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[[Coin]] are the currency of Project Rebearth. They are generated by town buildings, [[Market Stalls|market stalls]], and the [[Taxation]] choice. [[Coins]] are consumed as upkeep for [[Tower|Towers]] (territory expansion) and research buildings. Running out of [[Coins]] triggers the [[Bankruptcy]] event, causing [[Tower|Towers]] to deteriorate.
{{Resource
| name          = Coin
| image        = coin.png
| category      = Trade & Specialty
| produced_by  = [[Square]], [[Market]], [[Tavern]], [[Market Stall|Market Stalls]]
| obtained_from = [[Taxation]] (choice), [[Trade]]
| consumed_by  = [[Tower]], [[Water Tower]], [[University]], [[Museum]]
| construction  = [[Park]] (50 {{Icon|Coin}})
| chain        = {{Icon|Drinks}} → [[Tavern]] → {{Icon|Coin}} / {{Icon|Food}} → [[Market Stall|Market Stalls]] → {{Icon|Coin}} / {{Icon|Clothes}} → [[Market Stall Goods]] → {{Icon|Coin}}
| affected_by  = [[Taxation]] (effect), [[Trade Alliance]] (×1.1), [[Great Federation]] (×0.8)
| special      = Not part of standard storage. [[Bankruptcy]] event triggers when balance reaches zero.
}}
'''Coin''' is the currency of [[Main Page|Project Rebearth]]. It is generated by town buildings, [[Market Stall|market stalls]], and the [[Taxation]] choice, and is consumed as upkeep by [[Tower|Towers]], [[Water Tower|Water Towers]], and research buildings. Unlike standard resources, Coin operates as a separate currency and is not held in [[Warehouse|Warehouses]] or other storage buildings. Running out of Coin triggers the [[Bankruptcy]] event.


== Production ==
== Production ==
Several buildings generate {{Icon|Coin}} at a fixed rate, regardless of biome.


{| class="wikitable"
{| class="wikitable"
|-
|-
! Building !! Rate !! Notes
! Building !! {{Icon|Coin}} Rate !! Input !! Notes
|-
|-
| [[Square]] || +1 || Upgraded town center
| [[Square]] || +1/day || — || Upgraded [[Center]]
|-
|-
| [[Market]] || +1 || Trade building
| [[Market]] || +1/day || — || Trade hub
|-
|-
| [[Tavern]] || +10 || Consumes 10 [[Drinks]] per day
| [[Tavern]] || +10/day || -10 {{Icon|Drinks}}/day || Converts {{Icon|Drinks}} into {{Icon|Coin}}
|-
|-
| [[Meat Stall]] || +0.05 || Consumes 1 {{Icon|Food}} per day
| [[Market Stall Meat]] || +0.05/day || -1 {{Icon|Food}}/day || Child of [[Market Stall]]
|-
|-
| [[Fish Stall]] || +0.05 || Consumes 1 {{Icon|Food}} per day
| [[Market Stall Fish]] || +0.05/day || -1 {{Icon|Food}}/day || Child of [[Market Stall]]
|-
|-
| [[Bread Stall]] || +0.05 || Consumes 1 {{Icon|Food}} per day
| [[Market Stall Bread]] || +0.05/day || -1 {{Icon|Food}}/day || Child of [[Market Stall]]
|-
|-
| [[Vegetable Stall]] || +0.05 || Consumes 1 {{Icon|Food}} per day
| [[Market Stall Vegetable]] || +0.05/day || -1 {{Icon|Food}}/day || Child of [[Market Stall]]
|-
|-
| [[Goods Stall]] || +0.5 || Consumes 1 [[Clothes]] per day
| [[Market Stall Goods]] || +0.5/day || -1 {{Icon|Clothes}}/day || Child of [[Market Stall]]; highest stall yield
|-
| '''[[Taxation]]''' (Choice) || varies || Generates [[Coin]] per inhabitant; requires 100,000 [[Knowledge]] to unlock
|}
|}
The [[Tavern]] is the most efficient single-building source of {{Icon|Coin}}, converting {{Icon|Drinks}} into {{Icon|Coin}} at a 1:1 ratio. The four food-based [[Market Stall|market stalls]] each produce only +0.05 {{Icon|Coin}} per day, while the [[Market Stall Goods]] produces +0.5 {{Icon|Coin}} per day by consuming {{Icon|Clothes}} instead of {{Icon|Food}}.
The [[Taxation]] choice enables per-inhabitant {{Icon|Coin}} generation across the town. It requires '''{{formatnum:100000}}''' {{Icon|Knowledge}} to unlock and permanently reduces [[Happiness]] by 30% (×0.7 multiplier). Once active, taxation efficiency is further modified by [[Alliances|alliance types]]: the [[Trade Alliance]] increases it by 10% (×1.1), while the [[Great Federation]] decreases it by 20% (×0.8).
== Production Chains ==
{{Icon|Coin}} sits at the end of several conversion chains. It cannot be refined further and is consumed directly by buildings or spent in [[Trade|trade]].
=== Tavern Chain ===
{{Chain|Grain|Field|Grain|Brewery|Drinks|Tavern|Coin|title=Tavern Chain}}
The most productive {{Icon|Coin}} chain. {{Icon|Grain}} fields supply the [[Brewery]], which converts {{Icon|Grain}} into {{Icon|Drinks}} at a 1:1 ratio (-50 {{Icon|Grain}}/day, +50 {{Icon|Drinks}}/day). The [[Tavern]] then converts {{Icon|Drinks}} into {{Icon|Coin}} at a 1:1 ratio (-10 {{Icon|Drinks}}/day, +10 {{Icon|Coin}}/day). Each Tavern requires 5 workers.
=== Market Stall Chain (Food) ===
{{Chain|Food|Market Stall|Coin|title=Food Stall Chain}}
Food-based market stalls convert {{Icon|Food}} into small amounts of {{Icon|Coin}} (+0.05/day each). The {{Icon|Food}} can come from any source — [[Field|fields]], [[Fishery|fisheries]], or processed via the [[Bakery]] or [[Creamery]].
=== Market Stall Chain (Clothes) ===
{{Chain|Wool|Tailor|Clothes|Market Stall Goods|Coin|title=Goods Stall Chain}}
The [[Market Stall Goods]] converts {{Icon|Clothes}} into {{Icon|Coin}} at +0.5/day. Ten times the rate of food-based stalls.


