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= Buildings in Project Rebearth =
'''Buildings''' are the core structures players construct and manage in [[Main Page|Project Rebearth]]. Each building serves a specific function, from housing the population to producing resources, defending territory, and enabling trade. Buildings are grouped into categories based on their role in the settlement.


This page serves as an index of all buildings and structures available in *Project Rebearth*. Click a building name to go to its dedicated page for detailed info.
Construction costs vary by [[Biomes|biome]]. In the [[Wood Biome]], most buildings cost {{Icon|Wood}}. In the [[Stone Biome]], they cost {{Icon|Stone}}. In the [[Earth Biome]], they cost {{Icon|Earth}}. The [[Arctic Biome]] uses {{Icon|Wood}} at double the normal cost. Some advanced buildings also require {{Icon|Tools}}, {{Icon|Glass}}, {{Icon|Metal}}, or {{Icon|Scrap}}.


== Town & Core ==
== Town ==
Town buildings form the core of a settlement, providing essential services and administration.


* [[Center]]
{| class="wikitable sortable"
* [[Square]]
|-
* [[Market]]
! Building !! Population !! Key function
* [[Town Hall]]
|-
* [[Plaza]]
| [[Center]] || +10 || Starting building; stores 5,000 resources; upgrades to [[Square]]
* [[Tavern]]
|-
| [[Square]] || +20 || Upgraded [[Center]]; stores 10,000 resources; produces {{Icon|Coin}}
|-
| [[Market]] || -5 || Enables buying and selling up to 1,000 resources
|-
| [[Town Hall]] || -20 || Administrative building
|-
| [[Tavern]] || -5 || Converts {{Icon|Drinks}} into {{Icon|Coin}}
|-
| [[Plaza]] || — || Decorative paved area (Polygon)
|-
| [[Dirt]] || — || Unpaved area; upgrades to [[Plaza]]
|-
| [[Market Stall]] || — || Parent structure for stall variants
|-
| [[Market Stall 1]] || — || Converts {{Icon|Food}} into {{Icon|Coin}}
|-
| [[Market Stall 2]] || — || Converts {{Icon|Food}} into {{Icon|Coin}}
|-
| [[Market Stall 3]] || — || Converts {{Icon|Food}} into {{Icon|Coin}}
|-
| [[Market Stall 4]] || — || Converts {{Icon|Food}} into {{Icon|Coin}}
|-
| [[Market Stall 5]] || — || Converts {{Icon|Clothes}} into {{Icon|Coin}}
|}


== Housing ==
== Housing ==
Housing buildings provide population capacity. Each tier offers more population at a higher construction and upkeep cost. All housing must be placed within 100m of a [[Center]], [[Square]], or [[Market]].


* [[Shack]]
{| class="wikitable sortable"
* [[Hut]]
|-
* [[Cabin]]
! Building !! Population !! Cost !! {{Icon|Wood}}/day !! {{Icon|Food}}/day
* [[House]]
|-
* [[Residence]]
| [[Shack]] || +2 || 35 || -1.0 || -1.5
* [[Villa]]
|-
| [[Hut]] || +3 || 55 || -1.5 || -2.0
|-
| [[Cabin]] || +4 || 80 || -2.0 || -2.5
|-
| [[House]] || +6 || 135 || -2.5 || -4.0
|-
| [[Residence]] || +8 || 200 || -3.0 || -5.0
|-
| [[Villa]] || +10 || 280 || -3.5 || -6.0
|}
Costs shown are for the [[Wood Biome]] and [[Stone Biome]]. The [[Earth Biome]] uses {{Icon|Earth}} for construction and consumes roughly 1/10th the {{Icon|Wood}} for upkeep. The [[Arctic Biome]] costs double in {{Icon|Wood}} and consumes double {{Icon|Wood}} for upkeep.


== Infrastructure ==
== Food ==
Food buildings produce {{Icon|Food}}, {{Icon|Grain}}, and processed food products.


* [[Path]]
{| class="wikitable sortable"
* [[Road]]
|-
* [[Bridge]]
! Building !! Population !! Key function
* [[Port]]
|-
** [[Dock]]
| [[Field]] || Varies || Polygon; grows crops (potato, maize, grain) or raises animals (sheep, goat, cow)
|-
| [[Fishery]] || -1 || Produces +5.0 {{Icon|Food}}/day; must be placed on the coast
|-
| [[Boat]] || -1 || Child of [[Fishery]]; produces +3.0 {{Icon|Food}}/day
|-
| [[Pier]] || — || Child of [[Fishery]]; placed on water
|-
| [[Windmill]] || -5 || Converts {{Icon|Grain}} into {{Icon|Flour}}; upgrades to [[Improved Windmill]]
|-
| [[Improved Windmill]] || — || Upgraded [[Windmill]]; more efficient grain conversion
|-
| [[Bakery]] || -2 || Converts {{Icon|Flour}} into {{Icon|Food}}
|}


== Production & Resource ==
== Resources ==
Resource buildings gather raw materials from the environment.


