Food
From Project Rebearth
Food is the most critical resource in Project Rebearth. Every housing building and the Center consume
Food daily to sustain the population, and running out triggers a Food Shortage event that inflicts a severe -50% Happiness penalty.
Food can be produced directly from fields, fisheries, and foraging huts, or through processing chains using the Bakery and Creamery.
Production
Direct Production
| Building | Wood | Stone | Earth | Arctic | Notes |
|---|---|---|---|---|---|
| Field (Potato) | +0.005/m² | Direct | |||
| Field (Sheep) | +0.005/m² | Also produces | |||
| Field (Goat) | +0.005/m² | Also produces | |||
| Field (Cow) | +0.01/m² | Also produces | |||
| Fishery | +5 | Coastal only; 1 worker | |||
| Boat | +3 | Child of Fishery/Pier; 1 worker | |||
| Foraging Hut | +5 | +5 | +3 | — | Also gathers |
Processed Production
| Building | Input | Workers | Notes | ||
|---|---|---|---|---|---|
| Bakery | +100/day | -50 |
-0.1/day | 2 | |
| Creamery | +50/day | -50 |
-0.1/day | 5 |
Fields can also grow
Grain (+0.01/m² for Grain and Maize styles), which is processed by the Windmill into
Flour to feed the Bakery.
Production Chains
Bakery Chain
The Bakery chain is the most productive way to generate
Food from farming. Fields grow
Grain at +0.01/m², the Windmill converts 100
Grain/day into 100
Flour/day (5 workers), and the Bakery converts 50
Flour/day into 100
Food/day (2 workers). This 2:1 conversion ratio at the Bakery makes it extremely efficient.
Creamery Chain
The Creamery chain converts
Milk from animal fields into
Food. Fields with goats produce +0.01
Milk/m² and fields with cows produce +0.005
Milk/m². The Creamery converts 50
Milk/day into 50
Food/day (5 workers). The 1:1 conversion ratio is less efficient than the Bakery chain, but goat fields also produce
Food directly alongside
Milk.
Consumption
| Building | Rate | Notes |
|---|---|---|
| Center | -4/day | Starting building (+10 population) |
| Square | -6/day | Upgraded Center (+20 population) |
| Shack | -1.5/day | Housing upkeep (all biomes) |
| Hut | -2/day | Housing upkeep (all biomes) |
| Cabin | -2.5/day | Housing upkeep (all biomes) |
| House | -4/day | Housing upkeep (all biomes) |
| Residence | -5/day | Housing upkeep (all biomes) |
| Villa | -6/day | Housing upkeep (all biomes) |
| Market Stall 1–4 | -1/day each | Produces |
Food is also consumed when launching Expeditions at a rate of 100
Food per 1,000 hectares explored.
Storage
| Building | Volume |
|---|---|
| Center | 5,000 (shared with all resources) |
| Square | 10,000 (shared with all resources) |
| Warehouse | 5,000 (shared with all resources) |
| Fishery | 100 ( |
| Bakery | 100 ( |
| Creamery | 100 ( |
| Foraging Hut | 100 ( |
Other Sources
Food can be purchased from other players or NPC orders through the Market (up to 1,000 capacity) or the Port (up to 5,000 capacity). Buying
Food through trade is often the fastest way to recover from a Food Shortage, though it requires
Coin.
Affected By
| Effect | Source | Multiplier | Type |
|---|---|---|---|
| Food production | Vegan Society | ×1.2 | Choice |
| Dubious Working Rules | ×1.1 | Choice | |
| Worker Safety | ×0.9 | Choice | |
| Food consumption | Lavish Rations | ×1.2 | Choice |
| Normal Rations | ×1.0 | Choice (default) | |
| Low Rations | ×0.8 | Choice | |
| All production | New Town Boost | ×2.0 | Automatic (4 days) |
| Great Federation | ×1.1 | Alliance type | |
| Science League | ×0.8 | Alliance type |
Running out of
Food triggers the Food Shortage event, which inflicts a -50% Happiness penalty. This can cascade into strikes, further reducing production and making recovery more difficult.