== Consumption ==
== Consumption ==
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{| class="wikitable"
{| class="wikitable"
|-
|-
! Building !! Rate !! Notes
! Building !! {{Icon|Coin}} Rate !! Category !! Notes
|-
| [[Tower]] || -5/day || [[Buildings#Defense|Defense]] || Territory expansion on land
|-
|-
| [[Tower]] || -5 || Territory expansion; [[Bankruptcy|bankruptcy]] destroys towers
| [[Water Tower]] || -5/day || [[Buildings#Defense|Defense]] || Territory expansion on water
|-
|-
| [[Water Tower]] || -5 || Sea territory expansion
| [[University]] || -10/day || [[Buildings#Research|Research]] || Also consumes -5 {{Icon|Glass}}/day; produces +10 {{Icon|Knowledge}}/day
|-
| [[Museum]] || -10/day || [[Buildings#Research|Research]] || Produces +5 {{Icon|Knowledge}}/day
|}
 
[[Tower|Towers]] and [[Water Tower|Water Towers]] each consume '''5''' {{Icon|Coin}} per day. [[University|Universities]] and [[Museum|Museums]] consume '''10''' {{Icon|Coin}} per day each, making research buildings the largest single drain on {{Icon|Coin}} income. Maintaining a positive {{Icon|Coin}} balance requires careful scaling of production buildings relative to defense and research expenditures.
 
== Construction Cost ==
 
One building uses {{Icon|Coin}} as a construction material:
 
{| class="wikitable"
|-
|-
| [[University]] || -10 || Research
! Building !! Cost !! Category
|-
|-
| [[Museum]] || -10 || Research
| [[Park]] || 50 {{Icon|Coin}} || [[Buildings#Decorative|Decorative]]
|}
|}


== Special Properties ==
== Storage ==
* [[Coins]] are '''not''' part of the standard storable resources — they operate as a separate currency.
 
* '''[[Bankruptcy]]''' event — If [[Coins]] run out, [[Tower|Towers]] start deteriorating and get destroyed.
{{Icon|Coin}} is not part of the standard storable resource pool. It does not occupy space in the [[Center]], [[Square]], [[Warehouse]], or any other storage building. Coin operates as a separate currency with no storage cap.
* '''[[Trade]]''' — [[Coin]] are used to pay for purchases on the [[Market]]/[[Port]].
 
== Trade ==
 
{{Icon|Coin}} is the medium of exchange in the trade system. Players use {{Icon|Coin}} to purchase resources through the [[Market]] ({{formatnum:1000}} trade capacity) and the [[Port]] ({{formatnum:5000}} trade capacity). Export and import costs are modified by trade focus [[Choices|choices]]:
 
{| class="wikitable"
|-
! Choice !! Export Cost !! Import Cost !! Lock
|-
| [[Export Focus]] || ×0.85 || ×1.2 || 14 days
|-
| [[Neutral Focus]] || ×1.0 || ×1.0 || 14 days (default)
|-
| [[Import Focus]] || ×1.2 || ×0.85 || 14 days
|}
 
The [[Trade Alliance]] also reduces both export and import costs by 10% (×0.9 each).


== Affected By ==
== Affected By ==
* '''[[Taxation]]''' choice — Generates [[Coin]] per inhabitant; reduces [[Happiness]] by 30%.
 
