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Resources: Difference between revisions

From Project Rebearth

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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).
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).


== Raw Materials ==
== Raw 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.
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.


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


== Food & Agriculture ==
== 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.
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.


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{{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).
{{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 ==
== Trade & specialty ==
These resources operate outside the standard storage and production systems, serving specialized economic functions.
These resources operate outside the standard storage and production systems, serving specialized economic functions.


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{{Icon|Scrap}} is obtained exclusively from [[Expeditions]] and is used to pay the upgrade costs for improved building variants.
{{Icon|Scrap}} is obtained exclusively from [[Expeditions]] and is used to pay the upgrade costs for improved building variants.


== Biome Influence ==
== 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.
The [[Biomes|biome]] where a town is founded determines which raw material is most efficiently gathered and which material is used for construction.


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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.
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 ==
== Production chains ==
Resources flow through multi-step conversion chains. Each chain transforms lower-value inputs into higher-value outputs. The major chains are:
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 ===
{{Chain|Grain|Field|Grain|Windmill|Flour|Bakery|Food|title=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]].
{{Icon|Grain}} from [[Field|fields]] is milled into {{Icon|Flour}} by the [[Windmill]], then baked into {{Icon|Food}} by the [[Bakery]].


=== Dairy Chain ===
=== Dairy chain ===
{{Chain|Milk|Field|Milk|Creamery|Food|title=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]].
{{Icon|Milk}} from goat or cow [[Field|fields]] is processed into {{Icon|Food}} by the [[Creamery]].


=== Tavern Chain ===
=== Tavern chain ===
{{Chain|Grain|Field|Grain|Brewery|Drinks|Tavern|Coin|title=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}}.
{{Icon|Grain}} is brewed into {{Icon|Drinks}} by the [[Brewery]], then served at the [[Tavern]] for {{Icon|Coin}}.


=== Clothing Chain ===
=== Clothing chain ===
{{Chain|Wool|Field|Wool|Tailor|Clothes|title=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]].
{{Icon|Wool}} from sheep [[Field|fields]] is woven into {{Icon|Clothes}} by the [[Tailor]].


=== Glass Chain ===
=== Glass chain ===
{{Chain|Earth|Claypit|Earth|Glassworks|Glass|title=Glass Chain}}
{{Chain|Earth|Claypit|Earth|Glassworks|Glass|title=Glass Chain}}


{{Icon|Earth}} is smelted into {{Icon|Glass}} by the [[Glassworks]].
{{Icon|Earth}} is smelted into {{Icon|Glass}} by the [[Glassworks]].


=== Metal Chain ===
=== Metal chain ===
{{Chain|Ore|Iron Mine|Ore|Refinery|Metal|Tools Workshop|Tools|title=Metal Chain}}
{{Chain|Ore|Iron Mine|Ore|Refinery|Metal|Tools Workshop|Tools|title=Metal Chain}}


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When all storage is full, the settlement becomes vulnerable to [[Raid|raids]] triggered by the storage-full event.
When all storage is full, the settlement becomes vulnerable to [[Raid|raids]] triggered by the storage-full event.


== Affected By ==
== Affected by ==
Several [[Choices]] and [[Effects]] modify resource production and consumption rates.
Several [[Choices]] and [[Effects]] modify resource production and consumption rates.


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</div></div>
</div></div>


== Other Sources ==
== 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}}.
{{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}}.



Latest revision as of 05:59, 10 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

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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

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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.

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

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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.

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

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Refined resources are produced by processing raw materials or agricultural products. They are typically higher-value and serve specialized roles in the economy.

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

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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

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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

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

Bread chain

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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

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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

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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

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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

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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

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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

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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

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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

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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

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No changelog entries for this page yet.

See also

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