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Created page with "= Biomes = In '''Project Rebearth''', the world is divided into large-scale '''biomes''' that determine which resources can be produced in a given location. Biomes are derived from real-world climate data and are consistent across the full 1:1 replica of Earth. Where you build directly affects what your buildings can produce and how efficiently your settlement can grow. Each biome contains multiple climate zones, representing more specific ecological regions wi..."
 
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= Biomes =
In '''Project Rebearth''', the world is divided into four '''biomes''' that determine which [[resources]] are available, how much [[buildings]] cost to construct, and how efficiently settlements can grow. Biomes are derived from real-world climate data based on the [[Wikipedia:List of terrestrial ecoregions (WWF)|WWF terrestrial ecoregions]], mapped onto a full 1:1 replica of [[Earth]]. Where a player builds directly affects production rates, construction costs, and housing upkeep.


In '''Project Rebearth''', the world is divided into large-scale '''biomes''' that determine which [[resources]] can be produced in a given location. Biomes are derived from real-world climate data and are consistent across the full 1:1 replica of Earth. Where you build directly affects what your [[buildings]] can produce and how efficiently your settlement can grow.
Each biome contains multiple climate zones representing more specific ecological regions. The climate zones also influence the vegetation visible on the surface.


Each biome contains multiple climate zones, representing more specific ecological regions within that biome The climate zones also influence the vegatation you see on the surface.
<gallery mode="packed">
File:EarthBiome.png|The [[Earth Biome]]|link=Earth Biome
File:WoodBiome.png|The [[Wood Biome]]|link=Wood Biome
File:StoneBiome.png|The [[Stone Biome]]|link=Stone Biome
</gallery>


== Overview ==
== Overview ==
Biomes influence:
* Which '''resource type''' is dominant in an area
* Which '''production buildings''' are most effective
* How much resources your residents consume
* Long-term settlement strategy and trade dependencies
The primary biomes in the game are:
{| class="wikitable"
{| class="wikitable"
! Biome !! Resource Focus !! Description
! Biome !! Construction Material !! Resource Focus !! Description
|-
|-
| [[Wood Biome]] || Wood-based || Forested regions
| [[Wood Biome]] || {{Icon|Wood}} || {{Icon|Wood}} production || Forested regions — tropical, temperate, and subtropical
|-
|-
| [[Stone Biome]] || Stone-based || Mountainous, and rugged regions
| [[Stone Biome]] || {{Icon|Stone}} || {{Icon|Stone}} and {{Icon|Ore}} production || Mountainous, boreal, and tundra regions
|-
|-
| [[Earth Biome]] || Earth-based || Arid, grassland, and dry regions
| [[Earth Biome]] || {{Icon|Earth}} || {{Icon|Earth}} and {{Icon|Glass}} production || Arid, grassland, and Mediterranean regions
|-
|-
| [[Arctic Biome]] || Hard-mode || Extreme polar regions
| [[Arctic Biome]] || {{Icon|Wood}} (2× cost) || No raw resource extraction || Extreme polar regions
|}
|}


== Biomes and Resource Production ==
All resources can be found in every biome through [[trade]] and [[Expeditions|expeditions]], but the efficiency of local production varies significantly depending on the biome. No single biome is fully self-sufficient; successful players specialize based on their environment and rely on trade and global cooperation to access missing resources.


All resources can be found in every biome. But the efficiency of getting those resources might be different depending on where you chose to build your town.
=== Construction ===
In the Wood, Stone, and Earth biomes, buildings cost the biome's primary resource ({{Icon|Wood}}, {{Icon|Stone}}, or {{Icon|Earth}} respectively). In the [[Arctic Biome]], buildings cost {{Icon|Wood}} at double the normal amount.


=== Housing Upkeep ===
All housing buildings consume {{Icon|Wood}} and {{Icon|Food}} daily. {{Icon|Food}} consumption is identical across all biomes for a given housing tier. {{Icon|Wood}} consumption, however, varies dramatically: the [[Earth Biome]] reduces {{Icon|Wood}} upkeep to roughly one-tenth of normal, while the [[Arctic Biome]] doubles it.


