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This page serves as an index of all known resource categories and individual resources in ''Project Rebearth''.
'''Resources''' are the materials, currencies, and commodities that drive the economy in [[Main Page|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.


== Major Resource Categories ==
== Overview ==
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|production chains]], where raw materials are refined into higher-value goods. The availability and efficiency of resource gathering depends on the [[Biomes|biome]] where a town is founded, with each biome favouring different raw materials.


=== Raw Materials ===
Storage is handled by dedicated buildings. The [[Center]] stores up to {{formatnum:{{BuildingData|name=center|data=storage|resource=volume}}}} of all standard resources, and can be upgraded to the [[Square]] with {{formatnum:{{BuildingData|name=square|data=storage|resource=volume}}}} capacity. Additional storage comes from the [[Warehouse]] ({{formatnum:{{BuildingData|name=warehouse|data=storage|resource=volume}}}} capacity, 1 worker) and smaller buffers on individual production buildings. Two resources, {{Icon|Coin}} and {{Icon|Knowledge}}, operate outside the standard storage system entirely.
These are raw environmental resources gathered directly from the landscape. The efficiency of gathering these resources depend on the [[Biomes|biome]] you are in. They serve as inputs for nearly all production chains in the game.
* {{Icon|Wood}}
* {{Icon|Stone}}
* {{Icon|Earth}}
* [[Ore]]


=== Food & Agriculture ===
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).
Essential for town growth and survival. Includes raw agricultural products and processed goods.
* {{Icon|Food}}
* [[Grain]]
* [[Milk]]
* [[Wool]]
* [[Flour]]


=== Refined & Manufactured Resources ===
== Raw Materials ==
Produced by processing basic 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.
* [[Drinks]]
* [[Clothes]]
* [[Metal]]


=== Trade & Specialty Resources ===
{| class="wikitable"
Specialty resources used in specialty buildings.
|-
* {{Icon|Tools}}
! Resource !! Primary Source !! Used In !! Storage
* [[Scrap]]
|-
* [[Glass]]
| {{Icon|Wood}} || [[Woodcutter]], [[Saw]], [[Nursery]], [[Tent]], [[Foraging Hut]] || Construction (all biomes), housing upkeep, [[Tools Workshop]] input || [[Center]], [[Square]], [[Warehouse]], [[Woodcutter]], [[Logpile]], [[Foraging Hut]]
* [[Coin]]
|-
| {{Icon|Stone}} || [[Quarry]], [[Stone Crane]], [[Improved Stone Crane]], [[Foraging Hut]] || Construction ([[Stone Biome]]), [[Road]], [[Plaza]] || [[Center]], [[Square]], [[Warehouse]], [[Foraging Hut]]
|-
| {{Icon|Earth}} || [[Claypit]], [[Clay Crane]], [[Improved Clay Crane]], [[Foraging Hut]] || Construction ([[Earth Biome]]), [[Glassworks]] input || [[Center]], [[Square]], [[Warehouse]], [[Foraging Hut]]
|-
| {{Icon|Ore}} || [[Iron Mine]], [[Improved Iron Mine]] || [[Refinery]] input || [[Center]], [[Square]], [[Warehouse]], [[Iron Mine]], [[Improved Iron Mine]]
|}


The [[Foraging Hut]] is unique in that it produces {{Icon|Food}} alongside a mix of raw materials that varies by biome.


== See Also ==
== 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.
 
{| class="wikitable"
|-
! Resource !! Produced By !! Consumed By !! Storage
|-
| {{Icon|Food}} || [[Field]] (potato, cow), [[Fishery]], [[Boat]], [[Foraging Hut]], [[Bakery]], [[Creamery]] || Housing (upkeep), [[Center]], [[Square]], [[Market Stall|Market Stalls]], [[Expeditions]] || [[Center]], [[Square]], [[Warehouse]], [[Fishery]], [[Bakery]], [[Creamery]], [[Foraging Hut]]
|-
| {{Icon|Grain}} || [[Field]] (grain, maize) || [[Windmill]], [[Brewery]] || [[Center]], [[Square]], [[Warehouse]], [[Windmill]]
|-
| {{Icon|Flour}} || [[Windmill]], [[Improved Windmill]] || [[Bakery]] || [[Center]], [[Square]], [[Warehouse]], [[Windmill]], [[Improved Windmill]], [[Bakery]]
|-
| {{Icon|Milk}} || [[Field]] (goat, cow) || [[Creamery]] || [[Center]], [[Square]], [[Warehouse]]
|-
| {{Icon|Wool}} || [[Field]] (sheep) || [[Tailor]] || [[Center]], [[Square]], [[Warehouse]]
|}
 
Running out of {{Icon|Food}} triggers the [[Food Shortage]] event, which inflicts a severe [[Happiness]] penalty of {{#expr:({{BuildingData|section=choices|name=foodShortage|data=effects|resource=happiness}}-1)*100 round 0}}%.
 
