Actions

Special

New pages

New pages
Hide registered users | Hide bots | Show redirects
(newest | oldest) View (newer 50 | ) (20 | 50 | 100 | 250 | 500)

28 February 2026

  • 00:2300:23, 28 February 2026 Celebration (hist | edit) [2,061 bytes] East6 (talk | contribs) (Created page with "'''Celebration''' is a positive event in Project Rebearth that occurs when a settlement's Happiness is high. During a celebration, the settlement receives a bonus of resources such as {{Icon|Wood}}, {{Icon|Stone}}, or {{Icon|Earth}}. == Trigger == A celebration is triggered automatically when a settlement's Happiness reaches a high level. The event cannot be manually triggered. Unlike the Productivity Boom, which requires sustained high happine...")
  • 00:2100:21, 28 February 2026 Strike (hist | edit) [3,665 bytes] East6 (talk | contribs) (Created page with "{{Choice | name = Strike | category = Event | effects = <table class="rb-ib-subtable"><tr><th>Effect</th><th>Value</th></tr><tr><td>All production</td><td class="rb-ib-nerf">Reduced</td></tr></table> | special = Automatically triggered when Happiness drops too low; ends when happiness recovers }} '''Strike''' is an event in Project Rebearth that occurs when a settlement's Happiness drops too low. During a strike, settlement productivity is...")
  • 00:1800:18, 28 February 2026 Effects (hist | edit) [6,236 bytes] East6 (talk | contribs) (Created page with "'''Effects''' are multiplier-based modifiers applied by Choices, alliance types, and game events in Project Rebearth. Each effect targets a specific aspect of a settlement's economy or conditions, scaling the base values up or down. Multiple effects of the same type from different sources stack multiplicatively. == Effect types == There are 14 effect types in the game. Each one modifies a different aspect of settlement operation. {| clas...")
  • 00:1700:17, 28 February 2026 Food Shortage (hist | edit) [2,566 bytes] East6 (talk | contribs) (Created page with "{{Choice | name = Food Shortage | category = Event | effects = <table class="rb-ib-subtable"><tr><th>Effect</th><th>Value</th></tr><tr><td>Happiness</td><td class="rb-ib-nerf">-50%</td></tr></table> | special = Automatically applied when {{Icon|Food}} supply runs out; removed when food is restored }} '''Food Shortage''' is an automatic penalty that is applied when a settlement's {{Icon|Food}} supply runs out. It inflicts a severe -50% happiness penalty that...")
  • 00:1600:16, 28 February 2026 New Town Boost (hist | edit) [2,455 bytes] East6 (talk | contribs) (Created page with "{{Choice | name = New Town Boost | category = Event | duration = 4 days | effects = <table class="rb-ib-subtable"><tr><th>Effect</th><th>Value</th></tr><tr><td>Raid risk</td><td class="rb-ib-buff">×0.5</td></tr><tr><td>All production</td><td class="rb-ib-buff">×2.0</td></tr></table> | special = Automatically applied to new settlements; cannot be manually activated or disabled }} '''New Town Boost''' is a temporary buff that is automatically applied to newly...")
  • 00:1600:16, 28 February 2026 Lavish Rations (hist | edit) [2,567 bytes] East6 (talk | contribs) (Created page with "{{Choice | name = Lavish Rations | category = Choice | lock = 1 day | exclusive = Low Rations, Normal Rations | effects = <table class="rb-ib-subtable"><tr><th>Effect</th><th>Value</th></tr><tr><td>{{Icon|Food}} consumption</td><td class="rb-ib-nerf">×1.2</td></tr><tr><td>Happiness</td><td class="rb-ib-buff">+20%</td></tr></table> }} '''Lavish Rations''' is a choice that increases {{Icon|Food}} consumption by 20% in exchange for a +2...")
  • 00:1600:16, 28 February 2026 Normal Rations (hist | edit) [1,921 bytes] East6 (talk | contribs) (Created page with "{{Choice | name = Normal Rations | category = Choice | lock = 1 day | default = Yes | exclusive = Low Rations, Lavish Rations | effects = <table class="rb-ib-subtable"><tr><th>Effect</th><th>Value</th></tr><tr><td>{{Icon|Food}} consumption</td><td>×1.0</td></tr></table> }} '''Normal Rations''' is the default ration policy for all settlements. It applies no modifiers to {{Icon|Food}} consumption, maintaining baseline food usage. It is o...")