* [[Field]]
{| class="wikitable sortable"
* [[Fishery]]
|-
** [[Boat]]
! Building !! Population !! Key function
** [[Pier]]
|-
* [[Woodcutter]]
| [[Woodcutter]] || -4 || Produces {{Icon|Wood}}; output varies by biome
** [[Saw]]
|-
** [[Nursery]]
| [[Saw]] || -3 || Child of [[Woodcutter]]; produces +20.0 {{Icon|Wood}}/day
** [[Tent]]
|-
** [[Logpile]]
| [[Nursery]] || -1 || Child of [[Woodcutter]]; produces {{Icon|Wood}} (biome-varying)
* [[Quarry]]
|-
* [[Claypit]]
| [[Tent]] || -1 || Child of [[Woodcutter]]; produces {{Icon|Wood}} (biome-varying)
* [[Stone Crane]] => [[Stone Crane Upgraded]]
|-
* [[Clay Crane]] => [[Clay Crane Upgraded]]
| [[Logpile]] || — || Child of [[Woodcutter]]; stores 100 {{Icon|Wood}}
* [[Iron Mine]] => [[Iron Mine Upgraded]]
|-
* [[Refinery]]
| [[Quarry]] || Varies || Polygon; produces {{Icon|Stone}}
* [[Tools Workshop]]
|-
* [[Glassworks]]
| [[Stone Crane]] || -5 || Child of [[Quarry]]; produces {{Icon|Stone}}; upgrades to [[Improved Stone Crane]]
|-
| [[Improved Stone Crane]] || -5 || Upgraded [[Stone Crane]]; higher {{Icon|Stone}} output
|-
| [[Claypit]] || Varies || Polygon; produces {{Icon|Earth}}
|-
| [[Clay Crane]] || -5 || Child of [[Claypit]]; produces {{Icon|Earth}}; upgrades to [[Improved Clay Crane]]
|-
| [[Improved Clay Crane]] || -5 || Upgraded [[Clay Crane]]; higher {{Icon|Earth}} output
|-
| [[Iron Mine]] || -50 || Produces {{Icon|Ore}}; upgrades to [[Improved Iron Mine]]
|-
| [[Improved Iron Mine]] || -100 || Upgraded [[Iron Mine]]; higher {{Icon|Ore}} output
|-
| [[Foraging Hut]] || -1 || Produces {{Icon|Food}} and basic resources; output varies by biome
|}


== Food & Crafting ==
== Refined & Manufactured ==
These buildings process raw materials into refined goods.


* [[Windmill]] => [[Windmill Upgraded]]
{| class="wikitable sortable"
* [[Bakery]]
|-
* [[Tailor]]
! Building !! Population !! Key function
* [[Creamery]]
|-
* [[Brewery]]
| [[Tailor]] || -10 || Converts {{Icon|Wool}} into {{Icon|Clothes}}
|-
| [[Brewery]] || -10 || Converts {{Icon|Grain}} into {{Icon|Drinks}}
|-
| [[Creamery]] || -5 || Converts {{Icon|Milk}} into {{Icon|Food}}
|-
| [[Glassworks]] || -10 || Converts {{Icon|Earth}} into {{Icon|Glass}}
|-
| [[Refinery]] || -20 || Converts {{Icon|Ore}} into {{Icon|Metal}}
|-
| [[Tools Workshop]] || -10 || Converts {{Icon|Metal}} and {{Icon|Wood}} into {{Icon|Tools}}
|}


== Storage & Trade ==
== Infrastructure ==
Infrastructure buildings provide roads, bridges, and maritime trade capabilities.


* [[Warehouse]]
{| class="wikitable sortable"
* [[Market Stall]]
|-
** [[Market Stall 1]]
! Building !! Population !! Key function
** [[Market Stall 2]]
|-
** [[Market Stall 3]]
| [[Path]] || — || Basic road; upgrades to [[Road]]
** [[Market Stall 4]]
|-
** [[Market Stall 5]]
| [[Road]] || — || Paved road; costs {{Icon|Stone}} per meter
|-
| [[Bridge]] || — || Crosses water; must be placed on water or coast
|-
| [[Port]] || -20 || Enables maritime trade with 5,000 capacity; must be placed on the coast
|-
| [[Dock]] || — || Child of [[Port]]; extends port reach on water
|-
| [[Small Ship]] || — || Docked at [[Port]]; consumes -1.0 {{Icon|Drinks}}/day
|-
| [[Medium Ship]] || — || Docked at [[Port]]; consumes -5.0 {{Icon|Drinks}}/day
|-
| [[Large Ship]] || — || Docked at [[Port]]; consumes -10.0 {{Icon|Drinks}}/day
|}


== Research ==
== Storage ==
Storage buildings hold resources for the settlement.
 
