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Show new changes starting from 23:39, 1 March 2026
 
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1 March 2026

     22:23  Expeditions diffhist +1,020 East6 talk contribs

28 February 2026

     00:26  Buildings diffhist +7,193 East6 talk contribs
N    00:18  Effects diffhist +6,236 East6 talk contribs (Created page with "'''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 == There are 14 effect types in the game. Each one modifies a different aspect of settlement operation. {| clas...")

27 February 2026

N    22:28  Trade diffhist +5,611 East6 talk contribs (Created page with "'''Trade''' is a core system in ''Project Rebearth'' that allows players to buy and sell resources with each other. Through the trade menu, players can create their own orders or browse the global market to complete orders placed by others. Trade requires at least one trade building, either a Market or a Port, and all trades are subject to distance-based transport costs. == Overview == The trade system becomes available once a player constructs a Market...")
N    22:18  Expeditions diffhist +2,592 East6 talk contribs (Created page with "'''Expeditions''' are missions in ''Project Rebearth'' that allow players to explore unclaimed territory on the map. Each expedition covers a player-selected area and costs {{Icon|Food}}, {{Icon|Knowledge}}, and population based on the size of the area. Upon completion, expeditions yield {{Icon|Scrap}} and a random basic resource ({{Icon|Wood}}, {{Icon|Stone}}, {{Icon|Earth}}, or {{Icon|Glass}}). == Costs == Expedition costs scale linearly with the area selected. Th...")
N    21:55  Choices 2 changes history +5,915 [East6 (2×)]
     
21:55 (cur | prev) +73 East6 talk contribs
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21:31 (cur | prev) +5,842 East6 talk contribs (Created page with "'''Choices''' are policies and modifiers that players can enact in ''Project Rebearth'' to adjust their settlement's economy, production, and living conditions. Each choice applies one or more multiplier effects that alter game mechanics such as production rates, happiness, trade costs, and events probabilities. Some choices are standalone toggles, while others belong to exclusive groups where only one option can be active at a time. Most choices hav...")