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Pénurie de marchandises

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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.

Sommaire

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.

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2 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.

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3 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.

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4 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.

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Verified trading and generation effects

Verified trading and generation effects
EffectValueMeaning
Trade favorability-0.15Merchant selling uses “1 − favorability”; buying uses “1 + favorability”. A negative contribution is worse for the player.
Stock generation scalar-0.5Added to the random base scalar before row weights and rounding determine quantities; current stock does not uniformly decrease.
Merchant gold generation-30The 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 pointsAffects 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

Le travail s'est ralenti à l'extrême, et les ressources se font toujours plus rares…

Sources

Version du jeu 0.9.4.25

  1. 0.9.4.25 official settlement situation names and descriptions
  2. Contract aftermaths, dungeon connections, daily economic stages and situation updates from the same release
  3. Trading, inventory, area, sleep and status-effect calculations from the same release; unconfirmed service changes identified separately
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