  • 00:1600:16, 28 February 2026 Low Rations (hist | edit) [2,416 bytes] East6 (talk | contribs) (Created page with "{{Choice | name = Low Rations | category = Choice | lock = 1 day | exclusive = Normal Rations, Lavish Rations | effects = <table class="rb-ib-subtable"><tr><th>Effect</th><th>Value</th></tr><tr><td>{{Icon|Food}} consumption</td><td class="rb-ib-buff">×0.8</td></tr><tr><td>Happiness</td><td class="rb-ib-nerf">-20%</td></tr></table> }} '''Low Rations''' is a choice that reduces {{Icon|Food}} consumption by 20% at the cost of -20% happi...")
  • 00:1600:16, 28 February 2026 Import Focus (hist | edit) [2,610 bytes] East6 (talk | contribs) (Created page with "{{Choice | name = Import Focus | category = Choice | lock = 14 days | exclusive = Export Focus, Neutral Focus | effects = <table class="rb-ib-subtable"><tr><th>Effect</th><th>Value</th></tr><tr><td>Export cost</td><td class="rb-ib-nerf">×1.2</td></tr><tr><td>Import cost</td><td class="rb-ib-buff">×0.85</td></tr></table> }} '''Import Focus''' is a choice that reduces import costs by 15% while increasing export costs by 20%. It is one of...")
  • 00:1500:15, 28 February 2026 Neutral Focus (hist | edit) [2,186 bytes] East6 (talk | contribs) (Created page with "{{Choice | name = Neutral Focus | category = Choice | lock = 14 days | default = Yes | exclusive = Export Focus, Import Focus | effects = <table class="rb-ib-subtable"><tr><th>Effect</th><th>Value</th></tr><tr><td>Export cost</td><td>×1.0</td></tr><tr><td>Import cost</td><td>×1.0</td></tr></table> }} '''Neutral Focus''' is the default trade focus policy for all settlements. It applies no modifiers to export or import costs, maintainin...")
  • 00:1500:15, 28 February 2026 Export Focus (hist | edit) [2,590 bytes] East6 (talk | contribs) (Created page with "{{Choice | name = Export Focus | category = Choice | lock = 14 days | exclusive = Neutral Focus, Import Focus | effects = <table class="rb-ib-subtable"><tr><th>Effect</th><th>Value</th></tr><tr><td>Export cost</td><td class="rb-ib-buff">×0.85</td></tr><tr><td>Import cost</td><td class="rb-ib-nerf">×1.2</td></tr></table> }} '''Export Focus''' is a choice that reduces export costs by 15% while increasing import costs by 20%. It is one of...")
  • 00:1500:15, 28 February 2026 Cramped Quarters (hist | edit) [2,632 bytes] East6 (talk | contribs) (Created page with "{{Choice | name = Cramped Quarters | category = Choice | lock = 1 day | effects = <table class="rb-ib-subtable"><tr><th>Effect</th><th>Value</th></tr><tr><td>Population growth</td><td class="rb-ib-buff">×1.3</td></tr><tr><td>Happiness</td><td class="rb-ib-nerf">-30%</td></tr></table> }} '''Cramped Quarters''' is a choice that increases population growth by 30% at the cost of a significant -30% happiness penalty. It allows settlements to...")
  • 00:0500:05, 28 February 2026 Intensive Farming (hist | edit) [2,717 bytes] East6 (talk | contribs) (Created page with "{{Choice | name = Intensive Farming | category = Choice | cost = 100 {{Icon|Knowledge}} | lock = Permanent | special = Cannot be disabled once enacted | flags = Allows feeding {{Icon|Grain}} to animals, increasing animal product output }} '''Intensive Farming''' is a choice that permanently unlocks the ability to feed {{Icon|Grain}} to animals, increasing the amount of animal products a town can produce. Unlike most choices, it has no di...")
  • 00:0100:01, 28 February 2026 Dubious Working Rules (hist | edit) [3,138 bytes] East6 (talk | contribs) (Created page with "{{Choice | name = Dubious Working Rules | category = Choice | lock = 1 day | effects = <table class="rb-ib-subtable"><tr><th>Effect</th><th>Multiplier</th></tr><tr><td>Accident rate</td><td class="rb-ib-nerf">×1.2</td></tr><tr><td>{{Icon|Food}} production</td><td class="rb-ib-buff">×1.1</td></tr><tr><td>{{Icon|Wood}}, {{Icon|Stone}}, {{Icon|Earth}} production</td><td class="rb-ib-buff">×1.2</td></tr><tr><td>Happiness</td><td class="rb-ib-nerf">-20...")

