Buildings: Difference between revisions
From Project Rebearth
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Town buildings form the core of a settlement, providing essential services and administration. | Town buildings form the core of a settlement, providing essential services and administration. | ||
{| class=" | <div class="rb-table-frame"><div class="rb-table-inner"> | ||
{| class="rb-table sortable" | |||
|- | |- | ||
! Building !! Population !! Key function | ! Building !! Population !! Key function | ||
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| [[Market Stall 5]] || — || Converts {{Icon|Clothes}} into {{Icon|Coin}} | | [[Market Stall 5]] || — || Converts {{Icon|Clothes}} into {{Icon|Coin}} | ||
|} | |} | ||
</div></div> | |||
== 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]]. | 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]]. | ||
{| class=" | <div class="rb-table-frame"><div class="rb-table-inner"> | ||
{| class="rb-table sortable" | |||
|- | |- | ||
! Building !! Population !! Cost !! {{Icon|Wood}}/day !! {{Icon|Food}}/day | ! Building !! Population !! Cost !! {{Icon|Wood}}/day !! {{Icon|Food}}/day | ||
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| [[Villa]] || +10 || 280 || -3.5 || -6.0 | | [[Villa]] || +10 || 280 || -3.5 || -6.0 | ||
|} | |} | ||
</div></div> | |||
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. | 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. | ||
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Food buildings produce {{Icon|Food}}, {{Icon|Grain}}, and processed food products. | Food buildings produce {{Icon|Food}}, {{Icon|Grain}}, and processed food products. | ||
{| class=" | <div class="rb-table-frame"><div class="rb-table-inner"> | ||
{| class="rb-table sortable" | |||
|- | |- | ||
! Building !! Population !! Key function | ! Building !! Population !! Key function | ||
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| [[Bakery]] || -2 || Converts {{Icon|Flour}} into {{Icon|Food}} | | [[Bakery]] || -2 || Converts {{Icon|Flour}} into {{Icon|Food}} | ||
|} | |} | ||
</div></div> | |||
== Resources == | == Resources == | ||
Resource buildings gather raw materials from the environment. | Resource buildings gather raw materials from the environment. | ||
{| class=" | <div class="rb-table-frame"><div class="rb-table-inner"> | ||
{| class="rb-table sortable" | |||
|- | |- | ||
! Building !! Population !! Key function | ! Building !! Population !! Key function | ||
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| [[Foraging Hut]] || -1 || Produces {{Icon|Food}} and basic resources; output varies by biome | | [[Foraging Hut]] || -1 || Produces {{Icon|Food}} and basic resources; output varies by biome | ||
|} | |} | ||
</div></div> | |||
== Refined & Manufactured == | == Refined & Manufactured == | ||
These buildings process raw materials into refined goods. | These buildings process raw materials into refined goods. | ||
{| class=" | <div class="rb-table-frame"><div class="rb-table-inner"> | ||
{| class="rb-table sortable" | |||
|- | |- | ||
! Building !! Population !! Key function | ! Building !! Population !! Key function | ||
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| [[Tools Workshop]] || -10 || Converts {{Icon|Metal}} and {{Icon|Wood}} into {{Icon|Tools}} | | [[Tools Workshop]] || -10 || Converts {{Icon|Metal}} and {{Icon|Wood}} into {{Icon|Tools}} | ||
|} | |} | ||
</div></div> | |||
== Infrastructure == | == Infrastructure == | ||
Infrastructure buildings provide roads, bridges, and maritime trade capabilities. | Infrastructure buildings provide roads, bridges, and maritime trade capabilities. | ||
{| class=" | <div class="rb-table-frame"><div class="rb-table-inner"> | ||
{| class="rb-table sortable" | |||
|- | |- | ||
! Building !! Population !! Key function | ! Building !! Population !! Key function | ||
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| [[Large Ship]] || — || Docked at [[Port]]; consumes -10.0 {{Icon|Drinks}}/day | | [[Large Ship]] || — || Docked at [[Port]]; consumes -10.0 {{Icon|Drinks}}/day | ||
|} | |} | ||
</div></div> | |||
== Storage == | == Storage == | ||
Storage buildings hold resources for the settlement. | Storage buildings hold resources for the settlement. | ||
{| class=" | <div class="rb-table-frame"><div class="rb-table-inner"> | ||
{| class="rb-table sortable" | |||
|- | |- | ||
! Building !! Population !! Key function | ! Building !! Population !! Key function | ||
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| [[Logpile]] || — || Child of [[Woodcutter]]; stores 100 {{Icon|Wood}} | | [[Logpile]] || — || Child of [[Woodcutter]]; stores 100 {{Icon|Wood}} | ||
|} | |} | ||
</div></div> | |||
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. | 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. | ||
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Research buildings generate {{Icon|Knowledge}} for unlocking technologies and funding [[Expeditions]]. | Research buildings generate {{Icon|Knowledge}} for unlocking technologies and funding [[Expeditions]]. | ||
{| class=" | <div class="rb-table-frame"><div class="rb-table-inner"> | ||
{| class="rb-table sortable" | |||
|- | |- | ||
! Building !! Population !! Key function | ! Building !! Population !! Key function | ||
