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'''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 have a lock period after activation during which they cannot be changed. == Mechanics == Choices are managed through the settlement's policy interface. Key mechanics include: {| class="wikitable" |- ! Mechanic !! Description |- | '''Lock period''' || After enabling or disabling a choice, it cannot be changed again until the lock expires. Ranges from 1 day to permanent. |- | '''Cost''' || Some choices require {{Icon|Knowledge}} to enact. The cost is paid once on activation. |- | '''Exclusive groups''' || Choices in the same group are mutually exclusive and enabling one disables the others. The lock period applies when switching between them. |- | '''Special effects''' || Some choices unlock or restrict game systems {{C|e.g. enabling taxation, disabling animal farming, unlocking intensive farming}}. |- | '''Default''' || Some exclusive-group choices are active by default when a settlement is founded. |- | '''Hidden''' || Some choices are applied automatically by the game and cannot be toggled by the player. |} == Standalone Choices == These choices can be freely combined with any other active policies. {| class="wikitable" |- ! Choice !! Lock !! Cost !! Effects !! Notes |- | [[Worker Safety]] || 1 day || 100 {{Icon|Knowledge}} || Accident rate ×0.2, {{Icon|Food}} production ×0.9, goods production ×0.8, [[Happiness]] +10% || Dramatically reduces workplace [[accident]]s |- | [[Dubious Working Rules]] || 1 day || — || Accident rate ×1.2, {{Icon|Food}} production ×1.1, goods production ×1.2, [[Happiness]] −20% || Boosts production at the cost of safety and happiness |- | [[Cramped Quarters]] || 1 day || — || Population production ×1.3, [[Happiness]] −30% || Increases housing output but reduces happiness |- | [[Vegan Society]] || 7 days || — || {{Icon|Food}} production ×1.2 || Disables animal [[Field]] types {{C|[[Goat]], [[Sheep]], [[Cow]]}} |- | [[Intensive Farming]] || Permanent || 100 {{Icon|Knowledge}} || — || Unlocks intensive farming; cannot be disabled once enacted |- | [[Taxation]] || 1 day || {{formatnum:100000}} {{Icon|Knowledge}} || [[Happiness]] −30% || Enables {{Icon|Coin}} collection from population |} == Trade Focus == Controls the balance between export and import costs. One option from this group is always active. Switching between options has a 14-day lock. {| class="wikitable" |- ! Choice !! Export Cost !! Import Cost !! Default |- | [[Export Focus]] || ×0.85 (−15%) || ×1.2 (+20%) || — |- | [[Neutral Focus]] || ×1.0 || ×1.0 || Yes |- | [[Import Focus]] || ×1.2 (+20%) || ×0.85 (−15%) || — |} == Rations == Controls {{Icon|Food}} consumption rates and their effect on [[Happiness]]. One option from this group is always active. Switching has a 1-day lock. {| class="wikitable" |- ! Choice !! {{Icon|Food}} Consumption !! [[Happiness]] !! Default |- | [[Low Rations]] || ×0.8 (−20%) || −20% || — |- | [[Normal Rations]] || ×1.0 || No change || Yes |- | [[Lavish Rations]] || ×1.2 (+20%) || +20% || — |} == Hidden Choices == These choices are applied automatically by the game and do not appear in the player's choice interface. {| class="wikitable" |- ! Choice !! Trigger !! Effects !! Notes |- | [[New Town Boost]] || Settlement founded || [[Raid]] risk ×0.5, all production ×2.0 || Lasts 4 days |- | [[Food Shortage]] || {{Icon|Food}} supply depleted || [[Happiness]] −50% || Active while food is at zero |} === Alliance Types === [[Alliances|Alliance type]] bonuses are applied as hidden choices to all alliance members. See [[Alliances]] for details. {| class="wikitable" |- ! Alliance Type !! Effects |- | [[Trade Alliance]] || Export cost ×0.9, import cost ×0.9, taxation ×1.1, raid risk ×1.2 |- | [[Great Federation]] || All production ×1.1, raid risk ×0.8, taxation ×0.8 |- | [[Science League]] || Research speed ×1.2, expedition cost ×0.8, [[Happiness]] +10%, all production ×0.8 |} == Effects Reference == All choice effects are multipliers applied to base game values. A multiplier below 1.0 reduces the stat; above 1.0 increases it. Happiness effects are expressed as percentages. {| class="wikitable" |- ! Effect !! Targets !! Description |- | Population production || Population || Modifies housing population output |- | {{Icon|Food}} production || {{Icon|Food}} || Modifies {{Icon|Food}} production building rates |- | {{Icon|Food}} consumption || {{Icon|Food}} || Modifies {{Icon|Food}} consumption rates |- | Goods production || {{Icon|Wood}}, {{Icon|Stone}}, {{Icon|Earth}} || Modifies raw material production |- | All production || All resources || Global production multiplier |- | [[Happiness]] || [[Happiness]] || Modifies settlement happiness level |- | [[Raid]] risk || [[Raid]] || Modifies raid event probability |- | Taxation income || {{Icon|Coin}} || Modifies taxation income rate |- | Export cost || Trade || Modifies cost of exporting goods |- | Import cost || Trade || Modifies cost of importing goods |- | Research speed || {{Icon|Knowledge}} || Modifies research rate |- | Expedition cost || [[Expeditions]] || Modifies expedition costs |- | Construction cost || [[Buildings]] || Modifies building construction costs |- | Accident rate || [[Accident]] || Modifies workplace accident frequency |} == Changelog == {{Changelog}} == See also == * [[Alliances]] * [[Effects]] * [[Happiness]] * [[Events]] * [[Buildings]] {{Navbox}} [[Category:Game mechanics]] [[Category:Choices]]
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