Flea Market
Flea Market is a timed situation at Rotten Willow. Visiting junk dealers accompany increases to the valuables buying-price term, trade favorability and stock generation, offering a reason to return and inspect trading opportunities.
How Flea Market starts and ends
Select a node for its entry conditions. The first two stages are system-handled; the third shows the official effect and confirmed situation effects.
Contents
Where it can occur
These settlements include this situation among their regular candidates; whether it occurs depends on the current world rotation, queue and situation state.
Stages and entry conditions
1 Enter the candidate pool
At 06:00 each day, the game checks regular situation generation. When the check succeeds, settlements are shuffled and a candidate is selected from an eligible settlement with no situation state, excluding the same main situation active elsewhere. At most one new situation is queued per check. Flea Market is one candidate, not a daily appointment in every town.
↑ Back to flow2 Wait for activation
Entering the queue does not mean the situation has begun. An update activates the first queued event when no main situation is active and the queue is non-empty. Daily validation skips the player’s current settlement; transitions and some sleep updates can also process it. The 7-day timer starts on activation, along with the common restocking call.
↑ Back to flow3 Inspect the active situation
During the junk dealers’ visit, inspect valuables buying quotes and current stock. Merchant, item and other trading conditions also affect quotes, so check the actual price before trading.
The settlement receives a visit from wandering junk dealers.
↑ Back to flow4 End after the timer
After 7 full game days from activation, the situation becomes eligible to end during a later update. Daily validation skips the current settlement, but transitions or some sleep updates can end it. Ending removes the situation scene preset, schedules restocking and updates modifiers; later scene preparation switches layers according to the active situation.
↑ Back to flowModifiers and trade effects
The values show changes caused by the situation. They are settled together with other settlement conditions; a price value is not necessarily the final quote percentage.
| Effect | Value | Meaning |
|---|---|---|
| Valuables: merchant buying-price term | +10 percentage points | Adds to other price terms when a merchant buys valuables. |
| Trade favorability | +0.1 | Merchant selling uses “1 − favorability” and buying uses “1 + favorability”, alongside other conditions. |
| Stock generation scalar | +0.3 | Adds to the random base scalar before row weights and rounding determine quantities; existing stock does not uniformly increase. |
Additional situation effects
The settlement scene changes with the active situation; return to inspect it.
| Behavior | Value | Scope and limits |
|---|---|---|
| Settlement scene | — | While the situation is active, returning to the settlement prepares its corresponding scene. |
Rotation and coexistence
Each settlement has one active main situation and a separate economic slot. Matching effects are added together. Regular generation requires the settlement to have no situation state, so this does not imply that the situation freely coexists with every economic situation.
Official description
Chaos breeds opportunity, and those clever enough to seize it rarely want for much.