== Refined & Manufactured ==
Refined resources are produced by processing raw materials or agricultural products. They are typically higher-value and serve specialized roles in the economy.
 
{| class="wikitable"
|-
! Resource !! Building !! Input !! Output !! Storage
|-
| {{Icon|Drinks}} || [[Brewery]] || {{Icon|Grain}} || {{Icon|Drinks}} || [[Center]], [[Square]], [[Warehouse]], [[Brewery]]
|-
| {{Icon|Clothes}} || [[Tailor]] || {{Icon|Wool}} || {{Icon|Clothes}} || [[Center]], [[Square]], [[Warehouse]], [[Tailor]]
|-
| {{Icon|Metal}} || [[Refinery]] || {{Icon|Ore}} || {{Icon|Metal}} || [[Center]], [[Square]], [[Warehouse]], [[Refinery]]
|-
| {{Icon|Glass}} || [[Glassworks]] || {{Icon|Earth}} || {{Icon|Glass}} || [[Center]], [[Square]], [[Warehouse]], [[Glassworks]]
|-
| {{Icon|Tools}} || [[Tools Workshop]] || {{Icon|Metal}}, {{Icon|Wood}} || {{Icon|Tools}} || [[Center]], [[Square]], [[Warehouse]], [[Tools Workshop]]
|}
 
{{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 & Specialty ==
These resources operate outside the standard storage and production systems, serving specialized economic functions.
 
{| class="wikitable"
|-
! Resource !! Source !! Role !! Storage
|-
| {{Icon|Coin}} || [[Square]], [[Market]], [[Tavern]], [[Market Stall|Market Stalls]], [[Taxation]] || Currency for [[Trade]], defense upkeep, research upkeep || Not stored in standard storage
|-
| {{Icon|Knowledge}} || [[University]], [[Museum]] || [[Choices]] activation, [[Expeditions]] cost || Not stored in standard storage
|-
| {{Icon|Scrap}} || [[Expeditions]] || Upgrade currency for [[Improved Windmill]], [[Improved Stone Crane]], [[Improved Clay Crane]], [[Improved Iron Mine]] || [[Center]], [[Square]], [[Warehouse]]
|}
 
{{Icon|Coin}} is consumed by [[Tower|Towers]], [[Water Tower|Water Towers]], [[University|Universities]], and [[Museum|Museums]], and is the medium of exchange in the [[Trade]] system. Running out of {{Icon|Coin}} triggers the [[Bankruptcy]] event.
 
{{Icon|Knowledge}} is required to activate certain [[Choices]] (such as [[Worker Safety]], [[Intensive Farming]], and [[Taxation]]) and to fund [[Expeditions]].
 
{{Icon|Scrap}} is obtained exclusively from [[Expeditions]] and is used to pay the upgrade costs for improved building variants.
 
== 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.
 
{| class="wikitable"
|-
! Biome !! Primary Resource !! Construction Material !! Housing {{Icon|Wood}} Upkeep !! Notes
|-
| [[Wood Biome]] || {{Icon|Wood}} || {{Icon|Wood}} || Normal || Strongest {{Icon|Wood}} production
|-
| [[Stone Biome]] || {{Icon|Stone}} || {{Icon|Stone}} || Normal || Strongest {{Icon|Stone}} and {{Icon|Ore}} production
|-
| [[Earth Biome]] || {{Icon|Earth}} || {{Icon|Earth}} || ~1/10th normal || Strongest {{Icon|Earth}} production; very low {{Icon|Wood}} upkeep
|-
| [[Arctic Biome]] || None || {{Icon|Wood}} (2x cost) || 2x normal || No local raw material production; highest upkeep costs
|}
 
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 Chains ==
Resources flow through multi-step conversion chains. Each chain transforms lower-value inputs into higher-value outputs. The major chains are:
 
=== 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]].
 
=== 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]].
 
=== 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}}.
 
=== 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]].
 
=== Glass Chain ===
{{Chain|Earth|Claypit|Earth|Glassworks|Glass|title=Glass Chain}}
 
{{Icon|Earth}} is smelted into {{Icon|Glass}} by the [[Glassworks]].
 
