Contracts

Contracts are agreements with Settlements to complete a series of tasks for a reward in influence, money, or just a temporary increase in the price of a product for the duration of the contract. To create the Contract, Settlements look at what the Player can produce with the buildings they have and compare that to the Products currently demanded in their Shops. They then draft the Contract with an objective, a time limit, the reward, and the penalties for failing to complete the objective in the allotted time.

Contracts spawn every (2 to 6 months). Spawn rate is then affected by the selected Product’s tier and what is unlocked.

When a Settlement spawns a Contract, it will appear as an icon above the Town Center. Clicking on the icon will open the Contract for review. From there you can Accept, Reject or Hide for now, which closes the Contract panel so you can accomplish other tasks. Each Contract will be available for up to six months after spawned; after that a new one is created.

Once Accepted, the Contract it is added to your Contract List that is accessible in the Contract Tab in the HQ Building. There you can review the objectives, how much time is left to complete the contract, and the rewards and penalties associated with it. Your Contract list can only hold three contracts so you will have to be picky about your selection. You can also review a Contract by clicking on the Contract Notification on the main screen.

Difficulty Scaling
The amount task, reward, and penalties will change depending on what Difficulty the Player set at game creation.

Possible Tasks
Settlement wishes to have Y units of a Product with Z sent to them by X date. Settlements will ask for products that the Player has researched.

Example:
 * Player has researched Vegetables, Flour, Dough, Cheese, Pizza
 * Game will select a product from Vegetables, Flour, Dough, Cheese, Pizza

To complete this task a player must send the Product to the Wholesaler of the Settlement the contract is through.

Possible Rewards
Increase Demand for Product XYZ

Gain X amount of Money

Will buy # Product at an increased market price (Baseline Price * RNG (1, 3). toFloat

Possible Penalties
Decrease Demand for Product XYZ

Lose of % Market Value of Product XYZ

Lose X amount of Money