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Strike
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{{Choice | name = Strike | category = Event | effects = <table class="rb-ib-subtable"><tr><th>Effect</th><th>Value</th></tr><tr><td>All production</td><td class="rb-ib-nerf">Reduced</td></tr></table> | special = Automatically triggered when [[Happiness]] drops too low; ends when happiness recovers }} '''Strike''' is an event in [[Main Page|Project Rebearth]] that occurs when a settlement's [[Happiness]] drops too low. During a strike, settlement productivity is reduced, slowing resource output across all production buildings. == Trigger == A strike is triggered automatically when a settlement's [[Happiness]] falls below a critical threshold. The event cannot be manually triggered or dismissed. It ends on its own once happiness recovers above the threshold. Happiness is reduced by several [[Choices|choices]] and conditions. The most common causes of strikes are stacking multiple happiness-reducing modifiers: {| class="wikitable" |- ! Source !! Happiness !! Type |- | [[Food Shortage]] || -50% || Automatic |- | [[Cramped Quarters]] || -30% || [[Choices|Choice]] |- | [[Taxation]] || -30% || [[Choices|Choice]] |- | [[Dubious Working Rules]] || -20% || [[Choices|Choice]] |- | [[Low Rations]] || -20% || [[Choices|Choice]] |} Because happiness modifiers stack multiplicatively, combining several penalties can quickly push happiness below the strike threshold. For example, [[Taxation]] (-30%) combined with [[Cramped Quarters]] (-30%) results in a combined -51% happiness penalty, which is very likely to trigger a strike. == Effects == During a strike, production output across the settlement is reduced. All production buildings generate resources at a lower rate until happiness recovers and the strike ends. This affects {{Icon|Food}}, {{Icon|Wood}}, {{Icon|Stone}}, {{Icon|Earth}}, and all other produced resources. The production reduction is particularly dangerous because it can create a downward spiral. Lower production means less {{Icon|Food}} output, which can lead to a [[Food Shortage]], which applies an additional -50% happiness penalty, making the strike even harder to recover from. == Strategy == Preventing strikes is far easier than recovering from one. Players should monitor their happiness level and avoid stacking too many negative modifiers at the same time. If a strike occurs, the priority is restoring happiness above the threshold. The fastest options include disabling happiness-reducing choices (switching [[Low Rations]] to [[Normal Rations]], turning off [[Taxation]] or [[Cramped Quarters]]) or enabling happiness-boosting options such as [[Lavish Rations]] (+20%) or [[Worker Safety]] (+10%). Joining a [[Science League]] alliance also provides a passive +10% happiness bonus. Maintaining a healthy {{Icon|Food}} surplus is critical during a strike. The reduced production from a strike can cause food output to drop below consumption, leading to a [[Food Shortage]] that compounds the happiness crisis. Having {{Icon|Food}} reserves in [[Warehouse|storage]] or importing food through the [[Market]] or [[Port]] can provide a buffer while the settlement recovers. The safest approach to happiness management is to pair happiness-reducing choices with counterbalancing boosts. [[Taxation]] (-30%) combined with [[Lavish Rations]] (+20%) yields a manageable -16% net penalty. Adding [[Worker Safety]] (+10%) brings the combined penalty to approximately -8%, keeping the settlement well above the strike threshold. == Changelog == {{Changelog}} == See also == * [[Happiness]] * [[Celebration]] * [[Productivity Boom]] * [[Food Shortage]] * [[Choices]] * [[Events]] {{Navbox}} [[Category:Events]]
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