=== Metal Chain ===
{{Chain|Ore|Iron Mine|Ore|Refinery|Metal|Tools Workshop|Tools|title=Metal Chain}}
 
{{Icon|Ore}} is smelted into {{Icon|Metal}} by the [[Refinery]], then forged into {{Icon|Tools}} by the [[Tools Workshop]].
 
== Storage ==
Most resources are stored in general-purpose storage buildings. Some production buildings also maintain small local buffers for their inputs and outputs.
 
{| class="wikitable"
|-
! Building !! Capacity !! Resources Stored !! Notes
|-
| [[Center]] || {{formatnum:{{BuildingData|name=center|data=storage|resource=volume}}}} || All standard || Starting building
|-
| [[Square]] || {{formatnum:{{BuildingData|name=square|data=storage|resource=volume}}}} || All standard || Upgraded [[Center]]
|-
| [[Warehouse]] || {{formatnum:{{BuildingData|name=warehouse|data=storage|resource=volume}}}} || All standard || Requires 1 worker
|-
| [[Logpile]] || {{formatnum:{{BuildingData|name=logpile|data=storage|resource=volume}}}} || {{Icon|Wood}} only || Child of [[Woodcutter]]
|}
 
"All standard" includes: {{Icon|Wood}}, {{Icon|Stone}}, {{Icon|Earth}}, {{Icon|Food}}, {{Icon|Grain}}, {{Icon|Wool}}, {{Icon|Milk}}, {{Icon|Flour}}, {{Icon|Drinks}}, {{Icon|Clothes}}, {{Icon|Scrap}}, {{Icon|Tools}}, {{Icon|Glass}}, {{Icon|Ore}}, {{Icon|Metal}}.
 
{{Icon|Coin}} and {{Icon|Knowledge}} are not part of the standard storage pool and have no capacity limit.
 
When all storage is full, the settlement becomes vulnerable to [[Raid|raids]] triggered by the storage-full event.
 
== Affected By ==
Several [[Choices]] and [[Effects]] modify resource production and consumption rates.
 
{| class="wikitable"
|-
! Effect Type !! Targets !! Relevant Choices
|-
| Food production || {{Icon|Food}} production rates || [[Worker Safety]] ({{BuildingData|section=choices|name=workerSafety|data=effects|resource=foodProduction}}x), [[Dubious Working Rules]] ({{BuildingData|section=choices|name=dubiousWorkingRules|data=effects|resource=foodProduction}}x), [[Vegan Society]] ({{BuildingData|section=choices|name=veganSociety|data=effects|resource=foodProduction}}x)
|-
| Food consumption || {{Icon|Food}} consumption rates || [[Low Rations]] ({{BuildingData|section=choices|name=lowRations|data=effects|resource=foodConsumption}}x), [[Lavish Rations]] ({{BuildingData|section=choices|name=lavishRations|data=effects|resource=foodConsumption}}x)
|-
| Goods production || {{Icon|Wood}}, {{Icon|Stone}}, {{Icon|Earth}} production rates || [[Worker Safety]] ({{BuildingData|section=choices|name=workerSafety|data=effects|resource=goodsProduction}}x), [[Dubious Working Rules]] ({{BuildingData|section=choices|name=dubiousWorkingRules|data=effects|resource=goodsProduction}}x)
|-
| All production || All resource production rates || [[New Town Boost]] ({{BuildingData|section=choices|name=newTownBoost|data=effects|resource=allProduction}}x), [[Great Federation]] ({{BuildingData|section=choices|name=greatFederation|data=effects|resource=allProduction}}x), [[Science League]] ({{BuildingData|section=choices|name=scienceLeague|data=effects|resource=allProduction}}x)
|-
| Population production || Population growth rate || [[Cramped Quarters]] ({{BuildingData|section=choices|name=crampedQuarters|data=effects|resource=populationProduction}}x)
|}
 
== 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}}.
 
== Changelog ==
{{Changelog}}
 
== See also ==
* [[Production Chains]]
* [[Production Chains]]
* [[Buildings]]
* [[Biomes]]
* [[Biomes]]
* [[Trading Guide]]
* [[Trade]]
* [[Expeditions]]
* [[Effects]]
* [[Choices]]
* [[Storage]]
 
{{Navbox}}
{{Navbox}}
[[Category:Game mechanics]]
[[Category:Resources]]

Revision as of 16:40, 2 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

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, The Coin resource icon on Project Rebearth Coin and The Knowledge resource icon on Project Rebearth 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