{| class="wikitable sortable"
|-
! Building !! Population !! Key function
|-
| [[Warehouse]] || -1 || Stores 5,000 of all standard resources
|-
| [[Logpile]] || — || Child of [[Woodcutter]]; stores 100 {{Icon|Wood}}
|}


* [[University]]
The [[Center]] (5,000) and [[Square]] (10,000) also provide storage for all standard resources. Individual production buildings often have small storage buffers (typically 50-100) for their output resources.
* [[Museum]]


== Decorative ==
== Research ==
Research buildings generate {{Icon|Knowledge}} for unlocking technologies and funding [[Expeditions]].


* [[Table]]
{| class="wikitable sortable"
* [[Well]]
|-
* [[Small Statue]]
! Building !! Population !! Key function
* [[Large Statue]]
|-
* [[Fountain]]
| [[University]] || -50 || Produces +10.0 {{Icon|Knowledge}}/day; consumes {{Icon|Coin}} and {{Icon|Glass}}
* [[Fireplace]]
|-
* [[Firepit]]
| [[Museum]] || -10 || Produces +5.0 {{Icon|Knowledge}}/day; consumes {{Icon|Coin}}
* [[Fences]]
|}
* [[Park]]
* [[Tree]]


== Water & Naval ==
== Defense ==
Defense buildings protect the settlement's territory from [[Raid|raids]].


* [[Small Ship]]
{| class="wikitable sortable"
* [[Medium Ship]]
|-
* [[Large Ship]]
! Building !! Population !! Key function
|-
| [[Tower]] || -3 || Land-based defense; consumes -5.0 {{Icon|Coin}}/day
|-
| [[Water Tower]] || -3 || Water-based defense; consumes -5.0 {{Icon|Coin}}/day; must be placed on water
|}


== Territory ==
== Decorative ==
Decorative buildings have no production function but can be placed to enhance the settlement's appearance.


* [[Tower]]
{| class="wikitable sortable"
* [[Water Tower]]
|-
! Building !! Cost !! Notes
|-
| [[Table]] || 10 {{Icon|Wood}} ||
|-
| [[Well]] || 50 (biome resource) || Appearance varies by biome
|-
| [[Small Statue]] || 10 {{Icon|Stone}} ||
|-
| [[Large Statue]] || 50 {{Icon|Stone}} ||
|-
| [[Fountain]] || 10 {{Icon|Stone}} ||
|-
| [[Fireplace]] || 5 {{Icon|Stone}} + 5 {{Icon|Wood}} ||
|-
| [[Firepit]] || 1 {{Icon|Stone}} + 1 {{Icon|Wood}} ||
|-
| [[Park]] || 50 {{Icon|Coin}} ||
|-
| [[Tree]] || 1 {{Icon|Wood}} ||
|-
| [[Fences]] || 10 {{Icon|Wood}} || Parent for fence variants
|-
| [[Fence 1]] || 1 {{Icon|Wood}} || Child of [[Fences]]
|-
| [[Fence 2]] || 1 {{Icon|Wood}} || Child of [[Fences]]
|-
| [[Fence 3]] || Varies by biome || Polygon; child of [[Fences]]
|-
| [[Fence 4]] || Varies by biome || LineString; child of [[Fences]]
|}


== See Also ==
== Changelog ==
{{Changelog}}


== See also ==
* [[Resources]]
* [[Resources]]
* [[Production Chains]]
* [[Biomes]]
* [[Biomes]]
* [[Gameplay Guide]]
* [[Effects]]
* [[Choices]]
 
{{Navbox}}
 
[[Category:Game mechanics]]

Latest revision as of 00:26, 28 February 2026

Buildings are the core structures players construct and manage in Project Rebearth. Each building serves a specific function, from housing the population to producing resources, defending territory, and enabling trade. Buildings are grouped into categories based on their role in the settlement.

