Resources: Difference between revisions
From Project Rebearth
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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). | 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 | == 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. | 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. | ||
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The [[Foraging Hut]] is unique in that it produces {{Icon|Food}} alongside a mix of raw materials that varies by biome. | The [[Foraging Hut]] is unique in that it produces {{Icon|Food}} alongside a mix of raw materials that varies by biome. | ||
== Food & | == 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. | 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. | ||
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{{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). | {{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 & | == Trade & specialty == | ||
These resources operate outside the standard storage and production systems, serving specialized economic functions. | These resources operate outside the standard storage and production systems, serving specialized economic functions. | ||
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{{Icon|Scrap}} is obtained exclusively from [[Expeditions]] and is used to pay the upgrade costs for improved building variants. | {{Icon|Scrap}} is obtained exclusively from [[Expeditions]] and is used to pay the upgrade costs for improved building variants. | ||
== Biome | == 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. | The [[Biomes|biome]] where a town is founded determines which raw material is most efficiently gathered and which material is used for construction. | ||
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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. | 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 | == Production chains == | ||
Resources flow through multi-step conversion chains. Each chain transforms lower-value inputs into higher-value outputs. The major chains are: | Resources flow through multi-step conversion chains. Each chain transforms lower-value inputs into higher-value outputs. The major chains are: | ||
=== Bread | === Bread chain === | ||
{{Chain|Grain|Field|Grain|Windmill|Flour|Bakery|Food|title=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]]. | {{Icon|Grain}} from [[Field|fields]] is milled into {{Icon|Flour}} by the [[Windmill]], then baked into {{Icon|Food}} by the [[Bakery]]. | ||
=== Dairy | === Dairy chain === | ||
{{Chain|Milk|Field|Milk|Creamery|Food|title=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]]. | {{Icon|Milk}} from goat or cow [[Field|fields]] is processed into {{Icon|Food}} by the [[Creamery]]. | ||
=== Tavern | === Tavern chain === | ||
{{Chain|Grain|Field|Grain|Brewery|Drinks|Tavern|Coin|title=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}}. | {{Icon|Grain}} is brewed into {{Icon|Drinks}} by the [[Brewery]], then served at the [[Tavern]] for {{Icon|Coin}}. | ||
=== Clothing | === Clothing chain === | ||
{{Chain|Wool|Field|Wool|Tailor|Clothes|title=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]]. | {{Icon|Wool}} from sheep [[Field|fields]] is woven into {{Icon|Clothes}} by the [[Tailor]]. | ||
=== Glass | === Glass chain === | ||
{{Chain|Earth|Claypit|Earth|Glassworks|Glass|title=Glass Chain}} | {{Chain|Earth|Claypit|Earth|Glassworks|Glass|title=Glass Chain}} | ||
{{Icon|Earth}} is smelted into {{Icon|Glass}} by the [[Glassworks]]. | {{Icon|Earth}} is smelted into {{Icon|Glass}} by the [[Glassworks]]. | ||
=== Metal | === Metal chain === | ||
{{Chain|Ore|Iron Mine|Ore|Refinery|Metal|Tools Workshop|Tools|title=Metal Chain}} | {{Chain|Ore|Iron Mine|Ore|Refinery|Metal|Tools Workshop|Tools|title=Metal Chain}} | ||
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When all storage is full, the settlement becomes vulnerable to [[Raid|raids]] triggered by the storage-full event. | When all storage is full, the settlement becomes vulnerable to [[Raid|raids]] triggered by the storage-full event. | ||
== Affected | == Affected by == | ||
Several [[Choices]] and [[Effects]] modify resource production and consumption rates. | Several [[Choices]] and [[Effects]] modify resource production and consumption rates. | ||
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</div></div> | </div></div> | ||
== Other | == 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}}. | {{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}}. | ||
Latest revision as of 05:59, 10 March 2026
Resources are the materials, currencies, and commodities that drive the economy in 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
[edit]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, where raw materials are refined into higher-value goods. The availability and efficiency of resource gathering depends on the biome where a town is founded, with each biome favouring different raw materials.
Storage is handled by dedicated buildings. The Center stores up to 5,000 of all standard resources, and can be upgraded to the Square with 10,000 capacity. Additional storage comes from the Warehouse (5,000 capacity, 1 worker) and smaller buffers on individual production buildings. Two resources,
Coin and
Knowledge, operate outside the standard storage system entirely.
Resources can also be bought and sold through the Trade system using the Market (1,000 trade capacity) or the Port (5,000 trade capacity).
Raw materials
[edit]Raw materials are gathered directly from the landscape. Each 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.
| Resource | Primary Source | Used In | Storage |
|---|---|---|---|
| Woodcutter, Saw, Nursery, Tent, Foraging Hut | Construction (all biomes), housing upkeep, Tools Workshop input | Center, Square, Warehouse, Woodcutter, Logpile, Foraging Hut | |
| Quarry, Stone Crane, Improved Stone Crane, Foraging Hut | Construction (Stone Biome), Road, Plaza | Center, Square, Warehouse, Foraging Hut | |
| Claypit, Clay Crane, Improved Clay Crane, Foraging Hut | Construction (Earth Biome), Glassworks input | Center, Square, Warehouse, Foraging Hut | |
| Iron Mine, Improved Iron Mine | Refinery input | Center, Square, Warehouse, Iron Mine, Improved Iron Mine |
The Foraging Hut is unique in that it produces
Food alongside a mix of raw materials that varies by biome.