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
The Wood resource icon on Project Rebearth Wood Woodcutter, Saw, Nursery, Tent, Foraging Hut Construction (all biomes), housing upkeep, Tools Workshop input Center, Square, Warehouse, Woodcutter, Logpile, Foraging Hut
The Stone resource icon on Project Rebearth Stone Quarry, Stone Crane, Improved Stone Crane, Foraging Hut Construction (Stone Biome), Road, Plaza Center, Square, Warehouse, Foraging Hut
The Earth resource icon on Project Rebearth Earth Claypit, Clay Crane, Improved Clay Crane, Foraging Hut Construction (Earth Biome), Glassworks input Center, Square, Warehouse, Foraging Hut
The Ore resource icon on Project Rebearth Ore Iron Mine, Improved Iron Mine Refinery input Center, Square, Warehouse, Iron Mine, Improved Iron Mine

The Foraging Hut is unique in that it produces The Food resource icon on Project Rebearth Food alongside a mix of raw materials that varies by biome.

Food & Agriculture

Food and agricultural resources sustain the population and feed production chains. The Food resource icon on Project Rebearth 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
The Food resource icon on Project Rebearth Food Field (potato, cow), Fishery, Boat, Foraging Hut, Bakery, Creamery Housing (upkeep), Center, Square, Market Stalls, Expeditions Center, Square, Warehouse, Fishery, Bakery, Creamery, Foraging Hut
The Grain resource icon on Project Rebearth Grain Field (grain, maize) Windmill, Brewery Center, Square, Warehouse, Windmill
The Flour resource icon on Project Rebearth Flour Windmill, Improved Windmill Bakery Center, Square, Warehouse, Windmill, Improved Windmill, Bakery
The Milk resource icon on Project Rebearth Milk Field (goat, cow) Creamery Center, Square, Warehouse
The Wool resource icon on Project Rebearth Wool Field (sheep) Tailor Center, Square, Warehouse

Running out of The Food resource icon on Project Rebearth Food triggers the Food Shortage event, which inflicts a severe Happiness penalty of -50%.

Refined & Manufactured

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
The Drinks resource icon on Project Rebearth Drinks Brewery The Grain resource icon on Project Rebearth Grain The Drinks resource icon on Project Rebearth Drinks Center, Square, Warehouse, Brewery
The Clothes resource icon on Project Rebearth Clothes Tailor The Wool resource icon on Project Rebearth Wool The Clothes resource icon on Project Rebearth Clothes Center, Square, Warehouse, Tailor
The Metal resource icon on Project Rebearth Metal Refinery The Ore resource icon on Project Rebearth Ore The Metal resource icon on Project Rebearth Metal Center, Square, Warehouse, Refinery
The Glass resource icon on Project Rebearth Glass Glassworks The Earth resource icon on Project Rebearth Earth The Glass resource icon on Project Rebearth Glass Center, Square, Warehouse, Glassworks
The Tools resource icon on Project Rebearth Tools Tools Workshop The Metal resource icon on Project Rebearth Metal, The Wood resource icon on Project Rebearth Wood The Tools resource icon on Project Rebearth Tools Center, Square, Warehouse, Tools Workshop

The Tools resource icon on Project Rebearth 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

These resources operate outside the standard storage and production systems, serving specialized economic functions.

Resource Source Role Storage
The Coin resource icon on Project Rebearth Coin Square, Market, Tavern, Market Stalls, Taxation Currency for Trade, defense upkeep, research upkeep Not stored in standard storage
The Knowledge resource icon on Project Rebearth Knowledge University, Museum Choices activation, Expeditions cost Not stored in standard storage
The Scrap resource icon on Project Rebearth Scrap Expeditions Upgrade currency for Improved Windmill, Improved Stone Crane, Improved Clay Crane, Improved Iron Mine Center, Square, Warehouse

The Coin resource icon on Project Rebearth Coin is consumed by Towers, Water Towers, Universities, and Museums, and is the medium of exchange in the Trade system. Running out of The Coin resource icon on Project Rebearth Coin triggers the Bankruptcy event.

The Knowledge resource icon on Project Rebearth Knowledge is required to activate certain Choices (such as Worker Safety, Intensive Farming, and Taxation) and to fund Expeditions.

The Scrap resource icon on Project Rebearth Scrap is obtained exclusively from Expeditions and is used to pay the upgrade costs for improved building variants.