* '''[[Trade Alliance]]''' — Increases taxation efficiency by 10%.
The following [[Choices|choices]] and [[Effects|effects]] influence the {{Icon|Coin}} economy:
* '''[[Great Federation]]''' — Decreases taxation efficiency by 20%.
 
{| class="wikitable"
|-
! Choice !! Effect !! Multiplier !! Notes
|-
| [[Taxation]] || Enables per-inhabitant income || — || Costs {{formatnum:100000}} {{Icon|Knowledge}}; sets {{Code|taxation}} flag; [[Happiness]] ×0.7
|-
| [[Trade Alliance]] || Taxation efficiency || ×1.1 || [[Alliances|Alliance type]]; also reduces trade costs ×0.9
|-
| [[Great Federation]] || Taxation efficiency || ×0.8 || [[Alliances|Alliance type]]; also boosts production ×1.1
|-
| [[Export Focus]] || Export cost || ×0.85 || Import cost ×1.2; 14-day lock
|-
| [[Import Focus]] || Import cost || ×0.85 || Export cost ×1.2; 14-day lock
|}
 
== Bankruptcy ==
 
If {{Icon|Coin}} balance reaches zero, the [[Bankruptcy]] event triggers. During bankruptcy, [[Tower|Towers]] deteriorate and are eventually destroyed, causing loss of controlled territory. Preventing bankruptcy requires maintaining a positive income through production buildings or reducing consumption by demolishing [[Tower|Towers]] and research buildings.
 
== Changelog ==
{{Changelog}}
 
== See also ==
* [[Knowledge]]
* [[Tavern]]
* [[Tower]]
* [[University]]
* [[Museum]]
* [[Market Stall]]
* [[Taxation]]
* [[Bankruptcy]]
* [[Resources]]
* [[Production Chains]]
 
{{Navbox}}
{{Navbox}}
[[Category:Resources]]

Revision as of 11:53, 27 February 2026

Coin
General
Category
Trade & Specialty
Sources
Obtained from
Taxation (choice), Trade
Usage
Construction
Park (50 The Coin resource icon on Project Rebearth Coin)
Production Chain
Modifiers
Taxation (effect), Trade Alliance (×1.1), Great Federation (×0.8)
Special
Not part of standard storage. Bankruptcy event triggers when balance reaches zero.

Coin is the currency of Project Rebearth. It is generated by town buildings, market stalls, and the Taxation choice, and is consumed as upkeep by Towers, Water Towers, and research buildings. Unlike standard resources, Coin operates as a separate currency and is not held in Warehouses or other storage buildings. Running out of Coin triggers the Bankruptcy event.

Production

Several buildings generate The Coin resource icon on Project Rebearth Coin at a fixed rate, regardless of biome.

Building The Coin resource icon on Project Rebearth Coin Rate Input Notes
Square +1/day Upgraded Center
Market +1/day Trade hub
Tavern +10/day -10 The Drinks resource icon on Project Rebearth Drinks/day Converts The Drinks resource icon on Project Rebearth Drinks into The Coin resource icon on Project Rebearth Coin
Market Stall Meat +0.05/day -1 The Food resource icon on Project Rebearth Food/day Child of Market Stall
Market Stall Fish +0.05/day -1 The Food resource icon on Project Rebearth Food/day Child of Market Stall
Market Stall Bread +0.05/day -1 The Food resource icon on Project Rebearth Food/day Child of Market Stall
Market Stall Vegetable +0.05/day -1 The Food resource icon on Project Rebearth Food/day Child of Market Stall
Market Stall Goods +0.5/day -1 The Clothes resource icon on Project Rebearth Clothes/day Child of Market Stall; highest stall yield

The Tavern is the most efficient single-building source of The Coin resource icon on Project Rebearth Coin, converting The Drinks resource icon on Project Rebearth Drinks into The Coin resource icon on Project Rebearth Coin at a 1:1 ratio. The four food-based market stalls each produce only +0.05 The Coin resource icon on Project Rebearth Coin per day, while the Market Stall Goods produces +0.5 The Coin resource icon on Project Rebearth Coin per day by consuming The Clothes resource icon on Project Rebearth Clothes instead of The Food resource icon on Project Rebearth Food.

The Taxation choice enables per-inhabitant The Coin resource icon on Project Rebearth Coin generation across the town. It requires 100,000 The Knowledge resource icon on Project Rebearth Knowledge to unlock and permanently reduces Happiness by 30% (×0.7 multiplier). Once active, taxation efficiency is further modified by alliance types: the Trade Alliance increases it by 10% (×1.1), while the Great Federation decreases it by 20% (×0.8).

Production Chains

The Coin resource icon on Project Rebearth Coin sits at the end of several conversion chains. It cannot be refined further and is consumed directly by buildings or spent in trade.

