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A Fair is a randomly occurring settlement situation. Its official effect describes visiting wandering traders, alongside changed conditions for food, alcohol and other trading. Its timer lasts 7 game days from activation; a situation update then processes its ending.

How a Fair starts and ends

Select a node for its entry conditions. The game handles the first two stages; return to town to see trading changes.

목차

Where it can occur

These settlements include a Fair among their regular candidates. Whether it occurs depends on the world’s current situation state and selection.

Stages and entry conditions

1 Enter the candidate pool

At 06:00 each day, the game makes a world-level roll for a regular situation. On success, settlements are considered in shuffled order. A candidate is selected for an eligible settlement with no situation state, excluding main situations already active elsewhere. At most one new situation is queued per roll. A Fair is one candidate, not a daily appointment in each town.

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2 Wait for activation

Being queued does not mean the Fair has begun. A situation update activates the first queued event when there is no active main situation. Daily validation skips the player’s current settlement; transitions and some sleep updates can also process that settlement. The 7-day timer starts on activation, which also schedules merchant restocking.

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3 Visit the Fair

거주지에 행상들이 찾아옵니다.

Return to inspect the traders and goods available at that time. The table below explains the Fair’s contribution to prices and stock generation. Check the merchant’s actual quote: reputation, supply, merchant parameters and item conditions also affect the result.

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4 End after the timer

After 7 full game days from activation, the Fair is eligible to end during a later situation update. Daily validation skips the current settlement, but transitions or some sleep updates can end its Fair. Ending removes its stored scene preset, schedules restocking and updates modifiers; scene layers reflect the current situation when next prepared.

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Trading and stock effects

Selling means a merchant selling to the player; buying means purchasing the player’s items. Values are the Fair’s contributions to the calculation.

Trading and stock effects
EffectValueMeaning
Alcohol: merchant selling-price term-15 percentage pointsAdded to the other category price terms; not a direct discount on the final quote.
Food: merchant selling-price term-15 percentage pointsAffects buying food from a merchant, alongside supply and other conditions.
Trade favorability+0.1Raises favorability: merchant selling uses “1 − favorability”; buying uses “1 + favorability”.
Stock generation scalar+0.2Added to the random base scalar before row weights and rounding determine quantities; existing stock does not uniformly increase.

Rotation and coexistence

Each settlement has one active main situation and a separate economic slot. Matching modifier keys are added together. Regular generation requires the settlement to have no situation state, so this does not imply that a Fair can freely coexist with every economic situation.

Official description

암담한 일상 속에서도 잠깐이지만 즐거움과 번영이 있는 법입니다.

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. Trading, stock generation, restocking and situation modifiers from the same release
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