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Reinforcements is a timed settlement situation from the regular rotation. It lowers wilderness activity and ambush chance in the owning area, changes trade terms, and lets qualifying kills affect reputation through player XP.

How Reinforcements 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.

Содержание

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. Reinforcements 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

Qualifying kills must meet the player-XP conditions, such as being within range, having dealt damage or being the last attacker; eligible categories include Brigand, Undead, Vampire, carnivore and omnivore. Each point of player XP contributes the value shown here to reputation, followed by global reputation gain and rounding; this is not a fixed reward per kill.

Убийства врагов в округе приносят репутацию. В поселении расквартированы солдаты.

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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
Area wilderness activity-50Adds to the owning area’s wilderness activity, affecting creature generation and danger while resting.
Ambush chance-100Adds to the owning area’s ambush chance.
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.
Food: merchant selling-price term+30 percentage pointsAdds to other price terms when buying food from a merchant.
Food: merchant buying-price term+20 percentage pointsAdds to other price terms when a merchant buys food.

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.
Qualifying-kill reputation calculation+0.04The base term contributes +0.04 per point of player XP, then enters global reputation gain and rounding; it is not a fixed per-kill reward.

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

Некоторое время местные жители могут спать спокойно - их сон под надёжной защитой.

Источники

Версия игры 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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