Rebuild 3: Gangs of Deadsville

Rebuild 3: Gangs of Deadsville

83 个评价
Policies and their Effects
由 Ryvaken Tadrya 制作
A one-stop guide for all the game's government policies and what the options do to you.

Very much a work in progress.
   
奖励
收藏
已收藏
取消收藏
Highest Priority
This policy is enacted when you build City Hall. Each option provides a different bonus, with no downsides outside faction politics.
  • Repopulating the World - More survivors come to the fort
  • Keeping People Safe - Fort gets a defense bonus
  • Providing a Religious Moral Center - Churches are more effective
  • Trading and Prospering - Better deals in trading
Rock the Vote
This policy is enacted when you build City Hall. It lets you trade control for happiness bonuses. Going full democratic can lead to chaos as you have no ability to influence the policies at all; the computer just rolls dice.
  • Leader chooses Policies - No bonuses, but total control of policies
  • Leader and Senate pick Policies - Happiness bonuses, but some policy choices are unavailable
  • All survivors vote on Policies - Player cannot control policies, happiness bonuses
Nationalism
This policy is enacted when you build City Hall. Each option gives a different bonus with no downsides.
  • Take care of our own - Fort gets a defense bonus
  • Help our allies - Gaining faction respect is easier
  • Help anyone who needs it - Recruitment is easier
Private Property
This policy is enacted when you build City Hall. This lets you increase happiness by limiting your access to resources.
  • People share all resources - Unhappiness penalties, higher scavenging returns
  • Some shared, some private property - No bonuses or penalties
  • People keep their own stuff - Happiness bonuses, diminished scavenging returns
Notably, "people keep their own stuff" applies a daily food penalty. The happiness is worth it, but you must be prepared to plow more farms!
Wealth Distribution
This policy is enacted when you build City Hall. This lets you influence the quality of new recruits in exchange for happiness.
  • Randomly assign luxuries - No bonuses of any kind
  • Favor skilled survivors - Most skilled get happiness bonuses, majority get unhappy penalties, new survivors more likely to have high skills
  • Favor the hardest workers - Happiness bonuses all around, but less likely to get skilled recruits
  • Favor soldiers - Soldiers get happiness bonuses, more soldier recruits
Crime and Punishment
This policy is enacted when you build City Hall. I have never seen it take effect in the game.
  • Take away their luxuries - Criminal activity is more frequent, but doesn't prevent you from using survivors
  • Put criminals in jail - No bonuses or penalties
  • Kick them out of the fort - Criminal activity is infrequent, but survivors are lost
  • Capital cannibal punishment - Criminal activity is infrequent, but survivors are lost. Additionally, you get a food bonus, but no more "we are not cannibals" recruitments.
Gender [sic] Roles
This policy allows you to decide who gets happiness penalties versus who gets unhappiness penalties. It would be more meaningful if sex was not unimportant in nearly every other respect. Bad game design.
  • People can do what they want - No bonuses or penalties.
  • Everyone does chores and guard duty - Devout get an unhappiness penalty, women who are not devout get happiness bonuses.
  • Women should stay safe at home - Devout get a happiness bonus, women who are not devout get unhappiness penalties.

My advice, zero this one out and save yourself the headache.
Rations
This policy allows you to increase or decrease food consumption by 25% and get happiness appropriately. It is one of the most effective ways to gain happiness, if you can afford it.
  • Increased rations
  • Normal rations
  • Decreased rations
Mandatory Guard Duty
This rare policy allows you to improve your passive defense.
  • Voluntier guards are enough - No bonuses or penalties
  • Everyone must do guard duty - The base defense of all squares increases by 1, but you take unhappiness penalties
Children
  • Let kids be kids - Happiness bonuses
  • Kids help their guardians at work - Kids help during missions
  • Kids should go to school - Kids goof off less