27 February 2026

  • 23:5923:59, 27 February 2026 Worker Safety (hist | edit) [3,234 bytes] East6 (talk | contribs) (Created page with "{{Choice | name = Worker Safety | category = Choice | cost = 100 {{Icon|Knowledge}} | lock = 1 day | effects = <table class="rb-ib-subtable"><tr><th>Effect</th><th>Multiplier</th></tr><tr><td>Accident rate</td><td class="rb-ib-buff">×0.2</td></tr><tr><td>{{Icon|Food}} production</td><td class="rb-ib-nerf">×0.9</td></tr><tr><td>{{Icon|Wood}}, {{Icon|Stone}}, {{Icon|Earth}} production</td><td class="rb-ib-nerf">×0.8</td></tr><tr><td>Happiness</...")
  • 22:2822:28, 27 February 2026 Trade (hist | edit) [5,611 bytes] East6 (talk | contribs) (Created page with "'''Trade''' is a core system in ''Project Rebearth'' that allows players to buy and sell resources with each other. Through the trade menu, players can create their own orders or browse the global market to complete orders placed by others. Trade requires at least one trade building, either a Market or a Port, and all trades are subject to distance-based transport costs. == Overview == The trade system becomes available once a player constructs a Market...")
  • 22:1822:18, 27 February 2026 Expeditions (hist | edit) [2,592 bytes] East6 (talk | contribs) (Created page with "'''Expeditions''' are missions in ''Project Rebearth'' that allow players to explore unclaimed territory on the map. Each expedition covers a player-selected area and costs {{Icon|Food}}, {{Icon|Knowledge}}, and population based on the size of the area. Upon completion, expeditions yield {{Icon|Scrap}} and a random basic resource ({{Icon|Wood}}, {{Icon|Stone}}, {{Icon|Earth}}, or {{Icon|Glass}}). == Costs == Expedition costs scale linearly with the area selected. Th...")
  • 21:5121:51, 27 February 2026 Happiness (hist | edit) [4,836 bytes] East6 (talk | contribs) (Created page with "'''Happiness''' is a settlement-wide stat in Project Rebearth that reflects the overall well-being of a settlement's population. It is modified by choices, alliance types, and game conditions, and directly influences whether a settlement experiences Strikes, Celebrations, or Productivity Booms. == Overview == Happiness starts at a base level and is adjusted by percentage modifiers from active choices and conditions. Mu...")
  • 21:3121:31, 27 February 2026 Choices (hist | edit) [5,915 bytes] East6 (talk | contribs) (Created page with "'''Choices''' are policies and modifiers that players can enact in ''Project Rebearth'' to adjust their settlement's economy, production, and living conditions. Each choice applies one or more multiplier effects that alter game mechanics such as production rates, happiness, trade costs, and events probabilities. Some choices are standalone toggles, while others belong to exclusive groups where only one option can be active at a time. Most choices hav...")
  • 21:2421:24, 27 February 2026 Vegan Society (hist | edit) [3,597 bytes] East6 (talk | contribs) (Created page with "{{Choice | name = Vegan Society | category = Choice | lock = 7 days | effects = <table class="rb-ib-subtable"><tr><th>Effect</th><th>Multiplier</th></tr><tr><td>{{Icon|Food}} production</td><td class="rb-ib-buff">×1.2</td></tr></table> | flags = Enables vegan mode (disables animal Field types) }} '''Vegan Society''' is a choice in Project Rebearth that boosts {{Icon|Food}} production by 20% while disabling all animal Field t...")

