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Coin
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{{Resource | name = Coin | image = coin.png | category = Trade & Specialty | produced_by = [[Square]], [[Market]], [[Tavern]], [[Market Stall|Market Stalls]] | obtained_from = [[Taxation]] (choice), [[Trade]] | consumed_by = [[Tower]], [[Water Tower]], [[University]], [[Museum]] | construction = [[Park]] (50 {{Icon|Coin}}) | chain = {{Icon|Drinks}} → [[Tavern]] → {{Icon|Coin}} / {{Icon|Food}} → [[Market Stall|Market Stalls]] → {{Icon|Coin}} / {{Icon|Clothes}} → [[Market Stall Goods]] → {{Icon|Coin}} | affected_by = [[Taxation]] (effect), [[Trade Alliance]] (×1.1), [[Great Federation]] (×0.8) | special = Not part of standard storage. [[Bankruptcy]] event triggers when balance reaches zero. }} '''Coin''' is the currency of [[Main Page|Project Rebearth]]. It is generated by town buildings, [[Market Stall|market stalls]], and the [[Taxation]] choice, and is consumed as upkeep by [[Tower|Towers]], [[Water Tower|Water Towers]], and research buildings. Unlike standard resources, {{Icon|Coin}} operates as a separate currency and is not held in [[Warehouse|Warehouses]] or other storage buildings. Running out of {{Icon|Coin}} triggers the [[Bankruptcy]] event. == Production == Several buildings generate {{Icon|Coin}} at a fixed rate, regardless of biome. {| class="wikitable" |- ! Building !! {{Icon|Coin}} Rate !! Input !! Notes |- | [[Square]] || +1/day || — || Upgraded [[Center]] |- | [[Market]] || +1/day || — || Trade hub |- | [[Tavern]] || +10/day || -10 {{Icon|Drinks}}/day || Converts {{Icon|Drinks}} into {{Icon|Coin}} |- | [[Market Stall Meat]] || +0.05/day || -1 {{Icon|Food}}/day || Child of [[Market Stall]] |- | [[Market Stall Fish]] || +0.05/day || -1 {{Icon|Food}}/day || Child of [[Market Stall]] |- | [[Market Stall Bread]] || +0.05/day || -1 {{Icon|Food}}/day || Child of [[Market Stall]] |- | [[Market Stall Vegetable]] || +0.05/day || -1 {{Icon|Food}}/day || Child of [[Market Stall]] |- | [[Market Stall Goods]] || +0.5/day || -1 {{Icon|Clothes}}/day || Child of [[Market Stall]]; highest stall yield |} The [[Tavern]] is the most efficient single-building source of {{Icon|Coin}}, converting {{Icon|Drinks}} into {{Icon|Coin}} at a 1:1 ratio. The four food-based [[Market Stall|market stalls]] ([[Market Stall Meat|Meat]], [[Market Stall Fish|Fish]], [[Market Stall Bread|Bread]], [[Market Stall Vegetable|Vegetable]]) each produce only +0.05 {{Icon|Coin}} per day, while [[Market Stall Goods]] produces +0.5 {{Icon|Coin}} per day by consuming {{Icon|Clothes}} instead of {{Icon|Food}}. The [[Taxation]] choice enables per-inhabitant {{Icon|Coin}} generation across the town. It requires {{formatnum:100000}} {{Icon|Knowledge}} to unlock, has a 1-day lock, and permanently reduces [[Happiness]] by 30%. Once active, taxation efficiency is further modified by [[Alliances|alliance types]]: the [[Trade Alliance]] increases it by 10% (×1.1), while the [[Great Federation]] decreases it by 20% (×0.8). == Production Chains == {{Icon|Coin}} sits at the end of several conversion chains. It cannot be refined further and is consumed directly by buildings or spent in [[Trade|trade]]. === Tavern Chain === {{Chain|Grain|Field|Grain|Brewery|Drinks|Tavern|Coin|title=Tavern Chain}} The most productive {{Icon|Coin}} chain. {{Icon|Grain}} fields supply the [[Brewery]], which converts {{Icon|Grain}} into {{Icon|Drinks}} at a 1:1 ratio (-50 {{Icon|Grain}}/day, +50 {{Icon|Drinks}}/day). The [[Tavern]] then converts {{Icon|Drinks}} into {{Icon|Coin}} at a 1:1 ratio (-10 {{Icon|Drinks}}/day, +10 {{Icon|Coin}}/day). Each Tavern requires 5 workers. === Market Stall Chain (Food) === {{Chain|Food|Market Stall|Coin|title=Food Stall Chain}} Food-based market stalls convert {{Icon|Food}} into