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Buildings: Difference between revisions

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Bot: Migrate wikitable → rb-table with themed frame
 
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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="wikitable sortable"
<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="wikitable sortable"
<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="wikitable sortable"
<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="wikitable sortable"
<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="wikitable sortable"
<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="wikitable sortable"
<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="wikitable sortable"
<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="wikitable sortable"
<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="wikitable sortable"
<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="wikitable sortable"
<div class="rb-table-frame"><div class="rb-table-inner">
{| class="rb-table sortable"
|-
|-
! 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 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]

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.

See also

[edit]