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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) [3,612 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...")
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