Construction costs vary by biome. In the Wood Biome, most buildings cost The Wood resource icon on Project Rebearth Wood. In the Stone Biome, they cost The Stone resource icon on Project Rebearth Stone. In the Earth Biome, they cost The Earth resource icon on Project Rebearth Earth. The Arctic Biome uses The Wood resource icon on Project Rebearth Wood at double the normal cost. Some advanced buildings also require The Tools resource icon on Project Rebearth Tools, The Glass resource icon on Project Rebearth Glass, The Metal resource icon on Project Rebearth Metal, or The Scrap resource icon on Project Rebearth Scrap.

Town

[edit]

Town buildings form the core of a settlement, providing essential services and administration.

Building Population Key function
Center +10 Starting building; stores 5,000 resources; upgrades to Square
Square +20 Upgraded Center; stores 10,000 resources; produces The Coin resource icon on Project Rebearth Coin
Market -5 Enables buying and selling up to 1,000 resources
Town Hall -20 Administrative building
Tavern -5 Converts The Drinks resource icon on Project Rebearth Drinks into The Coin resource icon on Project Rebearth Coin
Plaza Decorative paved area (Polygon)
Dirt Unpaved area; upgrades to Plaza
Market Stall Parent structure for stall variants
Market Stall 1 Converts The Food resource icon on Project Rebearth Food into The Coin resource icon on Project Rebearth Coin
Market Stall 2 Converts The Food resource icon on Project Rebearth Food into The Coin resource icon on Project Rebearth Coin
Market Stall 3 Converts The Food resource icon on Project Rebearth Food into The Coin resource icon on Project Rebearth Coin
Market Stall 4 Converts The Food resource icon on Project Rebearth Food into The Coin resource icon on Project Rebearth Coin
Market Stall 5 Converts The Clothes resource icon on Project Rebearth Clothes into The Coin resource icon on Project Rebearth Coin

Housing

[edit]

Housing buildings provide population capacity. Each tier offers more population at a higher construction and upkeep cost. All housing must be placed within 100m of a Center, Square, or Market.

Building Population Cost The Wood resource icon on Project Rebearth Wood/day The Food resource icon on Project Rebearth Food/day
Shack +2 35 -1.0 -1.5
Hut +3 55 -1.5 -2.0
Cabin +4 80 -2.0 -2.5
House +6 135 -2.5 -4.0
Residence +8 200 -3.0 -5.0
Villa +10 280 -3.5 -6.0

Costs shown are for the Wood Biome and Stone Biome. The Earth Biome uses The Earth resource icon on Project Rebearth Earth for construction and consumes roughly 1/10th the The Wood resource icon on Project Rebearth Wood for upkeep. The Arctic Biome costs double in The Wood resource icon on Project Rebearth Wood and consumes double The Wood resource icon on Project Rebearth Wood for upkeep.

Food

[edit]

Food buildings produce The Food resource icon on Project Rebearth Food, The Grain resource icon on Project Rebearth Grain, and processed food products.

Building Population Key function
Field Varies Polygon; grows crops (potato, maize, grain) or raises animals (sheep, goat, cow)
Fishery -1 Produces +5.0 The Food resource icon on Project Rebearth Food/day; must be placed on the coast
Boat -1 Child of Fishery; produces +3.0 The Food resource icon on Project Rebearth Food/day
Pier Child of Fishery; placed on water
Windmill -5 Converts The Grain resource icon on Project Rebearth Grain into The Flour resource icon on Project Rebearth Flour; upgrades to Improved Windmill
Improved Windmill Upgraded Windmill; more efficient grain conversion
Bakery -2 Converts The Flour resource icon on Project Rebearth Flour into The Food resource icon on Project Rebearth Food

Resources

[edit]

Resource buildings gather raw materials from the environment.

Building Population Key function
Woodcutter -4 Produces The Wood resource icon on Project Rebearth Wood; output varies by biome
Saw -3 Child of Woodcutter; produces +20.0 The Wood resource icon on Project Rebearth Wood/day
Nursery -1 Child of Woodcutter; produces The Wood resource icon on Project Rebearth Wood (biome-varying)
Tent -1 Child of Woodcutter; produces The Wood resource icon on Project Rebearth Wood (biome-varying)
Logpile Child of Woodcutter; stores 100 The Wood resource icon on Project Rebearth Wood
Quarry Varies Polygon; produces The Stone resource icon on Project Rebearth Stone
Stone Crane -5 Child of Quarry; produces The Stone resource icon on Project Rebearth Stone; upgrades to Improved Stone Crane
Improved Stone Crane -5 Upgraded Stone Crane; higher The Stone resource icon on Project Rebearth Stone output
Claypit Varies Polygon; produces The Earth resource icon on Project Rebearth Earth
Clay Crane -5 Child of Claypit; produces The Earth resource icon on Project Rebearth Earth; upgrades to Improved Clay Crane
Improved Clay Crane -5 Upgraded Clay Crane; higher The Earth resource icon on Project Rebearth Earth output
Iron Mine -50 Produces The Ore resource icon on Project Rebearth Ore; upgrades to Improved Iron Mine
Improved Iron Mine -100 Upgraded Iron Mine; higher The Ore resource icon on Project Rebearth Ore output
Foraging Hut -1 Produces The Food resource icon on Project Rebearth Food and basic resources; output varies by biome

Refined & Manufactured

[edit]

These buildings process raw materials into refined goods.

