Actions

Effects

From Project Rebearth

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.

Effect types

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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 The Food resource icon on Project Rebearth Food The Food resource icon on Project Rebearth Food
Food consumption The Food resource icon on Project Rebearth Food consumed by housing buildings The Food resource icon on Project Rebearth Food
Goods production Output of buildings that produce raw materials The Wood resource icon on Project Rebearth Wood, The Stone resource icon on Project Rebearth Stone, The Earth resource icon on Project Rebearth Earth
All production Output of every production building All resources
Happiness Settlement happiness level
Raid risk Probability of Raid events
Taxation The Coin resource icon on Project Rebearth Coin income from the Taxation system The Coin resource icon on Project Rebearth 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 The Knowledge resource icon on Project Rebearth Knowledge generation at the University The Knowledge resource icon on Project Rebearth Knowledge
Expedition cost The Food resource icon on Project Rebearth Food, The Knowledge resource icon on Project Rebearth Knowledge, and Population costs of Expeditions The Food resource icon on Project Rebearth Food, The Knowledge resource icon on Project Rebearth Knowledge
Construction cost Cost of constructing buildings
Accident rate Probability of Accident events

Sources

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Effects are applied by Choices, alliance types, and automatic game events. The following table lists every source of effects in the game.

Population growth

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Source Multiplier Type
Cramped Quarters ×1.3 Choice

Food production

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Source Multiplier Type
Vegan Society ×1.2 Choice
Dubious Working Rules ×1.1 Choice
Worker Safety ×0.9 Choice

Food consumption

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Source Multiplier Type
Lavish Rations ×1.2 Choice
Normal Rations ×1.0 Choice (default)
Low Rations ×0.8 Choice

Goods production

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Source Multiplier Type
Dubious Working Rules ×1.2 Choice
Worker Safety ×0.8 Choice

All production

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Source Multiplier Type
New Town Boost ×2.0 Automatic (4 days)
Great Federation ×1.1 Alliance type
Science League ×0.8 Alliance type

Happiness

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Source Value Type
Lavish Rations +20% Choice
Worker Safety +10% Choice
Science League +10% Alliance type
Dubious Working Rules -20% Choice
Low Rations -20% Choice
Cramped Quarters -30% Choice
Taxation -30% Choice
Food Shortage -50% Automatic

Raid risk

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Source Multiplier Type
Trade Alliance ×1.2 Alliance type
Great Federation ×0.8 Alliance type
New Town Boost ×0.5 Automatic (4 days)

Taxation

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Source Multiplier Type
Trade Alliance ×1.1 Alliance type
Great Federation ×0.8 Alliance type

Export cost

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Source Multiplier Type
Import Focus ×1.2 Choice
Neutral Focus ×1.0 Choice (default)
Trade Alliance ×0.9 Alliance type
Export Focus ×0.85 Choice

Import cost

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Source Multiplier Type
Export Focus ×1.2 Choice
Neutral Focus ×1.0 Choice (default)
Trade Alliance ×0.9 Alliance type
Import Focus ×0.85 Choice

Research speed

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Source Multiplier Type
Science League ×1.2 Alliance type

Expedition cost

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Source Multiplier Type
Science League ×0.8 Alliance type

Construction cost

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No choices or alliance types currently modify construction cost.

Accident rate

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Source Multiplier Type
Dubious Working Rules ×1.2 Choice
Worker Safety ×0.2 Choice

How effects work

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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.

Changelog

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No changelog entries for this page yet.

See also

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