Biome Influence

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 The Wood resource icon on Project Rebearth Wood Upkeep Notes
Wood Biome The Wood resource icon on Project Rebearth Wood The Wood resource icon on Project Rebearth Wood Normal Strongest The Wood resource icon on Project Rebearth Wood production
Stone Biome The Stone resource icon on Project Rebearth Stone The Stone resource icon on Project Rebearth Stone Normal Strongest The Stone resource icon on Project Rebearth Stone and The Ore resource icon on Project Rebearth Ore production
Earth Biome The Earth resource icon on Project Rebearth Earth The Earth resource icon on Project Rebearth Earth ~1/10th normal Strongest The Earth resource icon on Project Rebearth Earth production; very low The Wood resource icon on Project Rebearth Wood upkeep
Arctic Biome None The Wood resource icon on Project Rebearth Wood (2x cost) 2x normal No local raw material production; highest upkeep costs

In the Earth Biome, housing The Wood resource icon on Project Rebearth 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 The Wood resource icon on Project Rebearth Wood and cannot produce 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 locally through extraction buildings (the Woodcutter, Quarry, and Claypit are unavailable), though The Food resource icon on Project Rebearth Food production via fields and fisheries still functions normally.

Production Chains

Resources flow through multi-step conversion chains. Each chain transforms lower-value inputs into higher-value outputs. The major chains are:

Bread Chain

Bread Chain

The Grain resource icon on Project Rebearth Grain from fields is milled into The Flour resource icon on Project Rebearth Flour by the Windmill, then baked into The Food resource icon on Project Rebearth Food by the Bakery.

Dairy Chain

Dairy Chain

The Milk resource icon on Project Rebearth Milk from goat or cow fields is processed into The Food resource icon on Project Rebearth Food by the Creamery.

Tavern Chain

Tavern Chain

The Grain resource icon on Project Rebearth Grain is brewed into The Drinks resource icon on Project Rebearth Drinks by the Brewery, then served at the Tavern for The Coin resource icon on Project Rebearth Coin.

Clothing Chain

Clothing Chain

The Wool resource icon on Project Rebearth Wool from sheep fields is woven into The Clothes resource icon on Project Rebearth Clothes by the Tailor.

Glass Chain

Glass Chain

The Earth resource icon on Project Rebearth Earth is smelted into The Glass resource icon on Project Rebearth Glass by the Glassworks.

Metal Chain

Metal Chain

The Ore resource icon on Project Rebearth Ore is smelted into The Metal resource icon on Project Rebearth Metal by the Refinery, then forged into The Tools resource icon on Project Rebearth Tools by the Tools Workshop.

Storage

Most resources are stored in general-purpose storage buildings. Some production buildings also maintain small local buffers for their inputs and outputs.

Building Capacity Resources Stored Notes
Center 5,000 All standard Starting building
Square 10,000 All standard Upgraded Center
Warehouse 5,000 All standard Requires 1 worker
Logpile 100 The Wood resource icon on Project Rebearth Wood only Child of Woodcutter

"All standard" includes: The Wood resource icon on Project Rebearth Wood, The Stone resource icon on Project Rebearth Stone, The Earth resource icon on Project Rebearth Earth, The Food resource icon on Project Rebearth Food, The Grain resource icon on Project Rebearth Grain, The Wool resource icon on Project Rebearth Wool, The Milk resource icon on Project Rebearth Milk, The Flour resource icon on Project Rebearth Flour, The Drinks resource icon on Project Rebearth Drinks, The Clothes resource icon on Project Rebearth Clothes, The Scrap resource icon on Project Rebearth Scrap, The Tools resource icon on Project Rebearth Tools, The Glass resource icon on Project Rebearth Glass, The Ore resource icon on Project Rebearth Ore, The Metal resource icon on Project Rebearth Metal.

The Coin resource icon on Project Rebearth Coin and The Knowledge resource icon on Project Rebearth 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

Several Choices and Effects modify resource production and consumption rates.

Effect Type Targets Relevant Choices
Food production The Food resource icon on Project Rebearth Food production rates Worker Safety (0.9x), Dubious Working Rules (1.1x), Vegan Society (1.2x)
Food consumption The Food resource icon on Project Rebearth Food consumption rates Low Rations (0.8x), Lavish Rations (1.2x)
Goods production The Wood resource icon on Project Rebearth Wood, The Stone resource icon on Project Rebearth Stone, The Earth resource icon on Project Rebearth Earth production rates 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

The Scrap resource icon on Project Rebearth Scrap and a random basic resource (The Wood resource icon on Project Rebearth Wood, The Stone resource icon on Project Rebearth Stone, The Earth resource icon on Project Rebearth Earth, or The Glass resource icon on Project Rebearth Glass) are obtained from Expeditions. Expedition yields scale with the explored area. All standard resources can also be obtained through the Trade system using The Coin resource icon on Project Rebearth Coin.

Changelog

No changelog entries for this page yet.

See also