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Project Rebearth
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== Gameplay == Core gameplay revolves around managing [[Resources]], growing [[Population]], constructing [[Buildings]], and navigating the challenges of the environment. As a settlement grows from a small [[Center]] into a thriving town, new features and mechanics unlock progressively. No single settlement can be fully self-sufficient — players must trade with others, launch [[Expeditions]] to recover lost technology, and make strategic [[Choices]] that shape the future of their town. === Biomes === The world is divided into four [[Biomes]] based on real-world climate data: [[Wood Biome|Wood]], [[Stone Biome|Stone]], [[Earth Biome|Earth]], and [[Arctic Biome|Arctic]]. Each biome determines which resources are locally abundant, what materials buildings cost, and how efficiently production operates. The Wood biome favors {{Icon|Wood}} production, Stone excels at {{Icon|Stone}} and {{Icon|Ore}} extraction, Earth leads in {{Icon|Earth}} output and {{Icon|Glass}} production chains, and the Arctic offers no raw resource extraction — serving as a challenge mode with doubled housing costs. === Buildings === Over 70 [[Buildings|building types]] span 10 categories: Housing, Food, Resources, Refined & Manufactured, Town, Storage, Research, Infrastructure, Defense, and Decorative. Buildings range from simple [[Shack]]s and [[Field]]s to advanced structures like the [[University]], [[Port]], and [[Iron Mine]]. Many buildings have biome-specific construction costs and production rates. === Resources and Production Chains === The game features 17 [[Resources|resource types]]: {{Icon|Wood}}, {{Icon|Stone}}, {{Icon|Earth}}, {{Icon|Food}}, {{Icon|Grain}}, {{Icon|Flour}}, {{Icon|Milk}}, {{Icon|Wool}}, {{Icon|Drinks}}, {{Icon|Clothes}}, {{Icon|Scrap}}, {{Icon|Tools}}, {{Icon|Glass}}, {{Icon|Ore}}, {{Icon|Metal}}, {{Icon|Coin}}, and {{Icon|Knowledge}}. Resources are produced, consumed, stored, and traded across interconnected [[Production Chains]]: {{Chain|Grain+Tools|Windmill|Flour+Tools|Bakery|Food|title=Bread Chain}} {{Chain|Grain+Tools|Brewery|Drinks|title=Drinks Chain}} {{Chain|Milk+Tools|Creamery|Food|title=Dairy Chain}} {{Chain|Wool+Tools|Tailor|Clothes|title=Clothes Chain}} {{Chain|Ore+Tools|Refinery|Metal+Wood|Tools Workshop|Tools|title=Tools Chain}} {{Chain|Earth+Tools|Glassworks|Glass|title=Glass Chain}} {{Chain|Drinks|Tavern|Coin|title=Tavern Chain}} {{Chain|Coin+Glass|University|Knowledge|title=Knowledge Chain}} === Trade === No biome produces every resource efficiently, making trade essential. The [[Market]] provides {{Icon|Coin}}-based trading with a capacity of 1,000, while the [[Port]] expands trade capacity to 5,000. Trade costs are influenced by [[Choices]] such as [[Export Focus]], [[Neutral Focus]], and [[Import Focus]]. === Choices and Policies === Players can enact [[Choices]] that modify their settlement's behaviour. These range from labour policies like [[Worker Safety]] and [[Dubious Working Rules]], to dietary rules like [[Vegan Society]], to trade strategies and ration levels. Most choices have lock periods preventing frequent switching, and some are permanent once enacted. Players who form [[Alliances]] choose from 3 alliance types: [[Trade Alliance]], [[Great Federation]], or [[Science League]], each granting different bonuses to all members. === Events === [[Events]] are triggered by game conditions. A [[Food Shortage (event)|food shortage]] occurs when {{Icon|Food}} runs out. Low happiness causes [[Strike]]s, while high happiness triggers [[Celebration]]s and [[Productivity Boom]]s. Full storage attracts [[Raid]]s, and workplace [[Accident]]s can occur randomly. === Expeditions === [[Expeditions]] are area-based exploration missions that cost {{Icon|Food}}, {{Icon|Knowledge}}, and population. They yield {{Icon|Scrap}} and basic resources ({{Icon|Wood}}, {{Icon|Stone}}, {{Icon|Earth}}, or {{Icon|Glass}}). Expedition duration and cost scale with the area explored, with a bonus for distance from the settlement's center.
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