small amounts of {{Icon|Coin}} (+0.05/day each). The {{Icon|Food}} can come from any source, including [[Field|fields]], [[Fishery|fisheries]], or processed via the [[Bakery]] or [[Creamery]]. === Market Stall Chain (Clothes) === {{Chain|Wool|Tailor|Clothes|Market Stall Goods|Coin|title=Goods Stall Chain}} [[Market Stall Goods]] converts {{Icon|Clothes}} into {{Icon|Coin}} at +0.5/day, ten times the rate of food-based stalls. == Consumption == {| class="wikitable" |- ! Building !! {{Icon|Coin}} Rate !! Category !! Notes |- | [[Tower]] || -5/day || [[Buildings#Defense|Defense]] || Territory expansion on land |- | [[Water Tower]] || -5/day || [[Buildings#Defense|Defense]] || Territory expansion on water |- | [[University]] || -10/day || [[Buildings#Research|Research]] || Also consumes -5 {{Icon|Glass}}/day; produces +10 {{Icon|Knowledge}}/day |- | [[Museum]] || -10/day || [[Buildings#Research|Research]] || Produces +5 {{Icon|Knowledge}}/day |} [[Tower|Towers]] and [[Water Tower|Water Towers]] each consume 5 {{Icon|Coin}} per day. [[University|Universities]] and [[Museum|Museums]] consume 10 {{Icon|Coin}} per day each, making research buildings the largest single drain on {{Icon|Coin}} income. Maintaining a positive {{Icon|Coin}} balance requires careful scaling of production buildings relative to defense and research expenditures. == Construction Cost == One building uses {{Icon|Coin}} as a construction material: {| class="wikitable" |- ! Building !! Cost !! Category |- | [[Park]] || 50 {{Icon|Coin}} || [[Buildings#Decorative|Decorative]] |} == Storage == {{Icon|Coin}} is not part of the standard storable resource pool. It does not occupy space in the [[Center]], [[Square]], [[Warehouse]], or any other storage building. {{Icon|Coin}} operates as a separate currency with no storage cap. == Trade == {{Icon|Coin}} is the medium of exchange in the trade system. Players use {{Icon|Coin}} to purchase resources through the [[Market]] ({{formatnum:1000}} trade capacity) and the [[Port]] ({{formatnum:5000}} trade capacity). Export and import costs are modified by trade focus [[Choices|choices]]: {| class="wikitable" |- ! Choice !! Export Cost !! Import Cost !! Lock |- | [[Export Focus]] || ×0.85 || ×1.2 || 14 days |- | [[Neutral Focus]] || ×1.0 || ×1.0 || 14 days (default) |- | [[Import Focus]] || ×1.2 || ×0.85 || 14 days |} The [[Trade Alliance]] also reduces both export and import costs by 10% (×0.9 each). == Affected By == The following [[Choices|choices]] and [[Effects|effects]] influence the {{Icon|Coin}} economy: {| class="wikitable" |- ! Choice !! Effect !! Multiplier !! Notes |- | [[Taxation]] || Enables per-inhabitant income || — || Costs {{formatnum:100000}} {{Icon|Knowledge}}; enables taxation; -30% [[Happiness]]; 1-day lock |- | [[Trade Alliance]] || Taxation efficiency || ×1.1 || [[Alliances|Alliance type]]; also reduces trade costs ×0.9 |- | [[Great Federation]] || Taxation efficiency || ×0.8 || [[Alliances|Alliance type]]; also boosts production ×1.1 |- | [[Export Focus]] || Export cost || ×0.85 || Import cost ×1.2; 14-day lock |- | [[Import Focus]] || Import cost || ×0.85 || Export cost ×1.2; 14-day lock |} == Bankruptcy == If {{Icon|Coin}} balance reaches zero, the [[Bankruptcy]] event triggers. During bankruptcy, [[Tower|Towers]] deteriorate and are eventually destroyed, causing loss of controlled territory. Preventing bankruptcy requires maintaining a positive income through production buildings or reducing consumption by demolishing [[Tower|Towers]] and research buildings. == Changelog == {{Changelog}} == See also == * [[Knowledge]] * [[Tavern]] * [[Tower]] * [[University]] * [[Museum]] * [[Market Stall]] * [[Taxation]] * [[Bankruptcy]] * [[Resources]] {{Navbox}} [[Category:Resources]]
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