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| [[Museum]] || -10 || Produces +5.0 {{Icon|Knowledge}}/day; consumes {{Icon|Coin}} | | [[Museum]] || -10 || Produces +5.0 {{Icon|Knowledge}}/day; consumes {{Icon|Coin}} | ||
|} | |} | ||
</div></div> | |||
== Defense == | == Defense == | ||
Defense buildings protect the settlement's territory from [[Raid|raids]]. | Defense buildings protect the settlement's territory from [[Raid|raids]]. | ||
{| class=" | <div class="rb-table-frame"><div class="rb-table-inner"> | ||
{| class="rb-table sortable" | |||
|- | |- | ||
! Building !! Population !! Key function | ! Building !! Population !! Key function | ||
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| [[Water Tower]] || -3 || Water-based defense; consumes -5.0 {{Icon|Coin}}/day; must be placed on water | | [[Water Tower]] || -3 || Water-based defense; consumes -5.0 {{Icon|Coin}}/day; must be placed on water | ||
|} | |} | ||
</div></div> | |||
== Decorative == | == Decorative == | ||
Decorative buildings have no production function but can be placed to enhance the settlement's appearance. | Decorative buildings have no production function but can be placed to enhance the settlement's appearance. | ||
{| class=" | <div class="rb-table-frame"><div class="rb-table-inner"> | ||
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|- | |- | ||
! Building !! Cost !! Notes | ! Building !! Cost !! Notes | ||
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| [[Fence 4]] || Varies by biome || LineString; child of [[Fences]] | | [[Fence 4]] || Varies by biome || LineString; child of [[Fences]] | ||
|} | |} | ||
</div></div> | |||
== Changelog == | == Changelog == | ||
Latest revision as of 16:45, 3 March 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
Wood. In the Stone Biome, they cost
Stone. In the Earth Biome, they cost
Earth. The Arctic Biome uses
Wood at double the normal cost. Some advanced buildings also require
Tools,
Glass,
Metal, or
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 |
| Market | -5 | Enables buying and selling up to 1,000 resources |
| Town Hall | -20 | Administrative building |
| Tavern | -5 | Converts |
| Plaza | — | Decorative paved area (Polygon) |
| Dirt | — | Unpaved area; upgrades to Plaza |
| Market Stall | — | Parent structure for stall variants |
| Market Stall 1 | — | Converts |
| Market Stall 2 | — | Converts |
| Market Stall 3 | — | Converts |
| Market Stall 4 | — | Converts |
| Market Stall 5 | — | Converts |
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.
Costs shown are for the Wood Biome and Stone Biome. The Earth Biome uses
Earth for construction and consumes roughly 1/10th the
Wood for upkeep. The Arctic Biome costs double in
Wood and consumes double
Wood for upkeep.
Food
[edit]Food buildings produce
Food,
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 |
| Boat | -1 | Child of Fishery; produces +3.0 |
| Pier | — | Child of Fishery; placed on water |
| Windmill | -5 | Converts |
| Improved Windmill | — | Upgraded Windmill; more efficient grain conversion |
| Bakery | -2 | Converts |
Resources
[edit]Resource buildings gather raw materials from the environment.
| Building | Population | Key function |
|---|---|---|
| Woodcutter | -4 | Produces |
| Saw | -3 | Child of Woodcutter; produces +20.0 |
| Nursery | -1 | Child of Woodcutter; produces |
| Tent | -1 | Child of Woodcutter; produces |
| Logpile | — | Child of Woodcutter; stores 100 |
| Quarry | Varies | Polygon; produces |
| Stone Crane | -5 | Child of Quarry; produces |
| Improved Stone Crane | -5 | Upgraded Stone Crane; higher |
| Claypit | Varies | Polygon; produces |
| Clay Crane | -5 | Child of Claypit; produces |
| Improved Clay Crane | -5 | Upgraded Clay Crane; higher |
| Iron Mine | -50 | Produces |
| Improved Iron Mine | -100 | Upgraded Iron Mine; higher |
| Foraging Hut | -1 | Produces |
Refined & Manufactured
[edit]These buildings process raw materials into refined goods.
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 |
| 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 |
| Medium Ship | — | Docked at Port; consumes -5.0 |
| Large Ship | — | Docked at Port; consumes -10.0 |
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 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
Knowledge for unlocking technologies and funding Expeditions.
Defense
[edit]Defense buildings protect the settlement's territory from raids.
| Building | Population | Key function |
|---|---|---|
| Tower | -3 | Land-based defense; consumes -5.0 |
| Water Tower | -3 | Water-based defense; consumes -5.0 |
Decorative
[edit]Decorative buildings have no production function but can be placed to enhance the settlement's appearance.
| Building | Cost | Notes |
|---|---|---|
| Table | 10 |
|
| Well | 50 (biome resource) | Appearance varies by biome |
| Small Statue | 10 |
|
| Large Statue | 50 |
|
| Fountain | 10 |
|
| Fireplace | 5 |
|
| Firepit | 1 |
|
| Park | 50 |
|
| Tree | 1 |
|
| Fences | 10 |
Parent for fence variants |
| Fence 1 | 1 |
Child of Fences |
| Fence 2 | 1 |
Child of Fences |
| Fence 3 | Varies by biome | Polygon; child of Fences |
| Fence 4 | Varies by biome | LineString; child of Fences |
Changelog
[edit]April 2, 2026
- QoL Buildings that cost more or equal than 50 resources now display demolition confirmation.
March 18, 2026
- Balance Stacking objects is no longer possible.