Building Population Key function
Tailor -10 Converts The Wool resource icon on Project Rebearth Wool into The Clothes resource icon on Project Rebearth Clothes
Brewery -10 Converts The Grain resource icon on Project Rebearth Grain into The Drinks resource icon on Project Rebearth Drinks
Creamery -5 Converts The Milk resource icon on Project Rebearth Milk into The Food resource icon on Project Rebearth Food
Glassworks -10 Converts The Earth resource icon on Project Rebearth Earth into The Glass resource icon on Project Rebearth Glass
Refinery -20 Converts The Ore resource icon on Project Rebearth Ore into The Metal resource icon on Project Rebearth Metal
Tools Workshop -10 Converts The Metal resource icon on Project Rebearth Metal and The Wood resource icon on Project Rebearth Wood into The Tools resource icon on Project Rebearth Tools

Infrastructure

[edit]

Infrastructure buildings provide roads, bridges, and maritime trade capabilities.

Building Population Key function
Path Basic road; upgrades to Road
Road Paved road; costs The Stone resource icon on Project Rebearth Stone per meter
Bridge Crosses water; must be placed on water or coast
Port -20 Enables maritime trade with 5,000 capacity; must be placed on the coast
Dock Child of Port; extends port reach on water
Small Ship Docked at Port; consumes -1.0 The Drinks resource icon on Project Rebearth Drinks/day
Medium Ship Docked at Port; consumes -5.0 The Drinks resource icon on Project Rebearth Drinks/day
Large Ship Docked at Port; consumes -10.0 The Drinks resource icon on Project Rebearth Drinks/day

Storage

[edit]

Storage buildings hold resources for the settlement.

Building Population Key function
Warehouse -1 Stores 5,000 of all standard resources
Logpile Child of Woodcutter; stores 100 The Wood resource icon on Project Rebearth Wood

The Center (5,000) and Square (10,000) also provide storage for all standard resources. Individual production buildings often have small storage buffers (typically 50-100) for their output resources.

Research

[edit]

Research buildings generate The Knowledge resource icon on Project Rebearth Knowledge for unlocking technologies and funding Expeditions.

Building Population Key function
University -50 Produces +10.0 The Knowledge resource icon on Project Rebearth Knowledge/day; consumes The Coin resource icon on Project Rebearth Coin and The Glass resource icon on Project Rebearth Glass
Museum -10 Produces +5.0 The Knowledge resource icon on Project Rebearth Knowledge/day; consumes The Coin resource icon on Project Rebearth Coin

Defense

[edit]

Defense buildings protect the settlement's territory from raids.

Building Population Key function
Tower -3 Land-based defense; consumes -5.0 The Coin resource icon on Project Rebearth Coin/day
Water Tower -3 Water-based defense; consumes -5.0 The Coin resource icon on Project Rebearth Coin/day; must be placed on water

Decorative

[edit]

Decorative buildings have no production function but can be placed to enhance the settlement's appearance.

Building Cost Notes
Table 10 The Wood resource icon on Project Rebearth Wood
Well 50 (biome resource) Appearance varies by biome
Small Statue 10 The Stone resource icon on Project Rebearth Stone
Large Statue 50 The Stone resource icon on Project Rebearth Stone
Fountain 10 The Stone resource icon on Project Rebearth Stone
Fireplace 5 The Stone resource icon on Project Rebearth Stone + 5 The Wood resource icon on Project Rebearth Wood
Firepit 1 The Stone resource icon on Project Rebearth Stone + 1 The Wood resource icon on Project Rebearth Wood
Park 50 The Coin resource icon on Project Rebearth Coin
Tree 1 The Wood resource icon on Project Rebearth Wood
Fences 10 The Wood resource icon on Project Rebearth Wood Parent for fence variants
Fence 1 1 The Wood resource icon on Project Rebearth Wood Child of Fences
Fence 2 1 The Wood resource icon on Project Rebearth Wood Child of Fences
Fence 3 Varies by biome Polygon; child of Fences
Fence 4 Varies by biome LineString; child of Fences

Changelog

[edit]
No changelog entries for this page yet.

See also

[edit]