23 February 2026

  • 20:5520:55, 23 February 2026 Taxation (hist | edit) [3,519 bytes] East6 (talk | contribs) (Created page with "'''Taxation''' is a choice in Project Rebearth that enables the taxation system for a settlement. When active, the settlement collects {{Icon|Coin}} income from its population, but at the cost of significantly reduced happiness. Taxation requires a large {{Icon|Knowledge}} investment to enact and can be toggled on or off with a 1-day lock period. == Effects == {| class="wikitable" ! Effect !! Multiplier !! Description |- | Happiness || ×0.7 ||...")
  • 20:3720:37, 23 February 2026 Project Rebearth (hist | edit) [6,822 bytes] East6 (talk | contribs) (Created page with "{{Game | name = Project Rebearth | image = ProjectRebearth.png | developer = Program Sam | publisher = Program Sam | release_date = January 30, 2026 | platforms = Windows, macOS, Linux | genre = Casual, Indie, Massively Multiplayer, Strategy | modes = Single-player, Multiplayer, MMO | engine = Custom | languages = 28 | steam = https://store.steampowered.com/app/2871870/Project_Rebearth/ }} '''''Project Rebearth'''...")
  • 20:2120:21, 23 February 2026 Goat (hist | edit) [4,594 bytes] East6 (talk | contribs) (Created page with "'''Goat''' fields are one of three animal types that can be raised on a Field in Project Rebearth. Goat fields produce both {{Icon|Food}} and {{Icon|Milk}}, and are the most worker-efficient animal type with the highest {{Icon|Milk}} output. <gallery mode="packed"> File:MaleGoat.png|A male goat File:FemaleGoat.png|A female goat </gallery> <center>{{C|they caught feelings for each other <3}}</center> == Overview == A goat field produces '''0.005''' {{...")
  • 20:1620:16, 23 February 2026 Cow (hist | edit) [4,181 bytes] East6 (talk | contribs) (Created page with "'''Cow''' fields are one of three animal types that can be raised on a Field in Project Rebearth. Cow fields produce both {{Icon|Food}} and {{Icon|Milk}}, and have the highest {{Icon|Food}} output of any animal type. <gallery mode="packed"> File:MaleCow.png|A male cow File:FemaleCow.png|A female cow </gallery> <center>{{C|they are made for each other <3}}</center> == Overview == A cow field produces '''0.01''' {{Icon|Food}} and '''0.005''' {{Icon|Mil...")
  • 20:0820:08, 23 February 2026 Sheep (hist | edit) [3,515 bytes] East6 (talk | contribs) (Created page with "'''Sheep''' are one of three animal types that can be raised on a Field in Project Rebearth. Sheep fields produce both {{Icon|Food}} and {{Icon|Wool}}, making them a key part of the {{Icon|Clothes}} production chain. == Overview == A sheep field produces '''0.005''' {{Icon|Food}} and '''0.005''' {{Icon|Wool}} per m² per day. At 1 hectare (10,000 m²), this amounts to '''50''' {{Icon|Food}} and '''50''' {{Icon|Wool}} per day. Sheep fields require '''0....")

20 February 2026

  • 15:3615:36, 20 February 2026 Alliances (hist | edit) [2,261 bytes] East6 (talk | contribs) (Created page with "'''Alliances''' are a multiplayer feature in Project Rebearth that allow players to get together. When creating an alliance, the founder selects an alliance type that determines passive bonuses for all members. == Alliance Types == There are three alliance types. Each provides a distinct set of bonuses and drawbacks that apply to every member of the alliance. {| class="wikitable" |- ! Alliance Type !! Focus !! Effects |- | Trade Alliance || Commerce |...")
  • 15:3215:32, 20 February 2026 Great Federation (hist | edit) [3,365 bytes] East6 (talk | contribs) (Created page with "The '''Great Federation''' is one of three alliance types available when creating an alliance in Project Rebearth. It focuses on production and security, boosting all resource production and reducing raid risk, at the expense of lower taxation income. == Effects == All members of a Great Federation receive the following bonuses: {| class="wikitable" |- ! Effect !! Multiplier !! Description |- | Raid risk || x0.8 || Reduces the probability of...")
  • 15:3115:31, 20 February 2026 Science League (hist | edit) [3,980 bytes] East6 (talk | contribs) (Created page with "The '''Science League''' is one of three alliance types available when creating an alliance in Project Rebearth. It focuses on research and exploration, boosting research speed and reducing expedition costs while also raising happiness, at the expense of reduced overall production. == Effects == All members of a Science League receive the following bonuses: {| class="wikitable" |- ! Effect !! Multiplier !! Description |- | Research speed ||...")
  • 15:2715:27, 20 February 2026 Trade Alliance (hist | edit) [3,261 bytes] East6 (talk | contribs) (Created page with "The '''Trade Alliance''' is one of three alliance types available when creating an alliance in Project Rebearth. It focuses on economic benefits, reducing both export and import trade costs while increasing taxation income for all alliance members, at the expense of a higher risk of raids. == Effects == All members of a Trade Alliance receive the following bonuses: {| class="wikitable" |- ! Effect !! Multiplier !! Description |- | E...")

