繁茂
この記事には選択言語の翻訳がまだありません。以下は英語本文です。利用可能な公式名は選択言語を優先します。
Bloom is a timed settlement situation from the regular rotation. It changes plant growth and herb buying prices, and refreshes growth in the settlement’s owning area when it starts.
How Bloom 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.
目次
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. Bloom is one candidate, not a daily appointment in every town.
↑ フローに戻る2 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.
↑ フローに戻る3 Inspect the active situation
On activation, growth is refreshed at eligible locations in the settlement’s area, excluding the player’s current location. Wilderness tiles sharing either a row or a column with the caravan are also excluded. Revisit the wilderness to inspect regrowth, and compare herb buying and medicine selling quotes.
この地域では薬草とキノコが通常よりも豊富に生育している。#希少植物が洞窟、ねぐら、狩り場に出現する可能性がある。 集落に採集者が訪れている。
↑ フローに戻る4 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.
↑ フローに戻るModifiers 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 |
|---|---|---|
| Medicine: merchant selling-price term | -20 percentage points | Adds to other price terms when buying medicine from a merchant. |
| Herbs: merchant buying-price term | +40 percentage points | Adds to other price terms when a merchant buys herbs. |
| Plant growth amount | +50 percentage points | Affects plant generation and harvest amounts. |
Additional situation effects
Alongside trading parameters, these changes affect settlement scenes, wilderness exploration or contracts.
| Behavior | Value | Scope and limits |
|---|---|---|
| Settlement scene | — | While the situation is active, returning to the settlement prepares its corresponding scene. |
| Owning-area growth refresh | — | When it starts, refreshes eligible locations in the same area, excluding the player’s current coordinates and wilderness tiles in the caravan’s row or column. |
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
自然が生命力を取り戻した。近隣の草原や森林には新たな芽吹きが訪れ、生き生きとした姿を見せている。