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Toxicity

hey also do not disappear as one might assume “Toxicity” is a term for player-created inflation of game resources
Toxicity increases with each player action that creates a free (transferable) resource when harvesting (excluding the treasury) or when robbing a settlement (then the toxicity of the player who robs increases)
Toxicity drops when the resource is burned or turned into a non-transferable resource when militarizing an army in Fort and when upgrading buildings, when processing resources into the Treasury or Fort durability
The toxicity of the settlement does not change when transferring resources to another player or contract (for example, when selling a resource to the market)
Toxicity grows with a player’s every action, which creates a free (transferable) resource, such as food, wood, ore, and weapons.
  • when harvesting resources. Although, the resources that are filling the treasury do not increase toxicity.
  • when robbing a settlement. In such cases, toxicity increases in settlement of the robber.
Toxicity drops when the resource is burned or turned into a non-transferable resource.
The toxicity of the settlement does not change when transferring resources to another player or contract (for example, when selling a resource to the Market)
Each resource type has its own toxicity multiplier
food
1
wood
2
ore
4
weapon
8
Settlement toxicity can have both positive and negative values.
The total toxicity of all settlements in the zone affects the number of Cultists (PvE) summoned to this zone.