Falta de suministros
Este artículo aún no está traducido al idioma elegido. Se muestra el texto en inglés; los nombres oficiales disponibles conservan el idioma seleccionado.
Supplies Shortage is the third and final economic deterioration stage caused by a negative main situation. It further changes trading, stock generation, and merchant fund generation. A situation update clears it after the linked negative parent is removed.
Start, changes and ending
Select a node for entry conditions and player actions.
- 1A negative main situation persistsCaused by: Dangerous Roads, Pestilence, Nightmares
- 2Deteriorate from Disrupted LogisticsAfter a successful daily roll, validation replaces the stage
- 3Inspect the combined trading changesMatching parent and economic modifiers add together
- 4Remain terminal, or end with the causeFurther successful daily rolls do not create a fourth stage
Contenido
Settlements that can be affected
These settlements have paths to the relevant dungeon contracts. They can be affected only when the contract and situation conditions are met. The actual target is the contract’s origin in that save; events are not guaranteed to occur in every settlement at once.
Stages and entry conditions
1 A negative main situation persists
Supplies Shortage is not a regular random candidate. The settlement first needs an active main situation with economic progression: Dangerous Roads, Pestilence, Nightmares. A negative event still in the queue does not advance economic stages through this path.
↑ Volver al flujo2 Deteriorate from Disrupted Logistics
After Disrupted Logistics is selected, the 06:00 daily economic check rolls the parent situation’s chance again. Success changes the selected stage to Supplies Shortage. A later validation ends the previous stage, schedules restocking, and activates this one. There is no guaranteed number of days until progression and no independent fixed duration.
↑ Volver al flujo3 Inspect the combined trading changes
Supplies Shortage changes trade favorability, merchant stock generation, merchant gold generation, and the commodity buying-price term. Matching modifiers from the main and economic situations add before use; reputation, supply, and merchant conditions also affect quotes. The stock value participates in per-row rounding during later generation rather than deleting a share of current items, and the gold value scales the random base amount only when funds are generated.
↑ Volver al flujo4 Remain terminal, or end with the cause
Supplies Shortage is the final list entry. While the parent persists, later economic rolls select the same terminal stage rather than creating a fourth one. Resolving the dungeon linked to the parent lets validation clear the economic stage once its parent is gone; waiting or selling goods to merchants is not a direct ending condition in this state machine.
↑ Volver al flujoVerified trading and generation effects
| Effect | Value | Meaning |
|---|---|---|
| Trade favorability | -0.15 | Merchant selling uses “1 − favorability”; buying uses “1 + favorability”. A negative contribution is worse for the player. |
| Stock generation scalar | -0.5 | Added to the random base scalar before row weights and rounding determine quantities; current stock does not uniformly decrease. |
| Merchant gold generation | -30 | The random base gold amount is multiplied by “1 + this modifier / 100”; it does not directly deduct existing gold. |
| Commodities: merchant buying-price term | +30 percentage points | Affects the price term when selling commodities to a merchant, alongside other conditions. |
Repairs and restocking
This release also declares repair and restock-interval adjustments, but their connection to the service calculations has not been established. They are therefore not presented as guaranteed price increases or delays. Economic stage changes and endings demonstrably schedule restocking.
Official description
Hay poco trabajo y la falta de provisiones está llegando a niveles críticos...