Tavern Chain

Tavern Chain

The most productive The Coin resource icon on Project Rebearth Coin chain. The Grain resource icon on Project Rebearth Grain fields supply the Brewery, which converts The Grain resource icon on Project Rebearth Grain into The Drinks resource icon on Project Rebearth Drinks at a 1:1 ratio (-50 The Grain resource icon on Project Rebearth Grain/day, +50 The Drinks resource icon on Project Rebearth Drinks/day). The Tavern then converts The Drinks resource icon on Project Rebearth Drinks into The Coin resource icon on Project Rebearth Coin at a 1:1 ratio (-10 The Drinks resource icon on Project Rebearth Drinks/day, +10 The Coin resource icon on Project Rebearth Coin/day). Each Tavern requires 5 workers.

Market Stall Chain (Food)

Food Stall Chain

Food-based market stalls convert The Food resource icon on Project Rebearth Food into small amounts of The Coin resource icon on Project Rebearth Coin (+0.05/day each). The The Food resource icon on Project Rebearth Food can come from any source — fields, fisheries, or processed via the Bakery or Creamery.

Market Stall Chain (Clothes)

Goods Stall Chain

The Market Stall Goods converts The Clothes resource icon on Project Rebearth Clothes into The Coin resource icon on Project Rebearth Coin at +0.5/day. Ten times the rate of food-based stalls.

Consumption

Building The Coin resource icon on Project Rebearth Coin Rate Category Notes
Tower -5/day Defense Territory expansion on land
Water Tower -5/day Defense Territory expansion on water
University -10/day Research Also consumes -5 The Glass resource icon on Project Rebearth Glass/day; produces +10 The Knowledge resource icon on Project Rebearth Knowledge/day
Museum -10/day Research Produces +5 The Knowledge resource icon on Project Rebearth Knowledge/day

Towers and Water Towers each consume 5 The Coin resource icon on Project Rebearth Coin per day. Universities and Museums consume 10 The Coin resource icon on Project Rebearth Coin per day each, making research buildings the largest single drain on The Coin resource icon on Project Rebearth Coin income. Maintaining a positive The Coin resource icon on Project Rebearth Coin balance requires careful scaling of production buildings relative to defense and research expenditures.

Construction Cost

One building uses The Coin resource icon on Project Rebearth Coin as a construction material:

Building Cost Category
Park 50 The Coin resource icon on Project Rebearth Coin Decorative

Storage

The Coin resource icon on Project Rebearth Coin is not part of the standard storable resource pool. It does not occupy space in the Center, Square, Warehouse, or any other storage building. Coin operates as a separate currency with no storage cap.

Trade

The Coin resource icon on Project Rebearth Coin is the medium of exchange in the trade system. Players use The Coin resource icon on Project Rebearth Coin to purchase resources through the Market (1,000 trade capacity) and the Port (5,000 trade capacity). Export and import costs are modified by trade focus choices:

Choice Export Cost Import Cost Lock
Export Focus ×0.85 ×1.2 14 days
Neutral Focus ×1.0 ×1.0 14 days (default)
Import Focus ×1.2 ×0.85 14 days

The Trade Alliance also reduces both export and import costs by 10% (×0.9 each).

Affected By

The following choices and effects influence the The Coin resource icon on Project Rebearth Coin economy:

Choice Effect Multiplier Notes
Taxation Enables per-inhabitant income Costs 100,000 The Knowledge resource icon on Project Rebearth Knowledge; sets taxation flag; Happiness ×0.7
Trade Alliance Taxation efficiency ×1.1 Alliance type; also reduces trade costs ×0.9
Great Federation Taxation efficiency ×0.8 Alliance type; also boosts production ×1.1
Export Focus Export cost ×0.85 Import cost ×1.2; 14-day lock
Import Focus Import cost ×0.85 Export cost ×1.2; 14-day lock

Bankruptcy

If The Coin resource icon on Project Rebearth Coin balance reaches zero, the Bankruptcy event triggers. During bankruptcy, Towers deteriorate and are eventually destroyed, causing loss of controlled territory. Preventing bankruptcy requires maintaining a positive income through production buildings or reducing consumption by demolishing Towers and research buildings.

Changelog

February 24, 2026

  • Balance Towers and Sea Towers now have scaling upkeep: the first costs 5 The Coin resource icon on Project Rebearth Coin/day, the second 10, the third 15, and so on.

February 14, 2026

  • Balance Increased the maximum price for Market orders from 10 to 20 The Coin resource icon on Project Rebearth Coin.

February 13, 2026

  • New Introduced the message system. Players can send one-way messengers to other towns for a small The Coin resource icon on Project Rebearth Coin cost.

February 10, 2026

  • QoL The Coin resource icon on Project Rebearth Coin values below 10 now display two decimal places.

See also