Wellness - Must Know Changes!

Day 330, 13:04 Published in Ireland Ireland by 5n4keyes

From Erepublik Official WikiJump to: navigation, searchWellness will improve easier at low levels and harder at high levels.
current wellness + (1.5 - current wellness/100)* wellness bonus
Ex:Wellness 90%, Wellness bonus 1: 90 + 0.6 = 90.6Wellness 70%, Wellness bonus 1: 70 + 0.8 = 70.8Wellness 50%, Wellness bonus 1: 50 + 1.0 = 51.0Wellness 30%, Wellness bonus 1: 30 + 1.2 = 31.2Wellness 10%, Wellness bonus 1: 10 + 1.4 = 11.4
Wellness 90%, Wellness bonus 4: 90 + 2.4 = 92.4Wellness 70%, Wellness bonus 4: 70 + 3.2 = 73.2Wellness 50%, Wellness bonus 4: 50 + 4.0 = 54.0Wellness 30%, Wellness bonus 4: 30 + 4.8 = 34.8Wellness 10%, Wellness bonus 4: 10 + 5.6 = 15.6
Types of wellness bonuses:
   *  Foo😛 wellness bonus = food's quality   *  Gift: wellness bonus = gift's quality   * House: wellness bonus = house's quality
Instant wellness gain (independent from current wellness level)
   * Hospital: 10 * quality level, in active wars, once a day after at least one battle   * Wellness pack: 10 Wellness / 2 Gold
Wellness will drop in fixed values, independent from the current wellness level:
   * -1  Wellness every time you train   * -Q  Wellness every time you work (Q= quality level of the Company)   * -1  Wellness every day for General Managers (for every company)   * -10 Wellness every time you enter a fightIn order to reach and keep a high wellness, you have to eat high quality level food and own a high quality level house, this means spending more money
Ex:Wellness 90%: 4QL food + 2QL House = 3.6; By the end of the day: 3.6 gain/day - 2 lost/day = +1.6Wellness 90%: 2QL food + 2QL House = 2.4; By the end of the day: 2.4 gain/day - 2 lost/day = +0.4Wellness 90%: 2QL food = 1.2; ___________ By the end of the day: 1.2 gain/day - 2 lost/day = -0.8
At low wellness levels, no big efforts needed in order to rise and keep wellness.
Ex:Wellness 30%: 2QL food = 2.4; ___________ By the end of the day: 2.4 gain/day - 2 lost/day = +0.4Wellness 30%: 1QL food + 1QL House = 2.4; By the end of the day: 2.4 gain/day - 2 lost/day = +0.4Wellness 30%: 2QL food + 1QL House = 3.6; By the end of the day: 3.6 gain/day - 2 lost/day = +1.6
This will help citizens have an average wellness of 40-60% and will be a better indicator for social standards, as wealthy citizens will have higher wellness while medium citizens will always have decent wellness in order to work and not influence productivity in a negative way.
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If citizen has 0 pieces of food will be deleted $x wellness points.
The resulted value can't be less than 0. Here is how $x will be calculate😛
   * if the citizen has between or equal with  1 and  10 wellness: $x = -1   * if the citizen has between or equal with 11 and  50 wellness: $x = -2   * if the citizen has between or equal with 51 and  80 wellness: $x = -3   * if the citizen has between or equal with 81 and 100 wellness: $x = -4Each general manager will loose 1 wellness daily for each company, but the resulted value of the wellness can't be less negative (less than 0).
A couple of hours later in that day, it will be checked if the resulted wellness value is 0.If so, Citizen will die . When dying this will happen:
if the user is in a party, he is taken out of that party the gold and all the currencies still remain in the Citizen's account and the company ownership remains. he should not receive any emails ( Turn off from Mail preferences ) he should be taken out from any list ( presidential candidate, congress election, party election) He keeps his job, newspaper, items, inventory, unlock feature, extra storage, company, his messages, his friends, experience points.
 
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