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'''Resources''' are the materials, currencies, and commodities that drive the economy in [[Main Page|Project Rebearth]]. Players gather, process, trade, and consume resources to grow their settlements. There are 17 distinct resources grouped into five categories based on their role in the game. == Overview == Every settlement begins with a small stockpile of basic resources and must establish production buildings to sustain growth. Resources flow through multi-step [[Production Chains|production chains]], where raw materials are refined into higher-value goods. The availability and efficiency of resource gathering depends on the [[Biomes|biome]] where a town is founded, with each biome favouring different raw materials. Storage is handled by dedicated buildings. The [[Center]] stores up to {{formatnum:{{BuildingData|name=center|data=storage|resource=volume}}}} of all standard resources, and can be upgraded to the [[Square]] with {{formatnum:{{BuildingData|name=square|data=storage|resource=volume}}}} capacity. Additional storage comes from the [[Warehouse]] ({{formatnum:{{BuildingData|name=warehouse|data=storage|resource=volume}}}} capacity, 1 worker) and smaller buffers on individual production buildings. Two resources, {{Icon|Coin}} and {{Icon|Knowledge}}, operate outside the standard storage system entirely. Resources can also be bought and sold through the [[Trade]] system using the [[Market]] ({{formatnum:{{BuildingData|name=market|data=marketStorage}}}} trade capacity) or the [[Port]] ({{formatnum:{{BuildingData|name=port|data=marketStorage}}}} trade capacity). == Raw materials == Raw materials are gathered directly from the landscape. Each [[Biomes|biome]] specialises in one primary raw material, and gathering efficiency varies significantly across biomes. These resources serve as construction materials and inputs for production chains. <div class="rb-table-frame"><div class="rb-table-inner"> {| class="rb-table" |- ! Resource !! Primary Source !! Used In !! Storage |- | {{Icon|Wood}} || [[Woodcutter]], [[Saw]], [[Nursery]], [[Tent]], [[Foraging Hut]] || Construction (all biomes), housing upkeep, [[Tools Workshop]] input || [[Center]], [[Square]], [[Warehouse]], [[Woodcutter]], [[Logpile]], [[Foraging Hut]] |- | {{Icon|Stone}} || [[Quarry]], [[Stone Crane]], [[Improved Stone Crane]], [[Foraging Hut]] || Construction ([[Stone Biome]]), [[Road]], [[Plaza]] || [[Center]], [[Square]], [[Warehouse]], [[Foraging Hut]] |- | {{Icon|Earth}} || [[Claypit]], [[Clay Crane]], [[Improved Clay Crane]], [[Foraging Hut]] || Construction ([[Earth Biome]]), [[Glassworks]] input || [[Center]], [[Square]], [[Warehouse]], [[Foraging Hut]] |- | {{Icon|Ore}} || [[Iron Mine]], [[Improved Iron Mine]] || [[Refinery]] input || [[Center]], [[Square]], [[Warehouse]], [[Iron Mine]], [[Improved Iron Mine]] |} </div></div> The [[Foraging Hut]] is unique in that it produces {{Icon|Food}} alongside a mix of raw materials that varies by biome. == Food & agriculture == Food and agricultural resources sustain the population and feed production chains. {{Icon|Food}} is consumed by every housing building and the [[Center]], making it the most critical resource in the game. <div class="rb-table-frame"><div class="rb-table-inner"> {| class="rb-table" |- ! Resource !! Produced By !! Consumed By !! Storage |- | {{Icon|Food}} || [[Field]] (potato, cow), [[Fishery]], [[Boat]], [[Foraging Hut]], [[Bakery]], [[Creamery]] || Housing (upkeep), [[Center]], [[Square]], [[Market Stall|Market Stalls]], [[Expeditions]] || [[Center]], [[Square]], [[Warehouse]], [[Fishery]], [[Bakery]], [[Creamery]], [[Foraging Hut]] |- | {{Icon|Grain}} || [[Field]] (grain, maize) || [[Windmill]], [[Brewery]] || [[Center]], [[Square]], [[Warehouse]], [[Windmill]] |- | {{Icon|Flour}} || [[Windmill]], [[Improved Windmill]] || [[Bakery]] || [[Center]], [[Square]], [[Warehouse]], [[Windmill]], [[Improved Windmill]], [[Bakery]] |- | {{Icon|Milk}} || [[Field]] (goat, cow) || [[Creamery]] || [[Center]], [[Square]], [[Warehouse]] |- | {{Icon|Wool}} || [[Field]] (sheep) || [[Tailor]] || [[Center]], [[Square]], [[Warehouse]] |} </div></div> Running out of {{Icon|Food}} triggers the [[Food Shortage]] event, which inflicts a severe [[Happiness]] penalty of {{#expr:({{BuildingData|section=choices|name=foodShortage|data=effects|resource=happiness}}-1)*100 round 0}}%. == Refined & Manufactured == Refined resources are produced by processing raw materials or agricultural products. They are typically higher-value and serve specialized roles in the economy. <div class="rb-table-frame"><div class="rb-table-inner"> {| class="rb-table" |- ! Resource !! Building !! Input !! Output !! Storage |- | {{Icon|Drinks}} || [[Brewery]] || {{Icon|Grain}} || {{Icon|Drinks}} || [[Center]], [[Square]], [[Warehouse]], [[Brewery]] |- | {{Icon|Clothes}} || [[Tailor]] || {{Icon|Wool}} || {{Icon|Clothes}} || [[Center]], [[Square]], [[Warehouse]], [[Tailor]] |- | {{Icon|Metal}} || [[Refinery]] || {{Icon|Ore}} || {{Icon|Metal}} || [[Center]], [[Square]], [[Warehouse]], [[Refinery]] |- | {{Icon|Glass}} || [[Glassworks]] || {{Icon|Earth}} || {{Icon|Glass}} || [[Center]], [[Square]], [[Warehouse]], [[Glassworks]] |- | {{Icon|Tools}} || [[Tools Workshop]] || {{Icon|Metal}}, {{Icon|Wood}} || {{Icon|Tools}} || [[Center]], [[Square]], [[Warehouse]], [[Tools Workshop]] |} </div></div> {{Icon|Tools}} occupy a dual role: they are both a manufactured product and a maintenance cost consumed by many production buildings (including the [[Woodcutter]], [[Saw]], [[Tent]], [[Windmill]], [[Bakery]], [[Tailor]], [[Brewery]], [[Creamery]], [[Glassworks]], [[Refinery]], [[Stone Crane]], [[Clay Crane]], [[Iron Mine]], and their upgraded variants). == Trade & specialty == These resources operate outside the standard storage and production systems, serving specialized economic functions. <div class="rb-table-frame"><div class="rb-table-inner"> {| class="rb-table" |- ! Resource !! Source !! Role !! Storage |- | {{Icon|Coin}} || [[Square]], [[Market]], [[Tavern]], [[Market Stall|Market Stalls]], [[Taxation]] || Currency for [[Trade]], defense upkeep, research upkeep || Not stored in standard storage |- | {{Icon|Knowledge}} || [[University]], [[Museum]] || [[Choices]] activation, [[Expeditions]] cost || Not stored in standard storage |- | {{Icon|Scrap}} || [[Expeditions]] || Upgrade currency for [[Improved Windmill]], [[Improved Stone Crane]], [[Improved Clay Crane]], [[Improved Iron Mine]] || [[Center]], [[Square]], [[Warehouse]] |} </div></div> {{Icon|Coin}} is consumed by [[Tower|Towers]], [[Water Tower|Water Towers]], [[University|Universities]], and [[Museum|Museums]], and is the medium of exchange in the [[Trade]] system. Running out of {{Icon|Coin}} triggers the [[Bankruptcy]] event. {{Icon|Knowledge}} is required to activate certain [[Choices]] (such as [[Worker Safety]], [[Intensive Farming]], and [[Taxation]]) and to fund [[Expeditions]]. {{Icon|Scrap}} is obtained exclusively from [[Expeditions]] and is used to pay the upgrade costs for improved building variants. == Biome influence == The [[Biomes|biome]] where a town is founded determines which raw material is most efficiently gathered and which material is used for construction. <div class="rb-table-frame"><div class="rb-table-inner"> {| class="rb-table" |- ! Biome !! Primary Resource !! Construction Material !! Housing {{Icon|Wood}} Upkeep !! Notes |- | [[Wood Biome]] || {{Icon|Wood}} || {{Icon|Wood}} || Normal || Strongest {{Icon|Wood}} production |- | [[Stone Biome]] || {{Icon|Stone}} || {{Icon|Stone}} || Normal || Strongest {{Icon|Stone}} and {{Icon|Ore}} production |- | [[Earth Biome]] || {{Icon|Earth}} || {{Icon|Earth}} || ~1/10th normal || Strongest {{Icon|Earth}} production; very low {{Icon|Wood}} upkeep |- | [[Arctic Biome]] || None || {{Icon|Wood}} (2x cost) || 2x normal || No local raw material production; highest upkeep costs |} </div></div> In the [[Earth Biome]], housing {{Icon|Wood}} consumption is reduced to roughly one-tenth of other biomes, making it the most efficient biome for large populations. The [[Arctic Biome]] has doubled construction and upkeep costs in {{Icon|Wood}} and cannot produce {{Icon|Wood}}, {{Icon|Stone}}, or {{Icon|Earth}} locally through extraction buildings (the [[Woodcutter]], [[Quarry]], and [[Claypit]] are unavailable), though {{Icon|Food}} production via [[Field|fields]] and [[Fishery|fisheries]] still functions normally. == Production chains == Resources flow through multi-step conversion chains. Each chain transforms lower-value inputs into higher-value outputs. The major chains are: === Bread chain === {{Chain|Grain|Field|Grain|Windmill|Flour|Bakery|Food|title=Bread Chain}} {{Icon|Grain}} from [[Field|fields]] is milled into {{Icon|Flour}} by the [[Windmill]], then baked into {{Icon|Food}} by the [[Bakery]]. === Dairy chain === {{Chain|Milk|Field|Milk|Creamery|Food|title=Dairy Chain}} {{Icon|Milk}} from goat or cow [[Field|fields]] is processed into {{Icon|Food}} by the [[Creamery]]. === Tavern chain === {{Chain|Grain|Field|Grain|Brewery|Drinks|Tavern|Coin|title=Tavern Chain}} {{Icon|Grain}} is brewed into {{Icon|Drinks}} by the [[Brewery]], then served at the [[Tavern]] for {{Icon|Coin}}. === Clothing chain === {{Chain|Wool|Field|Wool|Tailor|Clothes|title=Clothing Chain}} {{Icon|Wool}} from sheep [[Field|fields]] is woven into {{Icon|Clothes}} by the [[Tailor]]. === Glass chain === {{Chain|Earth|Claypit|Earth|Glassworks|Glass|title=Glass Chain}} {{Icon|Earth}} is smelted into {{Icon|Glass}} by the [[Glassworks]]. === Metal chain === {{Chain|Ore|Iron Mine|Ore|Refinery|Metal|Tools Workshop|Tools|title=Metal Chain}} {{Icon|Ore}} is smelted into {{Icon|Metal}} by the [[Refinery]], then forged into {{Icon|Tools}} by the [[Tools Workshop]]. == Storage == Most resources are stored in general-purpose storage buildings. Some production buildings also maintain small local buffers for their inputs and outputs. <div class="rb-table-frame"><div class="rb-table-inner"> {| class="rb-table" |- ! Building !! Capacity !! Resources Stored !! Notes |- | [[Center]] || {{formatnum:{{BuildingData|name=center|data=storage|resource=volume}}}} || All standard || Starting building |- | [[Square]] || {{formatnum:{{BuildingData|name=square|data=storage|resource=volume}}}} || All standard || Upgraded [[Center]] |- | [[Warehouse]] || {{formatnum:{{BuildingData|name=warehouse|data=storage|resource=volume}}}} || All standard || Requires 1 worker |- | [[Logpile]] || {{formatnum:{{BuildingData|name=logpile|data=storage|resource=volume}}}} || {{Icon|Wood}} only || Child of [[Woodcutter]] |} </div></div> "All standard" includes: {{Icon|Wood}}, {{Icon|Stone}}, {{Icon|Earth}}, {{Icon|Food}}, {{Icon|Grain}}, {{Icon|Wool}}, {{Icon|Milk}}, {{Icon|Flour}}, {{Icon|Drinks}}, {{Icon|Clothes}}, {{Icon|Scrap}}, {{Icon|Tools}}, {{Icon|Glass}}, {{Icon|Ore}}, {{Icon|Metal}}. {{Icon|Coin}} and {{Icon|Knowledge}} are not part of the standard storage pool and have no capacity limit. When all storage is full, the settlement becomes vulnerable to [[Raid|raids]] triggered by the storage-full event. == Affected by == Several [[Choices]] and [[Effects]] modify resource production and consumption rates. <div class="rb-table-frame"><div class="rb-table-inner"> {| class="rb-table" |- ! Effect Type !! Targets !! Relevant Choices |- | Food production || {{Icon|Food}} production rates || [[Worker Safety]] ({{BuildingData|section=choices|name=workerSafety|data=effects|resource=foodProduction}}x), [[Dubious Working Rules]] ({{BuildingData|section=choices|name=dubiousWorkingRules|data=effects|resource=foodProduction}}x), [[Vegan Society]] ({{BuildingData|section=choices|name=veganSociety|data=effects|resource=foodProduction}}x) |- | Food consumption || {{Icon|Food}} consumption rates || [[Low Rations]] ({{BuildingData|section=choices|name=lowRations|data=effects|resource=foodConsumption}}x), [[Lavish Rations]] ({{BuildingData|section=choices|name=lavishRations|data=effects|resource=foodConsumption}}x) |- | Goods production || {{Icon|Wood}}, {{Icon|Stone}}, {{Icon|Earth}} production rates || [[Worker Safety]] ({{BuildingData|section=choices|name=workerSafety|data=effects|resource=goodsProduction}}x), [[Dubious Working Rules]] ({{BuildingData|section=choices|name=dubiousWorkingRules|data=effects|resource=goodsProduction}}x) |- | All production || All resource production rates || [[New Town Boost]] ({{BuildingData|section=choices|name=newTownBoost|data=effects|resource=allProduction}}x), [[Great Federation]] ({{BuildingData|section=choices|name=greatFederation|data=effects|resource=allProduction}}x), [[Science League]] ({{BuildingData|section=choices|name=scienceLeague|data=effects|resource=allProduction}}x) |- | Population production || Population growth rate || [[Cramped Quarters]] ({{BuildingData|section=choices|name=crampedQuarters|data=effects|resource=populationProduction}}x) |} </div></div> == Other sources == {{Icon|Scrap}} and a random basic resource ({{Icon|Wood}}, {{Icon|Stone}}, {{Icon|Earth}}, or {{Icon|Glass}}) are obtained from [[Expeditions]]. Expedition yields scale with the explored area. All standard resources can also be obtained through the [[Trade]] system using {{Icon|Coin}}. == Changelog == {{Changelog}} == See also == * [[Production Chains]] * [[Buildings]] * [[Biomes]] * [[Trade]] * [[Expeditions]] * [[Effects]] * [[Choices]] * [[Storage]] {{Navbox}} [[Category:Game mechanics]] [[Category:Resources]]
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