Ярмарка
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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.
Содержание
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.
↑ Назад к схеме2 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.
↑ Назад к схеме3 Visit the Fair
В поселении останавливаются странствующие торговцы.
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.
↑ Назад к схеме4 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.
↑ Назад к схемеTrading 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.
| Effect | Value | Meaning |
|---|---|---|
| Alcohol: merchant selling-price term | -15 percentage points | Added to the other category price terms; not a direct discount on the final quote. |
| Food: merchant selling-price term | -15 percentage points | Affects buying food from a merchant, alongside supply and other conditions. |
| Trade favorability | +0.1 | Raises favorability: merchant selling uses “1 − favorability”; buying uses “1 + favorability”. |
| Stock generation scalar | +0.2 | Added 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
Недолгий проблеск веселья и беззаботности в остальном безрадостной жизни.