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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.
Spis treści
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.
↑ Wróć do schematu2 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.
↑ Wróć do schematu3 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.
Wszystkie dostępne kontrakty są znacznie trudniejsze. Tę osadę odwiedzają najemnicy.
↑ Wróć do schematu4 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.
↑ Wróć do schematuModifiers 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 |
|---|---|---|
| Contract availability | -1 | Used 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 points | Adds to the reputation reward percentage modifier for successful contracts, alongside the base reward and other modifiers. |
| Alcohol: merchant selling-price term | +30 percentage points | Adds to other price terms when buying alcohol from a merchant. |
| Alcohol: merchant buying-price term | +20 percentage points | Adds to other price terms when a merchant buys alcohol. |
| Medicine: merchant selling-price term | +30 percentage points | Adds to other price terms when buying medicine from a merchant. |
| Medicine: merchant buying-price term | +20 percentage points | Adds to other price terms when a merchant buys medicine. |
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. |
| Dungeon modification | — | Only qualifying dungeons with no existing modification and no first-floor save data are given a random modification. |
| Unaccepted contract deletion | — | With 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 update | — | Only 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
Najemnicy ciągną tu z całego Aldoru, zachęceni plotkami o lukratywnych kontraktach. Zdobycie któregoś z nich będzie wymagało rywalizacji.