Food & agriculture
[edit]Food and agricultural resources sustain the population and feed production chains.
Food is consumed by every housing building and the Center, making it the most critical resource in the game.
| Resource | Produced By | Consumed By | Storage |
|---|---|---|---|
| Field (potato, cow), Fishery, Boat, Foraging Hut, Bakery, Creamery | Housing (upkeep), Center, Square, Market Stalls, Expeditions | Center, Square, Warehouse, Fishery, Bakery, Creamery, Foraging Hut | |
| Field (grain, maize) | Windmill, Brewery | Center, Square, Warehouse, Windmill | |
| Windmill, Improved Windmill | Bakery | Center, Square, Warehouse, Windmill, Improved Windmill, Bakery | |
| Field (goat, cow) | Creamery | Center, Square, Warehouse | |
| Field (sheep) | Tailor | Center, Square, Warehouse |
Running out of
Food triggers the Food Shortage event, which inflicts a severe Happiness penalty of -50%.
Refined & Manufactured
[edit]Refined resources are produced by processing raw materials or agricultural products. They are typically higher-value and serve specialized roles in the economy.
| Resource | Building | Input | Output | Storage |
|---|---|---|---|---|
| Brewery | Center, Square, Warehouse, Brewery | |||
| Tailor | Center, Square, Warehouse, Tailor | |||
| Refinery | Center, Square, Warehouse, Refinery | |||
| Glassworks | Center, Square, Warehouse, Glassworks | |||
| Tools Workshop | Center, Square, Warehouse, Tools Workshop |
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
[edit]These resources operate outside the standard storage and production systems, serving specialized economic functions.
| Resource | Source | Role | Storage |
|---|---|---|---|
| Square, Market, Tavern, Market Stalls, Taxation | Currency for Trade, defense upkeep, research upkeep | Not stored in standard storage | |
| University, Museum | Choices activation, Expeditions cost | Not stored in standard storage | |
| Expeditions | Upgrade currency for Improved Windmill, Improved Stone Crane, Improved Clay Crane, Improved Iron Mine | Center, Square, Warehouse |
Coin is consumed by Towers, Water Towers, Universities, and Museums, and is the medium of exchange in the Trade system. Running out of
Coin triggers the Bankruptcy event.
Knowledge is required to activate certain Choices (such as Worker Safety, Intensive Farming, and Taxation) and to fund Expeditions.
Scrap is obtained exclusively from Expeditions and is used to pay the upgrade costs for improved building variants.
Biome influence
[edit]The biome where a town is founded determines which raw material is most efficiently gathered and which material is used for construction.
| Biome | Primary Resource | Construction Material | Housing |
Notes |
|---|---|---|---|---|
| Wood Biome | Normal | Strongest | ||
| Stone Biome | Normal | Strongest | ||
| Earth Biome | ~1/10th normal | Strongest | ||
| Arctic Biome | None | 2x normal | No local raw material production; highest upkeep costs |
In the Earth Biome, housing
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
Wood and cannot produce
Wood,
Stone, or
Earth locally through extraction buildings (the Woodcutter, Quarry, and Claypit are unavailable), though
Food production via fields and fisheries still functions normally.
Production chains
[edit]Resources flow through multi-step conversion chains. Each chain transforms lower-value inputs into higher-value outputs. The major chains are:
Bread chain
[edit]
Grain from fields is milled into
Flour by the Windmill, then baked into
Food by the Bakery.
Dairy chain
[edit]
Milk from goat or cow fields is processed into
Food by the Creamery.
Tavern chain
[edit]
Grain is brewed into
Drinks by the Brewery, then served at the Tavern for
Coin.
Clothing chain
[edit]
Wool from sheep fields is woven into
Clothes by the Tailor.
Glass chain
[edit]
Earth is smelted into
Glass by the Glassworks.
Metal chain
[edit]
Ore is smelted into
Metal by the Refinery, then forged into
Tools by the Tools Workshop.
Storage
[edit]Most resources are stored in general-purpose storage buildings. Some production buildings also maintain small local buffers for their inputs and outputs.
"All standard" includes:
Wood,
Stone,
Earth,
Food,
Grain,
Wool,
Milk,
Flour,
Drinks,
Clothes,
Scrap,
Tools,
Glass,
Ore,
Metal.
Coin and
Knowledge are not part of the standard storage pool and have no capacity limit.
When all storage is full, the settlement becomes vulnerable to raids triggered by the storage-full event.
Affected by
[edit]Several Choices and Effects modify resource production and consumption rates.
| Effect Type | Targets | Relevant Choices |
|---|---|---|
| Food production | Worker Safety (0.9x), Dubious Working Rules (1.1x), Vegan Society (1.2x) | |
| Food consumption | Low Rations (0.8x), Lavish Rations (1.2x) | |
| Goods production | Worker Safety (0.8x), Dubious Working Rules (1.2x) | |
| All production | All resource production rates | New Town Boost (2x), Great Federation (1.1x), Science League (0.8x) |
| Population production | Population growth rate | Cramped Quarters (1.3x) |
Other sources
[edit]
Scrap and a random basic resource (
Wood,
Stone,
Earth, or
Glass) are obtained from Expeditions. Expedition yields scale with the explored area. All standard resources can also be obtained through the Trade system using
Coin.