=== Wood Biome (w) ===
=== Resource Production ===
Climate zones associated with forested regions:
Each biome has distinct production strengths:
* Tropical and subtropical moist broadleaf forests
* Tropical and subtropical dry broadleaf forests
* Tropical and subtropical coniferous forests
* Temperate broadleaf and mixed forests
* Temperate coniferous forests
* Tropical and subtropical grasslands, savannas, and shrublands
* Flooded grasslands and savannas
* Mangroves


These regions are ideal for settlements focused on wood production and early expansion.
* The [[Wood Biome]] produces the most {{Icon|Wood}} from [[Woodcutter]]s and has balanced yields from other extraction buildings.
* The [[Stone Biome]] has the highest {{Icon|Stone}} output from [[Stone Crane]]s and the highest {{Icon|Ore}} yield from the [[Iron Mine]].
* The [[Earth Biome]] has the highest {{Icon|Earth}} output from [[Clay Crane]]s and [[Claypit]]s, making it ideal for {{Icon|Glass}} production chains via the [[Glassworks]].
* The [[Arctic Biome]] has no access to raw resource extraction buildings ([[Woodcutter]], [[Quarry]], [[Claypit]], [[Iron Mine]], [[Foraging Hut]], [[Glassworks]], and [[Field]]s are all unavailable). Food processing buildings such as the [[Fishery]], [[Windmill]], [[Bakery]], [[Creamery]], and [[Brewery]] still operate normally.


=== Stone Biome (s) ===
==Changelog==
Climate zones associated with cold and mountainous terrain:
{{Changelog}}
* Boreal forests / Taiga
* Montane grasslands and shrublands
* Tundra


Stone biomes favor mining and wood production.
== See also ==
 
* [[Wood Biome]]
=== Earth Biome (e) ===
* [[Stone Biome]]
Climate zones associated with dry and open landscapes:
* [[Earth Biome]]
* Temperate grasslands, savannas, and shrublands
* [[Arctic Biome]]
* Mediterranean forests, woodlands, and scrubs
* [[Buildings]]
* Deserts and xeric shrublands
* [[Resources]]
 
Earth biomes excel at clay and specialized production chains like glass.
 
=== Arctic Biome (a) ===
* Polar and extreme arctic regions
 
Arctic regions are hostile. No raw materials can gained there and population consumption is increased. It is only for those who want the challenge
 
== Strategy and Settlement Planning ==


Choosing a biome is one of the most important early decisions in '''Project Rebearth'''. While any settlement can grow over time, no single biome is fully self-sufficient. Successful players specialize based on their environment and rely on trade, expeditions, and global cooperation to access missing resources.
{{Navbox}}


== See Also ==
[[Category:Biomes]]
* [[Buildings]]
* [[Resources]]
* [[Production Chains]]
* [[World Map]]

Latest revision as of 19:19, 1 March 2026

In Project Rebearth, the world is divided into four biomes that determine which resources are available, how much buildings cost to construct, and how efficiently settlements can grow. Biomes are derived from real-world climate data based on the WWF terrestrial ecoregions, mapped onto a full 1:1 replica of Earth. Where a player builds directly affects production rates, construction costs, and housing upkeep.

Each biome contains multiple climate zones representing more specific ecological regions. The climate zones also influence the vegetation visible on the surface.

Overview

[edit]
Biome Construction Material Resource Focus Description
Wood Biome The Wood resource icon on Project Rebearth Wood The Wood resource icon on Project Rebearth Wood production Forested regions — tropical, temperate, and subtropical
Stone Biome The Stone resource icon on Project Rebearth Stone The Stone resource icon on Project Rebearth Stone and The Ore resource icon on Project Rebearth Ore production Mountainous, boreal, and tundra regions
Earth Biome The Earth resource icon on Project Rebearth Earth The Earth resource icon on Project Rebearth Earth and The Glass resource icon on Project Rebearth Glass production Arid, grassland, and Mediterranean regions
Arctic Biome The Wood resource icon on Project Rebearth Wood (2× cost) No raw resource extraction Extreme polar regions

All resources can be found in every biome through trade and expeditions, but the efficiency of local production varies significantly depending on the biome. No single biome is fully self-sufficient; successful players specialize based on their environment and rely on trade and global cooperation to access missing resources.

Construction

[edit]

In the Wood, Stone, and Earth biomes, buildings cost the biome's primary resource (The Wood resource icon on Project Rebearth Wood, The Stone resource icon on Project Rebearth Stone, or The Earth resource icon on Project Rebearth Earth respectively). In the Arctic Biome, buildings cost The Wood resource icon on Project Rebearth Wood at double the normal amount.

Housing Upkeep

[edit]

All housing buildings consume The Wood resource icon on Project Rebearth Wood and The Food resource icon on Project Rebearth Food daily. The Food resource icon on Project Rebearth Food consumption is identical across all biomes for a given housing tier. The Wood resource icon on Project Rebearth Wood consumption, however, varies dramatically: the Earth Biome reduces The Wood resource icon on Project Rebearth Wood upkeep to roughly one-tenth of normal, while the Arctic Biome doubles it.

Resource Production

[edit]

Each biome has distinct production strengths:

Changelog

[edit]
No changelog entries for this page yet.

See also

[edit]