19 February 2026

  • 16:3416:34, 19 February 2026 Arctic Biome (hist | edit) [7,686 bytes] East6 (talk | contribs) (Created page with "{{Biome | name = Arctic Biome | primary_resource = {{Icon|Wood}} (imported) | construction = {{Icon|Wood}} (2× cost) | wood_upkeep = ×2.0 (double) | cost_modifier = 2× housing cost | woodcutter = Not available | quarry = Not available | claypit = Not available | iron_mine = Not available | foraging_hut = Not available }} The '''Arctic Biome''' is one of four biomes in Project Rebearth...")
  • 16:2616:26, 19 February 2026 Stone Biome (hist | edit) [8,428 bytes] East6 (talk | contribs) (Created page with "{{Biome | name = Stone Biome | image = StoneBiome.png | primary_resource = {{Icon|Stone}} | construction = {{Icon|Stone}} (primary resource) | wood_upkeep = ×1.0 (standard) | cost_modifier = Standard | woodcutter = +{{BuildingData|name=woodcutter|data=rate|biome=stone|resource=wood}} {{Icon|Wood}}/day | quarry = +{{BuildingData|name=quarry|data=rate|biome=stone|resource=stone}} {{Icon|Stone}}/m²/day | claypit...")
  • 16:2116:21, 19 February 2026 Wood Biome (hist | edit) [8,020 bytes] East6 (talk | contribs) (Created page with "{{Biome | name = Wood Biome | image = WoodBiome.png | primary_resource = {{Icon|Wood}} | construction = {{Icon|Wood}} (primary resource) | wood_upkeep = ×1.0 (standard) | cost_modifier = Standard | woodcutter = +{{BuildingData|name=woodcutter|data=rate|biome=wood|resource=wood}} {{Icon|Wood}}/day | quarry = +{{BuildingData|name=quarry|data=rate|biome=wood|resource=stone}} {{Icon|Stone}}/m²/day | claypit = +{{B...")

15 February 2026

  • 16:5316:53, 15 February 2026 Earth Biome (hist | edit) [7,348 bytes] East6 (talk | contribs) (Created page with "The '''Earth Biome''' is one of four biomes in Project Rebearth. It covers arid, grassland, and dry regions of the world, where {{Icon|Earth}} is the dominant resource. Settlements in the Earth biome benefit from exceptionally low {{Icon|Wood}} upkeep on housing and excel at {{Icon|Glass}} production through abundant {{Icon|Earth}} supply. == Overview == The Earth biome is associated with dry and open landscapes. {{Icon|Earth}} serves as both th...")

