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Rut is a timed settlement situation from the regular rotation. It changes wilderness activity and creature spawn counts, and refreshes global animal and monster locations when it starts.
How Rut 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. Rut is one candidate, not a daily appointment in every town.
↑ Назад к схеме2 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.
↑ Назад к схеме3 Inspect the active situation
When it starts, animal and monster locations across the world are processed while the player’s current coordinates are skipped. The refresh is not limited to this town’s area; wilderness activity and creature spawn counts change by the values shown here.
В округе появляется больше животных. В поселении останавливаются охотники.
↑ Назад к схеме4 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.
↑ Назад к схемеModifiers 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 |
|---|---|---|
| Area wilderness activity | +50 | Adds to the owning area’s wilderness activity, affecting creature generation and danger while resting. |
| Spawn unit count | +2 | Adds to the number of neutral creature slots. |
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. |
| Global animal and monster location refresh | — | On activation, refreshes animal and monster locations worldwide, excluding the player’s current location. Subsequent generation uses their updated settings. |
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
Цикл жизни делает новый круг, и окрестные животные вновь спешат оставить потомство.