Actions

Choices

From Project Rebearth

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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

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Choices are managed through the settlement's policy interface. Key mechanics include:

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 The Knowledge resource icon on Project Rebearth 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 (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

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These choices can be freely combined with any other active policies.

Choice Lock Cost Effects Notes
Worker Safety 1 day 100 The Knowledge resource icon on Project Rebearth Knowledge Accident rate ×0.2, The Food resource icon on Project Rebearth Food production ×0.9, goods production ×0.8, Happiness +10% Dramatically reduces workplace accidents
Dubious Working Rules 1 day Accident rate ×1.2, The Food resource icon on Project Rebearth 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 The Food resource icon on Project Rebearth Food production ×1.2 Disables animal Field types (Goat, Sheep, Cow)
Intensive Farming Permanent 100 The Knowledge resource icon on Project Rebearth Knowledge Unlocks intensive farming; cannot be disabled once enacted
Taxation 1 day 100,000 The Knowledge resource icon on Project Rebearth Knowledge Happiness −30% Enables The Coin resource icon on Project Rebearth Coin collection from population

Trade Focus

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Controls the balance between export and import costs. One option from this group is always active. Switching between options has a 14-day lock.

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

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Controls The Food resource icon on Project Rebearth Food consumption rates and their effect on Happiness. One option from this group is always active. Switching has a 1-day lock.

Choice The Food resource icon on Project Rebearth 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

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These choices are applied automatically by the game and do not appear in the player's choice interface.

Choice Trigger Effects Notes
New Town Boost Settlement founded Raid risk ×0.5, all production ×2.0 Lasts 4 days
Food Shortage The Food resource icon on Project Rebearth Food supply depleted Happiness −50% Active while food is at zero

Alliance Types

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Alliance type bonuses are applied as hidden choices to all alliance members. See Alliances for details.

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

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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.

Effect Targets Description
Population production Population Modifies housing population output
The Food resource icon on Project Rebearth Food production The Food resource icon on Project Rebearth Food Modifies The Food resource icon on Project Rebearth Food production building rates
The Food resource icon on Project Rebearth Food consumption The Food resource icon on Project Rebearth Food Modifies The Food resource icon on Project Rebearth Food consumption rates
Goods production The Wood resource icon on Project Rebearth Wood, The Stone resource icon on Project Rebearth Stone, The Earth resource icon on Project Rebearth 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 The Coin resource icon on Project Rebearth Coin Modifies taxation income rate
Export cost Trade Modifies cost of exporting goods
Import cost Trade Modifies cost of importing goods
Research speed The Knowledge resource icon on Project Rebearth 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

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No changelog entries for this page yet.

See also

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