9 February 2026

  • 18:5418:54, 9 February 2026 Main page/Game details (hist | edit) [659 bytes] East6 (talk | contribs) (Created page with "<templatestyles src="Main page/styles.css" /> <div class="rb-modal-box-alt"> <div class="rb-modal-border-alt rb-scooped-corners"> <div class="rb-modal-content-alt rb-scooped-corners"> <div class="rb-title-row"> <span class="rb-server-name-alt">Game details</span> </div> <table class="rb-info-table"> <tr><td class="rb-info-label">Developer</td><td>Program Sam</td></tr> <tr><td class="rb-info-label">Publisher</td><td>Program Sam</td></tr> <tr><td class="rb-info-label">Plat...")
  • 18:5018:50, 9 February 2026 Main page/Start (hist | edit) [1,670 bytes] East6 (talk | contribs) (Created page with "<templatestyles src="Main page/styles.css" /> <div class="rb-modal-box-alt"> <div class="rb-modal-border-alt rb-scooped-corners"> <div class="rb-modal-content-alt rb-scooped-corners"> <div class="rb-title-row"> <span class="rb-server-name-alt">Start your adventure</span> </div> <div class="rb-steps-row"> <div class="rb-step-card"> <div class="rb-step-number">1</div> <span class="rb-step-text">Choose any spot on Earth to start your settlement</span> </div> <div class="rb-...")
  • 18:1618:16, 9 February 2026 Main page/About (hist | edit) [1,023 bytes] East6 (talk | contribs) (Created page with "<templatestyles src="Main page/styles.css" /> <div class="rb-modal-box"> <div class="rb-modal-border rb-scooped-corners"> <div class="rb-modal-content rb-scooped-corners"> <div class="rb-title-row"> <span class="rb-server-name">About the game</span> </div> <span class="rb-description"> In '''Project Rebearth''', you rebuild the world together with other players. The game is set a thousand years into the future, after an unknown event wiped out civilization nothing on t...")
  • 18:0018:00, 9 February 2026 Main page/Navigation (hist | edit) [404 bytes] East6 (talk | contribs) (Created page with "<templatestyles src="Main page/Navigation/styles.css" /> <div class="mp-button-row"> {{SimpleButton|link=Biomes|Biomes}} {{SimpleButton|link=Resources|Resources}} {{SimpleButton|link=Buildings|Buildings}} {{SimpleButton|link=Production Chains|Production Chains}} </div><noinclude>Category:Main page templates</noinclude>")
  • 17:4117:41, 9 February 2026 Main page/Welcome (hist | edit) [1,006 bytes] East6 (talk | contribs) (Created page with "<templatestyles src="Main page/styles.css" /> <div class="rb-modal-box"> <div class="rb-modal-border rb-scooped-corners"> <div class="rb-modal-content rb-scooped-corners"> <span class="rb-welcome-text">Welcome, reader!</span> <div class="rb-title-row"> <span class="rb-server-name">Project Rebearth Wiki</span> </div> <div class="rb-stats-row"> <div class="rb-stat-item"> <span>{{NUMBEROFARTICLES}} articles</span> </div>• <div class="rb-stat-item"> <span>{{NUMBEROFACTIVEU...")
  • 08:5508:55, 9 February 2026 Population (hist | edit) [4,034 bytes] Program Sam (talk | contribs) (Created page with "= Population = Population is not a traditional resource but a balance between housing capacity and worker demand. Housing provides positive population, while production buildings consume (require) population as workers. If your available population reaches zero, you cannot build new production buildings. The warning "Not enough volunteers" appears when production buildings require more people than are available. == Provides Population (Housing) == {| class="wikita...")
  • 08:5508:55, 9 February 2026 Knowledge (hist | edit) [1,091 bytes] Program Sam (talk | contribs) (Created page with "= Knowledge = Knowledge is generated by research buildings and is spent on unlocking Choices and launching Expeditions. It is essential for progressing to advanced game features and expanding your explored territory. == Production == {| class="wikitable" |- ! Building !! Rate !! Notes |- | University || +10 || Consumes 10 Coins and 5 Glass per day; 50 population |- | Museum || +5 || Consumes 10 Coins per day; 10 Population|...")
  • 08:5408:54, 9 February 2026 Coin (hist | edit) [7,584 bytes] Program Sam (talk | contribs) (Created page with "= Coin = Coins are the currency of Project Rebearth. They are generated by town buildings, market stalls, and the Taxation choice. Coins are consumed as upkeep for Towers (territory expansion) and research buildings. Running out of Coins triggers the Bankruptcy event, causing Towers to deteriorate. == Production == {| class="wikitable" |- ! Building !! Rate !! Notes |- | Square || +1 || Upgraded town center...")
