Coin: Difference between revisions
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| special = Not part of standard storage. [[Bankruptcy]] event triggers when balance reaches zero. | | 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, Coin operates as a separate currency and is not held in [[Warehouse|Warehouses]] or other storage buildings. Running out of Coin triggers the [[Bankruptcy]] event. | '''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 == | == Production == | ||
Several buildings generate {{Icon|Coin}} at a fixed rate, regardless of biome. | Several buildings generate {{Icon|Coin}} at a fixed rate, regardless of biome. | ||
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|} | |} | ||
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]] each produce only +0.05 {{Icon|Coin}} per day, while | 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 | 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 == | == 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]]. | {{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]]. | ||
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{{Chain|Food|Market Stall|Coin|title=Food Stall Chain}} | {{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 | 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) === | === Market Stall Chain (Clothes) === | ||
{{Chain|Wool|Tailor|Clothes|Market Stall Goods|Coin|title=Goods Stall Chain}} | {{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 == | == Consumption == | ||
{| class="wikitable" | {| class="wikitable" | ||
|- | |- | ||
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|} | |} | ||
[[Tower|Towers]] and [[Water Tower|Water Towers]] each consume | [[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 == | == Construction Cost == | ||
One building uses {{Icon|Coin}} as a construction material: | One building uses {{Icon|Coin}} as a construction material: | ||
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== Storage == | == 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. | |||
{{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. Coin operates as a separate currency with no storage cap. | |||
== Trade == | == 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]]: | {{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]]: | ||
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== Affected By == | == Affected By == | ||
The following [[Choices|choices]] and [[Effects|effects]] influence the {{Icon|Coin}} economy: | The following [[Choices|choices]] and [[Effects|effects]] influence the {{Icon|Coin}} economy: | ||
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! Choice !! Effect !! Multiplier !! Notes | ! Choice !! Effect !! Multiplier !! Notes | ||
|- | |- | ||
| [[Taxation]] || Enables per-inhabitant income || — || Costs {{formatnum: | | [[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 | | [[Trade Alliance]] || Taxation efficiency || ×1.1 || [[Alliances|Alliance type]]; also reduces trade costs ×0.9 | ||
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== Bankruptcy == | == 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. | 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. | ||
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* [[Bankruptcy]] | * [[Bankruptcy]] | ||
* [[Resources]] | * [[Resources]] | ||
{{Navbox}} | {{Navbox}} | ||
[[Category:Resources]] | [[Category:Resources]] | ||
Latest revision as of 00:39, 28 February 2026
Coin is the currency of Project Rebearth. It is generated by town buildings, market stalls, and the Taxation choice, and is consumed as upkeep by Towers, Water Towers, and research buildings. Unlike standard resources,
Coin operates as a separate currency and is not held in Warehouses or other storage buildings. Running out of
Coin triggers the Bankruptcy event.
Production
[edit]Several buildings generate
Coin at a fixed rate, regardless of biome.
| Building | Input | Notes | |
|---|---|---|---|
| Square | +1/day | — | Upgraded Center |
| Market | +1/day | — | Trade hub |
| Tavern | +10/day | -10 |
Converts |
| Market Stall Meat | +0.05/day | -1 |
Child of Market Stall |
| Market Stall Fish | +0.05/day | -1 |
Child of Market Stall |
| Market Stall Bread | +0.05/day | -1 |
Child of Market Stall |
| Market Stall Vegetable | +0.05/day | -1 |
Child of Market Stall |
| Market Stall Goods | +0.5/day | -1 |
Child of Market Stall; highest stall yield |
The Tavern is the most efficient single-building source of
Coin, converting
Drinks into
Coin at a 1:1 ratio. The four food-based market stalls (Meat, Fish, Bread, Vegetable) each produce only +0.05
Coin per day, while Market Stall Goods produces +0.5
Coin per day by consuming
Clothes instead of
Food.
The Taxation choice enables per-inhabitant
Coin generation across the town. It requires 100,000
Knowledge to unlock, has a 1-day lock, and permanently reduces Happiness by 30%. Once active, taxation efficiency is further modified by alliance types: the Trade Alliance increases it by 10% (×1.1), while the Great Federation decreases it by 20% (×0.8).
Production Chains
[edit]
Coin sits at the end of several conversion chains. It cannot be refined further and is consumed directly by buildings or spent in trade.
Tavern Chain
[edit]The most productive
Coin chain.
Grain fields supply the Brewery, which converts
Grain into
Drinks at a 1:1 ratio (-50
Grain/day, +50
Drinks/day). The Tavern then converts
Drinks into
Coin at a 1:1 ratio (-10
Drinks/day, +10
Coin/day). Each Tavern requires 5 workers.
Market Stall Chain (Food)
[edit]Food-based market stalls convert
Food into small amounts of
Coin (+0.05/day each). The
Food can come from any source, including fields, fisheries, or processed via the Bakery or Creamery.
Market Stall Chain (Clothes)
[edit]Market Stall Goods converts
Clothes into
Coin at +0.5/day, ten times the rate of food-based stalls.
Consumption
[edit]| Building | Category | Notes | |
|---|---|---|---|
| Tower | -5/day | Defense | Territory expansion on land |
| Water Tower | -5/day | Defense | Territory expansion on water |
| University | -10/day | Research | Also consumes -5 |
| Museum | -10/day | Research | Produces +5 |
Towers and Water Towers each consume 5
Coin per day. Universities and Museums consume 10
Coin per day each, making research buildings the largest single drain on
Coin income. Maintaining a positive
Coin balance requires careful scaling of production buildings relative to defense and research expenditures.
Construction Cost
[edit]One building uses
Coin as a construction material:
| Building | Cost | Category |
|---|---|---|
| Park | 50 |
Decorative |
Storage
[edit]
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.
Coin operates as a separate currency with no storage cap.
Trade
[edit]
Coin is the medium of exchange in the trade system. Players use
Coin to purchase resources through the Market (1,000 trade capacity) and the Port (5,000 trade capacity). Export and import costs are modified by trade focus choices:
| 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
[edit]The following choices and effects influence the
Coin economy:
| Choice | Effect | Multiplier | Notes |
|---|---|---|---|
| Taxation | Enables per-inhabitant income | — | Costs 100,000 |
| Trade Alliance | Taxation efficiency | ×1.1 | Alliance type; also reduces trade costs ×0.9 |
| Great Federation | Taxation efficiency | ×0.8 | 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
[edit]If
Coin balance reaches zero, the Bankruptcy event triggers. During bankruptcy, 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 Towers and research buildings.
Changelog
[edit]February 24, 2026
- Balance Towers and Sea Towers now have scaling upkeep: the first costs 5
Coin/day, the second 10, the third 15, and so on.
February 14, 2026
February 13, 2026
- New Introduced the message system. Players can send one-way messengers to other towns for a small
Coin cost.
February 10, 2026
- QoL
Coin values below 10 now display two decimal places.