO groups. By adopting the middle course, eUSA was able to control its political situation to a large extent and maintain a moderate source of income for the country.




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