Choices: Difference between revisions
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Choices are managed through the settlement's policy interface. Key mechanics include: | Choices are managed through the settlement's policy interface. Key mechanics include: | ||
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! Mechanic !! Description | ! Mechanic !! Description | ||
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| '''Hidden''' || Some choices are applied automatically by the game and cannot be toggled by the player. | | '''Hidden''' || Some choices are applied automatically by the game and cannot be toggled by the player. | ||
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== Standalone | == Standalone choices == | ||
These choices can be freely combined with any other active policies. | These choices can be freely combined with any other active policies. | ||
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! Choice !! Lock !! Cost !! Effects !! Notes | ! Choice !! Lock !! Cost !! Effects !! Notes | ||
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| [[Taxation]] || 1 day || {{formatnum:100000}} {{Icon|Knowledge}} || [[Happiness]] −30% || Enables {{Icon|Coin}} collection from population | | [[Taxation]] || 1 day || {{formatnum:100000}} {{Icon|Knowledge}} || [[Happiness]] −30% || Enables {{Icon|Coin}} collection from population | ||
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== Trade | == Trade focus == | ||
Controls the balance between export and import costs. One option from this group is always active. Switching between options has a 14-day lock. | Controls the balance between export and import costs. One option from this group is always active. Switching between options has a 14-day lock. | ||
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! Choice !! Export Cost !! Import Cost !! Default | ! Choice !! Export Cost !! Import Cost !! Default | ||
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| [[Import Focus]] || ×1.2 (+20%) || ×0.85 (−15%) || — | | [[Import Focus]] || ×1.2 (+20%) || ×0.85 (−15%) || — | ||
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== Rations == | == Rations == | ||
Controls {{Icon|Food}} consumption rates and their effect on [[Happiness]]. One option from this group is always active. Switching has a 1-day lock. | Controls {{Icon|Food}} consumption rates and their effect on [[Happiness]]. One option from this group is always active. Switching has a 1-day lock. | ||
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! Choice !! {{Icon|Food}} Consumption !! [[Happiness]] !! Default | ! Choice !! {{Icon|Food}} Consumption !! [[Happiness]] !! Default | ||
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| [[Lavish Rations]] || ×1.2 (+20%) || +20% || — | | [[Lavish Rations]] || ×1.2 (+20%) || +20% || — | ||
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== Hidden | == Hidden choices == | ||
These choices are applied automatically by the game and do not appear in the player's choice interface. | These choices are applied automatically by the game and do not appear in the player's choice interface. | ||
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! Choice !! Trigger !! Effects !! Notes | ! Choice !! Trigger !! Effects !! Notes | ||
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| [[Food Shortage]] || {{Icon|Food}} supply depleted || [[Happiness]] −50% || Active while food is at zero | | [[Food Shortage]] || {{Icon|Food}} supply depleted || [[Happiness]] −50% || Active while food is at zero | ||
|} | |} | ||
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=== Alliance | === Alliance types === | ||
[[Alliances|Alliance type]] bonuses are applied as hidden choices to all alliance members. See [[Alliances]] for details. | [[Alliances|Alliance type]] bonuses are applied as hidden choices to all alliance members. See [[Alliances]] for details. | ||
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! Alliance Type !! Effects | ! Alliance Type !! Effects | ||
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| [[Science League]] || Research speed ×1.2, expedition cost ×0.8, [[Happiness]] +10%, all production ×0.8 | | [[Science League]] || Research speed ×1.2, expedition cost ×0.8, [[Happiness]] +10%, all production ×0.8 | ||
|} | |} | ||
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== Effects | == Effects reference == | ||
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. | 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. | ||
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! Effect !! Targets !! Description | ! Effect !! Targets !! Description | ||
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| Accident rate || [[Accident]] || Modifies workplace accident frequency | | Accident rate || [[Accident]] || Modifies workplace accident frequency | ||
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== Changelog == | == Changelog == | ||
Latest revision as of 05:57, 10 March 2026
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
[edit]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 |
| 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
[edit]These choices can be freely combined with any other active policies.
| Choice | Lock | Cost | Effects | Notes |
|---|---|---|---|---|
| Worker Safety | 1 day | 100 |
Accident rate ×0.2, |
Dramatically reduces workplace accidents |
| Dubious Working Rules | 1 day | — | Accident rate ×1.2, |
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 | — | Disables animal Field types (Goat, Sheep, Cow) | |
| Intensive Farming | Permanent | 100 |
— | Unlocks intensive farming; cannot be disabled once enacted |
| Taxation | 1 day | 100,000 |
Happiness −30% | Enables |
Trade focus
[edit]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
[edit]Controls
Food consumption rates and their effect on Happiness. One option from this group is always active. Switching has a 1-day lock.
| Choice | Happiness | Default | |
|---|---|---|---|
| Low Rations | ×0.8 (−20%) | −20% | — |
| Normal Rations | ×1.0 | No change | Yes |
| Lavish Rations | ×1.2 (+20%) | +20% | — |
Hidden choices
[edit]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 | Happiness −50% | Active while food is at zero |
Alliance types
[edit]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
[edit]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 |
| Modifies | ||
| Modifies | ||
| Goods production | 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 | Modifies taxation income rate | |
| Export cost | Trade | Modifies cost of exporting goods |
| Import cost | Trade | Modifies cost of importing goods |
| Research speed | Modifies research rate | |
| Expedition cost | Expeditions | Modifies expedition costs |
| Construction cost | Buildings | Modifies building construction costs |
| Accident rate | Accident | Modifies workplace accident frequency |
Changelog
[edit]April 2, 2026
- QoL Animal fields options are now disabled when Vegan Society choice is active.