Effects are multiplier-based modifiers applied by Choices, alliance types, and game events in Project Rebearth. Each effect targets a specific aspect of a settlement's economy or conditions, scaling the base values up or down. Multiple effects of the same type from different sources stack multiplicatively.
There are 14 effect types in the game. Each one modifies a different aspect of settlement operation.
| Effect |
What it modifies |
Affected resources
|
| Population growth |
Rate at which new residents move into housing |
Population
|
| Food production |
Output of all buildings that produce Food |
Food
|
| Food consumption |
Food consumed by housing buildings |
Food
|
| Goods production |
Output of buildings that produce raw materials |
Wood, Stone, Earth
|
| All production |
Output of every production building |
All resources
|
| Happiness |
Settlement happiness level |
—
|
| Raid risk |
Probability of Raid events |
—
|
| Taxation |
Coin income from the Taxation system |
Coin
|
| Export cost |
Cost of selling goods through the Market or Port |
—
|
| Import cost |
Cost of buying goods through the Market or Port |
—
|
| Research speed |
Rate of Knowledge generation at the University |
Knowledge
|
| Expedition cost |
Food, Knowledge, and Population costs of Expeditions |
Food, Knowledge
|
| Construction cost |
Cost of constructing buildings |
—
|
| Accident rate |
Probability of Accident events |
—
|
Effects are applied by Choices, alliance types, and automatic game events. The following table lists every source of effects in the game.
No choices or alliance types currently modify construction cost.
Effects are expressed as multipliers applied to a base value. A multiplier of ×1.0 means no change, values above ×1.0 increase the stat, and values below ×1.0 decrease it. For example, Worker Safety applies a ×0.2 accident rate multiplier, reducing workplace accidents to 20% of their base frequency.
When multiple effects of the same type are active (for example, from a choice and an alliance type), they stack multiplicatively. If a settlement has both Vegan Society (×1.2 food production) and Dubious Working Rules (×1.1 food production) active, the combined food production multiplier is ×1.32 (1.2 × 1.1).
For cost-reducing effects like export cost and import cost, lower multipliers are better. A ×0.85 export cost multiplier means exports cost only 85% of the base price, saving the player 15% on every trade.
No changelog entries for this page yet.