Peregrinação
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Pilgrimage is a timed situation associated with visiting pilgrims. It increases reputation reward modifiers for Crypt and Catacombs contracts and changes food and medicine trading-price terms.
How Pilgrimage 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.
Conteúdo
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. Pilgrimage is one candidate, not a daily appointment in every town.
↑ Voltar ao fluxo2 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.
↑ Voltar ao fluxo3 Inspect the active situation
Return to inspect the pilgrimage scene and trading changes. When considering Crypt or Catacombs contracts, account for the changed reputation rewards; food and medicine selling and buying directions are listed separately below.
O assentamento recebe uma visita de Peregrinos.
↑ Voltar ao fluxo4 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.
↑ Voltar ao fluxoModifiers 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 |
|---|---|---|
| Crypt contract reputation | +25 percentage points | Affects reputation awarded for completing a Crypt contract. |
| Catacombs contract reputation | +25 percentage points | Affects reputation awarded for completing a Catacombs contract. |
| Food: merchant selling-price term | +30 percentage points | Adds to other price terms when buying food from a merchant. |
| Food: merchant buying-price term | +20 percentage points | Adds to other price terms when a merchant buys food. |
| 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
The settlement scene changes with the active situation; return to inspect it.
| Behavior | Value | Scope and limits |
|---|---|---|
| Settlement scene | — | While the situation is active, returning to the settlement prepares its corresponding scene. |
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
Mesmo embora muitos locais sagrados tenham sucumbido à ruína, ainda há bastante gente que simplesmente está pronta para desistir desse modo de vida.