  • 08:5308:53, 9 February 2026 Scrap (hist | edit) [1,188 bytes] Program Sam (talk | contribs) (Created page with "= Scrap = Scrap is a rare and special resource that '''cannot be produced''' by any building. It can only be obtained through Expeditions and trading. Scrap is used exclusively to upgrade buildings to their improved versions, unlocking more efficient production. == Production == Scrap is '''not produced''' by any building. It can only be obtained through: * '''Expeditions''' — Exploring new territory may yield Scrap as a discovery....")
  • 08:5308:53, 9 February 2026 Glass (hist | edit) [1,251 bytes] Program Sam (talk | contribs) (Created page with "= Glass = Glass is an advanced material produced at the Glassworks from Earth. It is consumed by the University for research and is required as a construction material for several high-tier buildings. Glass production is not available in the Arctic biome. == Production == {| class="wikitable" |- ! Building !! Rate !! Notes |- | Glassworks || +5 || Consumes 50 Earth and 0.5 Tools per day; not available in Arctic Biome|...")
  • 08:5308:53, 9 February 2026 Tools (hist | edit) [2,243 bytes] Program Sam (talk | contribs) (Created page with "= Tools = Tools are essential for the operation of many advanced buildings. They are produced from Metal and Wood at the Tools Workshop. Running out of tools will halt production at many buildings simultaneously, so maintaining a steady supply is critical. == Production == {| class="wikitable" |- ! Building !! Rate !! Notes |- | Tools Workshop || +2 || Consumes 4 Metal and 5 Wood per day |} == Consumption == {| class="wikitable...")
  • 08:5308:53, 9 February 2026 Metal (hist | edit) [1,036 bytes] Program Sam (talk | contribs) (Created page with "= Metal = Metal is refined from Ore at the Refinery. It is the key input for the Tools Workshop and is used as a construction material for the Glassworks. The conversion ratio is 5:1 (50 Ore → 10 Metal). == Production == {| class="wikitable" |- ! Building !! Rate !! Notes |- | Refinery || +10 || Consumes 50 Ore and 0.2 Tools per day |} == Consumption == {| class="wikitable" |- ! Building !! Rate !! Notes |- | Tools Worksho...")
  • 08:5208:52, 9 February 2026 Ore (hist | edit) [6,797 bytes] Program Sam (talk | contribs) (Created page with "= Ore = Ore is extracted from Iron Mines and refined at the Refinery into Metal. Stone biomes have the highest Ore yield. Iron Mines must be placed at least 1,500m apart from each other. == Production == {| class="wikitable" |- ! Building !! Wood Biome !! Stone Biome !! Earth Biome !! Arctic Biome !! Notes |- | Iron Mine || +40 || +100 || +60 || — || Consumes Tools (-1/day); not avai...")
  • 08:5208:52, 9 February 2026 Clothes (hist | edit) [922 bytes] Program Sam (talk | contribs) (Created page with "= Clothes = Clothes are produced by the Tailor from Wool. They can be sold at Goods Stalls for a higher Coin rate than food stalls, making them a premium trade good. == Production == {| class="wikitable" |- ! Building !! Rate !! Notes |- | Tailor || +50 || Consumes 50 Wool, 0.1 Tools per day |} == Consumption == {| class="wikitable" |- ! Building !! Rate !! Notes |- | Goods Stall || -1 || Produces 0.5 Coins (...")
  • 08:5208:52, 9 February 2026 Drinks (hist | edit) [1,059 bytes] Program Sam (talk | contribs) (Created page with "= Drinks = Drinks are brewed from Grain at the Brewery. They are consumed at the Tavern to generate Coins, and are required as upkeep for Ships. Having a steady supply of drinks is essential for maintaining a fleet and generating coin income. == Production == {| class="wikitable" |- ! Building !! Rate !! Notes |- | Brewery || +50 || Consumes 50 Grain, 0.1 Tools per day |} == Consumption == {| class="wikitable" |- ! Building...")
  • 08:5108:51, 9 February 2026 Flour (hist | edit) [8,118 bytes] Program Sam (talk | contribs) (Created page with "= Flour = Flour is an intermediate resource produced by grinding Grain at a Windmill. It is then baked into Food at a Bakery. This is one of the most important production chains for feeding large populations. == Production == {| class="wikitable" |- ! Building !! Rate !! Notes |- | Windmill || +100 || Consumes 100 Grain, 0.1 Tools per day |- | Improved Windmill || +100 || Consumes only 80 Grain, no Tools |} == Consumption =...")
  • 08:5108:51, 9 February 2026 Milk (hist | edit) [1,237 bytes] Program Sam (talk | contribs) (Created page with "= Milk = Milk is produced by raising Goats or Cows on fields. It is processed at the Creamery into Food. Cows produce more Food but less Milk per m², while Goats produce more Milk but less Food. The Vegan Society choice prevents Milk production entirely. == Production == {| class="wikitable" |- ! Building !! Rate !! Notes |- | Field (Goat) || +0.01/m² || Also produces Food (+0.005/m²) |- | Field (Cow) || +0....")
(newest | oldest) View (newer 50 | ) (20 | 50 | 100 | 250 | 500)