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24 March 2026

1 March 2026

28 February 2026

  • 00:2300:23, 28 February 2026 Celebration (hist | edit) [2,130 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) [3,734 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) [7,202 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) [2,635 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) [2,524 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) [2,636 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) [1,990 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) [2,485 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) [2,679 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) [2,255 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) [2,659 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) [2,701 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) [3,207 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) [3,303 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) [5,887 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) [3,863 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) [5,112 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) [6,398 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) [3,666 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...")
  • 11:4511:45, 27 February 2026 Coins (hist | edit) [18 bytes] East6 (talk | contribs) (Redirected page to Coin) Tag: New redirect

23 February 2026

  • 20:5520:55, 23 February 2026 Taxation (hist | edit) [3,588 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) [6,888 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) [4,660 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) [4,244 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) [3,579 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) [2,330 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) [3,434 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) [4,049 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) [3,330 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...")
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