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경쟁

이 문서는 선택한 언어로 아직 번역되지 않았습니다. 아래에는 영어 본문이 표시되며, 가능한 공식 명칭은 선택 언어를 유지합니다.

Competition is a timed settlement situation from the regular rotation. It changes contract availability, deadlines, reputation calculation and selected trade terms, and processes qualifying existing dungeon contracts on activation.

How Competition 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.

목차

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. Competition is one candidate, not a daily appointment in every town.

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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.

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3 Inspect the active situation

On activation, the game checks Catacombs, Crypt and Bastion dungeons in the settlement’s area, above tier 1 with existing contracts, excluding the player’s current location. A dungeon receives a random condition only if it has none and its first floor has no save data. If exactly 3 contracts qualify and at least one is unaccepted, the first unaccepted contract after shuffling is removed; other unaccepted deadlines are adjusted. If all are accepted, none is removed, and accepted deadlines are unaffected.

이용할 수 있는 계약들이 더욱 어려워집니다. 거주지에 용병들이 찾아옵니다.

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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.

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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.

Modifiers and trade effects
EffectValueMeaning
Contract availability-1Used when contracts refresh to calculate available contracts.
Contract deadline-33%When Competition starts, only existing unaccepted contracts are rewritten; future contracts are not claimed to be permanently shortened by it.
General contract reputation+35 percentage pointsAdds to the reputation reward percentage modifier for successful contracts, alongside the base reward and other modifiers.
Alcohol: merchant selling-price term+30 percentage pointsAdds to other price terms when buying alcohol from a merchant.
Alcohol: merchant buying-price term+20 percentage pointsAdds to other price terms when a merchant buys alcohol.
Medicine: merchant selling-price term+30 percentage pointsAdds to other price terms when buying medicine from a merchant.
Medicine: merchant buying-price term+20 percentage pointsAdds to other price terms when a merchant buys medicine.

Additional situation effects

Alongside trading parameters, these changes affect settlement scenes, wilderness exploration or contracts.

Additional situation effects
BehaviorValueScope and limits
Settlement sceneWhile the situation is active, returning to the settlement prepares its corresponding scene.
Dungeon modificationOnly qualifying dungeons with no existing modification and no first-floor save data are given a random modification.
Unaccepted contract deletionWith exactly 3 collected contracts and at least one unaccepted, deletes the first unaccepted entry after shuffling; if all are accepted, none is deleted.
Unaccepted contract deadline updateOnly other existing unaccepted contracts are updated; this page does not claim that future contracts are always shortened.

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

용병들이 수지 맞는 계약에 대한 소문을 듣고 알도르 전역에서 모여들었습니다. 계약을 따내려면 경쟁에 말려들 수밖에 없습니다.

출처

게임 버전 0.9.4.25

  1. 0.9.4.25 official situation names, descriptions and effects
  2. Settlement pools, daily scheduling, queues, timers and ending rules from the same release
  3. Same-release situation values and their game effects
  4. Same-release event-specific direct behavior and scene-layer rules
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