The school option stops many child-related events, but gives a skill boost to any child that becomes an adult while the policy is active.
Most child-related events result in either a gain of materials or a loss of unproductive children, so they tend to be good things to have.
Ammo Use
Whenever you attack while carrying a gun you will use ammunition. This policy influences how much. Hard numbers are not available.
  • Balanced ammo use - No bonuses or penalties
  • Conserve every shot - Less ammunition consumed, but all ammo-using weapons are -1 defense
  • Spray and pray - More ammunition consumed, all guns +1 defense
Generators
I've never seen this show up without a repaired power plant.
  • Never run the generators -- No happiness change
  • Run them in the morning and evening -- Increased Happiness at cost of 1 fuel / week
  • Run generators all the time -- Increased Happiness at cost of 2 fuel / week
Fuel is the least obviously useful resource, but also the only one you cannot produce in the fort. Even so, I've never had a shortage running this to the max.
Shower Rationing
This policy shows up after you get water treatment in place. Water shortages affect food production from farms for a week -- cutting it in half. Are your silos ready, Joseph?
  • Reserve water for bare necessities - No bonuses or penalties
  • Limit showers to once a week - Increased happiness, but chance of shortages
  • Unlimited showers - Very increased happiness, but high chance of shortages
Having Babies
This policy affects the frequency of pregnancy. Children mean more mouths to feed, but also means happiness bonuses.
  • None of our business - No bonuses or penalties
  • Encourage couples to start families - Higher chance of pregnancy
  • We aren't ready for children - No random pregnancies. Can cause married survivors to trigger abortion events, which require a hospital to do safely.
Assigning Equipment
  • Manually equip items - Normal gameplay; new equipment left unequipped.
  • Equip skilled survivors first - New equipment given to optimal candidates, unhappiness penalties
  • Equip people at random - As it says, new equipment is assigned totally at random. No happiness bonuses.

As best as I can test, this policy only affects newly obtained equipment.
Scavenging Risk
It's not entirely clear how this policy affects anything, and it only rarely comes up.
  • Balance risk and reward - No bonuses or penalties
  • Get the easy stuff and get out - Fewer gains, but scavenging is safer
  • Scavenge everything - More gains, but scavenging takes longer
Stranger Danger
This policy might let you trade recruitment success for safety, but it is unclear.
  • With open arms - No bonuses or penalties
  • With caution -
  • With hostility -
Churches vs Bars
  • Finance churches and bars evenly -- Normal bonuses
  • Give more to churches -- double effect from churches, half effect from bars
  • Give more to bars -- double effect from bars, half effect from churches
Churches are more effective than bars in general, especially when properly backed with policies and leaders. The choice here is obvious.
34 条留言
Terreliv 2 月 11 日 下午 8:13 
They *can* get *kicked out.* Also, I'm not sure the game *tracks* criminals.
Kunovega 2 月 11 日 下午 1:04 
@Terreliv Your people don't leave from crime and punishment, so it's not an issue. At most it effects recruitment by giving you less criminals.
Terreliv 2 月 9 日 上午 11:40 
@Kunovega https://rebuild.fandom.com/wiki/Happiness

"These things decrease happiness:
Death of friends/pets/children
Cannibalism of human/pets"

Someone leaving counts as a death. I've noticed it happen when someone sad-quits and my food goes up by 10 even though their body literally isn't here because they're alive, just outside the fort.
Kunovega 2 月 9 日 上午 9:53 
@pasha21363
Crime and punishment doesn't effect happiness. You failed at reading. Even if it did, it's very easy to make up happiness in other areas. Also, you never lose any of your survivors from that setting. At most it effects your volume of new recruits, you won't get as many criminals.

Thing is, it's very easy to boost your recruitment numbers. I don't think you've ever played the game, it's like you're theory crafting with no experience.
pasha21363 2 月 9 日 上午 4:54 
for me crime and punishment part is important part because kicking survivors out of the fort will result in loss of a survivor along with happiness loss because you lost a survivor same as dying survivor
SirCrown 2024 年 8 月 25 日 下午 9:42 
with open arms the game also states that it more dangerous to recruit do to this (dosen't matter if no zombies around)

but some event options become locked if your friendly
Ryvaken Tadrya  [作者] 2024 年 8 月 23 日 上午 1:43 
I've had hostile options available with "open arms" active.
SirCrown 2024 年 8 月 21 日 下午 5:37 
Stranger danger
With open arms- Can't select any hostile action with strangers but makes it easier to positive event's if the event calls for it

With caution- Nothing no negative or positive can select hostile and friendly options

hostility- Can't select peaceful options but less likely to get punished by bad events
Terreliv 2023 年 7 月 17 日 下午 4:19 
Being Hostile helps kidnappings not happen; like, they'll show up but then it says "because we're hostile to stranger we're not stupid." There's also an effect to the Help/Rob mission where you can't help since it's assumed the NPC is an arse.
rj.moriarity1330 2023 年 5 月 20 日 上午 5:03 
Is anyone going to do a guide on what government you get upon choosing the city hall policies?